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Thoughts on: E-learning 2.0 (Downes, 2005)

Downes, S. (2005). E-learning 2.0. eLearn Magazine, 17 October. [Online]. Retrieved Friday 15 September 2006 from: http://www.elearnmag.org/subpage.cfm?section=articles&article=29-1

In which the usually slightly curmudgeonly Stephen Downes jumps on the 2.0 bandwagon and rides it for all it’s worth. 

“Where we are now

In general, where we are now in the online world is where we were before the beginning of e-learning [1]. Traditional theories of distance learning, of (for example) transactional distance, as described by Michael G. Moore, have been adapted for the online world. Content is organized according to this traditional model and delivered either completely online or in conjunction with more traditional seminars, to cohorts of students, led by an instructor, following a specified curriculum to be completed at a predetermined pace.”

If it’s online, can’t the learners access any and all of the material when and where they want?
“One trend that has captured the attention of numerous pundits is the changing nature of Internet users themselves. Sometimes called “digital natives” and sometimes called “n-gen,” these new users approach work, learning and play in new ways [2].

They absorb information quickly, in images and video as well as text, from multiple sources simultaneously. They operate at “twitch speed,” expecting instant responses and feedback. They prefer random “on-demand” access to media, expect to be in constant communication with their friends (who may be next door or around the world), and they are as likely to create their own media (or download someone else’s) as to purchase a book or a CD [3].”

I.T and media literacy has seen a boom in the creation of media content but statistically, only about 1% of people visiting web 2.0 sites are actually contributing to them.  

“The changing demographics of the student population and the more consumer/client-centered culture in today’s society have provided a climate where the use of student-centered learning is thriving” [6]. Learning is characterized not only by greater autonomy for the learner, but also a greater emphasis on active learning, with creation, communication and participation playing key roles, and on changing roles for the teacher, indeed, even a collapse of the distinction between teacher and student altogether [7].

The breaking down of barriers has led to many of the movements and issues we see on today’s Internet. File-sharing, for example, evolves not of a sudden criminality among today’s youth but rather in their pervasive belief that information is something meant to be shared. This belief is manifest in such things as free and open-source software, Creative Commons licenses for content, and open access to scholarly and other works. Sharing content is not considered unethical; indeed, the hoarding of content is viewed as antisocial [9]. And open content is viewed not merely as nice to have but essential for the creation of the sort of learning network described by Siemens [10].”

The technology might have made it easier but I don’t think it’s given birth to the attitude, I remember friends making tapes of albums for me as a youth.  

“In short, the structures and organization that characterized life prior to the Internet are breaking down. Where intermediaries, such as public relations staff, journalists or professors, are not needed, they are disregarded. Consumers are talking directly to producers, and more often than not, demanding and getting new standards of accountability and transparency. Often, they inform the productive process itself, and in many cases, replace it altogether. Passive has become active. Disinterested has become engaged. The new Internet user may not vote, but that is only because the vote is irrelevant when you govern yourself. ”

If producers spend all their time among other producers, are they able to see that most people are still consumers?

“What was happening was that major parts of the World Wide Web were acquiring the properties of communications networks, the sorts of networks found to exist (albeit on a much smaller scale) in the physical world. And that the Web itself was being transformed from what was called “the Read Web” to the “Read-Write Web,” in accordance with Tim Berners-Lee’s original vision. Proponents of this new, evolving Web began calling it Web 2.0 and in short order the trend became a movement.”

 In broad terms, yes.

In a nutshell, what was happening was that the Web was shifting from being a medium, in which information was transmitted and consumed, into being a platform, in which content was created, shared, remixed, repurposed, and passed along. And what people were doing with the Web was not merely reading books, listening to the radio or watching TV, but having a conversation, with a vocabulary consisting not just of words but of images, video, multimedia and whatever they could get their hands on. And this became, and looked like, and behaved like, a network.

Nowhere is this clearer than in the world of blogging. In a few short years the blog went from a few idiosyncratic Web sites to something used by millions of people empowered by content creation tools such as Blogger and Wordpress. Even more importantly, these blogs were connected to each other through the mechanism of RSS, a simple XML format that allows bloggers to send their content to a network of readers (called ’subscribers’).

But it wasn’t just blogging. Creating an online community became a snap with tools such as Plone and Drupal. Moreover, using a collaborative writing tool called the wiki Jimmy Wales and a few thousand of his friends created a site called Wikipedia, rendering Encyclopedia Britannica obsolete in the process. Others, using the free audio-recording tool Audacity, began recording their own talk and music; this, when combined with RSS, became podcasting, a rapidly rising phenomena that is transforming what we think about radio.

