One of the things I’ve discovered in using 3D games with people who don’t play them (at all) is that the concepts of moving and looking around the space can actually be quite challenging. I’ve had people actually report feeling a little nauseous from the experience, so the need for a very straight forward, highly directed instructional level became quickly apparent.
This is the initial stage of Playing the Game, my attempt to do this.
There’s still a fair slab of work to come but I think it’s on track.
Given the scaffolding nature of the skills being developed, it takes a fairly behaviourist directed learning approach, with each skill introduced and accomplished before the learner moves on to the next one.
Perhaps this is a display of my ignorance about academic writing but the fact that it takes Bannan-Ritland 7 pages to explain the method that she used to create this overview of academic writings that relate to interaction (particularly finding a definition for the term) seems pretty counter-productive and makes for some rather turgid reading. (Given that it only took her a couple of paragraphs to explain that there is a fair degree of difference of opinion in the writings about the definition)
Once she gets going though it gets much better and some interesting ideas about the nature of interaction are covered.
“Interaction can be viewed as a function of:
learners participation or active involvement
specific patterns and amounts of communication
instructor activities and feedback
social exchange or collaboration
instructional activities and affordances of the technology
She goes on to look at the papers that address each of these possible definitions and look at examples
Interactivity as defined by Active involvement by the learner
“the researchers concluded that students have specific goals for each interaction in an eLearning environment, including getting help or sharing information related to the content of the course, getting help on the technology, submitting homework and participating in discussion to exchange ideas of socializing”
The Gunawardena, Lowe and Anderson (1997) model of knowledge construction “relies on an active view of knowledge construction by the learner that moves through five phases, including:
sharing/comparing of information
discovery and exploration of dissonance or inconsistency among ideas, concepts or statements
negotiation of meaning and/or co-construction of knowledge
testing and modication of proposed synthesis or co-construction
phrasing of agreement, statements and applications of newly constructed meaning
Interactivity as defined by Patterns of Communication among learners/instructors
“Identifying the purpose of online messages as organizing, lecturing, humanizing or expressing opinions provided a detailed view of interaction patterns in an eLearning environment”
“Vrasidas and McIsaac (1999) explicitly and broadly defined interactivity as “reciprocal actions of two or more actors within a given context” (p. 25)… In addition, data on teacher and student views of interaction were collected, ultimately determining that multiple factors such as structure of course, class size, feedback and prior experience with CMC influence interaction”
“Synchronous communication was determined to be more interactive, demonstrating a type of discourse mimicking face-to-face interaction. Asynchronous communication was more constrained than synchronous but also more complex”
“Also in a small group context, Ahern and Durrington (1995-6) investigated the effects of anonymity and interaction in a computer-mediated discussion and found that anonymity promotes increased participation by students”
Interactivity defined as Instructor/Learner communication
“Mahesh and McIsaac (1999) operationalized interactivity as the dynamic of instructor-student communication and the actions of the instructor to encourage communication among students. Instructor time spent on these activities also provided an operational definition of interactivity in this study”
“These researchers concluded that eLearning is dependent on the personal and unique style of instructors and their activities in an online course as well as instructional and logistical factors”
Interactivity as Social, Cooperative or Collaborative Exchange
“…messages that asked questions, answered questions, provided support, clarified ideas, built consensus and contained social messages were interactive in nature. Asynchronous bulletin board conferencing provided more task-related messages and were more appropriate for self-reflection, while synchronous chat demonstrated more interactivity… and much less task-oriented communication”
Interactivity as a Range of Instructional Activities and Technologies
“Luetkehans (1999) determined that interactivity is most prominent in contexts where multiple strategies and activities, including instructor feedback, collaborative learning strategies and multiple technology mechanisms encourage student participation”
Bannan-Ritland moves on to examine the specific types of eLearning interactions identified in the literature
“structure, class size, feedback to students and participants prior experience with CMC are prominent variables related to interaction”
“teachers are more concerned about the level of participation and interaction with students in an eLearning course than a traditional one and… students stated that a lack of feedback from both instructors and their peers contributed to feelings of isolation and dissatisfaction with the course”
Bannan-Ritland identifies some gaps in the current research (or at least in the research she investigated)
“This review did not reveal any studies focusing on learner-non-human interactions, nor did the review reveal research that demonstrated the higher-level learner instruction interactions that incorporate a meta-level strategy or deliberate arrangement of events”
Some of the key findings that Bannan-Ritland drew from her review are that:
high levels of interaction need to be modeled by the instructor for students
a cooperative goal structure requiring students to interact with other students can promote interaction
Asynchronous and synchronous forms of communication afford different instructional strategies
instructor’s teaching style and background impacts course design, structure and level of interactivity implemented
small groups using asynchronous communication demonstrate task-directed behaviour in problem solving
instructors should expect to spend more time on an eLearning course than a traditional one
sychronous discussions are highly interactive and demonstrate more student control
asynchronous mode offers more complex language than synch and primarily demonstrated student responses to teacher requests
instructor or subject matter expert needed to draw out new concepts
pair advanced students as mentors to novices
promote issue-based introductory questions allowing students to develop own ideas and thoughts.
