Learning and Teaching With Technology
Learning and Teaching With Technology
Learning and Teaching With Technology
TECHNOLOGY
LEARNING & TEACHING
WITH TECHNOLOGY
principles and practices
Introduction 1
Som Naidu
environments. The contributions in this book are organized around the core
processes of learning and teaching namely:
Together, these contributions demonstrate how the opportunities that ICT affords
can be used creatively to leverage the entire learning and teaching transaction,
and individually they show how these opportunities can be used to leverage
particular activities in the learning and teaching transaction.
The contributions in this book will be of interest to educators and courseware
developers in all sectors of education and training who are either using or
planning on integrating ICT into their teaching activities. However, due to the
selection of material in the book, it will be of particular use to teachers in the
higher education sector who have an interest in the opportunities afforded by ICT
for leveraging the learning and teaching transaction.
Part I of the book focuses attention on subject matter content representation.
Every learning and teaching transaction incorporates a defined body of content,
which may be in the form of a set of facts, principles, procedures, skills or
attitudes in which a group of targeted learners are expected to demonstrate
competency. Quite often this body of subject matter content is organized
according to themes or by topics. While this is an expedient and at times a useful
way of organizing the selected body of subject matter, constructivist thinkers
argue that this approach is not the only way, and certainly not a very meaningful
way of representing content (Cognition and Technology Group at Vanderbuilt,
1990, 1993; Schank, 1997; Schank and Cleary, 1995). They suggest that focusing
attention on the facts, principles or procedures runs the risk of rote learning and
learning for short-term gains such as passing impending examinations. There
have been long standing and very strong arguments put forth in favour of
building and orchestrating learning environments that immerse learners in
authentic learning experiences where facts, principles and procedures are
embedded in activities, and engagement in this experience leads to the
development of desirable competencies (Brown et al, 1989; Dewey, 1933, 1938;
Piaget, 1952). These learning experiences are designed not so much to instruct as
to provide the contexts wherein understanding and insight can be uniquely
cultivated. They serve as ‘micro worlds and incubators for knowledge’ within
which learners are able to deal with complex concepts in tangible and concrete
ways (Papert, 1993, p 120), and where subject matter knowledge is allowed to
evolve through the processes of exploring, inquiring, and constructing
representations and/or artefacts (Hannafin and Land, 1997).
INTRODUCTION 3
The four chapters in this part articulate key principles in the representation of
subject matter content with the help of notable experiences with ICT. In the first
chapter, Milrad, Spector and Davidsen develop a very powerful and convincing
argument for the use of a theoretically grounded instructional design framework
they call ‘model-facilitated learning’, which incorporates the use of modelling
tools, construction kits and system dynamics simulations to provide multiple
representations to help students develop an understanding of problem scenarios
that are complex and dynamic. The concept of model-facilitated learning
comprises a significant advancement to instructional design practice as it adds to
the corpus of existing knowledge on perspectives on instructional design such as
learning by designing’ (Kolodner et al, 1998), case-based reasoning (Schank and
Cleary, 1995), problem-based learning (Barrows andTamblyn, 1980), and role-
play simulation (Naidu et al, 2000). The approach distinguishes ‘learning by
modelling’ from ‘learning using models’.
In Chapter 2 Goodyear and Jones draw on the formative evaluation of a major
learning technology development programme to illustrate the value of
uncovering implicit, informal theories about learning, and also about educational
change that can be found embedded in the work of courseware development
teams. Ruberg and Baro show how such a team comprising curriculum
developers, instructional designers, software engineers, scientists, researchers
and practising teachers set about to employ graphical, interactive simulations to
model problem solving and promote scientific inquiry. Capping the topic of
subject matter content representation, Kinshuk and Patel also propose something
along those lines, which they call the ‘multiple representation’ approach and
which articulates a set of guidelines for presenting domain knowledge by guiding
the process of multimedia objects selection, navigational objects selection and
integration of multimedia objects to suit different learner needs.
Part II in the book focuses attention on activation of learning and engagement
of students with the subject matter content. This involves selective use of
learning strategies to advance learning and enhance learning capability.
Technology-enhanced student-centred learning environments do not necessarily
lead to learning efficiency or effectiveness. Indeed for some learners such open-
ended learning environments can be quite daunting, posing a real threat to their
success and motivation to learn. While creating opportunities for learning, these
open-ended learning environments also create demands on learners for new skills
in managing complex information and higher order cognitive processes. Being
successful in such learning environments requires learners to possess the ability
to organize, evaluate and monitor the progress of their learning. Not all learners
possess these skills, and have to be taught how to take advantage of the
opportunities that technology-enhanced and open-ended learning environments
afford (see Jonassen, 1988; Weinstein and Mayer, 1986).
The four chapters in this part focus attention on creative uses of ICT in
influencing learning by engaging students with the subject matter. In the first
chapter on this subject, Baird shows how video captures of teachers and children
4 LEARNING AND TEACHING WITH TECHNOLOGY
higher education. In the following chapter, Patel, Kinshuk and Russell show how
formative computer-based assessment has been used in the ‘Byzantium’
intelligent tutoring system to achieve far transfer of knowledge. Byzantium was
produced by a consortium of six universities under the Teaching and Learning
Technology Program (TLTP) of the UK Higher Education Funding Councils.
Part V in the book focuses attention on providing feedback to students. Any
learning and teaching transaction that views learning as a process of mutual
influence between learners and their instructional resources must involve
feedback, for without it any meaningful mutual influence is impossible. From a
review of research on the effects of feedback more generally, Kulhavy (1977)
described four conditions of feedback:
• load (ie, the amount of information given in the feedback from simple correct-
incorrect responses to fuller explanations);
• form (ie, the structural similarity between information in the feedback
compared to that in the instructional presentation); and
• type of information (ie, whether the feedback restated information from the
original task, referred to information given elsewhere in the instruction, or
provided new information).
Feedback may differ according to its intention, which refers to whether it was
intentional and designed specifically to inform learners about the quality and
accuracy of their responses, or if it happened to be an incidental consequence of
the instructional environment. Intentional feedback can be delivered in a variety
of ways: via direct interpersonal communication between instructor and learners,
and/or through mediated forms such as with innovative use of ICT. Intentional
feedback is highly specific and directly related to the performance of the task
(Bangert-Drowns et al, 1991). Feedback also differs according to its target. Some
feedback may be primarily designed to influence affective learning outcomes
such as interest and motivation. Other forms of feedback are designed to
influence the achievement of specific subject matter knowledge. Most commonly
though, feedback is targeted at indicating how learners are performing specified
INTRODUCTION 7
tasks and whether they are correctly applying the learned principles and
procedures (Schimmel, 1983).
The three chapters in this part of the book focus attention on how these
fundamental principles of feedback can be leveraged with clever use of ICT. In
the first chapter Lou, Dedic and Rosenfield posit that effective feedback requires
careful design and orchestration. Based on their experience in science and social
science classes, these authors discuss a model of effective feedback, which they
argue can be used to support student learning in computer-mediated learning
environments. Their model portrays learners and teachers as actors who provide
and receive feedback in interlocking loops during learning activities. In the
following chapter Sims argues that successful and effective feedback is brought
about by focusing on principles of good communication, the specific roles of
learners and teachers, the interactions between people and content, and the
impact of cognitive, social, and teaching presence. Furthermore, he suggests that
appropriate implementation of these factors will enable informative, timely and
individual feedback for the learner that will support consistent communication,
engagement with content, and meaningful construction of knowledge. In the
third and final chapter, Morgan draws attention to the problems of providing
feedback to learners where geographical isolation or other circumstances
diminish the potential for learners to receive formative feedback from their
instructors or their peers in a timely fashion. He argues that effective feedback
strategies lie at the core of educational success for such students, that these
strategies are fundamental to a rich educational experience, and their absence
will negatively influence course completion rates. He reviews several such
strategies to overcome this disadvantage and form bridges with and among
students in such difficult circumstances, with astute use of ICT.
We hope that you find the contributions in this volume inspiring and useful.
Your reflections on this material and reactions to the ideas presented here will be
most welcome. Please direct all such correspondence to the editor of the book at
[email protected].
References
Schank, R C and Cleary, C (1995) Engines for Education, Lawrence Erlbaum, Hillsdale,
NJ
Schimmel, B J (1983) A meta-analysis of feedback to learners in computerized and
programmed instruction, Paper presented at the annual meeting of the American
Educational Research Association, April, Montreal (ERIC document Reproduction
Service No 233 708)
Slavin, R E (1990) Cooperative Learning: Theory, research and practice, Prentice-Hall,
Englewood Cliffs, NJ
Slavin, R E (1994) Student teams-achievement divisions, in Handbook of Cooperative
Learning, ed S Sharan, pp 3–19, Greenwood Press, Westport, CT
Steeples, C and Jones, J (2002) Networked Learning: Perspectives and issues, Springer-
Verlag, London
Turvey, M T (1992) Affordances and prospective control: an outline of ontology,
Ecological Psychology, 4, pp 173–87
Weinstein, C E and Mayer, R E (1986) The teaching of learning strategies, in Handbook of
Research on Teaching, ed M Wittrock, pp 315–27, Macmillan, New York
Part 1
Content representation
Chapter 1
Model facilitated learning
Marcelo Milrad, Michael Spector and Pål Davidsen
Introduction
Technology changes what we do and what we can do. People change on account
of technology. Technology in support of learning and instruction is no different.
Instructional technology changes what teachers and learners do and can do. This
is especially true when the Internet and distributed technologies are taken into
consideration. Learning research has also evolved and increased our
understanding of how people learn different things in different situations. There
has been a trend to apply emerging instructional technologies to support learning
and instruction in ever more challenging and complex domains (Spector and
Anderson, 2000). Such a trend is quite natural. Once it is understood how to use
technology to support mastery of simple skills, it makes good sense to explore
more advanced uses of technology. We support this trend and believe, along with
many others, that technology can be effectively used in distributed learning
environments to support learning in and about complex systems, which is the
focus of the discussion in this chapter (Spector and Anderson, 2000).
Modelling and simulation tools are gaining importance as a means to explore,
comprehend, learn and communicate complex ideas, especially in distributed
learning and work environments (Maier and Größler, 2000). Students are
building and using simulations in both guided discovery and expository learning
environments (Alessi, 2000). Of particular interest is whether and when one
learns by building simulations or by interacting with existing simulations
(Spector, 2000). To explore this interest, we provide a framework for the
integration of modelling and simulations deployable in collaborative tele-
learning environments. We focus on a particular modelling and simulation
approach called ‘system dynamics’ (Forrester, 1985).
The system dynamics community has focused primarily on learning by
creating simulation models, although some researchers are becoming more
sophisticated in recognizing a variety of different learning situations and
requirements (Alessi, 2000; Gibbons, 2001; Spector, 2000). The system dynamics
community believes in the value of using system dynamics to improve
12 CONTENT REPRESENTATION
How can learners acquire and maintain deep understanding about difficult-to-
understand subject matter? How can modelling and simulation in complex
domains be best used to facilitate learning? Understanding complex system
behaviour involves the ability to provide causal and structural explanations as
well as the ability to anticipate and explain changes in underlying causes and
structures. This kind of understanding is not acquired easily nor is it likely to be
acquired from observations of either real or simulated behaviour (Dörner, 1996).
However, an appropriate methodology linked with collaborative and distributed
technologies can significantly enhance such learning.
Our motivating concern is to help learners manage complexity in ways that
contribute to improved learning and deep understanding. To achieve this goal,
learning theory (socio-constructivism), methodology (system dynamics) and
technology (collaborative tele-learning) should be suitably integrated (Spector
and Anderson, 2000). We call this integration Model Facilitated Learning (MFL)
(Spector and Davidsen, 2000).
Vygotsky and others suggests that recognizing the need for learners to engage
peers in dialogue concerning challenging new concepts and to work in
collaboration with colleagues on difficult tasks produces desirable and persisting
improvements in understanding (Jonassen et al, 2000; Rouwette et al, 2000;
Spector et al, 1999; Wells, 1999). Distributed technologies (eg, networked
learning communities) are well suited to support such collaboration.
Learning in complex and ill-structured domains places significant cognitive
demands on learners, as appropriately recognized by the medical community.
Feltovich et al (1996) note that one of the difficulties involves the
misunderstanding of situations in which there are multiple, co-occurring
processes or dimensions of interaction. In these kinds of situations, learners often
confine their understanding to one or a small number of the operative dimensions
rather than the many that are pertinent (see also Dörner, 1996). Technology that
depicts dynamic interactions can be of particular help in this area. The learning
perspective we find most appropriate is based on notions derived from situated
and problem-based learning (Lave and Wenger, 1990), especially as informed by
cognitive flexibility theory (Spiro et al, 1988). Instructional design methods and
principles consistent with this learning perspective can be derived from
elaboration theory (Reigeluth and Stein, 1983) and from cognitive apprenticeship
(Collins et al, 1989). MFL is derived from these learning and instructional
theories. That these theories are reasonably well established but not embraced by
the system dynamics learning community is somewhat disturbing.
Situated learning (Lave and Wenger, 1990) is a general theory of knowledge
acquisition based on the notion that learning (stable, persisting changes in
knowledge, skills and behaviour) occurs in the context of activities that typically
involve a problem, others, and a culture. This perspective is based on
observations indicating that learners gradually move from newcomer status
(operating on the periphery of a community of practitioners) to more advanced
status (operating at the centre of the community of practitioners). As learners
become more advanced in a domain, they typically become more engaged with
the central and challenging problems that occupy a particular group of
practitioners.
Cognitive Flexibility Theory (CFT) (Spiro et al, 1988) shares with situated
and problem-based learning the view that learning is context dependent, with the
associated need to provide multiple representations and varied examples so as to
promote generalization and abstraction processes. Feltovich et al (1996) argue
that CFT and related approaches can help learners develop skills for thinking and
learning about complex subject matter. Multiple representations naturally
emerge in collaborative and group work. When learners are distributed in various
settings and circumstances, it is essential to support multiple representations;
CFT suggests this is important even for individual learners. Moreover, learning
should be supported with a variety of problems and cases, which is especially
important in distributed learning environments. However, people seem to prefer
single and simple models. These restricted perspectives may be detrimental to
14 CONTENT REPRESENTATION
To summarize, we accept the notion that complex concepts are best learnt in
context—a problem setting in which the learner must apply and use the relevant
concepts and knowledge to solve meaningful problems. Such learning should
improve both retention (by providing a relevant context) and transfer (by
providing multiple representations). The principle of graduated complexity
(Spector and Davidsen, 2000) is used to guide the design of learning sequences.
In addition, the notion of socially-situated learning experiences threads
throughout such a sequence. Such learning principles suggest that the coupling
of system dynamics with collaborative and distributed technologies has strong
potential. Next we examine the role of models in learning.
The stages and principles of MFL correspond with major components of van
Merriënboer’s (1997) 4C/ID model and Dreyfus and Dreyfus (1986) (see
Table 1.1). Interestingly, the methods in the 4C/ID model are primarily focused
on an analysis of the subject domain whereas Dreyfus and Dreyfus focus
primarily on the learner. Naturally, both are important considerations for an
instructional designer.
The principle of graduated complexity in MFL suggests a sequence of learner
challenges:
16 CONTENT REPRESENTATION
The Kaibab Plateau is situated on the north side of the Grand Canyon in
Arizona in the USA and consists of some 727,000 acres. Prior to 1907 the
deer herd there numbered about 4,000. In 1907, a law was passed banning
18 CONTENT REPRESENTATION
all hunting of deer from the area. By 1918 the deer population increased
tenfold, and by 1924 the herd had reached 100,000. Then it started to
decrease and by 1936 to 1940 it was around 10,000. The deer feed on
grass. Their natural predators in the region are primarily cougars (mountain
lions).
Causal loop diagrams can be used to represent the problem situation and help
facilitate problem solving. A simple problem might be to indicate how a hunting
policy affects the deer population over time. A more complex problem is to
develop a hunting policy that achieves a particular goal over a sustained period
of time. Causal loop diagrams can also be used to initially determine how people
think about a complex domain in comparison with domain experts and then for
assessment of progress through a sequence of learning activities.
For example, learners discuss how an increase in deer created by a restrictive
hunting policy might lead to competition for a limited source of food (grass) and
eventually result in overgrazing and elimination of that source of food. This
could then lead to starvation of a significant portion of the deer population in
spite of well-intentioned attempts to help deer thrive. It is useful in the early
stages of learning development to challenge learners to identify what they
believe to be the most influential factor, perturb the system with a slight change
and then predict the outcome. This technique is especially effective when the
outcome is counter-intuitive as this begins to instil in learners an appreciation of
the complexity of the situation, generates much discussion, and initiates a search
for an explanation. Such cognitive dissonance can promote learning. In the
terminology of MFL, learner-recognized and learner-generated knowledge gaps
in the problem-orientation stage provide an effective stepping stone for the
inquiry-exploration stage of learner development.
Interaction with a simulation is useful in determining if predicted outcomes
occur. If historical data exist, then those data are relevant as well. In short, the
inquiry-exploration stage is well supported with learner interactions with
simulation models. This type of learning has a reasonably well-developed history
within the system dynamics educational community in the form of ‘management
flight simulators’ (Sterman, 1988). There exist popular simulations to support
such interactions, such as SimCity and related simulation models (Alessi, 2000).
Typically these simulations are run in cycles. After each cycle, small groups of
learners are asked to indicate the current state of the system, provided an
opportunity to change a few key factors and asked to predict what the state of the
system will be at the end of the next cycle. Spector and Davidsen (1997) report
that this black-box approach has certain advantages and disadvantages. The
advantages are that peer-peer discussion and collaboration are effectively
supported. Indeed, most of the learning appears to occur in the small group
discussions and not in direct interaction with the simulation model. This type of
activity is suitable for networked learning environments where learners can
collaborate in this discussion process, and it is consistent with evidence
MODEL FACILITATED LEARNING 19
Learning by modelling
As learners gain confidence in a complex system, it is appropriate and productive
to provide opportunities to modify existing simulation models and to create
alternative representations. There are two principles that provide a foundation for
making the transition from learning with models to learning by modelling. First,
learners need to appreciate that there exist connections between underlying
system structure and observed outcomes (system behaviour). There are a number
of ways to support this transition requirement. Including multiple representations
(eg, causal loop diagrams, stock and flow diagrams and behavioural diagrams)
appears to be an effective technique based on the earlier discussion of cognitive
flexibility theory (Spiro et al, 1988); see Figure 1.1.
The second principle that lays the foundation for learning by modelling is a
direct application of graduated complexity. The notion is that the learner should
first establish the ability to fill in parts of an existing model in a way that is
consistent with observed system behaviour. This principle is closely linked with
the previous principle and contributes to the learner’s understanding of structure
(cause) and behaviour (effect). Davidsen (1996) suggests that linking structure to
behaviour and creating structures to account for behaviour are important building
blocks of deep understanding. In a more general sense, hypothesizing about
potential causal relationships and then testing those hypotheses is important to
building up understanding in a complex domain.