E-Learning 2.0

In the world of e-learning, the closest thing to a social network is a community of practice, articulated and promoted by people such as Etienne Wenger in the 1990s. According to Wenger, a community of practice is characterized by “a shared domain of interest” where “members interact and learn together” and “develop a shared repertoire of resources.”

For the most part, though, what constituted “community” in online learning were artificial and often contrived “discussions” supported by learning management systems [15]. These communities were typically limited to a given group of learners, such as a university class, had a fixed start and end-point, and while substantially better than nothing, rarely approached Wenger’s theory.”

Other points of interest

  •  blogs and wikis give a larger audience
  • blogging gives more personal insights
  • podcasting enhances convenience
  • structure comes to resemble more of a conversation
  • personal learning environments offer a space to showcase work
  • learning comes not from the design of the content but how it is used
  • games allow students to take charge of their learning

Overall, some interesting ideas – my feeling is that the technology might allow many things to happen but it is the organisational philosophies and culture that will have to evolve for these things to actually happen.

Add comment October 17th, 2007

Thoughts on: Computer-mediated communication, elearning and interactivity (Bannan-Ritland, 2002)

Bannan-Ritland, B. (2002). Computer-mediated communication, elearning, and interactivity. The Quarterly Review of Distance Education, 3(2), 161-179.

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:

  1. learners participation or active involvement
  2. specific patterns and amounts of communication
  3. instructor activities and feedback
  4. social exchange or collaboration
  5. 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:

  1. sharing/comparing of information
  2. discovery and exploration of dissonance or inconsistency among ideas, concepts or statements
  3. negotiation of meaning and/or co-construction of knowledge
  4. testing and modication of proposed synthesis or co-construction
  5. 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

  • learner-self
  • learner-human (learner-learner, learner-instructor)
  • learner-non-human
  • learner-instruction

“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.

Add comment September 26th, 2007

Thoughts on: Online learning communities: Investigating a design framework (Brook & Oliver 2003)

Brook, C. and Oliver, R. (2003). Online learning communities: Investigating a design framework. Australian Journal of Educational Technology, 19(2), 139-160. http://www.ascilite.org.au/ajet/ajet19/brook.html

Begins with a quick overview of some of the benefits of collaboration and community interaction in learning:

  • increased motivation
  • promoting learning achievement
  • enhanced perception of (and satisfaction with) skill development
  • nurturing, socialisation & support

“modern societies tending to develop more relational communities… or communities of the mind”

“a learning community is characterised by a willingness of members to share resources, accept and encourage new membership, regular communication, systematic problem solving and a preparedness to share success (Moore & Brooks, 2000)”

“Potentially negative influences include the need for members to conform and the subsequent loss of individuality… and the potential to hoard knowledge and thus restrict innovation… Also noteworthy is the potential for community structures to exert pressure on some individuals to engage in nonconforming rather than conforming behaviours, resulting in dissidents and the formation of sub-communities..”

“Sense of community is based on an attachment relationship and this relationship is not based on the interactions with any one member of the community but instead with any member (Hill, 1996)”

“Sense of community has been defined as ‘a sense that members have a belonging, members matter to one another and to the group and a shared faith that member’s needs will be met through their commitment to be together’(McMillan & Chavis, 1986p.9)

Strategies to support a good online community might include:

  • a common symbol system
  • establishing a common purpose
  • facilitating frequent and easy meetings
  • developing a sense of place
  • being non-judgemental

“Constructionism is seen as offering an important bridge between cognitive and sociocultural perspectives on cognitive development, by arguing that individual development cycles are enhanced by shared constructive activity in the social environment. Furthermore, social settings are enhanced by the cognitive development of the individual”

“It has been suggested that the social construction of knowledge in the online environment progresses through five sequential phases (Gunawardena, Lowe & Anderson, 1997):

Sharing and comparing of information: statements of opinion and observation and corroborating examples provided by one or more participants characterise phase one

The discovery of exploration of dissonance or inconsistency among ideas, concepts or statements: Phase two identifies and states areas of disagreement, and perhaps escalates conflict through reference to research or experience

The negotiation of meaning: exploration of meaning and the identifying of areas of agreement characterise phase three

Testing and modification of proposed synthesis or co-construction: phase four is characterised by testing the proposed synthesis against ‘received fact’; as shared by the participants and/or their culture

Agreement statements and the application of newly constructed meaning: metacognitive statements by the participants, illustrating their understanding that their new knowledge or ways of thinking have changed, characterise phase five.