The summary of all the research papers at the end – broken down by focus, types of interactions and conclusions is the most useful part of this as it is packed with good practical tips.
This article explores (in a slightly tech-evangelical but nonetheless interesting way) possible uses in education of emerging technologies including MUVEs (MultiUser Virtual Environments – ie Second Life), Wireless/Mobile devices and ongoing developments in online content.
It also looks at the way “neomillenials” – also referred to by some as digital natives – interact with current technology and ways that education may be able to (or indeed need t0) adapt to provide learners with more complete and satisfying learning experiences.
Emerging learning styles:
Fluency in multiple media and in simulation-based virtual settings
Communal learning involving diverse, tacit, situated experience, with knowledge distributed across a community and a context as well as within an individual
A balance between experiential learning, guided mentoring and collective reflection
Expression through nonlinear, associational webs of representations
Co-design of learning experiences personalised to individual needs and preferences
Main points:
Internet is reshaping information gathering/learning styles – more seeking, sieving, synthesising than before.
Digital media encourages multitasking (instant messaging, websurfing, emailing, listening to music while reading)
Too much multitasking might lead to cognitive overload
New emphasis on customised, personalised environments – learners wanting to shape their own courses, decide what they learn and need for universities to cater to this
Millenial students – those born after 1982
Emerging media types foster deeper psychological immersion – particularly 3D spaces but also “augmented reality” created by the expanding use of mobile devices and networks
Mobile Wireless devices (MWDs) can be used to access context specific information while out in the real world
Potential for networked MWDs to create connections between people with common interests
People have multifaceted identities – real world and online ones
Enhances access to information across space and time
Possible to create interactions in virtual space that are impossible in reality – eg dealing with a chemical spill in busy neighbourhood – scenario based learning
MMOGs growing in popularity (apparently Second Life hasn’t quite hit the stands at the time of writing)
Use of virtual interactive environments, modelling museums, labs, historical simulations
Coming phenomena of ubiquitous computing – being networked everywhere
Encouraging non-linear communication – e.g. authoring a simulation and creating a webpage to express understanding rather than writing a paper)
Suggested implications of these changes:
need to redesign physical spaces – specialised spaces less necessary (e.g. library reading rooms)
places and objects will have more information attached to them
networked collaboration enhances accessibility
new forms of assessment required – beyond written papers – which incorporate greater peer based assessment
need for widespread wireless network infrastructure
move to more personalisable learning experiences
move towards more emphasis on knowledge sharing between students
more “real-world”context based case studies in assessment
My thoughts:
Generally there are a lot of interesting ideas here and Dede is well aware that a number of the changes proposed would involve a significant reshaping of current educational practice and systems.
I often get the feeling when reading educational theory – particularly of a constructivist bent – that it is either somewhat divorced from chalkface reality (overly theoretical) or conceived with motivated post-graduate university students in mind, rather than secondary or early tertiary students.
In the VET context, we work with learners with more basic foundation skills in learning (adolescents fresh out of high school or workers reskilling themselves) and some of the principles about student directed learning and customised courses seem quite irrelevant to learners – and highly impractical for teachers.
I question the assumption that until now learners have only taken information from narrow channels such as a textbook or two or their teacher – this fails to give teachers any credit for ingenuity at all. Multimedia in one form or another has been used in classrooms for more than 100 years.
Information processing is definitely an important skill in this age – we have access to more of it than ever before. Neomillenials may well have more effective skills at processing this and this is something to consider in designing their learning – the dangers of cognitive overload should also be taken seriously as well though.
Do neomillenials really take in and comprehend all the information that they process or is it taken more superficially?
Do people (we) have shorter attention spans now and what does this mean to learning?
I appreciate the business imperatives of providing more personalised and customised content as well – this is certainly going to be appealing to learners – however I question the assumption that learners always know what they don’t know and also what they need to know.
Research has indicated that learners don’t always get in right when deciding what they need to know and that more often than not they get it wrong when determining the best way to learn things that they want to know. Sometimes that topics that seem the least interesting to a learner are the most important in terms of actually being able to use a set of skills or knowledge.
When courses and curricula are designed by “experts”, these are people who are able to bring valuable experience to the process and know better the things that learners need to focus on. It might be worth allowing learners to shape the order in which content is presented but the body of the content is probably something that they should be prepared to accept as coming from someone who knows more. If you don’t enter higher education to know more than you currently know, why go there at all?