An interesting technique used by Davidsen (1996) to facilitate progress in the
policy-development stage is to start with what might be characterized as simpler
complex system behaviour and ask learners to create models that account for
system behaviour. Learners are then given a goal (eg, stabilize the deer
population in the Kaibab Plateau) and asked to develop a decision-making
guideline to achieve that goal. The policy is then tested in an arbitrarily wide
variety of situations that might conceivably arise with regard to such a system
(eg, drought conditions, diseases among the predator population, etc). Learners
are asked to reflect on their understanding of the situation along the way.
Moreover, the process of constructing such simulation models requires a
person to do all of the kinds of activities typically associated with experts:
representing causal relationships, formulating hypotheses about those
relationships, creating experimental settings to test hypotheses, identifying key
leverage points and influence factors in a system, developing policies to guide
20 CONTENT REPRESENTATION
decision making with regard to those factors subject to human control, and so on.
These in fact represent patterns of expert behaviour that are generally desirable
to engender in advanced learners.
simulation environment, all of which are open for student use and manipulation.
The specific tools provided to learners are Model Builder, the LEGO-DACTA
Robotics System, the ROBOLAB programming language, and Powersim.
Following the design principles of MFL, learners are challenged to solve a
variety of complex problems (see Table 1.2) according to the three stages of
learner development: 1) problem-orientation; 2) inquiry-exploration; and 3)
policy-development. Figure 1.2 shows results obtained while learners used the
system dynamics simulation to explore the impact of acid rain on the fish
population of the lake during a five-year period.
In this particular example, we see theory, methodology and technology all
coming together. Preliminary results suggest that the MFL approach is effective
in the sense that this learning environment engages learners in solving complex
problems through collaborative knowledge building and through interactive
modelling, design and construction of system dynamics simulations (Milrad,
2001).
Conclusions
We conclude with a few comments about evaluating MFL and recommendations
for future development and exploration. MFL should be held to established
instructional design principles. Merrill (2001) provides a set of first principles
for instruction:
Introduction
This chapter addresses the twin issues of content and educational design. Neither
term can be read unproblematically. In this chapter, we take ‘content’ to mean
electronic information resources, which students may (or may not) use in their
work as learners. By ‘educational design’ we mean the set of processes entailed
in planning the creation of good learning tasks, good learning resources and the
conditions in which convivial learning communities may grow and prosper.
This perspective on design places learning, not content, at the centre of the
educational design problem space. It stresses the importance of the learner’s
activity —primarily their mental activity—in determining the success of a
learning episode. It also asserts the importance of the social and physical setting
as key influences on learning and its outcomes. To a greater or lesser extent,
learning is socially situated and recognition of this fact has drawn many towards
the idea of supporting learning activity within a community of learners (eg,
Scardamalia and Bereiter, 1994). Learning is also physically situated.
Technology of various kinds—books, notepaper, a laptop, the Web—can have a
strong influence on how learning and its associated cognitive activity take place,
to the extent that many are persuaded that it makes sense to think of cognition
being distributed across people and the artefacts around them (eg, Salomon,
1993). This invests the quality of the ‘learnplace’ with considerable importance
(Bliss et al, 1999; Ford et al, 1996). While the quality of the learners’ activity,
the support they obtain from a learning community and the nature of the
resources available to them in their learnplace are the three sets of factors most
influential in determining the success of learning, as educational designers we
rarely have direct access to them. As we have argued in detail elsewhere,
designers cannot (and probably should not) control the learner’s activity, create
learning communities or aim to specify in exhaustive detail the tools and
resources available in their learnplace (Goodyear, 2000). Rather, a more indirect
approach is needed—one in which design focuses attention on specifying
productive learning tasks, creating the organizational conditions for convivial
learning and stocking the wider learning environment with tools and resources that
26 CONTENT REPRESENTATION
the learners can customize and reconfigure to furnish their own personal
learnplace (cf Crook, 2001).
Where does content sit in this schema? On a broad view, it is distributed. It
can be found in the cognitions and utterances of peers. It emerges and is
transformed in the activity of the learner. But given the focus of this chapter and
this section of the book, we shall locate content in the space-place area of our
schema. That is, we shall treat content in terms of its reification in texts, tools
and other artefacts. We return to this in a moment.
Terry Mayes (eg, Mayes and Neilson, 1996) has developed a three-phase
model of students’ use of technology in higher education that invokes a cycle of
conceptualization, construction and critique. These phases are best supported by
what he calls primary, secondary and tertiary courseware. Tertiary courseware is
created by interactions among learners and teachers (discourse; critique).
Secondary courseware is customized by teachers to support the knowledge-
construction activities of their students. Primary courseware is created by teams
of teachers and/ or professional courseware producers and is intended for use by
students of many different institutions, for the initial ‘conceptualization’ kinds of
learning activity.
We can map these three kinds of courseware onto the space-place area of the
design schema. Think of ‘space’ as denoting an abstract and/or public field,
where common goods can be located. In contrast, place is concrete, personal and
local. Primary, secondary and tertiary courseware relate to space and place
through processes of transformation and relocation. Primary and secondary
courseware reside in the common/public space. Among the tasks we set students
are ones that encourage them to interact with primary and secondary courseware,
and in so doing to construct both internal and external personal representations
of knowledge. (By internal representations we mean various cognitive/
knowledge structures—mental models, propositions, etc. By external
representations we mean such things as personal notes, diagrams, etc.) Other
tasks we set students encourage them to create texts and other shareable
representations of knowledge, and to move these —when ready—from private to
public. For example, in electronic seminars we encourage students to create
electronic texts and, when ready, to post these in their seminar group’s online
discussion area. These processes of transformation and relocation underpin the
creation of what Mayes calls tertiary courseware.
In this chapter our main focus is on primary courseware, but we are especially
concerned about how the people designing and producing it conceive of its
integration with learning activity. Within the UK there have been four major
initiatives aimed at creating such primary resources—NDPCAL (the National
Development Programme for Computer Assisted Learning, in the 1970s), CTI
(the Computers in Teaching Initiative, in the 1980s), TLTP (the Teaching and
Learning Technology Programme, in the 1990s) and DNER (the Distributed
National Electronic Resource, now). The products of TLTP and their impact
upon UK higher education were the focus of substantial evaluation studies. A
IMPLICIT THEORIES OF LEARNING AND CHANGE 27
Main study
Although this data has been primarily used for research purposes, it is
beginning to find a use in learning and teaching. However, this work has
been slow and some additional funding would enable the JISC services to
be used in totally different ways than originally envisaged. There is a
strong requirement to improve the interaction between the people who are
involved in the development of new learning environments and the
national information systems and services being developed by the JISC. It
is therefore proposed that an initiative be funded to integrate learning
environments with the wider information landscape aimed at increasing the
use of on-line electronic information and research datasets in the learning
and teaching process. (JISC, 1999, para 8)
Among the criteria to be used in selecting bids for funding was ‘impact on the
learning and teaching environment in UK HE’ (JISC, 1999, para 97).
Method
Our main data were collected during a two-day meeting of representatives of the
project teams in London in June 2001. All the project personnel were gathered
together in a single room and were asked to engage in a version of a ‘History of
the future’ exercise. One of the authors introduced this exercise by a) displaying
a large PowerPoint slide whose text is reproduced below, and b) by asking the
IMPLICIT THEORIES OF LEARNING AND CHANGE 29
To facilitate this process for complex projects, we propose that the project
staff write a history of the future. Imagine that your intervention project is
completed and that it succeeded in all of its goals. You are to appear
tomorrow at a press conference to explain what you have accomplished.
Write a press release for distributing at this meeting, explaining in a few
paragraphs what it is that you have accomplished, who is benefiting from
this, why it’s important (that is, what problem it solves and why this
problem needed to be solved), and what it was that you did that led to or
caused this success.
Data
The data file contained 69 responses. The average length of response was 107
words. Inspection of the responses revealed none that was obviously flippant or
facetious and reinforced the view that participants had engaged in the exercise
with a reasonable degree of seriousness. It may be useful to give a flavour of the
responses at this point. Here are two examples, which we have modified very
slightly to make it impossible to identify the projects concerned. (Passages we
have changed for this purpose are marked with square brackets. Passages where
we have expanded acronyms are marked with round brackets.)
Response 40
30 CONTENT REPRESENTATION
Response 48
The service has succeeded in making a positive impact with all the
relevant subject communities within F(urther) E(ducation), H(igher) E
(ducation).
The service is perceived to be
Analysis
Our first analysis of the data took the form of a classification of the responses
into categories, based upon the ways in which projects referred to what students
would do with the electronic resources that were being created and/or set in place
for them. Our principal distinction was based upon the idea of ‘access’. That is,
we started by dividing the responses into a) those that only talked about making
new or better resources accessible to students or about improving their access to
such resources, and b) those which, in some way, went ‘beyond access'.
Table 2.1 summarizes the results.
Less than half of the responses said anything that went ‘beyond access’. That
is, the majority of the project staff restricted their comments to the description of
project outcomes that were concerned with improving students’ access to
electronic information resources and/or enriching such resources.The nature of
this category becomes clearer if we turn to what else they might have said. For
IMPLICIT THEORIES OF LEARNING AND CHANGE 31
example, there are good reasons to believe that simply making resources
available to students will have no impact on the quality of their learning.
Students in higher education will need a reason to use such resources, and to use
them well. When resource use is integrated with learning tasks prescribed or
suggested by teachers then there is a greater probability that students will use
them. If the outcomes of the students’ work on such tasks are assessed and the
assessment counts towards the students’ degree results, then there is an even
higher probability that they will make use of the resources concerned. If the
assessment criteria can distinguish between outcomes that are the consequence
of poor, satisfactory and excellent use of such resources, then there is an
increased probability that students will not just use the resources but use them
well. So what might project team staff be expected to say that goes ‘beyond
access’?
Table 2.1 reveals three such categories of response. Some of the responses did
talk about ways in which students might use electronic information resources in
their learning. That is, they gave some kind of description of possible learning
activities. But only 20 per cent of the responses fall into this category. In 80 per
cent of the cases, there was no description of intended or envisaged student
learning activity. Another way of ‘going beyond access’ would be if project staff
mentioned that their goals included providing learner and/or teacher support
materials to help with the integration of an electronic information resource into
the curriculum; 25 per cent of the responses did this. The third and final category
that goes ‘beyond access’ includes all of those projects that mentioned that they
had been working with teachers in developing their electronic information
resources; 7 per cent of the responses mentioned they had been working with
teachers (or intended to do so). This figure may well under-report the proportion
of projects that had worked, or were planning to work, with teachers. The reason
is that the ‘History of the future’ exercise causes respondents to start with project
32 CONTENT REPRESENTATION
that so little is known about the educational use of new media that development
work needs to have a strong research component to it. None of these projects is
funded as a research project. Rather, they have been funded to engage in
development activity into which they have built a research component.
Categories 1 and 2 differ in the following way. Category 1 represents projects
that are concerned with the digitization of existing material resources. In
contrast, our category 2 projects are concerned with making existing electronic
information resources easier to use within teaching and learning practices in UK
tertiary education. The main perceived barriers to easier and/or wider and/or
more productive usage give us the five main sub-categories in category 2. They
vary from a belief that teachers find existing resources hard to locate (or are
ignorant of their existence) to the provision of advice about ways of using the
resources. Ten of the projects fall into this last sub-category.
Table 2.2 (Usually) implicit assumptions about pedagogical purpose
34 CONTENT REPRESENTATION
discussion, their main value lies in their capacity for supporting action. Assessing
this capacity is an important task for the next stage of our work.
Acknowledgement
We gratefully acknowledge the financial support of JISC in carrying out the
evaluation work on which this chapter is based. It should not be assumed that
JISC, its committees or its staff share the views we have put forward here, nor
that they are shared by other members of the DNER evaluation team.
References
Biggs, J (1999) Teaching for Quality Learning at University: What the student does, Open
University Press, Buckingham
IMPLICIT THEORIES OF LEARNING AND CHANGE 37
Bliss, J, Saljo, R and Light, P (eds) (1999) Learning Sites: Social and technological
resources for learning, Elsevier, Oxford
Crook, C (2001) The campus experience of networked learning, in Networked Learning:
Perspectives and issues, eds C Steeples and C Jones, pp 293–308, Springer, London
DNER (2001) JISC Distributed National Electronic Resource. Accessed 11 December
2001, from www.jisc.ac.uk/dner
Ford, P, Goodyear, P, Heseltine, R, Lewis, R, Darby, J, Graves, J, Sartorius, P , Harwood,
D and King, T (1996) Managing Change in Higher Education: A learning
environment architecture, Open University Press, Buckingham
Goodyear, P (2000) Environments for lifelong learning: ergonomics, architecture and
educational design, in Integrated and Holistic Perspectives on Learning, Instruction
and Technology: Understanding complexity, eds J M Spector and T Anderson, pp 1–
18 , Kluwer Academic, Dordrecht
JISC (1999) Developing the DNER for Learning and Teaching, JISC Circular 5/ 99.
Accessed 11 December 2001, from http://wwwjiscacuk/pub99/c05_99html
Mayes, T and Neilson, I (1996) Learning from other people’s dialogues: questions about
computer-based answers, in Innovative Learning with Innovative Technology, eds B
Collis and G Davies, North Holland, Amsterdam
McClauglin, J and Jordan, G (1998) Logic models: a tool for telling your program's
performance story. Accessed 5 June 2001, from http://wwwpmnnet/education/
Logichtm
Nash, J, Plugge, L and Eurelings, A (2000) Defining and evaluating CSCL projects:
managing towards evaluation. Paper presented at the European Conference on
Computer Supported Collaborative Learning (ECSCL 2000), Maastricht,
Netherlands
Salomon, G (ed) (1993) Distributed Cognitions: Psychological and educational
considerations, Cambridge University Press, Cambridge
Scardamalia, M and Bereiter, C (1994) Computer support for knowledge building
communities, Journal of the Learning Sciences, 3 (3), pp 265–83
Chapter 3
Designing graphical, interactive simulations
to model scientific problem solving
Laurie Ruberg and John Baro
Introduction
How do scientists solve problems? How does their thinking differ from that of
non-scientists facing a problem? By using ideas as generative models for
interpreting observations and events, scientists and other experts see meaningful
patterns in problems regardless of the subject matter (Bransford et al, 2000).
Besides being a body of epistemological ideas and facts, science is a way of
perceiving and interpreting experiences and natural phenomena. Thus, learning
the process of scientific problem solving has value to all and applies to any field.
A goal in the USA and in many other countries is to educate all citizens to
achieve a scientifically literate society (National Research Council, 1996).
In this chapter we examine how graphical, interactive simulations in a
strategically designed learning environment can be used to model scientific
problem solving and promote scientific inquiry. To achieve these goals, a set of
design principles was applied. They combined components of problem-based
learning pedagogy, cognitive psychology research, and empirical evidence from
media research. The design strategy began with a compelling problem that
allowed students to take diverse positions and then moved students into a rich,
graphical, computer-based learning environment for a series of guided, interactive
experiences.
This chapter uses specific examples from a multimedia program called
BioBLAST®. It offers a six-week high school biology curriculum. A select group
of teacher-leaders, practising scientists and a curriculum development team
collaborated on the design and development of this program. In the examples
provided, students were given complex problem-solving experiences within a
learning environment that gradually progresses from simple to more complex
cognitive processing and interactions. Each interactive event was designed to
move students forward with advanced simulation activities offering increasingly
more open inquiry experiences. The chapter concludes with a set of design
principles to apply to the development of future computer-based simulations.
DESIGNING GRAPHICAL, INTERACTIVE SIMULATIONS 39
Theoretical background
With the goal of promoting scientific inquiry, the design team viewed learners as
‘model-builders’ and provided them with tools they could use to create models
of an idealized world that could be inspected, evaluated, reflected upon and
publicly discussed. This approach to simulation design included a three-step
process. First, identify a suitable problem. Second, present the problem-solving
task in a way that learners can handle the content and cognitive processing and
can effectively mediate their emerging solutions. Third, present the problem,
tools and resources in a way that promotes questioning, discussion, analysis and
reflection on core scientific principles. This section provides a summary of the
theoretical framework that guided each of these three steps.
Problem-based learning
Having a compelling problem-solving framework that stimulates student interest
allows students to see where they are headed and why. It also encourages them to
take diverse perspectives on critical issues. The need to begin with problems that
are real and meaningful to students is evident across educational research
theories (Germann et al, 1996; Hofer and Pintrich, 1997; Kuhn, 1997). Learning
is a goal-oriented activity. Students need a compelling problem to solve.
The problem posed in the instructional system in this research is how to design
a biologically based life support system that could support humans in space for
long periods of time without resupply. The National Aeronautics and Space
Administration (NASA) was actively researching this problem when this
program was created. Because of the problem’s complex nature, many diverse
solutions could be proposed.
Both teachers and students need to know that the problem scenario and
simulation models were based on data from authentic research studies. As
Brown et al (1989) suggest, the problem posed must be applied in an authentic
context. Kuhn (1997) reinforces this point when she suggests that students
should have a chance to experience the big picture through different media and
interactive events that frame the problem in a dramatic, narrative and engaging
context. The teacher who introduces the simulation can also draw on relevant
news items or classroom events to set up the problem’s framework.
concepts, or big ideas, to model how experts organize information and solve
problems. The level of complexity of the models was designed to suit learner
level of knowledge and skill. In the examples cited, the simulation experiences
explicitly reinforce the concept that photosynthesis and respiration are reciprocal
processes. Students create models of living systems that they then systematically
interact with, test and analyse using simulation tools.
Studies comparing cognitive strategies of experts with novices (Bransford et
al, 2000) were used to design the sequence of interactive simulation experiences.
Experts’ abilities to reason and solve problems depend on well-organized
knowledge that affects what they notice and how they represent problems,
whereas novices’ knowledge is much less organized around key ideas and is
more fragmentary in structure. Experts recognize meaningful patterns of
information across all domains. Pattern recognition is an important strategy for
helping students develop competence and confidence in problem solving. The
exercises designed to model effective use of the simulators were designed to
reinforce observation of patterns and relationships. Recognition of these patterns
provides triggering conditions for accessing knowledge relevant to any problem.
The simulation activities were designed to support the shift in focus from
generalities to in-depth analysis and testing of core components of the problem.
Student activities were structured so that students would use three component
simulations to produce relevant data that would later be integrated and applied to
developing a testable solution to the overall problem. A primary goal was to
provide a strong core theme that unites a variety of disciplines, including
mathematics, technology education, chemistry, psychology and sociology with
the biological sciences. The content taxonomy had to consider not only the
fundamental biological principles to be addressed, but also related principles and
knowledge from other disciplines that were required for problem-solving tasks.
Therefore, the presentation of inquiry experiences for students had to consider
what level of knowledge of core concepts students should be expected to know
and could be expected to learn from the experiences presented to them in this
software (Matthews, 2000).
identifying variables when linked with model examples might facilitate student
success in teaching inquiry skills, such as the ability to design science experiments.