People may participate in communities because of the perceived benefits even if their nature is to avoid such interactions – teachers may need to emphasise the benefits in ’selling’ the community

“Factors that may influence community development include policies…, the discipline and education level of the course…, the instructor… and the students. At a process level, influencing factors include the purpose the community serves in the lives of its members.., support for communication…, the nature of meetings… and the gathering place…”

Some ideas, tips and strategies: 

“It has been suggested that the role of the instructor is pivotal in the development of online learning communities… The manner in which this role is approached depends on the characteristics and beliefs of the instructor…, including educational philosophies…, perceptions of self as either connected of separate… and perceptions of their role. Other considerations include the instructor’s online experience, the nature of the social environment they develop and the manner in which they manage the learning environment”

“The nature of the cohort, including the number of participants, may also influence community development strategies. In asynchronous environments, groups size is recommended to be no larger than 25, while 10 is suggested for the synchronous environment”

“Groups that are dominated by individuals who perceive themselves as separate are likely to be characterised by competition, while those dominated by connected individuals are likely to be characterised by cooperation”

“Essential in the formation of all communities is the purpose that the community serves in the lives of its members”

“Purpose may reflect the manner in which student participation is encouraged. Suggestions include mandated participation through the allocation of grades…, providing an increase in intellectual resources through guest experts…, presenting a problem or disorienting dilemma… and linking activities to the lived in world…  The purpose and context may also be established through encouraging collaborative construction of knowledge…, facilitated through group work or projects… or by the instructor acting as an agent provocateur”

“An essential requirement for community development is regular and meaningful meetings… Communication may be encouraged through grading participation, based on the quantity or quality of communications…, requesting responses…, establishing a sense of positive outcome as a result of belonging… and encouraging members to pay their dues.”

“Setting an appropriate pace and schedule for participation that maintains active engagement, without dominating the learning experience, may provide further support”

“Strategies that promote connectedness include engendering the human elements of community… and establishing user profiles… Additional strategies include welcoming new members, sharing wisdom, resolving problems and sharing success…”

I think that the user profiles part in particular is important – the more you know about someone the more interested you are in what they have to say. Questions might also be framed in such a way that learners are encouraged to relate them directly to their experiences, bringing personal anecdotes to the discussion. An initial face-to-face orientation session is also a useful idea as a way of creating connections – maybe voice or even video chat (even avatar based) could add something. – Maybe a chat session in second life?

  “Supporting communication includes assisting students in becoming proficient with the technology…, developing text based communication skills… and instituting a sequencing of activities…”

“Due to the more independent nature of the online learning environment, there is a need to support students in managing their own learning experience including setting goals and prioritising tasks… It is also useful to provide weekly reminders… and clearly state roles and responsibilities…”

“Given the importance of non-verbal factors in communication…, which are to a large extent absent in text based environments…, helping students develop text based communication skills may also support community development…”

The rather glaring alternative to this – or perhaps supplement – is to be less reliant on text for communication – again, audio, video, images and virtual world based communication  might help level the playing field a little here. I’d say that half of the fellow students in my class have English as a second language and while you get the gist of what they are saying in text, it may well come across more effectively in other ways.  

There’s a bit of other stuff about encouraging respect and trust with codes of conduct – I’d suggest that these be generated by the group and possibly even subject to regular review. It also talks about creating a greater sense of place by using welcoming messages (hmm maybe) and acknowledging individual contributions, making sure that trade in ideas and information is fair (some people will just lurk, it’s the nature of the boards) and avoiding anonymity and “electronic self”s

Quite a few interesting ideas which draw on a lot of research that has come before – I would have liked to have seen a few more specific strategies for encouraging contributions beyond the initial entry point but all in all, this is a useful piece of writing.

Add comment September 17th, 2007

Exploring the EDC – a scenario based educational first person shooter (without the shooting)

This is the design statement for my latest foray into game based learning. I’ve used FPS Creator once more to create a democratic learning environment which creates a simulation of the Education Development Centre here. Learners can access scenario tasks in the course of find out about the multitude of awesome services and knowledge we can provide :)

Check out my walkthrough to begin with.