The matter of administering and assessing such systems (unless we are dealing with chunks of knowledge) also seems to have been brushed aside but is a key consideration in making these changes actually happen. Teachers don’t want to do more work than they are already doing – often times they simply can’t – and will vote with their feet if a system is imposed on them. (Such as one revolving around personalised learning packages)
How can employers make considered assessments of a qualification if it’s significantly different to everyone elses?
Let’s not make learners too important in the process of figuring out what they have actually learnt – just because they feel as though they know enough about something doesn’t necessarily make it so. If a team of medical students successfully completes an operation, are we sure that each student can do it all?
Looking at education another way, if the knowledge of the world (the developed world at least) is at our fingertips, do we need to learn anything more than how to access it and understand it? (Of course, if the access to this info breaks, society could be in trouble)
Human adoption of technology systems that put people in contact with random strangers sharing common interests (in terms of mobile wireless devices) has been hyped for a few years now but really hasn’t taken off. People do make connections online more freely based on common interests – is this because it is a less threatening environment? I think that people are naturally cautious about strangers and prefer the online buffer. This may differ in a learning environment – I’d like to hear some ideas for ways that this might work though.
Notions of access are very powerful and encouraging – current technological developments certainly offer great promise for involving more people in education who have been disadvantaged. We shouldn’t forget those who are technologically disadvantaged as well (The One Laptop Per Child scheme is encouraging here) as this is a key divide.
Simulations that go beyond what is possible or practical in reality are very encouraging – one of the things I regularly discuss with teachers is that if using technology doesn’t add something to a learning experience that wasn’t already there, why use it? The possibility of developing resources and simulations that mean you can do something new – such as a massive chemical spill in a big city – are tremendous.
I suspect that many of Dede’s suggestions for implementations (particularly large scale ones) are designed as ambit claims – things like getting rid of computer labs and reading rooms in libraries work on an assumption that 100% of learners want to go down this path. If we are going to talk about providing personalised learning, what about these people?
This is more about provoking thought and discussion and is fair enough.
I read a comment recently (no idea where) which made the point that computers should simply be seen as another classroom resource and that we don’t talk about taking the students to the pencil lab. (Although isn’t that the Art room?). This is true, although I’d say that if pencils cost $1000 each, it might be a little different.
Personalisable learning – worth considering RSS feeds and related widgets, still not sure what personalised learning environments are or how they work but I guess this comes into the picture.
This article is definitely worth a read, I just wonder if it isn’t a little divorced from chalkface practice – or putting it more nicely, a little idealised.
Ok so this is my first major attempt at a heuristic – I think it went ok – it certainly helped having a structure provided (which i now know is a cognitivist strategy).
1. Interactive multimedia makes Behaviourist learning strategies more engaging.
The use of simple online games and quizzes provides positive reinforcement to learners and adds interest to subjects which focus on fact based learning by bringing variety and heightened sensory experiences to repetitive tasks.
Robyler and Havriluk (1997) point out that among the “needs addressed by directed instruction” (their term for the Behaviourist approach) are “making learning paths more efficient… especially for instruction in skills that are prerequisite to higher-level skills” and “performing time-consuming and labor intensive tasks (e.g., skill practice), freeing teacher time for other, more complex student needs”.
This has been demonstrated in a project undertaken in the Learning Medical Terminology subject at the Canberra Institute of Technology (CIT). A range of vocabulary learning exercises have been turned into simple drill and practice online games, making them more fun and interactive.
Anecdotal evidence from the teacher of the subject indicates that students now learn and retain the words more quickly and complain less about the subject.
This heuristic is useful to me as a learning resource developer at CIT as we are part of the Vocational Education and Training (VET) sector and many of the initial subjects in our courses require learners to acquire a certain base level of technical subject-specific knowledge. Many of these games can be produced easily by teachers with free or inexpensive software and require minimal technical ability to create and put online.
I chose to write about it as I am a firm believer in the educational possibilities of interactive multimedia, particularly in the form of games and quizzes. Games are a familiar, accessible and engaging medium which can be used in situations ranging from Behaviourist drill and practice exercises to more Constructivist problem based scenarios. There is currently a growing group of educational game producers – known as the Serious Games movement – focusing heavily on the possibilities of the latter.
Learning practitioners wishing to make use of interactive multimedia in the form of games and quizzes should allow themselves adequate time to become familiar with the game/quiz creating software that they wish to use. While most of it is designed with the less technically inclined user in mind (i.e. a wizard based approach), it can often still require the uploading of multiple supporting image and javascript files to your website or learning management system.