Tools such as computer simulations that allow scientists to represent and test
their understanding of natural phenomena are also useful. They engage students
in using models to construct and test their conceptual understanding. As Park and
Hannafin (1993) suggest, a learning environment designed to support scientific
reasoning and inquiry integrates student learning experiences and interactive
activities in a way that allows learners to control their experiences and
movement within the computer interface. In the long run, inquiry instruction will
result in students who are reflective, self-regulating investigators. They will be
able to defend their questions, procedures and conclusions and will see inquiry as
a way of knowing the world (National Research Council, 1996). To achieve this
goal, students need opportunities to do their own background research, interpret
information and share their opinions with others as part of the inquiry process.
The instructional context was designed to begin and end with students working
in cooperative teams outside the software interface. By giving users access to
view, export and examine the simulation data as well as graphical and numeric
description of data relationships, the simulations are much more than conceptual
models that demonstrate reciprocal relationships among plants, humans and
recycling systems. With access to the underlying data and dynamic calculation
model, students can inspect, question, discuss, critique and redefine the
underlying model through their own design ideas, test runs and data analysis.
to living in and balancing a closed system. They also take a guided tour of the
virtual lunar base.
Figure 3.2 This input screen from the Plant Production Simulator shows several
parameters that affect plant growth
Figure 3.3 The online research journal is a tool students use to guide and record their
progress
• Students wanted more detailed text descriptions of failures that occurred with
the BaBS modelling system. Additional information was provided that
included tips for interpreting parameter settings.
• Teachers requested dynamically generated graphs in the component
simulators so that students could see the data represented in line graphs as
DESIGNING GRAPHICAL, INTERACTIVE SIMULATIONS 47
References
Bransford, J D, Brown, A L and Cocking, R R (2000) How People Learn: Brain, mind,
and school, National Academy Press, Washington, DC
Brown, J S, Collins, A and Duguid, P (1989) Situated cognition and the culture of
learning, Educational Researcher, 18, pp 32–41
Cain, J (1999) Simulation-based learning activities in a hypermedia curriculum
supplement for high school biology: a case study at NASA’s classroom of the future.
Unpublished doctoral dissertation, Florida Institute of Technology, Melbourne
Germann, P J, Aram, R and Burke, G (1996) Identifying patterns and relationships among
the responses of seventh-grade students to the science process skill of designing
experiments, Journal of Research in Science Teaching, 33 (1), pp 79–99
Hofer, B and Pintrich, P (1997) The development of epistemological theories: beliefs
about knowledge and knowing and their relation to learning, Review of Educational
Research, 67 (1), pp 88–140
Jacobson, M J, Maouri, C,Mishra, P A and Kolar, C (1996) Learning with hypertext
learning environments: theory, design, and research, Journal of Educational
Multimedia and Hypermedia, 5 (3/4), pp 239–81
Kuhn, D (1997) Constraints or guideposts? Developmental psychology and science
education, Review of Educational Research, 67 (1), 141–50
DESIGNING GRAPHICAL, INTERACTIVE SIMULATIONS 49
Introduction
The success of the learning process in an educational system depends on how the
system presents the domain knowledge to the learner and changes its
presentation in terms of complexity and granularity according to learners’
progress. Tutoring strategies are the major source of taking decisions regarding
domain knowledge presentation. A set of effective and efficient tutoring
strategies leads to the creation of educational frameworks.
The need for suitable educational frameworks in the use of multimedia
technology in educational systems has been emphasized by many researchers.
Educational software is expected to be not only a teaching and learning resource,
but also a carrier of the instructional strategies (Adams et al, 1996). Therefore,
the design of such a system and its presentation should consider learning theories
and concepts, the pedagogies that apply to those concepts, and how they impact
instructional design and practice. A large number of multimedia-based
educational systems in current existence have placed too much emphasis on the
affective and psychomotor aspects and lured the learner by using spectacular
effects provided by images, animations, video and sound (Pham, 1997). In such
systems, the emphasis has shifted from adequate learning outcomes and
cognitive development, and the goal of knowledge acquisition seems to have
diluted. It should not be assumed that simply adding a visual or audio component
will enhance learning (Ellis, 2001).
Multimedia technology can contribute to the success of learning only if it can
adequately represent the tasks and concepts of the domain knowledge. The
Multiple Representation (MR) approach, presented in this chapter, is
predominantly dependent on the framework of tutoring strategies in which it is
being applied. This research work is focused on task-oriented disciplines where
the major requirement is the acquisition of cognitive skills. The next section
discusses the application of multimedia technology in cognitive skills acquisition
and proceeds to discuss the implementation of MR approach under a Cognitive
Apprenticeship framework.
OPTIMIZING DOMAIN KNOWLEDGE REPRESENTATION 51
Table 4.1 Tasks in cognitive skills acquisition and related multimedia objects
Given the variety of multimedia objects available for various tasks, it is not
easy to select adequate objects in a particular context. A task becomes even more
difficult when there is a need to integrate various objects for domain
representation, or the objects are required to act as navigational aids within the
system. The MR approach provides guidelines for manipulation of multimedia
objects and ensures that the domain representation confirms the educational
perspective of the system and facilitates adequate learning.
The MR approach
The MR approach tackles the presentation of domain content in three ways:
multimedia objects selection; navigational objects selection; and integration of
multimedia objects.
Expectations
The selection of multimedia objects should take into account the expectations of
the learner and the domain knowledge. For example, a learner who is looking for
an overview of middle ear structure may expect to see just a graphic
representation, but from the subject matter domain’s point of view, textual
details are also necessary to emphasize some intricate details. The system, in that
case, should try to present graphical representation along with intricate textual
details.
• it enforces links between concepts (the one currently being learnt and the
referred one);
• it enhances the mental model of the previously learnt concept and helps in
generalizing its applicability in multiple situated scenarios;
• it provides ease in learning the current concept by making familiarization with
past learning experiences.
then use the most suitable object in the context. For example, a simulation
permits learner interaction with the objects on the screen (Figure 4.1), and is
appropriate for those who are learning about this subject for the first time. On the
other hand, a more experienced learner might want to review the concepts
without having to physically execute each simulation. In this case, a text-based
multimedia object would be more appropriate (Rogers et al, 1995).
1. Direct successor link leads to the successive domain unit in the knowledge
hierarchy. Such transfer should arise from current context, for example, the
link to Ossicles-Incus in the bottom left message window in Figure 4.3.
2. Parallel concept link leads to the analogous domain unit for comparative
learning or to the unit related to another aspect of the domain content
currently being learnt. For example, clicking on the left side bones in
Figure 4.3 will bring the user to that particular bone’s unit. The learning of
one bone does not automatically require transfer to another bone, but being
analogous, it is helpful for the understanding if these bones are studied
together.
OPTIMIZING DOMAIN KNOWLEDGE REPRESENTATION 55
• There should not be more than one observation multimedia object at a time on
the screen. The exception is the comparative study of two actions, where more
than one active observation is recommended.
• The integration of multimedia objects should be complementary to each other
and should be synchronized (IBM, 1991). For example, audio narration along
with a diagram should direct the learner towards the salient parts of the
diagram (Rogers and Scaife, 1997). Care should also be taken not to present
the same material with more than one multimedia object.
• Decision-intensive objects such as flowcharts demand high cognitive loading.
Therefore integration of such objects with any other multimedia object is not
recommended.
• Integration of dynamic observation objects (such as animations) with static
observation objects (such as text) should be such that the learner should not be
forced to observe both of them by the same sensory channel at the same time.
OPTIMIZING DOMAIN KNOWLEDGE REPRESENTATION 57
In this way the system has its main focus on the auditory system and other areas
are provided for better understanding of the main area. The learning state in the
system is divided into four conceptual sub-processes to reflect the various stages
of the Cognitive Apprenticeship framework:
Table 4.2 Educational objectives served by various states and sub-processes in the
InterSim system
Figure 4.4 Screen shot of ossicle chain learning unit in the InterSim ear system
through the computer hence eliminating the need to use metaphors in the
learning process that fall short of reality and force the learner to make an internal
translation in order to use the system successfully (Hobbs and Moore, 1994).
Even more realistic cases are provided with the help of videos, which show the
actual phenomena in their reality, for example, a video sequence of treatment of
a particular disease on a human patient.
Decision-making skills are also provided to the learners with the help of
various flowcharts. Flowcharts represent and identify graphically the sequencing
process, and the options and conditions that affect the execution of the domain
content representation (Lara and Perez-Luque, 1996). In particular, flowcharts
are used for observation and exploration of the diagnosis and treatment of
various diseases by the students.
used as alternatives and the learner can explicitly switch between the two
without being confused due to their initial similar states.
Concluding comment
Domain knowledge representation in learning systems requires adaptation to the
needs and competence of the learners, and the specific attributes of the domain.
Although multimedia technology provides an effective solution for representing
the domain knowledge, serious consideration of educational pedagogy is
required in the use of such objects for effective learning processes. The multiple
representation approach described in this chapter attempts to guide the use of
multimedia in learning systems. It provides recommendations for the selection of
multimedia objects for content representation, navigational objects representation
and integration of multimedia objects. The approach has been implemented in
the InterSim system prototype that is designed for learning human ear structure
and functionality.
References
Activation of learning
Chapter 5
Using interactive video-based multimedia to
scaffold learning in teacher education
John Baird
Introduction
The purpose of this chapter is to show how information technology—expressly
interactive, video-based multimedia—can enhance teacher education by
stimulating intending teachers to engage more effectively in the process of
productive professional learning.
The chapter centres on a discussion of the philosophical, conceptual and
methodological bases for an interactive, video-based CD ROM program entitled
‘QuILT: Quality in Learning and Teaching’, developed for core professional
studies subjects in three courses in the Faculty of Education, University of
Melbourne. These courses are the four-year Bachelor of Education (Primary), the
one-year Diploma in Education and the two-year Bachelor of Teaching. These
bases will involve various theoretical perspectives, including situated cognition,
cognitive apprenticeship, metacognition and guided reflection, and scaffolding of
three main types (conceptual, metacognitive, and strategic). Then, some key
metaphors that underpin program design and navigation are described, in order to
emphasize their importance for fostering cognitive and affective engagement and
activation of learning within a programme of teacher education.
Constructivism
QuILT is based on a constructivist epistemology and its design reflects a
fundamental philosophical position regarding the nature of effective learning.
This epistemological position is grounded in the belief that quality learning and
teaching are fundamentally pluralist and relativist in nature (eg, Alexander,
1996; Baird, 1989). The position eschews the notion that there is one correct, or
even best, way to teach or to learn, independent of the content or the human,
societal, physical, or temporal context. Thus, looking for the ‘right answer’
(indeed, any simple answer to any complex question) by applying convergent,
hypothetico-deductive thinking is usually inappropriate and unproductive. As
there are potentially many ways to teach well, and teaching well in one subject,
context or for certain purposes does not necessarily apply to other, different
teaching conditions, the program fosters inductive logic to help the user explore,
illuminate, articulate and justify a personal view of quality.
and used. Situative theories of thinking, learning and knowledge argue that such
conceptions of learning are reductive. A situative perspective posits that
knowledge is most meaningfully understood when experienced through authentic
contexts and authentic activities (Brown et al, 1989; Lave andWenger, 1991).
Putnam and Borko (2000) acknowledge the roots of what is increasingly known
as the ‘situative perspective’ in the work of Dewey andVygotsky, and provide a
summary of the perspective as three conceptual themes. These three themes
emphasize that ‘cognition is (a) situated in particular physical and social
contexts; (b) social in nature; and (c) distributed across the individual, other
persons, and tools’ (p 4). For the situated theme, they emphasize the requirement
for authentic activities; for the social aspect, they review research that highlights
the need for ‘enculturating students into various discourse communities’ (p 5)
and helping students learn how to learn; for the distributed aspect, they argue for
a move away from individual competencies and recognition that cognition is
shared across other individuals and the tools needed to achieve success. They
consider the implications of the situative perspective for the learning of both pre-
service and practising teachers, where cases ‘provide shared experiences for
teachers to examine together, using multiple perspectives and frameworks…
(where some) interactive multimedia cases and hypermedia environments have
the potential to provide even richer sets of materials documenting classroom
teaching and learning’ (p 8).
week, for instance, members of each syndicate group may be required to prepare
a task for joint completion and presentation to the whole class group. This task
usually requires the syndicate group to share and discuss diverse points of view
arising from the QuILT Focus Area and summarized in their notepads, and
decide upon and defend a consensual position regarding an aspect of the topic. In
most class sessions, the lecturer displays selected segments of QuILT through
data display in order to structure discussion and, when appropriate, to scaffold
students’ understandings by linking to relevant theory. Once again returning to
the program’s primary metaphor of quilt-making, collaboration is reinforced as
an enabling condition for constructing the harmonious and coherent patterns and
relationships that distinguish quality.
Next, three additional operational metaphors used in QuILT will be
considered, in order to elaborate the philosophical and conceptual underpinnings
of the program.
Screen backgrounds on which clips appear are coded in four different colours,
each of which signifies to the user a different way of observing and
understanding what is happening. Each of the four lenses addresses a different
question, as follows:
By progressively using the lenses, the user can reassess the same clip and move
from observing behaviours to ascertaining meanings and purposes that underlie
them. Through this process, the user’s tentative evaluation of whether observed
behaviours constitute quality learning and teaching is progressively supported,
challenged or elaborated. Through the use of these lenses, the user comes to
realize that adequate interpretation and evaluation of the nature and worth of a
particular classroom episode may often only be achieved once the episode is
considered from these four points of view.
In order to attend to the questions ‘What is the teacher thinking and feeling?’
and ‘What are the pupils thinking and feeling?’, the user views interviews in
which teachers outline their classroom intentions and provide self-evaluations of
their actions, and pupils provide their perceptions of lesson nature, progress and
content, and of their learning and the teacher’s teaching. These interviews provide
insights regarding classroom interactions that are normally not available through
classroom observation alone.
From the perspective of the over-arching program metaphor of quilt-making,
each of the four lenses are the analogues of the coloured fibres that, through
weaving, form the material’s warp and weft. In this way, the pluralist and
relativist nature of quality teaching and learning is reinforced as an intricate,
complex design constructed from experience, reflection and action.
• its authentic nature that allowed access to ‘real teachers in real classrooms’—
commented upon strongly in 1999 and continued to appear each year
thereafter;
• the high level of engagement that the program affords—also repeated strongly
each year;
• the spread of effective and ineffective teaching and learning episodes that
helped students focus upon personal perspectives of quality and strategies to
develop a personal teaching approach and style;
• the four different ‘lenses’ and, particularly, the teacher and student interviews
that directed attention to crucial aspects of teaching and learning that
otherwise might not have been identified;
USING MULTIMEDIA TO SCAFFOLD LEARNING 75
Figure 5.5 QuILT: relationship between magnifying glass and mirror metaphors
• the notepad and ‘Action planners’ that required students to record ideas and
perspectives in a coherent and structured manner to support critical analysis
and self-reflection.
Concluding comment
Teaching is a social art and science. As such, it is unlikely that interactive
multimedia could or should replace the real world experiences of face-to-face
instruction, group discussion and school-based teaching that form parts of most
76 ACTIVATION OF LEARNING
Acknowledgement
I wish to acknowledge the crucial contribution of Keith Pigdon, Marilyn
Woolley and Bradley Shrimpton to the design and production of QuILT, to the
research outlined above, and to the writing of an earlier version of this chapter.
References
Introduction
In this chapter we will examine how medical triggers utilized in clinical
scenarios are used to activate student learning in a problem-based learning
medical curriculum. Medical triggers represent the first point of contact for
students undertaking problem-based learning tutorials. The role of the trigger is
to begin to immerse the student in the context of the weekly problem. The
chapter will examine the specific design strategies that have been enlisted to
engage the student in contextualizing medical problems. This examination will
focus on: the nature of problem-based learning (PBL), PBL cases, problem
triggers, media deployed to address the problem triggers and the epistemological
beliefs of designers who develop these learner interactions. The chapter will
conclude with a number of recommendations for educators utilizing authentic
learning resources in technologyenhanced environments.
Problem-based learning
assume major responsibility for their learning. These are also considered to be
real-world or authentic learning experiences. Authentic learning experiences are
‘those which are problem- or case-based, that immerse the learner in the situation
requiring him or her to acquire skills or knowledge in order to solve the problem
or manipulate the situation’ (Jonassen et al, 1993, p 235). Generally PBL is
divided into several phases that involve small group work and independent study
(Barrows andTamblyn, 1980; Schmidt, 1993). Specifically, Albanese and
Mitchell (1993) have described PBL as used in medical and health sciences
curricula as ‘an instructional method characterized by the use of patient problems
as a context for students to learn problem-solving skills and acquire knowledge
about the basic and clinical sciences’ (p 53). PBL problems are unique because
they are presented to students before their exposure to underlying basic science or
clinical concepts (Albanese and Mitchell, 1993).
Activation
Essential to PBL is the concept that ‘activation of prior knowledge facilitates the
subsequent processing of new information’ (Norman and Schmidt, 1992, p 559).
Research on prior knowledge and the need to account for the learner’s existing
ideas and concepts in teaching and learning has a long history within the
education and cognitive science literature. For instance Dewey (1938) examined
experience and education; Ausubel (1960) examined subsumption theory; Mayer
(1979) focused on assimilation theory; Rumelhart and Norman (1983) and
Gordon and Rennie (1987) focused on schema theory. Little appears to have
changed since 1979 when Mayer commented that ‘it seems that one cannot read
a textbook on learning and memory without finding a statement to the effect that
learning involves connecting new ideas to old knowledge’ (Mayer, 1979, p 136).
Within the context of PBL, Schmidt (1993) suggests that the extent of prior
knowledge is one of the major determinants of the ‘nature and amount of new
information that can be processed’ (p 424). The importance of focusing on the
concept of prior knowledge in the PBL process is that students soon realize that
‘prior knowledge of the problem is, in itself, insufficient for them to understand
it in depth’ (Norman and Schmidt, 1992, p 557). PBL utilizes this inherent
dilemma to motivate learners to seek an understanding of the clinical case and
address the deficiency in their knowledge. Under the guidance of the PBL tutor,
an exchange of ideas among students in the PBL session assists in activating
their prior knowledge. This exchange needs to occur before students further
investigate learning resources, for it creates a learner readiness’ by asking the
students to generate hypotheses for the problem.
PBL cases
One method of approaching the activation of learning in a PBL curriculum is to
create weekly problems that address different clinical issues; these are called
80 ACTIVATION OF LEARNING
‘problems of the week’. Each problem begins with a visual and/or audio trigger.
The aim of the trigger is to set the stage for the clinical problem by providing
students with an image of the hypothetical patient and some of the circumstances
surrounding the medical scenario. For example, the trigger shown in Figure 6.1
provides the context and setting for a lost mountaineer in a cold, high-altitude
environment. In viewing the image the medical student needs to examine
information that may be pertinent to possible medical issues. Does the
mountaineer have sufficient food, water and clothing? How cold does the
temperature get in this area? What would happen if the mountaineer were lost?