You can read the full paper from the attachment (I tried to paste it in directly but Wordpress didn’t like the tables and I’d prefer not to re-type them) Exploring the EDC – a scenario based learning simulation – Design Statement

Add comment September 10th, 2007

Thoughts on: Designing an interactive multimedia treatment (Schwier & Misanchuk 1993)

Schwier, R.A. and Misanchuk, E.R. (1993). Interactive Multimedia Instruction. Englewood Cliffs, NJ: Educational Technology Publications. Chapter 9, pp.155-192.

This is a fairly wordy section on a quite specific aspect of the process of designing interactive multimedia so I’m just going to scan for salient quotes. (I’m a little tired :)

“Given the capability of multimedia systems to house massive quantities of information and to construct complex delivery systems, it seems reasonable to encourage the development of instructional systems which contain mre than a single cognitive orientation. In this way, the designer can impose consistency between the cognitive orientation and different learning tasks, and also capitalise on the possibility of designing instruction which is compatible with learning styles and preferences”

I won’t quote it but there’s a pretty good summation of the differences between the behaviourist, cognitivist and constructivist philosophies and approaches in this chapter.

They then move on to look at options for specifying content.

“Many projects will result in a glut of information you need to organise. In fact, one can argue that instructional design is largely the process of organising rather than creating, opportunities for learning”

The Content Outline is a suggested approach, consisting of a set of objectives for the course, the content necessary to achieve them and the treatment that the the content might be given. (How it is presented)

From here, Design specifications are quite useful – simple things to ensure consistency across the multimedia product- These might be broken into technical standards, instructional formats and aesthetic considerations.

Technical standards could look at issues like:

  • Writing style
  • Screen format (eg a single idea to a screen of text)
  • Grammar (eg no contractions to be used)
  • Numbering
  • Layout restrictions
  • Abbreviations

Instructional formats could consider:

  • Strategy (e.g scenarios with background reading)
  • Menu Organisation (advanced organisers)
  • Length of segments (time allocated to activities)
  • Reading level
  • Test-like events
  • feedback

Aesthetic considerations:

  • Screen text (font + size)
  • Color
  • Computer vs video
  • music
  • illustrations
  • visual cues

From here, Misanchuk & Schwier see the next step as setting up the framework for the content.

This takes five forms.

Core instruction: introductory segments (what’s to come, objectives) + core instruction (the primary content) + summary segments (reinforcing key points)

Complementary instruction:  help segments (rephrasing or embellishing core instruction) + remedial segments (filling in scaffolding knowledge that should already be there) + additional information (enriching but not essential extra info). (Complementary instruction shouldn’t appear by default but should be easily accessible if it is needed)

Management elements:  quizzes, games, scenarios which offer feedback (or assessment)

Navigation elements: easy access to all sections of content, global escape route, “you are here” type maps

Interactive elements:  immediacy of response, non-sequential access of information, adaptability, feedback, options, bi-directionality and interruptability (pause and escape options and context sensitive help)

“For interaction to be dynamic, it is necessary to build content for the varied directions the instruction may follow.This means developing a great deal of content which any particular learner may never see.”

From here, Schwier and Misanchuk move on to the matter of allowing learners to practice their new knowledge in the multimedia environment. They outline some generalised principles for this:

  • practice during instruction should be varied, not constant
  • as familiarity with the learning task increases, so should the difficulty of practice increase
  • learners should be weaned from prompts as their facility with knowledge or skills increases
  • use practice often during the early stages of learning and gradually lengthen the space between practice sessions on a particular topic as instruction progresses
  • for some types of learning, practice should progress from accuracy to speed to automaticity
  • review segments can be used successfully in place of questions
  • feedback should identify the successful and the unsuccessful features of the interaction and describe why incorrect responses or omissions are insufficient
  • learners can benefit from memory or organisational strategies to make information more meaningful
  • practice events should require learners to use information and discover and derive new relationships in information
  • practice should be designed to motivate learners

Learner control:

There are a range of areas that learners might control in a multimedia product:

  •  which content they access
  • the method it is presented in
  • whether they access supplementary material
  • the order they access the content
  • how much practice they undertake
  • level of difficulty of exercises undertaken

They finish up the chapter by looking at some different studies on what happens when learners use multimedia products in groups – some show that retention is the same for singles as pairs but drops off with 3 or more in the group while other studies don’t. (But the 2 vs 3+ thing seems to make a certain amount of sense – hard to cram three people around a screen for one thing)

Add comment September 8th, 2007

Thoughts on: Navigation options in Interactive Multimedia (Harper, 1992)

Harper, B. (1992) Navigation Options in Interactive Multimedia. In J. G. Hedberg and J. Steele, Educational Technology for the Clever Country, Selected papers from EdTech’92,Conference of the Australian Society for Educational Technology. University of Adelaide-Australia, 1-3 October (pp 10-16). Belconnen, A.C.T. : AJET Publication for the Society.

This article, like many others, starts out with the usual rah-rah interactive multimedia is great, shift to learner-control, enriching the learning experience yada yada spiel. It’s all fairly true but it seems to be at the start of every article I’ve read for a while now.

Once it gets past this preliminary stuff though, it is actually fairly useful and contains a number of interesting approaches to designing navigation in multimedia. It’s a little unfortunate that the article is 15 years old though as you get the sense that there’s probably been a lot more work done since. It therefore requires a little extrapolation to move the concepts to the 3D game based environment that I’m thinking about (I think Wolfenstein 3D had only just been released at the time this was written)

My project is to develop a 3D game space that the learner walks through in first person perspective. It provides new teachers at CIT an orientation to the services and resources available within the Education Development Centre at CIT, which includes Curriculum, Teacher Education, the Library and Flexible Learning Solutions (the online learning unit).

It’s possible to run this as a multiplayer game which allows for real-time text chat interaction between a number of players.

I’ll run through some of the interesting ideas about multimedia navigation in the paper and how I might use them in my game.

(To begin, here is why good navigation design is important)

“… used effectively, the technology can allow users to interact in ways that the designers of the system did not plan… good instructional design of interactive multimedia materials makes it unnecessary to materials to be structured for the learner. Effective student use of unstructured materials however, will depend on the type of access to the information the users can obtain i.e. the navigation options available to the user. ”

“When a learner can branch down multiple paths and rapidly change the direction and focus of the learning sequence, there is possible interference with effective learning through the inappropriate application of information by the learner to their internal schemas”

Navigation options:

“the guide metaphor where a character is created and used by the author to link ideas and visual travel through the hypermedia materials” – this is certainly one approach to the game and could be done in several different ways.

A non-player-character is automated and sets the learner tasks to complete in the environment (although this isn’t a guide so much I guess) – there could be NPCs in hallways that can answer basic queries about where certain areas are. The other option is to have a live guide in the multiplayer version who runs a bit of an orientation – though this isn’t necessarily very practical or realistic.

“other suggested structures include those which are based on ideas such as sequential navigation (using cues to show how far you are along a path; the clues varying from a simple screen number of the total or some conceptual description of the sequence), visual navigation (using a plan of the possible paths) and hybrid navigation (mixtures of both) (Hedberg & Harper, 1991)”

This has given me some thoughts about ways to set up the activities – in recreational gaming I’m fairly partial to sandpit style games such as the Grand Theft Auto series, where you can take on missions or just explore the environment. (But you need to complete certain missions to unlock new missions or new parts of the environment). I could have the entire area explorable, with different kinds of resources accessible (including being able to chat to all the staff) as well as having a room where you can get your missions from. You could collect keys (or something) which allow you to unlock rooms which provide additional missions. You could measure your progress by looking at the rooms you’ve opened.

Techniques to provide navigation cues for users:

“using colour to identify the area or major learning path”

This actually works pretty well as we recently had the rooms in our area repainted and each dept went with a different colour scheme. I’m thinking that it would be useful to have a few “You are here” maps around the place and/or some signs which could be colour coded without too much difficulty.

“simple use of contextual clues, regular use of a standard format of basic word style format to indicate links with other sources of information”

Other than the fact that this seems like a fairly tortured sentence, what I got from it was that in the rooms, on the walls near the desks of the different people we could have text and icons that reflect their areas of expertise. These could also be replicated on the maps. (E.g an artists palette for our graphic designer) 

“written directions which appear in separate areas or windows to the information required to learn the underlying concepts”

I agree with this idea although I’m not sure entirely how to put it into action in the software that I’m thinking of. (FPS Creator). If the player/learner had a key that they could toggle a PDA on and off, you could have this information there. It could be possible to have some computer screens that the player/learner could access this information from but they would need to go to the screen any time they wanted to check a detail. If it was a multiplayer game I guess the instructions could just sit in the chat window. 