How long can he survive without food? How could he protect himself from the
elements without a tent? Each question encourages the student to examine
physiological and psychological stress, the effects of altitude, hypothermia,
dehydration and metabolism, etc.
Using the information elicited from the trigger text and image, students are
instructed to list information about the patient, identify the presenting problems,
list possible causes of each problem (hypotheses), provide a rationale for each
hypothesis, prioritize the list of hypotheses, and then determine what other
additional information (physical examinations, laboratory tests, etc) is required to
differentiate between hypotheses. During this process students are progressively
given supporting information in the form of a medical history, physical
examination and investigation results.
Medical triggers
One of the advantages of presenting clinical problems online is the capacity to
enrich them with high quality graphics, photographs, Shockwave movies, audio
and video. Students are also able to access the material and revisit the content as
needed within the networked learning environment. Our aim in designing these
triggers is to create images that ‘suspend the disbelief of students and allow them
to approach each problem as if it were a real-life clinical case. Since the trigger
represents the entry point to the problem, it could potentially influence student
interaction with the problem by determining how realistic students rated the
encounter (Elliott and Keppell, 2000). For instance, the trigger shown in
Figure 6.2 was used to set the stage for a clinical scenario. Initial evaluation and
student discussions with Elliott (co-author) suggested that we achieved our goal
in this respect. Students viewing the medical trigger:
expressed great concern for a virtual patient who was experiencing severe pain.
‘How could they have taken photos of somebody in so much pain?’ The point to
highlight here is that the hospitalized patient was an actor, the scenario was
staged and the students had been taken in by the reality of the image. (Elliott and
Keppell, 2000, p 280)
In conjunction with the trigger, students are provided with information about
the case:
USING AUTHENTIC PATIENT ENCOUNTERS 81
Figure 6.1 Medical trigger utilized to activate learning in nutrition, digestion and
metabolism
You are a medical student working in the Emergency Department of a
hospital in central Victoria. The medical officer tells you that one hour
ago, while Mentor was resting after painting one of the new
accommodation huts, he suddenly complained of severe pain in the right
side of his chest. The pain settled after a few minutes, but he has become
increasingly more short of breath.
From this information it is possible to focus attention on the critical issues about
Mentor. Key information includes that he is a 28-year-old male, is breathless, has
severe chest pain and requires an oxygen mask. From this further information the
medical student in conjunction with his or her colleagues and PBL tutor
explore possible medical reasons for Mentor’s shortness of breath. He or she is
also encouraged to define symptoms and signs without necessarily having prior
expert knowledge.
Elliott and Keppell (2000) have reported on the artificial nature of practice
simulations, where a medical condition and/or scenario is presented to students
as ‘too neat and tidy’ (Atkins and O’Halloran, 1995, p 6). This is in direct
contrast to the complexity of real-life patient encounters, which may include
unusual presentations and could involve missing or even erroneous data
(Koschmann et al, 1996). Koschmann et al (1997) suggest that the ‘mechanics of
82 ACTIVATION OF LEARNING
Figure 6.3 Medical trigger demonstrating the importance of setting and context
When the concept of affordances is applied to media in the medical trigger, PBL
designers begin to consider carefully their choice of media in order to match the
message to the media.
Kozma (1991) focused on exploiting the capabilities of media for enhancing
the educational message. In particular, by emphasizing the design and the use of
media from an instructional design perspective, good quality teaching and
learning interactions can be optimized. Koumi (1994), in suggesting the concept
of comparative merits of media, also provides a useful principle for creating
micro-interactions like the triggers utilized in our curricula. Comparative merits
examine the educational judgements that we need to make in deciding why one
type of medium as opposed to another should be utilized to create the trigger.
For instance, photographs may provide a realistic portrayal, affect attitudes,
appreciations and motivations, and are relatively low cost as compared to video.
Shockwave movies in which a series of photos can be used may provide more
action/illusion of movement or sequential interactions as compared to an
individual photo. Video allows pictures and sound to be synchronized, but is
relatively high cost compared to photos or Shockwave movies. Video may
provide a fluid and dynamic portrayal, which also utilizes the power of the
spoken word to enhance the users’ understand ing of the setting. In fact this
comparative merit of video may be ‘easier to process because the viewers’
senses are fed with stimuli that are realistic and are absorbed effortlessly and
almost unconsciously’ (England and Finney, 1999, p 155). On the other hand,
static images may require viewers to contribute more to their interpretation of the
context and setting because they do not necessarily have smooth transitions to
different settings or the spoken word. Video is also useful for portraying social
interactions, but it must be remembered that the field of view is predetermined,
which provides selectivity that may enhance the micro-interaction or mislead the
learner because it over-simplifies the process or social interaction.
Koumi’s model also suggests that there will be other merits that will need to
be individually considered depending upon the culture, institution, faculty and
preferences in the development team. The principle of ‘comparative merits’
offers a means to customize media to the individual teaching and learning
situation to assure ‘pedagogical fit’ of medical triggers.
Recommendations
As constructivist educators in a PBL curriculum there are a number of principles
that have assisted our use of media-rich resources to activate student learning.
We have found that media in the form of graphics, photographs, Shockwave
movies and video can be utilized to create authentic clinical encounters.
Although it appears that ‘the more media that are combined the harder it is to
keep all the factors appropriate’ (England and Finney, 1999, p 156), it seems that
the more meticulous the design the more realistic and appealing the trigger is
perceived to be by students (Elliott and Keppell, 2000). A great deal of thought
is required in creating a trigger that does not simplify the clinical issue or make
the clinical issue overly complex in PBL.
Burford and Cooper (2000) suggest that ‘quality is judged in terms of the
extent to which a product or service meets its stated purpose’ (p 14). The use of
media (graphics, photographs, Shockwave movies, video) should never
overpower the educational focus. Matching the multimedia to the message
(educational goal) is the crucial aspect of our approach. It is important to exploit
the capabilities of the media by using instructional methods that make full use of
their characteristics. One method of doing so is to weigh carefully the
comparative merits of the different media when making your choice.
As educators and designers it is essential that we are aware of our own
epistemological beliefs about teaching and learning as these views dramatically
affect the nature of design and student interaction with online learning materials.
By carefully designing authentic patient encounters through the judicious use of
appropriate media, student interactions in a medical PBL curriculum have been
enhanced.
References
Burford, S and Cooper, L (2000) Online development using WebCT: a faculty managed
process for quality, Australian Journal of Educational Technology, 16 (3), pp 201–
14
Collins, A and Bielazyc, K (2001) The role of different media in designing learning
environments. Accessed March 2002, from http://wwwapcsrcncuedutw/apc/
allanmediahtm
Dewey, J (1938) Experience and Education, Collier Books, Macmillan, New York
Elliott, K and Keppell, M (2000) Visual triggers: improving the effectiveness of virtual
patient encounters, in Learning to Choose. Proceedings of the 17th annual
conference of the Australasian Society for Computers in Learning in Tertiary
Education, eds R Sims, M O’Reilly and S Sawkins, pp 275–83, Southern Cross
University Press, NSW
England, E and Finney, A (1999) Managing Multimedia: Project management for
interactive media (2nd edn) Addison-Wesley, Harlow
Gordon, C J and Rennie, B J (1987) Restructuring content schemata: an intervention
study, Reading Research and Instruction, 26 (3), pp 162–88
Jonassen, D, Mayes, T and McAleese, R (1993) A manifesto for a constructivist approach
to uses of technology in higher education, in Designing Environments for
Constructive Learning, eds T M Duffy, J Lowyck and D H Jonassen, Springer-
Verlag, Berlin
Jones, A and Kember, D (1994) Approaches to learning and student acceptance of self-
study packages, Education and Training Technology-International, 31 (2), pp 93–7
Keppell, M, Kennedy, G, Elliott, K and Harris, P (2001) Transforming traditional
curricula: enhancing medical education through multimedia and web-based
resources, Interactive Multimedia Electronic Journal of Computer-Enhanced
Learning (IMEJ), 3 (1). Accessed March 2002, from http://imejwfuedu/articles/2001/
1/indexasp
Koschmann, T (2000) Tools of termlessness: technology, educational reform, and
Deweyan inquiry, in Virtual Learning Environments, ed Tim O’Shea, Lawrence
Erlbaum, Mahwah, NJ. Accessed April 2002, from http://edaff.siumed.edu/tk/
articles/UNESCO.pdf
Koschmann, T D, Feltovich, P J, Myers, A C and Barrows, H S (1997) Implications of
CSCL for Problem-based Learning. Accessed March 2002, from http:// www-
cscl95.indiana.edu/cscl95/outlook/32_koschman.html
Koschmann, T D, Kelson, A C, Feltovich, P J and Barrows, H S (1996) Computer-
supported problem-based learning: a principled approach to the use of computers in
collaborative learning, in Computer Supported Collaborative Learning: Theory and
practice in an emerging paradigm, ed T Koschmann, Lawrence Erlbaum, Mahwah,
NJ
Koumi, J (1994) Media comparison and deployment: a practitioner's view, British
Journal of Educational Technology, 25 (1), pp 41–57
Kozma, R B (1991) Learning with media, Review of Educational Research, 61 (2), pp
179–211
Laurillard, D (1993) Rethinking University Teaching: A framework for the effective use of
educational technology, Routledge, London
Linn, M C, Songer, N B and Eylon, B S (1996) Shifts and convergences in science
learning and instruction, in Handbook of Educational Psychology, eds D C Berliner
and R C Calfee, pp 438–90, Macmillan, New York
USING AUTHENTIC PATIENT ENCOUNTERS 89
Introduction
Within the contexts of e-learning and technology-enhanced learning
environments, the potentialities of the medium of delivery offer unique
opportunities to match academic content and pedagogic form in previously
unimagined ways. Using the example of the Virtual Shopping Mall project (VSM),
this chapter will focus attention on the processes by which purpose-built
Information and Computer Technology (ICT) platforms can be developed to
activate and enhance content-specific learning. The challenge the VSM designers
set themselves was to investigate how computer-assisted learning could augment
the student’s entry-point interaction with new subject domains, in this case
contemporary cultural studies. This chapter evaluates the impact this ‘matching’
of academic content and instructional delivery has on student motivation and
their engagement of learning.
the underlying principle applies equally to the analytical decision making model
on which it is based. Students have ‘signposted’ access to a knowledge domain
which represents an ill-structured view of an authentic scenario they must
investigate, reach and support decisions about. The VSM scenarios also reflect
the ‘real life complexity’ that is often missing in simulated environments. In
Baird’s chapter this complexity is provided through access to real teachers in
real life situations with examples of both good and bad practice in teaching
situations. While these attributes can be promoted in any learning environment,
the ease of access as well as the sensory and interactive potential of Web-based
multimedia provides far greater opportunities for the achievement of these
‘higher level’ pedagogical aims.
• user control;
• effective presentation of content;
• good navigation;
• feedback and progress monitoring;
• intuitive and consistent design;
• clear graphical representation;
• incorporation of useful metaphors.
Squires and Preece further identify the critical role of integration of technology-
based resources into the overall structure and assessment of courses. This dual
emphasis on good instructional design and the full incorporation of multimedia
modules within wider (and more conventional) structures of learning and
assessment is reflected in the evaluation of educational software with a focus on
both usability and integration (Draper et al, 1996).
Although the literature describes the potential of multimedia and Web-based
learning to create environments that significantly enhance learning, it has also
been noted that few implementations actually come close to achieving this
objective (Owston, 1997). The rest of this chapter describes the process of
developing the VSM, an innovative multimedia module that has realized this
potential and demonstrably enhanced learning among its users. The example of
the VSM confirms what the literature suggests, that the development of
genuinely interactive multimedia environments depends on the dovetailing of
design and evaluation as well as the productive cross-fertilizing of pedagogic
concerns and technological capacity.
• authentic contexts that reflect the way the knowledge will be used in real life
(the mall);
• authentic activities (shopping);
• access to multiple roles and perspectives (a range of shoppers).
In the development and pedagogic design process they were able to extend the
module to support authentic learning in further ways. These innovations included
enabling:
The final design of the virtual environment promoted the concept of situated
learning in manifold ways. The reflection of a ‘real life’ context was supported
by the inclusion of retail outlets and consumer items within the mall that students
would recognize and be familiar with (Country Road, The Body Shop, Borders
Books and Music, Adidas, Skechers and Airwalk).
The inclusion of a range of fully articulated real-life characters (Cyra, Lilly,
Anton) with whom students might identify anchors learning within this authentic
context and also introduces multiple perspectives to the learning process (Wilson
et al, 1997). Through interaction with theVSM, students are given practical
contexts in which to encounter relevant theories from the domain of cultural
studies and can also access the analyses of experts in the field. The interactive
nature of the module’s design ensures that students play an active role in the
learning process and so avoids the common criticism that many so-called
educational innovations are simply expensive and technologically complex
versions of transmission learning.
The realization of these fundamental principles (authentic contexts; situated
learning; an over-riding emphasis on interactivity) critically informed the design
process. In this way the development of theVSM carefully built on prior
successful initiatives in Web-based multimedia but also extended the
commissioning academics’ sense of the further possibilities of Web technology.
In addition to a strong focus on educational design for theVSM, the importance
of well-designed software that meets user needs in the most efficient way was not
underrated. Continuous evaluation during development and implementation of the
module, including the testing of a fully operational prototype, provided the
necessary checks on achievement of these objectives (Gunn, 2000). As well as
ongoing evaluation within the multidisciplinary team and with target groups of
students, expert reviews of the Software Specification Document (SSD) were
used as an objective ‘reality check’ at all phases of the project.
TheVSM scenario
A description of theVSM is now presented to illustrate how the conceptual
design attributes detailed above were implemented in the module in ways that
specifically assisted the activation of learning. The VSM is an educational
resource designed to enable the critical analysis of commodity culture. As its
name suggests, the VSM is a simulated environment, which students explore
while learning about contemporary critiques of consumer identity, and in which
they engage in situational interactions that draw on this developing skill base. The
virtual mall resembles a computer game environment insofar as it provides a
thematically consistent environment in which several different aesthetic
experiences are available, each relating to different levels of competency and
96 ACTIVATION OF LEARNING
reward. The four component sections of theVSM are described in some detail
below.
Sales Pitch
The opening splash screen, with its acoustic and visual cues (a cartoon silhouette
of a skatechick, dislodged by a waterfall of fetishized commodities sliding down
the screen to a cyber-lounge soundtrack), ‘promos’ this alternate world. After
login, it is suggested the student proceed to Sales Pitch where they are inducted
into this imaginary mallscape via a 90–second animation that recalls and
explicitly cites the opening sequences of many popular computer games. The
ambient feel of the cartoon is retro-futuristic and this is taken up and continued
by visual and aural motifs throughout the entire module. On subsequent viewings
the alert student may also notice that the scenarios in the orienting cartoon
prefigure the module’s conceptual content: subcultures, resistance, fashion,
surveillance. The student then engages in a series of tasks (shopping), which
relate to the mall situation and which enable the incremental development of
both navigational and critical competency. The shopping exercise, involves
specific retail objects rather than generic ones (Airwalk sneakers or Adidas,
Skechers backless or three-stripe classic with leather upper) and so engages first
at the level of consumer desire. Once the student has committed to a purchase a
reflective protocol appears to support critical self-assessment and prompts the
student mark the elements that informed his or her choice from the given list
(gender, fashion, price, etc). Sales Pitch closes with a second sound and vision
sequence that balances the first but now includes a video-montage of a diverse
range of real people wearing their equally diverse street clothing. This photo-
gallery sequence prefigures the character-based scenarios of the assessment task,
which ask students to consider the motivations behind their own and others’
patterns of consumption. When this sequence closes, the student is free to select
and proceed to another wing of the module although it is clear that access to
Retail Therapy is dependent on the successful completion of the Quiz Zone. The
module thus encourages or allows for free-form navigation inside an overarching
narrative structure and offers an experiential equivalent to shopping itself.
Just Looking
Just Looking provides an online resource to critical concepts in cultural studies
and the critique of commodity culture. This section bundles together from a
variety of printed sources key information about consumer culture and functions
as an online encyclopaedic text for the study of consumer culture generally (see
Figure 7.1). At the system level, this resource is organized by concept or theorist
but hypertext connections encourage students to navigate the section
independently, enabling them to construct their own pathway through the subject
matter according to the line of interest they are pursuing.
VIRTUAL LEARNING IN CULTURAL STUDIES 97
Quiz Zone
The Quiz Zone comprises a self-testing gateway that enables students to amass
sufficient ‘knowledge-energy’ to undertake the module’s final challenge: Retail
Therapy. At the start of the quiz the ‘rules’ are conveyed and the student is
invited to select a prize for which they will play. Playing for a selected prize
encourages students to associate this exercise with the consumer desire of
commodity culture rather than the traditional academic process of testing
acquired knowledge. This wing of the module has a slightly spacey, lounge
sound that conveys the playfulness and ‘theatre’ of the quiz. As the student
proceeds through the quiz committing answers, the win or lose factor is
reinforced by further sound cues which accompany the ‘gain’ or ‘loss’ of pieces
of the jigsaw prize. Secondary or ‘reinforcing’ information is also provided once
an answer has been committed so that, when a student answers a particular
question, some further contextualizing dialogue appears relating to why his or
her response was correct or incorrect.
Once students have successfully answered five multi-choice questions in a row
they can then claim their prize, which comes alive through sound and animation
(the scooter turns over and drives off; the blender whirrs into action, and so on).
At this point the students can proceed to Retail Therapy or elect to stay in the
Quiz Zone longer, playing for other prizes, and working through the large and
randomly generated question bank, testing and increasing their factual
knowledge of cultural studies. The game-based learning environment functions
as a productive alternative to the more conventional and achievement-driven
pedagogies of competition and examination. The Quiz Zone also encourages a
productive feedback loop to Just Looking, to which it may also provide the
student’s first point of entry. All the answers are contained in Just Looking, and
links are provided between some correct and incorrect answers and related pages
in the resource section, the browsing of which would allow the student to retool
in the required subject matter and thus be better prepared to undertake that
question again, or a later related task.
Retail Therapy
Retail Therapy contains three real-life retail scenarios structured, in the style of
certain computer games, by character-based identification. These action-based
scenarios unfold via QTVR and other visual and audio technologies.
Students/players imaginatively engage with each character in turn and proceed
with them to explore and assess three authentic retail contexts via QTVR and other
computer technologies: Body Shop, Country Road and Borders Books and
Music. TheVSM builds on the demonstrated capacity of game play to enhance
deep learning by creating interfaces that encourage both imaginative immersion
and reflective reasoning. In relation to each location, students undertake
authentic tasks that draw on and extend the technical and cognitive skill base
VIRTUAL LEARNING IN CULTURAL STUDIES 99
• the use of the designed exercises by students and, whether this met with the
designers’ expectations;
• usability and functionality aspects of the site;
• the extent to which the exercises contributed to achievement of the learning
outcomes.
• observation records from student use of the VSM in a timetabled computer lab
setting;
• an exit questionnaire included in the VSM site;
102 ACTIVATION OF LEARNING
Table 7.1 Technical, usability and learning issues identified during prototype evaluation
Comments on the best aspects of the program included the interactive aspects,
attractive multimedia features and convenience of access to relevant information.
These findings are entirely consistent with those reported by Baird (see
Chapter 5 in this book), and suggestive of the fact that most problems
encountered by students were either technical in nature or related to lack of
competence and confidence with computers. Both these issues should disappear
as computer and Web use increases across all disciplines and educational levels.
For a first pass with the program, it was considered an overall success. Further
evaluation of the VSM is currently being conducted to focus on specific ways
that learning has been enhanced through the introduction of the program.
References
Gunn, C (2000) CAL evaluation: future directions, in The Changing Face of Learning
Technology, eds G Jacobs, D Squires and G Conole, pp 59–67, University of Wales
Press, Cardiff
Herrington, J and Oliver, R (2000) An instructional design framework for authentic
learning environments, Educational Technology, Research and Development, 48 (3),
pp 23–48
Hutchings, G A, Hall, W and Colburn, C J (1993) A model of learning with hypermedia
systems. Paper presented at the HCI International Conference, Orlando, FL
Johnson, C (1998) Using cognitive models to transfer the strengths of computer games
into human computer interfaces. Accessed November 20 2000, from http://
www.dcsglaacuk//~johnson/papers/ics/fun_and_gameshtml
Jonassen, D (1998) Designing constructivist learning environments, in Instructionaldesign
Theories and Models: A new paradigm of instructional theory (2nd edn), ed C M
Reigeluth, pp 215–39, Lawrence Erlbaum, Hillsdale, NJ
Jones, M, Farquar, J and Surrey, D (1995) Using metacognitive theories to design user
interfaces for computer-based learning, Educational Technology, 35 (4), pp 12– 22
Keller, J (1987) Strategies for stimulating the motivation to learn, Performance and
Instruction, 26 (8), pp 1–7
Kinikoglu, Y T and Yadav, S B (1995) Determination of the features of instructional
computer games. Accessed 25 October 2000, from http://hsbbayloredu/ramsower/
acis/papers/kinikyhtm
Laurillard, D M (1993) Rethinking University Teaching: A framework for the effective use
of educational technology, Routledge, London
Lemke, J (1993) Hypermedia and higher education, Interpersonal Computing and
Technology: An Electronic Journal for the 21st Century, 1 (2). Accessed July 2001,
from http://januccnauedu/~ipct-j/1993/n2/lemketxt
Merrill, D, Li, Z and Jones, M (1991) Second generation instructional design (ID2),
Educational Technology and Society, 30 (1 and 2), pp 7–11 and 14–17
Owston, R D (1997) The World Wide Web: a technology to enhance teaching and
learning?, Educational Researcher, 26 (2), pp 27–33
Sims, R (1997) Interactivity: A forgotten art? Accessed 10 July 2001, from http://
introbaseorg/docs/interact/
Somekh, B (1996) Designing software to maximize learning: what can we learn from the
literature?, Association of Learning Technology Journal (ALT-J), 4 (3), pp 4–16
Spiro, R J and Jehng, J C (1990) Cognitive flexibility and hypertext: theory and
technology for the non-linear and multidimensional traversal of complex subject
matter, in Cognition, Education and Multimedia: Exploring ideas in high
technology, ed D Nix and R J Spiro, pp 163–205, Lawrence Erlbaum, Hillsdale, NJ
Squires, D and Preece, J (1996) Usability and learning: evaluating the potential of
educational software, Computers and Education, 27 (1), pp 15–22
Taylor, P (1998) Institutional change in uncertain times: lone ranging is not enough,
Studies in Higher Education, 23 (3), 269–79
Wilson, B, Teslow, J and Osman-Jouchoux, R (1997) The impact of constructivism and
postmodernism on ID fundamentals, in Instructional Design Fundamentals: A review
and reconsideration, ed B B Seels, pp 137–57, Educational Technology
Publications, Englewood Cliffs, NJ
Chapter 8
Replicating practice complexities—
multimedia innovation in social work
education
Stuart Evans and Phillip Swain
Introduction
The essence of social work education is that it prepares students for professional
practice in the human services, in direct and indirect practice, policy and
community development, and advocacy, working from individual, family, group
or community perspectives. The domain of welfare and social work practice
consists of ‘the interaction between individuals and social arrangements…(that
is) the many processes and relationships by which individuals and the social
structure are produced and reproduced’ (O’Connor et al, 1995, p 9). Social work
thus focuses on the interface between the individual, family, group and
community and the structures and institutions of society. It draws together the
social, the political and the cultural influences on individual, group and
community behaviour, and as a discipline has at its core the fundamental
commitment to the pursuit and maintenance of human well-being (AASW,
1999a, Clause 1).
The pursuit of that well-being necessitates working towards more equitable
access to social, political and physical resources. It is thus critical for social work
practitioners, and those seeking to educate future practitioners, to ‘not simply
(be) seeking to adapt to the present, but also trying to anticipate the future, and to
educate students to be adaptable, flexible, and able to see possibilities beyond the
constraints of the present practice environment’ (Ife, 1997, p 26). A critical
ethical obligation of professional practice is to continue to develop competencies
across the range of frameworks and intervention strategies relevant to particular
fields and spheres of practice (AASW, 1999a, Clause 3.5; Swain, 1996)—thus the
competent practitioner needs to do more than simply understand the situation
faced by a particular client—whether individual, group or community. The
practitioner must also be able to facilitate a structural analysis of client
difficulties and to develop appropriate strategies for change with that client,
using language that has meaning for all the involved parties, and skilfully
facilitating a critical analysis of alternative strategies and sites of intervention
(Fraser and Strong, 2000). The essence of social work is, then, engagement with
106 ACTIVATION OF LEARNING
both the client and the wider society and its influences or, to put it another way,
with both the micro and macro dimensions of the human experience.
Hence social work education needs to mirror the myriad practice settings into
which its students will graduate, and yet anticipate developments in those
settings. The integration of theory and practice, usually associated with fieldwork
placements, is itself a core requirement of approved social work courses of
training, (AASW, 1999b). Such integration requires that what is taught in
classrooms away from the field be as close a fit to practice reality as is possible,
but simultaneously be amenable to change to meet the contextual developments
and practice realities that may arise.
How can what is taught in the relative sterility of the classroom, even using
practitioners as teachers and role models, match the reality of the vast range of
experiences and complexities of practice in the field? This chapter outlines the
pedagogical and practical implications of an explicit attempt through the use of
multimedia to bring practice reality into the classroom experiences of social
work students, as an integral part of learning and in the preparation of students
for professional practice.
The context
Professional social work education is committed to the preparation of qualified
practitioners by provision of a teaching and learning environment that develops
knowledge, values, commitment and skills in working with people in need.
Social work graduates are expected to be informed, skilled, caring and
compassionate practitioners, who will work towards securing a more just, fair
and equitable society in which social inequalities, discrimination and
disadvantage are eliminated.
Apart from the range of interpersonal, group and community skills that
graduates are expected to demonstrate, it is an increasing expectation of even
beginning social work practitioners that they will be competent in the use of
multimedia, familiar with computer technologies and comfortable in the use of
the Internet for research and enhancement of practice skills. Such competency is
also often essential for the maintenance of the detailed records that is demanded
by professional practice, where adequate records may be critical to meeting the
accountability demands practitioners face (Royce et al, 1993). Students need to
develop such skills and confidence before beginning their practice,
simultaneously with the continuing tasks of integrating practice with classroom
teaching, and of implementing into their practice the frameworks and
intervention strategies taught for classroom purposes across the different subjects
offered within social work curricula. Across that curricula the essential functions
of the theory offered to students in micro and macro-based subjects is the
‘description; explanation; prediction; and control and management of events or
changes’ (Mullaly, 1997, p 100). However, the social work educator must also
assist students to see that practice is not composed of discreet and unrelated parts,
REPLICATING PRACTICE COMPLEXITIES 107
Example: Has a paediatrician seen the child? Have you sought an opinion
as to how the injury occurred?
110 ACTIVATION OF LEARNING
As the tasks for each day are completed, more information becomes available
and new information sources are introduced as the notional ‘days’ develop. The
depth or paucity of the information can be manipulated by teaching staff—case
notes can be incomplete or irrelevant, or staff may be unavailable in actual
practice to expand upon or clarify what their assessments might have been. Often
the practitioner must rely upon the best information that is available, rather than
what might ideally have been sought, in making an assessment.
A key critical interactive component of LaSWoP is that students have access
to other ‘players’ within the particular practice setting, from whom they can seek
advice or further information via email. These ‘players’ could be other
professionals within the particular agency, from other agencies within the
relevant network, or colleagues with whom the practitioner has a line or
accountability relationship, such as a supervisor or legal adviser. These key
players add to the information from the practitioner by providing either
computer-generated responses to frequently asked questions or by information in
response to particular prompts. By allowing teaching staff to take particular roles,
however, it is also possible to provide individualized responses in real time
through email. This replicates the supervisory and information supports that the
beginning practitioner ought to expect from such persons as supervisor, other key
professionals working in the particular setting (the paediatrician and charge nurse
in the hospital setting, the probation officer or school year coordinator in a
juvenile justice setting, etc), legal advisers, and the like.Thus the capacity of the
LaSWoP program to be ‘self-authoring’ allows—within the limits of availability
and time!—the teacher-practitioner to respond to the individual needs of each
student, rather than attempting to anticipate electronically the information needs,
beginning competencies and-learning styles of the student cohort as a group. Not
only this, but the self-authoring capacity of LaSWoP allows for additional key
personnel to be added to a scenario at any time (for example, a family support
worker in another agency) with whom the student can then interact via email,
just as would be possible (within ethical and practical limits) for the practitioner.
Alternatively, if desired, a new piece of information can be introduced for students
to consider, even while the programme is running (so, for example, in a hospital
setting a new assessment by a doctor of a child at risk could be introduced into
the scenario), or personnel can be withdrawn (the charge nurse is ill and so no
longer available to clarify her case notes) or introduced (a new speech pathologist
has been appointed and takes a different view of the appropriate assistance
required by the family). Students can also be allocated to small learning groups
to enhance their interactive learning opportunities.
In summary, LaSWoP has attempted to support student learning by mirroring
the reality and complexity of social work practice through providing students
with an interactive case-based simulation incorporating:
Example: What is happening in this family? What this family needs is not
available for a month, but I have to make a recommendation in a week!
interactive multimedia to replicate practice in the same way is high. The key is to
ensure that the current realities of practice are replicated, and here close
collaboration with the field is essential.
Multimedia developments, particularly where self-authoring is possible (as in
LaSWoP) have a distinct advantage over fixed modes of case delivery (the
written document or text, for example). With self-authoring and virtual case
evolution, data, relationships, titles, roles, availability, relevance and
completeness of information and the like, can be redeveloped between semesters
of teaching, or even during the time when a particular student cohort is utilizing
the program, if necessary. In the LaSWoP program, the nature of repeated (and
clearly appropriate) student email enquiries seeking expert orthopaedic
information in a case where a child showed some evidence of repeated fractures,
suggested the addition to the scenario of a new role. Hence the introduction to
the scenario of the hospital orthopaedic surgeon, who announced his
‘involvement’ to student practitioners via an email file note indicating that the
request by the social work staff for an orthopaedic assessment had been noted,
and that this would be undertaken within 48 hours, after which a report on the
child would be placed on the hospital file. This new role introduction was both
relevant and reflective of what would occur in practice in a major hospital setting
where child abuse concerns were at issue.
Self-authoring multimedia allows ‘staff’ to go off after their roster ends, or when
the weekend comes, or to return to work unexpectedly when someone is ill. It
lets them write sloppy, unprofessional, detailed or minimal case notes—as also
occurs in practice from time to time—requiring the student practitioner to seek
clarifications of meaning, or evidence, or the basis upon which apparent
conclusions are drawn. Similarly, particularly in settings where staff are rostered,
time limits can be built into scenarios to reflect the demands of practice:
Example: Too busy to clarify with the Charge Nurse what her case note
meant? Sorry, she’s off duty for three days.
In this example, the social work report that is due will have to be prepared
without any additional information this particular professional might have been
able to give. Again this is reflective of practice reality—people do get ill, take
leave, not reply to email messages, or reply with limited or irrelevant
information.
Secondly, multimedia components of social work education must maintain the
integration of theory and practice and contribute to the development of beginning
practitioner expertise. The primary site of practice learning for student social
workers is, arguably, the field placement where under skilled and accessible
supervision they are exposed to what practice is really like. The students must be
challenged to draw upon information sources relevant to the particular practice
setting—the specialist medical report in the hospital setting—but to then apply to
REPLICATING PRACTICE COMPLEXITIES 115
Example: ‘Remember that the case is set for tomorrow afternoon in the
Children’s Court. Your report must be logged by midday.’
The difficulty, as noted above, is that a central characteristic of both email and
multimedia is speed—the email arrives moments after it has left the sender. The
student-practitioner undertaking a case assessment late at night or at weekends
(as students are likely to do, given the competing demands of employment, study,
family and personal lives which almost all must somehow balance), needs to be
reminded that responses to queries will be timely but not necessarily immediate.
In the LaSWoP example, the understanding was that email queries would be
checked at least once each day during the week, but not always outside regular
business hours (although, given that one case involved rostered staff at a hospital,
a late email from a registrar or charge nurse finalizing case notes before the end
of a shift would not have been inappropriate). Nevertheless, even with this
limitation, student demand for immediacy of response did place considerable
pressure on teaching staff to be more available than would be the practice reality,
with both time (and, so, cost) implications for all those involved:
course, the most expensive, requiring both the intimate involvement of the
teacher, and the ‘teacher-constructed world’ (Evans et al, 2001, p 38).
Example: ‘Unsure what to do? Try starting with… Still not sure? Make an
appointment to see your tutor.’
and on the other, to the student who is already experienced in practice and
reduces what had been anticipated to be a task requiring several hours of work
over several sessions, to a brief engagement and generation of outcomes based
on previous experience:
Example: ‘Have you carefully read all the reports available to you? Don’t
just follow the guidelines—the Magistrate will expect you to canvass ALL
the possible outcomes, not just those you are familiar with or which you
most frequently utilize.’
The interactive and self-authoring nature of LaSWoP meant that both extremes
of response could be accommodated, by differential email responses to the
individual student. Thus the more experienced student-practitioner could be
prompted to question the basis of apparent wisdom derived from past practice
experience and to consider new or unfamiliar approaches to (for example) an
assessment task, while the inexperienced or unconfident new practitioner could
be gently encouraged to complete the required task on a step-by-step basis, with
affirmation along the way, until greater confidence developed.
REPLICATING PRACTICE COMPLEXITIES 117
Conclusions
Social work’s greatest strength has been described by Ife (1997, p 159) as ‘its
ability to ground its understandings and its practice in the reality of the oppressed
and the disadvantaged’. In order to support and optimize learning opportunities
in social work, teaching materials and the formal educational environments must
reflect and engender that reality by incorporating the realities of practice—in its
acknowledgment and use of approaches and frameworks of understanding, its
essentially interdisciplinary nature, its basis in networks of groups and agencies,
and the time and other constraints that impact upon practice.
Although risk and uncertainty are key characteristics of social work practice
(Camilleri 1999), and so need to be elements of the practice to which students
are introduced, students also need to be able to step into practice in a controlled
way, with access to learning supports and advice, and with the opportunity to
make mistakes without facing the potentially serious repercussions of errors in
practice (Swain, 1996). With careful development, attention to the demands of
particular practice settings, and a commitment of resources to development and
maintenance of relevant practice-based materials, use of interactive multimedia
has shown through such developments as LaSWoP that it has great potential to
supplement classroom-based learning and to reproduce the vagaries of direct
interpersonal practice.
References
Mullaly, B (1997) Structural Social Work, 2nd edn, Oxford University Press, Ontario
Murranka, P A and Lynch, D (1999) Developing a competency-based fundamentals of
management communication course, Business Communication Quarterly, 62 (3), p 9
O’Connor, I, Wilson, J and Setterlund, D (1995) Social Work and Welfare Practice (2nd
edn), Longman, Sydney
Royce, D, Dhooper, S and Rompf, E (1993) Field Instruction: A guide for social work
students, Longman, Sydney
Swain, P (1996) Social workers and professional competence: a last goodbye to the
Clapham omnibus?, Torts Law Journal, 4, pp 41–59
Part 3
Introduction
The past several decades have seen a significant shift in the conceptualization of
language. From perceiving the laws of language as an external phenomenon in
and of itself worth study, through positing them in the human mind, we have
come to understand language as closely interwoven with society and social
semiotic systems. Our understanding of learning has undergone a similar change.
Learning a second language (L2) no longer seems to be about memorization of
rules and discrete language items. Increasingly, it is perceived as a two-tiered
phenomenon: individual and cognitive on the one hand, and socially-situated,
collaboratively-constructed and inseparably connected with other semiotic
systems such as gesture, customs and rituals, and social and cultural artefacts on
the other. Consequently, there has been an evident shift from the learner as
individual to the learner as a member of the social group actively involved in
goal-oriented activity and in co-constructing the learning process. Socialization
has become a desired feature of the L2 classroom and a viable area of learning
research.
Applications of information and communications technology (ICT) in L2
learning have also undergone an evolution, both responding to and assisting the
advancement of current beliefs about language learning and classroom practices.
The use of computers to dispatch information has first been complemented by
approaches underscoring exploration and discovery by students, and more
recently by instructional practices involving electronic social interaction in
simulated (Murphy and Gazi, Chapter 12, this volume) and naturalistic settings.
In fact, social computing (Debski et al, 1997) has probably been the single most
important factor changing L2 learning and teaching practices in recent time.
Second language students are asked to communicate and collaborate in the target
language with overseas partners, to search for information on the Internet, create
Web projects and share them with online communities.
Despite the growing popularity and intuitive appeal, the position of computer-
supported collaborative learning is however still far from settled and exactly what
TECHNOLOGY AND SECOND LANGUAGE LEARNING 121
and how students learn through such practices is still unclear (Koschmann, 1996;
Koschmann et al, 2002). The critics for instance point out the reliance of that
approach on individual student and teacher variables (Debski and Gruba, 1998)
and the student anxiety caused by technological instruments (Lewis and Atzert,
2000). The proponents argue that computer-supported collaborative learning can
make L2 learning purposeful and meaningful, as networked machines help
learners participate in social environments where their L2 can serve as a vehicle
for carrying out ‘collective intentionality’ (Searle, 1995). ICT can also help build
learning environments in which the process of reconstruction of social reality and
identity in the L2 can be carried out. Taking these premises as a point of
departure, the aim of this chapter is to demonstrate how technology can
effectively support various second language acquisition (SLA) approaches that
feature social interaction as an important vehicle of language learning.