“enabling learning path maps to be modified highlighting the paths which have been travelled”

This comes back to my earlier point about knowing what you’ve done by what rooms you’ve unlocked.  I’m a little unsure about this however as it goes against my desire to have an environment that people can wander around completely freely. 

“creating new links by the learner using a series of tools which enable the package to be modified, either by adding new information or by adding new hypertext linkages based on the students’ own conceptual maps”

It would be great if there was some way to embed web access (and presumably a wiki) into a part of the game. As far as I’m aware, this isn’t an option but I’ll keep looking. A setup like the 3D browser called 3B would be good – it could live on the smartboard in the training/conference room part of the game.

Defining Navigation types:

This is another of those instances where the datedness of this article shows – the concepts are still sound, just behind the times.

“Materials can be designed to focus on the appropriate development of schema and hence improve learning efficiency. In effect, any navigational system must employ elements with as much intrinsic meaning as possible… this link can be enhanced through understandable and well chosen metaphors”

He goes on to list a few different options:

  • Modal (icon based)
  • Relational (stack maps)
  • Hierarchical (more like an organisational chart or a website map)
  • Sequential (basic back, forward and index buttons)
  • Geographical/Spatial (much closer to Florin’s info landscape model – and my 3d game)
  • Conceptual (metaphor + info landscape)  

The Geographical/Spatial seems to reflect my approach with the game so I guess I’ll note the quote:

“selecting parts of a whole by an inherent physical/geographic relationship. This approach might be exemplified region by using a map as a link between objects” – or a navigable 3D environment.

 I had a few other thoughts as I was reading this paper:

What about a bookshelf in every person’s area? (Or similar metaphor for stored info – maybe a pda?)

It would be good to be able to access the online pd courses from inside the game – again, in game web access is the key.

Add comment September 7th, 2007

915 Heuristic 2: Scenarios make learning more engaging.

Using authentic activities that reflect the situations and cultures in which learners will use new knowledge and skills makes course content more enjoyable, more relevant to them and easier to recall. In scenario based learning, learners are placed into a fictional setting where they take on roles that relate to the material being covered.

According to Brown and Voltz, “an interesting scenario will make extensive use of humour, imagination, reward, anticipation, or drama to enhance the activity. It will have topics and themes likely to be relevant and interesting to the target audience. It will make the learning activity seem like an obvious or necessary thing to undertake, given the situation presented by the scenario. “ (2005)

Brown, Collins and Duguid (1989) strongly emphasise the idea that concepts exist in a particular context which helps to shape the concept into useful knowledge. Presenting this information in a form related to its use in the real world, ideally in a form which requires the learner to act as though they are also in that context (i.e. As a historian or an educational designer), adds important layers of additional cultural meaning to the information being shared.

This is a useful strategy for me as an instructional designer as I recently worked on a project with a teacher which focused on a competency called Practice within legal and ethical parameters. This teaches nurses about legal and ethical issues within nursing practice, the law and their responsibilities. In the past, it had been taught essentially as a list of laws and policies that nurses needed to be aware of.

We created a detailed case study simulation in which nurses make decisions based on developments in a particular patient’s case, consultation with colleagues and other available information.

As the nurse progresses through the story, ethical and legal complications arise with the patient which highlight key areas of content.

This added hospital and nursing culture issues to the learning and allowed nurses to connect more personally with the course content, which to that point was considered fairly dry and boring. My approach was to use online multimedia resources to better visually represent the scenario context – something that Agostinho, Meek and Herrington (2005) didn’t emphasise, believing that “cognitive realism to the real-life task was of more significance”. (p. 231)

I have an interest in the use of games in learning, which is why this area interests me specifically and I’m currently in the process of creating an immersive 3D environment which is based around our umbrella dept at work, the Education Development Centre. A scenario based approach to this “game” seems like an effective way of structuring user interaction with it.

One factor to consider from the Agostinho et al (2005) research is that “use of scenario should be more flexible, to allow students with appropriate real-life contexts to substitute their own evaluation needs while still fulfilling the requirements of the course. (p. 241)

Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, Jan/Feb, 32-42.

Agostinho, S., Meek, J., & Herrington, J. (2005). Design methodology for the implementation and evaluation of a scenario-based online learning environment, Journal of Interactive Learning Research. 16(3), 229-242.