The subsequent part of this chapter presents several SLA concepts
illuminating the role of social interaction in the L2 classroom. These notions are
viewed here as complementary, addressing the central issue at different levels
and from differing standpoints, and together better capable of explaining the role
of social interaction for language development. This is followed by a description
of the Project-Oriented Computer-Assisted Language Learning (PrOCALL)
project conducted in the School of Languages at the University of Melbourne
(Debski, 2000), taking social constructivism (Vygotsky, 1978) as its theoretical
base and exploiting social computing as a medium of L2 learning. In the final
part, several themes explaining the significance of modern technology for
situating language learning in social contexts are discussed. In summary, the
chapter provides evidence that ICT can facilitate L2 pedagogy based on socially-
oriented SLA theory by:
Examples drawn from various studies of the PrOCALL classrooms are used to
illustrate these themes. Where possible, this evidence is triangulated with the
results of other studies.
Interactionist SLA
Interactionist SLA emphasizes the significance of environments supporting the
resolution of communicative breakdowns and negotiation of meaning for
promoting learning (Gass, 1997; Long, 1983; Pica, 1994; Swain and Lapkin,
1998). Negotiation of meaning occurs when learners engaged in interactions
experience difficulties in understanding each other (Long, 1983). Speakers resort
to it in order to put the exact communicative message across (Swain and Lapkin,
1998). This concept is derived from the input hypothesis (Krashen, 1981, 1985)
stating that learner output modified through negotiation of meaning provides
comprehensible input to learners as well as feedback on their production (Gass,
1997). Thus, negotiation of meaning assists learners in producing
comprehensible input and output, and draws their attention to their inter-
language and to different target language forms (Gass, 1997). Learner attention or
‘noticing’ also facilitates learning (Schmidt, 1990). The concepts of noticing and
negotiation of meaning bring together the cognitive and the social to form the
foundation of the prevailing view of second language learning.
More recent interactionist positions stress the significance of naturalistic
social discourse for creating situations that abound in opportunities to learn
through negotiation of meaning and noticing. L2 learning tasks should thus
provide opportunities for consensus building, planning, discussing controversy
and outcomes, and all linguistic functions present in naturalistic goal-oriented
discourse. An important underlying assumption is that learning is facilitated by
use of the target language in content-rich and purposeful ways while an active
awareness of the forms and functions of language used is maintained (Schmidt,
1990). Such opinions close the gap between interactionist SLA theory and views
of SLA inspired by sociocultural theory (Vygotsky, 1978, 1981; Wertsch, 1985).
Table 9.1 Frequency of rhetorical relationships arising from classroom discourse (Based
on Ewing, 2000)
It is quite evident however that collaborative Web page creation requires the
use of complex interaction, described by van Lier as ‘and dynamic’. In such
interaction, to use his description of social interaction at the computer, ‘gestures,
pictures and objects all blend with language in the communicative context, and
even first language can be seen as a semiotic system that supports emerging
second language use’ (van Lier, 2000, p 256; see also Brooks et al, 1997; Nathan,
2000). This remark allows seeing in a somewhat different light the extensive use
of English in the PrOCALL classrooms, a feature often considered as
problematic and running counter to the principles of project-oriented CALL
(Debski, 2000). More research is required on the role of the first language for
second language development in PrOCALL situations.
Table 9.2 Excerpt from a Web forum interaction between a native (NS) and a non-native
(NNS) Japanese speaker (English translation) (Based on Tanaka, 2000)
‘I did find that writing Web page is totally different from writing normal
Japanese essays so I had to change the style of writing so that it would be
interesting to the reader…’ (Ai, Japanese class)
‘We had to try to find various bits of information and relate it back to our
topic and with that we created our own Web site which can, hopefully,
be used by other people around the world. I definitely think that our Web
site could be useful for a lot of people studying history.’ (Mike, German
class)
TECHNOLOGY AND SECOND LANGUAGE LEARNING 129
‘I’ve got friends in Japan as well and it’s nice to show them the page.
They are friends I made in Japan.’ (Louise, Japanese class)
The fact that Web writing is done for a real audience was on a couple of
occasions brought home to the students in a sudden and somewhat surprising
way. In 1998, a German class received an email from an irritated policeman in
response to a student’s Web page containing allegations of xenophobia in the
German police force. Two years later, another PrOCALL class received an email
from an irate Web citizen with a threat that he would sue one of the students for
plagiarism. The citizen was appeased by the student, the author was given proper
credit for his work, but the ethical issue ofWeb publishing became a matter of
discussion for the whole class. Apart from instilling in students the feeling of
authorship, contingencies like these also created opportunities for second
language use in response to authentic communicative needs (van Lier, 2000). An
important task for teachers is to create situations that abound in contingencies, to
notice opportunities for goal-oriented language use and assist their students in
responding to these opportunities and turning them into learning events.
Kramsch et al (2000) argue that authorship is closely related to the concept of
agency: that is the power to make meaningful action. Agency was gained in the
PrOCALL classes by a number of students who oriented their work towards
electronic communities on the Web. Students not only were aware of their
audience but also believed that their work had potential to impact the world
outside the classroom.
Jasper, a student of French, sees the pages created by his class as contributions
to overcoming the colonization of the new electronic world by the English
language: ‘students are creating Web pages to diversify what’s available on the
Web and also to overcome the colonization of the English language… It’s really
like claiming land in cyberspace if you like’.
Another student, Luke, experienced living in Indonesia and became
profoundly interested in Indonesian culture. He was shocked by the hardships of
living there and at the same time genuinely impressed by the continued effort of
the Indonesian people to maintain a communal lifestyle with dignity. Luke
created a Web project on child labour in Indonesia intending to air this issue to
the wide Internet audience. When asked about the purpose of his page, he said:
‘basically to raise the issue, just to get people to think about it and to say there is
a problem and that people, normal people should have some responsibility as
well’. Luke tried to make his Web page simple by avoiding technical terms, as he
wanted to appeal to a broad worldwide audience.
partners and inquire about the topics of their Web-based projects. This is how
Mark reacted to this task:
‘Also, in terms of emailing people on the Web forum that was good in
principle, but at our level, we know a lot of Japanese people. And if you
say to us to email someone on this kind of thing, I’d rather email someone
I know. Maybe that’s a Japanese thing. You tend more to spend the initial
stages working on the relationship and then you work on what you are
going to do together, whereas the way it worked here, from the outset you
were asking questions, which seemed very unnatural.’ (Mark, student of
Japanese) (Debski, 2000)
Mark feels uncomfortable asking his Japanese partner questions without the
customary Japanese introductions. The electronic medium facilitates direct and
prompt contacts, yet the student experiences a dilemma as he is not sure how to
transfer behaviour characteristic of face-to-face communication to electronic
interaction.
The student’s intuitive apprehension finds support in recent research in cross-
cultural computer-mediated communication (CMC). Sugimoto and Levin (2000)
discuss the electronic literacy practices in the US and Japan and describe several
differences between the norms of email writing in the two countries. The
researchers report, for example, that although email messages are colloquial in
both countries, many US messages start with ‘Hi, how are you doing?’ while
many Japanese open their email stating their name and affiliation, for example:
‘This is Takagi @ Waseda University’. They also discuss the differences in the use
of emoticons and conclude that although their general function is similar, the
specific forms and uses are different. Similar to other media, email undergoes
acculturation: it interacts with the message in order to mirror the specific
sociocultural contexts in which it is used, a process well described by Gottlieb
(2000) in her study of word-processing in Japan.
The PrOCALL classes gave the students an opportunity to reflect on how they
should apply the linguistic norms and customs of the target cultures in their use
of the electronic media. They supported the development of student skills in the
use of the new electronic genres in the target languages and cultures. Such
sociolinguistic knowledge well complemented the support the Internet
traditionally provides for the learning of cultural content (Andrews, 2000;
Mueller-Hartmann, 2000; Osuna and Meskill, 1998).
Conclusions
In this chapter we have considered the significance of modern technology for
situating language learning in social contexts and for implementing
learning through social interaction, as advocated by current SLA theory. For this
purpose, we have looked at evidence coming from various project-oriented
classrooms utilizing networked computers as a tool supporting learning through
interaction. Several cautious conclusions can be drawn from these analyses.
132 PROVIDING SOCIALIZATION SUPPORT
References
Almasude, A (1999) The new mass media and the shaping of Amazigh identity,
Revitalizing Indigenous Languages, eds J Reyhner, G Cantoni, R N St Clair and E P
Yazzi, pp 117–28, Northern Arizona University, Flagstaff, AZ
Andrews, C (2000) Project-oriented use of the World Wide Web for teaching and learning
culture, Computer Assisted Language Learning Journal, 13 (4–5), pp 357– 76
Barson, J (1991) The virtual classroom is born: what now?, in Foreign Language
Acquisition and the Classroom, ed B Freed, pp 365–83, D C Heath, Lexington
Barson, J and Debski, R (1997) Calling back CALL: technology in the service of foreign
language learning based on creativity, contingency, and goal-oriented activity, in
Telecollaboration in Foreign Language Learning, ed M Warschauer, pp 49– 68,
Second Language Teaching and Curriculum Center, University of Hawaii at Manoa
Manoa, HI
Barson, J, Frommer, J and Schwartz, M (1993) Foreign language learning using email in a
task-oriented perspective: an inter-university experiment in communication and
collaboration, Journal for Science Education and Technology, 2, pp 565–83
Blake, R (2000) CMC: a window on L2 Spanish interlanguage, Language Learning and
Technology , 4 (1), pp 120–36
Brooks, F B, Donato, R and McGlone, J V (1997) When are you going to say ‘it’ right?
Understanding learner talk during pair-work activity, Foreign Language Annals, 30
(4), pp 524–41
Bruner, J S (1975) The ontogenesis of speech acts, Journal of Child Language, 2, pp 1–19
Debski, R (2000) Exploring the re-creation of a CALL innovation, Computer Assisted
Language Learning Journal, 13 (4–5), pp 307–32
Debski, R and Gruba, P (1998) A qualitative survey of tertiary instructor attitudes towards
project-based CALL, Computer Assisted Language Learning Journal, 12 (3), pp 219–
39
Debski, R, Gassin, J and Smith, M (eds) (1997) Language Learning through Social
Computing, Applied Linguistics Association of Australia (Occasional Papers No 16)
Donato, R (1994) Collective scaffolding in second language learning, in Vygotskian
Approaches to Second Language Research, eds J P Lantolf and G Appel, Ablex
Press, Norwood, NJ
Ewing, M (2000) Conversations of Indonesian language students on computer-mediated
projects: linguistic responsibility and control, Computer Assisted Language Learning
Journal, 13 (4–5), pp 333–56
Gass, S M (1997) Input, Interaction, and the Second Language Learner, Lawrence
Erlbaum, Mahwah, NJ
Gottlieb, N (2000) Word-processingTechnology in Japan: Kanji and the keyboard,
Curzon, Surrey
Harasim, L (1990) On-line Education: Perspectives on a new environment, Praeger, New
York
Kern, R (1995) Restructuring classroom interaction with networked computers: effects on
quality and quantity of language production, Modern Language Journal, 79 (4), pp
457–76
134 PROVIDING SOCIALIZATION SUPPORT
Schumann, J (1978) The acculturation model for second language acquisition, in Second
Language Acquisition and Foreign Language Teaching, ed R C Gringas, pp 27– 50,
Centre for Applied Linguistics, Washington, DC
Searle, J (1995) The Construction of Social Reality,The Free Press, New York
Seedhouse, P (1995) Communicative CALL: focus on the interaction produced by CALL
software, ReCALL, 7 (2), pp 20–28
Sengupta, S (2001) Exchanging ideas with peers in network-based classrooms: an aid or a
pain?, Language Learning and Technology, 5 (1), pp 103–34
Smith, M (2000) Factors influencing successful student uptake of socio-collaborative
CALL, Computer Assisted Language Learning, 13 (4–5), pp 397–415
Sotillo, S M (2000) Discourse functions and syntactic complexity in synchronous and
asynchronous communication, Language Learning and Technology, 4 (1), pp 82–
119
Sugimoto, T and Levin, J A (2000) Multiple literacies and multimedia: a comparison of
Japanese and American uses of the Internet, in Global Literacies and the World Wide
Web, eds G E Hawisher and C L Selfe, pp 133–53, Routledge, London
Swain, M and Lapkin (1998) Interaction and second language learning: two adolescent
French immersion students working together, The Modern Language Journal, 82
(3), pp 320–37
Tanaka, N (2000) Patterns of target language use in a Japanese project-oriented CALL
class. Master of CALL dissertation, University of Melbourne
Thorne, S (1999) An activity theoretical analysis of foreign language electronic discourse.
Unpublished doctoral dissertation, University of California, Berkeley, CA
Toyoda, E and Harrison, R (2002) Categorization of text chat communication between
learners and native speakers of Japanese, Language Learning and Technology, 6 (1),
pp 82–99
van Lier, L (2000) From input to affordance: social-interactive learning from an ecological
perspective, in Sociocultural Theory and Second Language Learning, ed J P Lantolf ,
pp 245–59, Oxford University Press, Oxford
Vygotsky, L S (1978) Mind in Society: The development of higher psychological
processes, Harvard University Press, Cambridge, MA
Vygotsky, L S (1981) The genesis of higher mental functions, in The Concept of Activity
in Soviet Psychology, ed J V Wertsch, Sharpe, Armonk, NY
Warschauer, M (1996) Comparing face-to-face and electronic discussion in the second
language classroom, CALICO Journal, 13 (2), pp 7–26
Warschauer, M (2000) Language, identity, and the Internet, in Race in Cyberspace, eds B
Kolko, L Nakamur and G Rodman, Routledge, New York
Warschauer, M and Lepeintre, S (1997) Freire’s dream or Foucault’s nightmare? Teacher-
student relations on an international computer network, in Language Learning
through Social Computing, eds R Debski, J Gassin and M Smith, pp 69– 89, Applied
Linguistics Association of Australia (Occasional Papers No 16)
Wertsch, J V (ed) (1985) Culture, Communication, and Cognition: Vygotskian
perspectives, Cambridge University Press, Cambridge
Zhao, Y (1996) Language learning on the World Wide Web: toward a framework of
network-based CALL, CALICO Journal, 14 (l), pp 37–51
Chapter 10
Developing social presence in online course
discussions
Karen Swan
Introduction
One of the more interesting findings arising from research on learning through
asynchronous electronic networks is the importance that online discussion seems
to play in its success. For example, in our empirical study relating course design
factors to student perceptions of learning (Swan et al, 2000), we found that
interaction with instructors, interaction with peers, and the value placed on
participation in course discussions were the factors most significantly related to
student perceptions. Other researchers have reported similar findings (Hawisher
and Pemberton, 1997; Jiang and Ting, 2000; Picciano, 1998).
Indeed, asynchronous discussion seems both a significant factor in the success
of online courses and significantly different from face-to-face discussion in
traditional classrooms. In online discussion, all students have a voice and no
students can dominate the conversation. The asynchronous nature of the
discussion makes it impossible for even an instructor to control. Accordingly,
many researchers note that students perceive online discussion as more equitable
and more democratic than traditional classroom discussions (Harasim, 1990;
Levin et al, 1990; Ruberg et al, 1996). Because it is asynchronous, online
discussion also affords participants the opportunity to reflect on their classmates’
contributions while creating their own, and to reflect on their own writing before
posting it. This creates a certain mindfulness among students and a culture of
reflection in online learning (Hiltz, 1994; Poole, 2000).
In addition, many researchers familiar with computer-mediated
communication (CMC) have noted what Walther (1992) refers to as the
‘hyperpersonalness’ of the medium. Participants in online discussion seem to
project their personalities into it, creating feelings of presence that build online
learning communities (Gunawardena and Zittle, 1997; Leh, 2001; Poole, 2000;
Rourke et al, 2001). In fact, our own research (Richardson and Swan, 2001)
shows that this feeling of presence is significantly correlated with student
perceptions of satisfaction with and learning from online courses.
This feeling of presence, however, is precisely what is most surprising in the
online learning literature. In fact, both social presence theory (Short et al, 1976)
DEVELOPING SOCIAL PRESENCE 137
and media richness theory (Rice, 1992) predict just the opposite. They suggest
that the inability of text-based CMC to transmit the vocal and non-verbal cues
found in face-to-face communications renders it a less ‘immediate’, colder, less
personable experience.
This chapter explores the issue of the development of social presence in online
course discussions and proposes an equilibrium model to account for that
development. It describes a study that examined the affective, interactive and
cohesive verbal immediacy behaviours of participants in an online course
discussion, and extrapolates from this research to provide suggestions for online
developers and instructors seeking to create online communities of learning in
their courses.
Background
‘Immediacy’ refers to the perceived ‘psychological distance between
communicators’ (Weiner and Mehrabian, 1968). In traditional, face-to-face
classrooms, educational researchers have found that teachers’ behaviours can
lessen the psychological distance between themselves and their students, leading,
directly or indirectly depending on the study, to greater learning (Christophel,
1990; Gorham, 1988, Richmond, 1990; Rodriguez et al, 1996). They have
further distinguished between teachers’ verbal immediacy behaviours (giving
praise, soliciting viewpoints, use of humour, self-disclosure, etc) and their non-
verbal immediacy behaviours (physical proximity, touch, eye-contact, facial
expressions, gestures, etc), both of which have been shown to positively contribute
to student learning.
The immediacy research in traditional classrooms has implications for online
learning. Some communication researchers have argued that differing media
have differing capabilities to transmit the non-verbal and vocal cues that produce
feelings of immediacy in face-to-face communication. Short et al (1976) referred
to these capabilities as ‘social presence,’ or the ‘quality of a medium to project
the salience of others in interpersonal communication’. They contended that media
with limited bandwidth have a correspondingly limited capacity to project social
presence (and by extension promote learning) than more broadband media.
Media richness theory (Rice, 1992) reached a similar conclusion, as does
Picard’s (1997) more recent notion of ‘affective channel capacity’. Researchers
experienced with online teaching and learning, however, contest this view.
Participants in CMC, they argue, create social presence by projecting their
identities into their communications. Walther (1992), for example, argued that
even participants in strictly text-based electronic conferences adapt their
language to make missing non-verbal and vocal cues explicit and so develop
relationships that are marked by affective exchanges. What is important, these
researchers contend, is not media capabilities, but rather personal perceptions of
presence (Gunawardena and Zittle, 1997; Poole, 2000; Richardson and Swan,
2001; Rourke et al, 2001).
138 PROVIDING SOCIALIZATION SUPPORT
Overall findings
Figure 10.2 shows the raw numbers of responses and indicators across modules.
We found a great many immediacy indicators in the online discussions we
reviewed, a total of 1,336 in 235 postings, or an average of almost six indicators
per posting. We believe these findings provide evidence that participants in the
online discussions we studied made up for the lack of affective communication
channels by employing more immediacy behaviours in those channels that were
available to them (Danchak et al, 2001).