Brown A.R., & Voltz B.D. (2005) Elements of Effective e-Learning Design, International Review of Research in Open and Distance Learning. http://www.irrodl.org/index.php/irrodl/article/view/217/300

Add comment August 19th, 2007

915 Heuristic 1: Useful online discussion requires effective moderation.

The discussion board is a highly useful tool in network based learning, offering learners (and teachers) a space to collaborate and share information and opinions about course content and class work. As an asynchronous form of computer mediated communication, it provides flexibility, accessibility and a level playing field for learners who might not normally feel comfortable speaking up in a face-to-face class.

It’s important to recognise however, that an effective discussion board – one with regular, meaningful posts from a majority of the class – doesn’t run itself and it is the responsibility of a moderator (generally the teacher) to “initiate and sustain the interaction in a networked learning community”(Levin, 1999).

This is done initially through orientation and socialisation (Salmon, 2004) and by providing clear objectives and guidelines (Graham, Cagiltay, Lim, Craner & Duffy, 2001) for the use of the board.

Graham et al (2001) offer a number of practical suggestions for this:

  • Discussions should be focused on a task”
  • Learners should receive feedback on their discussions”
  • Instructors should post expectations for discussions”
  • Instructors can still give prompt feedback on discussion assignments by responding to the class as a whole instead of to each student”

This might involve contacting the learners individually at the start of the course to ensure they are able to access the discussion board, running a face-to-face orientation session to the technology, encouraging them to make a brief post about themselves (and comment on others) and offering clear information about the role discussion plays in subject assessment.

It could also involve driving discussion by posting relevant topics or “sparks” (Salmon, 2004) and responding to queries in a timely manner.

In my role as an educational multimedia designer, I regularly work with teachers at CIT (Canberra Institute of Technology) who don’t understand why their students aren’t making use of the discussion boards in their WebCT courses. Frequently it’s because the learners have been told that the board is there and have then been left to their own devices with it. Other times teachers regularly post discussion questions but don’t always follow up with feedback.

I must admit that the first time I had my multimedia students use individual blogs for their work/process journal with the aim of stimulating critical reflection, half of them thought they had to set up a new blog account each week and I’d offered no real guidelines on post length, specific content or frequency – so I am aware that it’s an area that requires a certain amount of thought as a designer.

Gilly Salmon’s 2004 book “e moderating – the guide to teaching and learning online” is a great resource for teachers looking for practical guidelines. She offers a 5 stage scaffolded model which moves from Access and Motivation to Online Socialisation to Information Exchange to Knowledge Construction and finally to Development, where learners largely drive discussion on their own.

Levin, J. (1999). Understanding the Lifecycles of Network-based Learning Communities. Paper presented at Symposium 6.29 “Indicators of Change in Computer-Based Community Building” Annual Meeting of the American Educational Research Association,Montreal, April 1999 . Retrieved 10 July 2006 from http://faculty.ed.uiuc.edu/j-levin/Levin-Cervantes.final.html

Salmon, G (2004) emoderating – the key to teaching and learning online (2nd ed.) London, UK. Taylor and Francis books ltd.

Graham, C., Cagiltay, K., Lim, B-R., Craner, J., & Duffy, T. M. (2001). Seven principles of effective teaching: A practical lens for evaluating online courses. The Technology Source Archives at the University of North Carolina

Add comment August 19th, 2007

Concept map: Network based learning

Click for full sized version

Add comment August 19th, 2007

Thoughts on: Moving beyond instructional comfort zones with online courses (Oliver 2004)

Oliver, R. (2004). Moving beyond instructional comfort zones with online courses.. In R.Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILITE Conference (pp. 713-723). Perth, 5-8 December. http://www.ascilite.org.au/conferences/perth04/procs/oliver-r.html

This is another one of those papers that I liked and got a fair bit from because it looks at teaching & learning from a practical perspective – examining some of the weaknesses of designing online courses based on traditional (read – directed/behaviourist) lecture/content-presentation approaches and offering concrete alternatives.

It breaks the design process up into three key areas:

  1. Appropriate description of course objectives
  2. Using course content more as a resource to support the development of capabilities
  3. Designing assessment that measures capabilities

Oliver advocates the “development of learning objectives which focus on performance and capabilities as intended learning outcomes” because these can “provide opportunities for problem and task based learning designs… that support higher order learning outcomes

It begins with a quick look at instructional design:

Instructional design is the process of planning and creating learning environments for students that will cause them to engage with the course content and resources in ways which facilitate learning”

It makes the point that:

Whereas in conventional courses, much of the course planning centred around the activities of the teacher, contemporary views argue that what is more important in a learning setting is what learners are doing rather than what the teacher is doing (eg. Schuell, 1992)

In looking at the design of online courses, Oliver advocates:

Group based activities and tasks providing contexts for learners to learn through the application of their knowledge

and

Assessments based on products and artefacts developed (by the learners) from the course materials and content

In essence, this is about using the content as a resource while you are developing skills rather than learning the content in it’s own right. (Which raises the question, what if the content is in the form of how-to guides?).