A closer look at the data supports this notion as well. For example, the most
frequently used verbal immediacy behaviour (254 instances) was the use of
paralanguage, the use of text to convey emotion or emphasis. It seems reasonable
to assume that discussion participants were using paralanguage to take the place
of gestures, facial expressions and aural cues in their conversations. At the other
extreme, humour was the least used immediacy behaviour. This may be because
humour really does necessitate more affective communications channels.
DEVELOPING SOCIAL PRESENCE 141
The second most frequently employed affective indicator, with almost one
indicator per response, was self-disclosure. Self-disclosure is the sharing of
personal information, usually of a vulnerable nature. Self-disclosure is a verbal
immediacy behaviour frequently noted in the immediacy research as employed
by teachers to lesson the gap between themselves and their students (eg,
Gorham, 1988; Rodriguez et al, 1996). It seems to have been employed similarly
in the discussion threads we coded. Indeed, self-disclosure seemed to evoke the
greatest number and depth of response from other participants. However,
humour, another behaviour noted in the immediacy research was very little
employed, perhaps because many forms of humour are easily misinterpreted in
text-based communication. This finding points to differences between face-to-
face and computer-mediated communications.
Figure 10.4 gives the raw numbers of affective immediacy indicators found in
the discussion threads we coded. It thus shows the use of these indicators across
time. It is interesting to note in this regard the pattern of usage across the
modules. It can be seen that the use of affective indicators in general, and
paralanguage and self-disclosure in particular, seemed to grow to a peak usage in
the third module and drop precipitously after that. This usage seems to mirror the
pattern of discussion in the course in general (Figure 10.2). The finding suggests
that affective immediacy behaviours are an integral part of the social interaction
that supports learning, but that in the online environment they take the only
available, verbal, form.
For example, the excerpt that follows was taken from the first module. The
discussion was about advertising on the World Wide Web. Notice the extensive
use of affective verbal behaviours and the ways in which these uses of personal
expression seem to be picked up by consecutive speakers:
WOW! (TD)—1/25
Every Web site that I come upon has crazy advertising. It is almost
getting to be too much. There are screens popping up on top of what you
are doing and it gets to be a pain in the butt! I think it is good for the
companies but it is a pain for people like me who use the computer for
research and don’t want to be interrupted. Maybe the advertising topic
should only pop up if you are looking for that type of item. This might, I
mean MIGHT, work. What do you think?
DEVELOPING SOCIAL PRESENCE 145
Advertising (DO)—1/25
The problem with that is that the advertisers make most of their money
selling us things we don’t need so therefore they would never agree to this.
Think about the times you get to the check out line and pick up stuff that is
there that you weren’t thinking of purchasing. They know what they are
doing believe you me!!!!
Agree (TD)—1/29
I agree with you. There are times when I am told that I need this and that
but as it turns out I really didn’t need it. I am intelligent but I don’t know
everything and there are times when I get burnt. I hate it when people turn
to pull the wool over your eyes and you are helpless.
Advertisements are great but don’t sell me something that I really don’t
need.
Advertising (DO)—1/31
I’ve heard that if you are to make a purchase for something you think
you ‘NEED’ that if you wait one week and ask yourself again if you really
need it your thoughts may differ and your wallet may stay intact!!!
Learn (TD)—2/05
We never stop learning and when we do we have given up on life. I learn
something new and everyday I am thankful for learning. Commercials we
can definitely learn from.
148 PROVIDING SOCIALIZATION SUPPORT
Cringe (ED)—3/22
Yes, computers have made typewriters and BandW slides totally
outdated. The new technology can make me cringe as well, especially
when the presenter has over animated and added so many sound effects
and moving text. I’ve gotten ‘seasick’ watching some presentations!
Sometimes the glitziness takes away from content.
Glitziness (WO)—3/22
You’ve got a great point, and likewise with student papers and
presentations. Sometimes a student’s project report will have a stunning
cover sheet (which I never require, anyway) and close to zero content.
150 PROVIDING SOCIALIZATION SUPPORT
Notice also the use of affective and cohesive immediacy behaviours in this
excerpt. There is a lot of paralanguage, personal opinions and self-disclosure
expressed, as well as group reference, vocatives, and greetings and salutations. It
seems that all the immediacy indicators work together to make the discussion work.
Discussion
The findings from our analyses of the online course discussions suggest that the
students participating in the course we investigated strove to create a community
of learning by employing text-based, verbal immediacy behaviours to reduce the
psychological distance amongst themselves. The findings support an equilibrium
model of social presence (Danchak et al, 2001) that suggests that participants in
mediated communication employ whatever means are available to them to create
a feeling of presence similar to what they expect from their face-to-face
experiences. In addition, the analyses reveal that although the use of affective
indicators mirrored the general flow of the course discussions as the course
progressed, cohesive indicators declined in importance, while the importance of
interactive indicators increased. These findings suggest that different kinds of
DEVELOPING SOCIAL PRESENCE 151
References
Introduction
Computer mediated communication (CMC) has changed the nature of learning at
a distance from an individual experience that is largely remote and isolated from
other students, to one in which the technology can enable more ongoing
interaction with fellow students. The potential of using online technology such as
computer conferencing to provide students with a means of developing and
sharing their construction of knowledge of their course, while they socially
construct group knowledge within a collaborative learning environment, is one
of the greatest advantages of CMC.
It is clear, however, that for the social construction of learning to take place
there must be established comfortable online socialization among students to
provide a platform for learning construction to occur. That socialization must
move beyond the unfocused interaction that Klemm and Snell (1995) have
observed can be easily trivialized both by learners and their teachers, such that
the interaction never moves beyond the entirely social. Establishing social
presence, the ability of online participants to project themselves into a textual
environment, which has few visual or contextual cues, is an important phase in
an online course for students forming a learning community (Rourke et al, 1999;
Stacey, 2001).
The provision of a course structure to enable online socialization to be used
effectively so that students can learn collaboratively has received comment
throughout the literature and forms the focus of our chapter in this book. We are
interested here in exploring the effects that different forms of pedagogical
structure can have on the encouragement towards comfortable socialization
through CMC, and its progression towards becoming a tool for collaborative
learning.
Constructivism
The importance to learning of the opportunity to participate in a social
construction of knowledge has been researched by cognitive psychologists such
SOCIALIZATION THROUGH CMC 155
as Piaget, Vygotsky and Bruner, who emphasized the social nature of learning,
particularly when learners are confronted with problems that they cannot solve
on their own without the resources of a group. More importantly, the process of
discussion, listening to other group members and receiving feedback on ideas,
provides the cognitive scaffolding these constructivists see as essential to higher-
order thinking (Slavin, 1994). The development of knowledge and understanding
within conceptual frameworks, it is argued by the constructivists (eg, von
Glasersfeld, 1987), is an ongoing interpretive process, which is reinforced by past
and ongoing experiences. As Rogoff (1995) has argued, the appropriation of
knowledge and understanding is not just the internalization of externally derived
stimuli, but also the individual’s construction of those stimuli. Individuals
collaboratively construct a common grounding of beliefs, meaning and
understandings that they share in activity (Pea, 1993) through a culture, or
community, of practice (Lave and Wenger, 1991). As Stacey (1996, 1998) has
argued, these constructions depend largely on a socio-cultural and
communicative context for their development.
Collaborative learning
Through her interview-based and content analysis research with three large
groups of learners in differing contexts, Stacey (1998, 1999) has shown the
importance of group collaboration in learning. Her discussion of CMC, from a
social constructivist perspective, focused on interactive online group discussion
as central to the learners’ effective construction of new conceptual
understandings. The research found that, in the social context of group
interaction, the collaborative group develops a consensus of knowledge through
communicating different perspectives, receiving feedback from other students
and teachers and discussing ideas, until a final negotiation of understanding is
reached. Drawing on Vygotsky’s (1978) theory that conceptual understandings
are developed through verbal interaction, Stacey found that a socially constructed
learning environment is essential for effective learning. The social conversation
provides the learner with a context and stimulus for thought construction and
learning, which is the means by which the group contributes more to each
learner’s understanding than they are able to do individually.
Beckett (2000) has pointed to the potential for online learning to disembody
learners and their instructors such that the important social construction of
learning becomes lost. Effectively structured CMC that develops collaboration
between learners and between learners and their instructors can serve to reduce
the effects of that potential disembodiment and enable a more effective
appropriation of meaning to be derived through interaction. Research by Baker
and Dillon (1999) has also shown the importance of technologically mediated
student-led and student-centred communication in developing the confidence of
learners participating in online programs of instruction.
156 PROVIDING SOCIALIZATION SUPPORT
communication between themselves and with their lecturer. In this research study
we examined three forms of structure in CMC-supported subjects of study
provided for distance education students. In each of our three forms of structure,
students also received printed study materials that formed the basis of content,
and CMC was used to develop student understanding through collaboration.
Each of the different structures required different levels of interaction between
students, and between students and their lecturer:
• One structure encouraged interaction but did not require it and, although the
lecturer actively facilitated discussion between students, there was no
relationship between level of interaction and assessment requirements.
• A second structure required students to participate online in specific tasks, but
did not link that participation to formal assessment.
• A third structure required students to participate regularly throughout the
semester and linked participation to the formal assessment of the subject.
As would be expected, interactivity was by far the greatest in the subject that
linked participation to assessment. The mean number of interactions per student
across the semester in that subject was 89. The subject that made no such formal
link, but expected participation in online tasks, showed a mean number of
interactions per participant at 10.8, while the encouraged but unstructured
subject showed a mean of 4.1 interactions per participant across the semester.
The role of socialization was examined in the two subjects that differed most—
the unstructured one, and the subject that required participation as part of the
assessment. The unstructured subject was characterized by early socialization
strategies of introduction and information sharing about self. Quite quickly
though, participants moved into discussions of content and ideas, such that
socialization continued but changed in nature to become more associated with
encouragement of each other’s inputs to the discussion. A similar pattern was
observed in the assessment-linked subject, but the participation among students
was much higher. The difference in online participation densities yielded
naturally higher amounts of social interaction between students, as well as higher
amounts of cognitive engagement. Qualitative data indicated students in both
units liked the experience of CMC interaction. The evidence with the assessment-
linked subject was that the required interaction had forced them to develop
online relationships with their peers, and provided for a powerful opportunity for
the construction of knowledge through that interaction.
Subject A
The previous research, together with McAlpine’s (2000) findings, encouraged us
to develop smaller discussion groups, focused on specific issues related to the
subject. Collectively, students represented four general areas of interest,
reflecting their work contexts and the challenges that they faced in their everyday
practice. Accordingly, the new structure was based on these four communities of
practice that were identifiable among the student group. For each specialized
area of interest an application problem was generated, such that the subset of
students in the focal area were expected to work together as a group of
consultants to solve the problem that had been posed. The role of the lecturer
was to act as the customer for the consultant group, and to supply information to
the group as they requested it from the ‘customer’. Additionally, a general space
was available to all participants in the subject, such that they could engage in
broader discussions of the subject and its content. As is the case in subject B, the
architecture provides for specifically focused smaller group discussion spaces,
but what is important here and described below, is how students are expected to,
and do engage with these focused discussions.
In subject A student participation in the CMC discussion was strongly
encouraged but was not compulsory, and participation had no direct impact on
assessment. Participation was not made compulsory on a basis that CMC skills
were not part of the learning outcomes of the subject, and the student cohort
varied in their degree of access to the CMC discussions.
The development of socialization within this model is interesting to follow.
First, the lecturer invited students to enter the general space and introduce
themselves, and to state what their particular interests were. Whenever a student
entered that space the lecturer would respond within 24 hours to welcome the
student, to acknowledge the participation, and to guide them towards the
selection of a specialized conference that might best engage their interest. Students
typically responded to that message in the general space again, advising that they
had been to the specialized space and read the problem and had decided to
engage with it, or had decided to engage with a different problem in another of
SOCIALIZATION THROUGH CMC 159
the specialized spaces. At that point students invited others to join them in the
specialized space, and then moved from the general space and into the chosen
specialism. Once in the specialized spaces, student interaction began with
considerable focus on the problem to be solved. However, it was clear that early
communications between students were focused more on housekeeping matters
of how they would organize themselves, what common ground and experience
they had and what general perspectives they had on the problem to be solved.
Also evident from the interactions between students was an early emphasis on
such things as concern over the budget to be applied to the problem, and how the
solution to the problem might be presented to the customer. It was clear that
what was happening here was that students were developing socialization
through the structure of the course, by focusing on the problem to be solved
(Smith and Smith, 2002).
Also interesting in this structure was that the interaction between students
began, by week three of the semester, to be characterized by a considerable
reduction in socialization. Interactions became very task-focused, with students
posting ideas and strategies that would serve to solve the problem they had been
set. Most of these messages were succinct and very much to the point of the
exercise. There appeared a sense of urgency among students to move towards
task completion, and some impatience was displayed towards students who were
not seen to be participating sufficiently. Communication flow in the CMC
component of the subject was brisk at an early stage. These findings are similar
to those of Rourke et al (1999) and Hara et al (2000) who found that purely
social interaction, not focused on the content of the course, declined as the
conference progressed, which they concluded was because students got to know
one another better.
160 PROVIDING SOCIALIZATION SUPPORT
Subject B
In subject B, students were required to share resources they had researched and
evaluated through searching the World Wide Web, to moderate discussions
about issues they had chosen about online learning, and to work in collaborative
groups for an assessed task on researching the theory and process of learning
collaboratively online. The subject has a needs-based curriculum, which is
constructed to suit the varying levels of skills and experiences of each semester’s
group of students. The discussion is essential to developing the content of the
subject and with such an authentic reason, online interaction is high as the
learners demand it.
In this subject the teacher also explicitly established and modelled techniques
of social interaction so that the social presence of the participants was established
consciously in an environment that encouraged trust and supportive
response. Initially students were asked to introduce themselves to the group with
specific points of discussion such as professional role, purpose for course choice
and previous conferencing experience. At the beginning of the semester the
teacher responded to each new student encouragingly and used this initial period
to teach the students social practice and use of the software elements that
encourage socialization.
The structure of the course required task-based small group discussions to be
established in the early stages of the semester. After the introduction phase,
students communicated in conference spaces with fewer participants who shared
a content focus they had suggested or chosen. Moving into a small group
collaborative environment meant that students could establish small group
relationships in a more informal space and this was conducive to social
SOCIALIZATION THROUGH CMC 161
Discussion
An important contrast between the two subjects of study under discussion here was
not just the required participation, but also the flexibility of the problem, as well
as students learning to define the problem for themselves in their own context. In
the assessment-linked subject, students define the issues for discussion, find and
share the resources, then socially construct their ideas in online discussion.
Consistent with the Jonassen (1999) Constructivist Learning Environments
(CLEs), the use of technology in subject B enabled collaboration and social
construction of knowledge in that students were actively engaged with
162 PROVIDING SOCIALIZATION SUPPORT
In our view, this study has provided strong support to the development of
problem and issue ownership as a crucial component of effective and
sustained socialization that engages consistently with the learning intents of the
subject. As a consequence of our research on these two structures, future
development will change the problems posed from being defined closely by the
course team and convergent in nature, towards providing greater opportunity for
ownership through a more open problem definition allowing for more divergent
engagement by students. A more constructivist learning environment will give
purpose and importance to continuing socialization through CMC and establish a
more effective environment for collaborative learning.
SOCIALIZATION THROUGH CMC 163
References
Baker, J, and Dillon, G (1999) Peer support on the web, Innovations in Education and
Training International, 36 (1), pp 65–70
Beckett, D (2000) Eros and the virtual: enframing working knowledge through
technology, in Working Knowledge: The new vocationalism and higher education,
eds C Symes and J McIntyre, pp 66–83, Open University Press, Milton Keynes
Collis, B, Winnips, K and Moonen, J (2000) Structured support versus learner choice via
the World Wide Web (WWW): where is the payoff?, Journal of Interactive Learning
Research, 11 (2), pp 131–62
Hara, N, Bonk, C J and Angeli, C (2000) Content analysis of online discussion in an
applied educational psychology course, Instructional Science, 28 (2), pp 115– 52
Housego, S and Freeman, M (2000) Case studies: integrating the use of web-based
learning systems into student learning, Australian Journal of Educational
Technology, 16 (3), pp 258–82
Jonassen, D (1999) Designing constructivist learning environments, in Instructional
Design Theories and Models, ed C M Reigeluth, Lawrence Erlbaum, Hillsdale NJ
Jonassen, D, Prevish, T, Christy, D and Stavrulaki, E (1999) Learning to solve problems
on the web: aggregate planning in a business management course, Distance
Education, 20 (1), pp 49–63
Klemm, W R and Snell, J R (1995) Instructional design principles for teaching in
computer conferencing environments. Accessed 2 May 2000, from wwwcvm
tamuedu/wklemm/instructhtml
Lave, J and Wenger, E (1991) Situated Learning: Legitimate peripheral participation,
Cambridge University Press, Cambridge
McAlpine, I (2000) Collaborative learning online, Distance Education, 21 (1), pp 66– 80
Morphew, V (2000) Web-based learning and instruction: a constructivist approach, in
Distance Learning Technologies: Issues, trends and opportunities, ed L K Lau, pp 1–
15, Idea Group, London
Pea, R D (1993) Learning scientific concepts through material and social activities:
conversational analysis meets conceptual change, Educational Psychologist, 28, pp
165–77
Rogoff, B (1995) Observing sociocultural activity on three planes: participatory
appropriation, guided participation, apprenticeship, in Sociocultural Studies of Mind,
eds J W Wertsch, A Alvarez and P del Rio, pp 139–64, Cambridge University Press,
Cambridge
164 PROVIDING SOCIALIZATION SUPPORT
Introduction
As Web use in higher education increases, so does the need to provide learners with
authentic learning experiences for developing critical thinking skills for
participation in an increasingly complex telecommunications-oriented culture.
Official US reports have found ‘a relative paucity of true, original research
dedicated to explaining or predicting phenomena related to distance learning’
(Institute for Higher Education Policy, 1999, p 30) and called for research on
how people learn in the Internet age, how new tools support and assess learning
gains, and what kinds of organizational structures support these gains (Web-
Based Education Commission, 2000).
Garrison (2000) described the need for ‘sustained real two-way
communication’ (p 13) to be at the core of the educational experience, using
methods and technologies that incorporate a collaborative approach to the
learning transaction in distance education. Instructors have increasingly
incorporated learning transactions in their courses by involving learners in
threaded discussions, with the result that learners can create their own
democratic public culture as deliberators. According to Romiszowski (1997), the
most effective types of teaching-learning practices are ‘experiential exercises
followed by interpersonal interaction in small groups…with facilitators to guide
the group towards useful conclusions’ (p 33).