It seems to me then that Education is about the design of good activities.

Oliver also makes the point that you have to get the learning outcomes right in the first place if you are to have any chance of building an online course that will succeed.

Biggs (1999) argues the need for learning aims and learning objectives to be the starting point for effective learning design. The objectives typically indicate what the students will learn, to what extent it will be learned and by what means learning can be assessed”

Mager argues the need for three elements in any meaningful learning objective: a statement of the terminal behaviour or performance sought; conditions under which this performance must be exhibited and the standard to which the performance should be performed

(Oliver repeats this point another 3 times in different ways so it’s clearly something he feels strongly about :0) )

He reiterates:

It is insufficient in the statement of course objectives to stop merely at descriptions of the scope and extent of knowledge gained. The specification needs to include some form of capability or performance and these elements are the critical components of the course objectives. Where knowledge is to be gained, the objectives need to indicate how that knowledge is to be used, under what conditions and by what means achievement can be assessed

From here he moves on to assessment strategies.

The assessment strategies that are associated with courses and units in higher education play prominent roles in influencing what students learn and the scope and extent of their learning”
(Presumably because students focus on the assessments to get a real sense of what is valued by the teacher and the institution in their course)

Multichoice tests/quizzes/examinations (and I would add, some games) are useful for measuring knowledge acquisition.
To measure “the student’s ability to apply the knowledge in more meaningful ways” however, you might consider “case studies and problem solutions, collaborative projects and portfolios“.

He moves on to a big chunk about useful assessment strategies which is worth quoting in full:

Tasks used in performance and outcomes based assessment include essays, oral presentations, open ended problems, hands-on problems, real world simulations and other authentic tasks.

Such tasks are concerned more with problem solving and understanding than in measures of knowledge acquired and retained.

The essence of authentic and performance based assessment is that students produce evidence of accomplishment of curriculum goals. These assessments are characterised by meaningful and authentic problems and often involve students assuming responsibility for self evaluation.

Students involved in self evaluation are more interested in the criteria and substantive feedback than the grades achieved. The interest is piqued by the need for honesty in the application of the criteria for others (peer assessment) and to their own work as well as being able to defend options through evidence over subjective judgements. Self assessment holds students to higher standards because the criteria are clear and reasonable (Wiggins, 1992)

Oliver moves on to a general look at re-structuring courses for online delivery, emphasising the need to reshape course objectives and consider the desired outcomes.

The strategy for re-engineering (eg. Collis, 1997) such courses is to take the course objectives and to re-express them in ways which give context, purpose and meaning to the knowledge”

Outcomes based approaches require developers to determine what students will be able to do with the acquired skills and knowledge at the end of the course”

This is emphasised with a question that designers should ask themselves in this process -

What are some examples of real life cases and instances that students should be able to deal with this information?

Oliver acknowledges that some teachers might question the application of this problem based learning approach in their subject area if they feel it deals too much with “higher levels of formal reasoning” but finds a quote from Jonassen which puts this approach in the context of a continuum, allowing for different levels of use:

Jonassen describes problems ranging from those where learners simply apply rules to effect a solution, through problems where learners model solutions on existing cases to higher level problems requiring strategic and logical thinking

He then offers a set of guidelines for a structure to such an environment

  • The learners can be cast with roles in a virtual workplace and where they are required to undertake some tasks and responsibilities;
  • The learning setting can provide them with access to a variety of resources of an authentic nature which they can access to gather the information needed to carry out the tasks;
  • The students can be supported by a variety of means including workplace mentors, collaborative teams comprised of peers and others;
  • Assessment of learning can be based on the successful completion of the tasks and problems;
  • Assessment can comprise elements of self assessment and peer assessment;
  • The learning setting can be scaffolded in a number of ways to support learners as they develop the necessary skills and knowledge to complete the tasks being set and the support can be faded as the learners develop these skills;
  • The setting can develop a raft of associated generic skills including capabilities to work in teams, to monitor their own progress etc; and
  • The setting can assist learners in learning how to learn as they take responsibility for their own learning.

Add comment August 17th, 2007

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