Problems related to providing socialization support for e-learners focus
primarily on instructors’ inability to incorporate experiential learning activities
that will foster interaction and collaboration among learners. Instructors may lack
the knowledge of how to implement such activities, they may be hesitant to try
such innovative practices at a distance, or they may not have the necessary
administrative or technological support. In the case of Web-based scenarios,
instructors may lack sufficient technical skills and time for acquiring those skills
(Naidu et al, 2000). Instructors need to know how to design their own
experiential learning activities or adapt existing activities and provide scaffolding
that will help learners to structure their own learning. One experiential activity
that may be used effectively in e-learning contexts is simulation/role-play.
COLLABORATION THROUGH SIMULATION/ROLE-PLAY 167
The goals for this chapter are to a) identify the characteristics of simulation/
role-plays that foster collaborative learning environments and development of e-
learning communities; and b) contribute to an understanding of how to design
and implement simulation/role-plays to provide socialization support for e-
learners. By encouraging socialization and interaction among students through
such experiential activities as simulation/role-play, instructors can foster
collaboration and community building in e-learning environments.
Constructivism
Constructivism is the worldview that recognizes learning as the process of
constructing meaning about, or making sense of, our experiences (Vygotsky,
1978). Learning constructively, particularly in the social constructivist paradigm,
requires an environment situated in ‘coherent, meaningful, and purposeful
activities’ (Brown et al, 1989, p 34) designed to support collaboration, personal
autonomy and active learning. Collaborative learning refers to activities in which
small groups of people work together to accomplish shared goals to create
meaning, explore a topic, or improve skills online (Harasim et al, 1995). The
shift in roles from the instructor as a content expert to a facilitator of learning has
been accompanied by a shift from teacher-centred to learner-centred instruction
(Gunawardena, 1992).
Development of community
Through collaboration and interaction students may enhance their learning
through the development of a community. As Osterman (2000) described, a
community exists when its members experience a sense of belonging or personal
relatedness, which is important to students not only for their academic
achievement but also for their social and psychological well being. Communities
of learners and practice are social organizations in which knowledge, values,
identities and goals are shared (Jonassen, 1999) and have mechanisms for
sharing what is learnt (Bielaczyc and Collins, 1999). Lave and Wenger (1991)
proposed that when learners participate fully in the socially situated practices of
a community, learning is a process of becoming part of a community of practice.
168 PROVIDING SOCIALIZATION SUPPORT
Experiential activities
Self-directed and real-life experiences include interactive activities such as
smallgroup discussions, simulation games, project-based work, and collaborative
problem-solving activities to solve educational problems (Romiszowski and
Mason, 1996). For example, small-group discussions have dominated the online
literature (Harasim et al, 1995), whereas examples of simulation games used in e-
learning environments appear less frequently (Reader and Joinson, 1999), and
the guidance available for educators to develop simulations for delivery by the
Web is still rare (Cote and Jarvey, 1997). Project-based work online is gaining
increased attention as a type of problem-solving activity (Collis, 1997). Finally,
collaborative problem-solving activities in traditional and distance courses
include online tutorials between partners in classes in two countries (Cifuentes
and Shih, 2001) and research activities among classes in universities throughout
the world (Murphy et al, 1995).
Simulation/role-play activities
The terms simulation, game, role-play, simulation-game, role-play simulation
and role-playing games are used interchangeably in the literature (Tompkins,
1998).
A simulation game is a replication of real-life experience involving at least
two players who operate under explicitly set rules for achieving a predetermined
goal in a certain period of time. A simulation is a broad concept that typically
includes an element of role-play (Tompkins). Simulations imitate real-life
situations, whereas in role-playing the participant represents some character type
known in everyday life. Simulations usually involve students in decision
making, communicating and negotiating with others. Independent of the
terminology used, these techniques provide the students with ‘either a highly
simplified reproduction of part of a real or imaginary world or a structured
system that incorporates the material to be learned’ (van Ments, 1999, p 3).
Simulations
Examples of simulations of natural phenomena in computerized environments
for enhancing learning are numerous (McDonagh, 1999) and have proved to be
effective in increasing students’ learning gains (Geban et al, 1992).
Computerized simulations, especially in science, where students are given the
chance to explore and transform the concept or task, can replace real-life
experimentation or help carry out experiments or demonstrations such as the
Interactive Frog Dissection (Kinzie, 1994) that would otherwise be impossible
due to cost, perceived danger or damage, or time constraints. In computer
simulations, a physical object can be displayed on the computer screen, which
allows students to manipulate the object to learn more about it. Additionally, a
COLLABORATION THROUGH SIMULATION/ROLE-PLAY 169
student may input an action; the computer reacts and provides feedback on the
consequences of the action. Students can also experience different roles, such as
social worker, parent, child and teacher through software programs that simulate
the experiences of people in social work (Cote and Jarvey, 1997).
Role-play
Role-play is the particular type of simulation concentrating attention on the
interaction of people (van Ments, 1999). In this type of simulation, functions
performed by different people under a variety of circumstances are analysed. The
idea of role-play is asking people to imagine that they are either themselves or
other people in certain situations and then imitate those people’s behaviour under
the given circumstances. By doing so, they learn about the people, or situation,
or both, through testing out their possible patterns of behaviour or examining the
interacting behaviour of the group (van Ments). Role-plays are advantageous in
terms of enabling students to express feelings easily, empathize with others and
understand their motivations. Such student-centred activities as simulations/role-
plays are significant in that the group can control content and pace of the
activity.
Online simulation/role-play
Simulation and role-play are an integral part of online environments such as
MOOs and MUDs. In these environments the participants are encouraged to
perform a role, and the definition and expectations of these roles differ from one
environment to another. MOO role-plays may pose a threat to community
relationships, especially when the use of nicknames or anonymous participation
is encouraged (Wellman and Gulia, 1999) or when competition rather than
collaboration is emphasized. A basic difference between role-playing in MOOs
and in e-learning environments is that the latter focus primarily on achieving
learning outcomes through a structured path and creating a community of
learners through collaboration. Simulations have been used frequently in
computer-assisted instruction (Cote and Jarvey, 1997), and role-plays are
employed commonly in MOOs (Turkle, 1998). More recently, however, both
simulations and role-plays are used in e-learning environments and even
developed by instructors using role-play simulation generators (Naidu et al,
2000). We present Mythica, a scenario-based simulation/ role-play activity in e-
learning courses, to add to this research literature.
Technology infrastructure
An institution’s technology infrastructure centres on the physical infrastructure
but also requires human support, including technology and educational
technology support staff, instructional design staff, and subject experts (Bates,
2000). Similarly, Evans and Nation (2000) charged that we ‘give attention to the
provision of adequate infrastructure, and the skilled humans to support it, as well
COLLABORATION THROUGH SIMULATION/ROLE-PLAY 173
Recommendations
This chapter aimed to present simulation/role-play as a scenario-based
experiential activity to create a collaborative learning environment and a sense of
community among e-learners. Based on the Jonassen (1999) and Cifuentes et al
(1997) models, we described a collaborative learning environment for both
176 PROVIDING SOCIALIZATION SUPPORT
References
Institute for Higher Education Policy (1999) What’s the Difference? A review of
contemporary research on the effectiveness of distance learning in higher education.
Report commissioned by the American Federation of Teachers and the National
Education Association, Washington, DC. Accessed 3 November 2000, from http://
www.ihep.com
Jonassen, D (1999) Designing constructivist learning environments, in Instructional
Design Theories and Models: A new paradigm of instructional theory, ed C M
Reigeluth, Vol 2, pp 215–39, Lawrence Erlbaum, Mahwah, NJ
Jonassen, D and Remidez, H (2002) Mapping alternative discourse structures onto
computer conferences, in Proceedings of CSCL 2002, Computer support for
collaborative learning: Foundations for a CSCL community, ed G Stahl, pp 237–44,
Lawrence Erlbaum, Hillsdale, NJ
Kinzie, M (1994) The interactive frog dissection: an on-line tutorial. Accessed 3
November 2000, from http://curry.edschool.virginia.edu/go/frog/
Lave, J andWenger, E (1991) Situated Learning: Legitimate peripheral participation,
Cambridge University Press, Cambridge
McDonagh, M (1999) Update: references to recent articles, in Simulation and Gaming
Research Yearbook: Simulation and games for strategy and policy planning, eds D
Saunders and J Severn, Vol 7, pp 271–8, Kogan Page, London
Murphy, K L and Gazi, Y (2001) Role plays, panel discussions, and simulations: project-
based learning in a web-based course, Educational Media International, 38 (4), pp
261–270
Murphy, K L, Mahoney, S E and Harvell, T J (2000) Role of contracts in enhancing
community building in web courses, Educational Technology and Society, 3 (3), pp
409–21. Accessed 3 September 2000, from http://ifets.ieee.org/periodical/
vol_3_2000/e03.html
Murphy, K L, Moran, J A and Weems, M (2000) Mythica: case study analysis via the
web. Paper presented at the annual convention of the Association for Educational
Communications and Technology, October, Denver, CO
Murphy, K, Cochenour, J, Rezabek, L, Dean, A F, Gibson, C, Gunawardena, C,
Hessmiller, R and Yakimovicz, A (1995) Computer-mediated communications in a
collaborative learning environment: the Globaled 93 project, in 17th World
Conference for Distance Education: One world many voices, ed D Sewart, Vol 2, pp
407–10, Open University, Milton Keynes
Naidu, S, Ip, A and Linser, R (2000) Dynamic goal-based role-play simulation on the web:
a case study, Educational Technology and Society, 3 (3), pp 409–21. Accessed 9
March 2001, from http://ifets.ieee.org/periodical/vol_3_2000/b05html
Oliver, R (1999) Exploring strategies for online teaching and learning, Distance
Education, 20 (2), pp 240–54
Osterman, K F (2000) Students’ need for belonging in the school community, Review of
Educational Research, 7 (3), pp 323–67
Palloff, R M and Pratt, K (1999) Building Learning Communities in Cyberspace: Effective
strategies for the online classroom, Jossey-Bass, San Francisco, CA
Reader, W and Joinson, A (1999) Promoting student discussion using simulated seminars
on the Internet, in Simulation and Gaming Research Yearbook: Simulation and
games for strategy and policy planning, eds D Saunders and J Severn, Vol 7, pp 139–
49, Kogan Page, London
COLLABORATION THROUGH SIMULATION/ROLE-PLAY 179
Other indicators of the need to rethink online assessment have come from Bull
and McKenna (2000) who argue that ‘the development and integration of
computer-aided assessment has been done in an ad hoc manner’. In a similar
vein, Angelo (1999) maintains that we need a more compelling vision of
assessment, research-based guidelines for learner-centred assessment, and a new
mental model of assessment. While computer-assisted assessment is rapidly
gaining ground as a convenient and cost-effective means of assessing learning
outcomes, there is a need to adopt more holistic models of learning that focus on
processes rather than outcomes. Later in this chapter innovative forms of
assessment are proposed that capitalize on networked learning, opportunities for
self and peer assessment and the creation of authentic learning environments that
enable learning to be monitored and assessed in both formative and summative
ways.
Resource-based assessment
Web-based and distance learning are based on the notion that learners can access
a wide range of resources, often not prescribed by the teacher in order to pursue
their own learning goals (Oliver and McLoughlin, 1999). Often resource-based
learning assumes that students have a repertoire of learning skills and strategies,
such as information management, search strategies and information literacy
skills. This means that learning and support of skills must be balanced with the
assessment of students’ performance. Assessment in resource-based learning
contexts needs to ensure that learners are given sufficient feedback on how they
approach tasks, and provide well-structured tasks that enable students to develop
a sense of how well they are coping with these demands (MacDonald et al,
1999). The implications of resource-based learning are that assessment tasks
need to be flexible, reveal the nature of students’ prior knowledge, address
misconceptions and misunderstandings and ensure that appropriate and timely
feedback is given.
Authentic assessment
In order to reflect the complexity of learning, it is now recognized that
assessment should reflect more than a single aspect of performance, or
overemphasize cognitive outcomes (Bennett et al, 2000). Frameworks that
challenge one-dimensional views of student performance recognize that
assessment tasks need to reflect a number of core components of performance
and competence ie, functional skills, cognitive abilities, personal skills and
values/professional capabilities (Cheetham and Chivers, 1996). This expanded
184 ASSESSMENT OF LEARNING OUTCOMES
Performance
This aspect of authentic assessment focuses on the need to ensure that
performance is observed and measured through actual demonstration or
execution of a task or real-life performance (Wiggins, 1998). In addition, the
performance should encompass the whole task and not just part of it. In a case
study presented later in this chapter, Web-based learning is shown to have the
capacity to support the principles of authentic assessment and whole task
performance.
Competence
Competence-based performance is the second dimension of authentic
assessment, because of its link to real world contexts. However, the literature
often uses the terms authentic and performance assessment interchangeably.
According to Baker and O’Neill (1994, p 15) ‘Performance-based assessment
may also emphasize authenticity, that is the task is intended to be inherently
valuable to student.’ Reeves and Okey (1996) propose that the distinction
surrounds the degree of authenticity in the context in which the performance is
conducted. It is now recognized that multimedia and Web-based learning
environments provide settings and conditions that support active demonstrations
of competence (Herrington and Herrington, 1998).
Situated learning
This dimension recognizes that context affects what is learnt and assessed, and
that the context of assessment should match as closely as possible the context of
learning and performance. However, as learners are also expected to be able to
transfer learning from one context to another, there are degrees of situatedness.
In a study of the use of multimedia authoring, McFarlane et al (2000) showed
that assessment tasks based on multimedia authoring enabled students to make
their conceptual and procedural thinking explicit, and enabled meaningful
judgements about their cognitive achievements.
Figure 13.3 presents an extension of the four aspects of assessment depicted
above, with the integration of performance, authenticity, competence, situated
learning and problem solving. The dimensions are an adaptation of those
developed by Reeves (2000), who proposed a number of core principles that can
be applied to the design of constructivist online environments. These principles
have been adapted to provide specific parameters depicted in Figure 13.3 to
guide the design of online assessment tasks utilizing communications
technologies.
Practitioners and theorists are in agreement that computer-based and online
forms of assessment need to be reviewed in order to ensure that tasks are diverse
and capable of offering multiple measures of cognition, skill, performance and
higher order cognition (Reeves, 2000; Thelwall, 2000). The next section
provides examples of online assessment that meet these principles and that allow
for diagnosis, monitoring and demonstration of competence and that broaden the
range of competencies that can be assessed.
• digital portfolios;
• networked peer assessment;
• problem solving online.
186 ASSESSMENT OF LEARNING OUTCOMES
Taking into account the principles for alternative assessment mentioned earlier,
several examples can be provided that demonstrate how assessment practices
enable a range of learning outcomes and competencies to be fostered, scaffolded
and assessed online.
Table 13.1 Examples of online and computer-based assessment strategies*
*Examples of tools and assessment practices involving these examples can be found in
Brown et al (1999) and on the CAA website at: http://www.lboro.ac.uk/service/ltd/flicaa/
conf2001/
Figure 13.3 Pedagogical framework for online assessment adapted from Reeves &
Reeves (1997)
BROADENING ASSESSMENT STRATEGIES WITH IT 187
188 ASSESSMENT OF LEARNING OUTCOMES
Figure 13.4 Student assessment process in a networked peer learning task (McLoughlin
and Luca, 2001)
small groups, within their larger class cohort. The Web-based system provides the
following functionalities:
• a series of weekly problems are presented online and each week students work
and collaborate in the Web-based environment to create a group solution;
• once a group has posted its solution, it can view the solutions of other groups;
• each group is required to read the solutions of the others and to select the best
solutions for commentary (a form of peer assessment);
— the class tutors add their marks to provide an overall mark for each group
solution;
— the best solutions from each workshop are displayed and students can
review these;
— the system maintains a record of the marks obtained by each group and
shows this in graphical form for each problem;
— at the end of the course, the system provides the marks for each student
across the range of problems solved.
190 ASSESSMENT OF LEARNING OUTCOMES
This activity has been demonstrated to provide many learning opportunities and
advantages. These include the following:
There is sound theoretical support for this form of online assessment environment
(Segers and Dochy, 2001). Several recent studies affirm that online problem-
solving tasks provide effective support for learning:
with cognitive and social competencies such as critical thinking, team skills,
communication and problem solving. Since the goals of learning are aimed
towards achievement of specific competencies, assessment practices must also
generate opportunities for students to interpret, analyse and evaluate arguments.
Online assessment affords the tools, media and transparency to meet these
demands.
In summary, the communicative and collaborative attributes of online
environments and new software for designing tests, quiz items and a range of
tasks that can be created exemplify a reinvention of traditional pedagogy and an
holistic approach to learning. First, the integration of learning and assessment is
possible in these environments by offering learners multiple avenues to
demonstrate achievement, offer feedback and develop both the processes and
outcomes of learning. Second, online settings for learning provide access to
resources, peers and a range of authentic tasks within a social context where
discussion and critical analysis are central. In new assessment approaches, what
is most important is to extend, foster and showcase the competencies required
for real-life practice. Trends in assessment have moved from a culture of testing
and standardized tests to a culture of learning. In this chapter, examples have
been provided of learner-centred tasks that capitalize on the social and
interactive capabilities of the Web to provide levers for rethinking assessment
and creating multiple indicators of learning achievement.
References
Introduction
There is often a gap between what universities espouse as the outcomes of
successful university study and what is actually taught and learned. More often
than not, the emphasis is on discipline-related content knowledge (eg facts,
procedures and principles) rather than on other aspects of learning such as skills
and attitudes that underpin lifelong learning, as well as the factors involved in the
learning process itself (Biggs, 1999; Hativa and Goodyear, 2002). This content
knowledge emphasis is often reflected in the types of assessment tasks students are
set, regardless of the mode of instruction. It is not surprising that in most courses
content knowledge is the main focus of assessment since many academics regard
themselves as content experts and may find their role as teachers challenging. As
Sutherland (1996, p 91) points out:
Moreover, the assessment tasks that are set may not always be informed by
sound assessment principles and practices.
The new educational technologies can be a trigger for reconsidering what and
how we assess. For academics engaged in online course development, as is the
case when developing courses for any mode, it means that they need to
understand and apply the principles of effective assessment when designing
learning environments online.
In this chapter, we explore the role of assessment in learning based on current
theory and research and present the case for expanding assessment to encompass
more than content knowledge. We provide examples of assessment tools and
196 ASSESSMENT OF LEARNING OUTCOMES
tasks that can be used in online courses to assess content as well as process
learning outcomes and how students develop as learners. Our aim is to encourage
developers to include in online courses assessment tasks that expand and
enhance learning outcomes.
Different assessment tasks are suited for assessing different learning outcomes
and each type of assessment task has its strengths and weaknesses (Brown et al,
1997; Race, 2001; Radloff and Wright, 2000). For example, short-answer tests
tend to focus on knowledge, are easy to mark and are perceived as ‘objective’,
while essays tend to focus on understanding, are more difficult to mark and are
perceived as ‘subjective’. Moreover, students need opportunities to demonstrate
their learning in ways that are compatible with their strengths as learners (Biggs,
1999). In online courses, wherever possible, assessment should include a range
of tasks to take into account the breadth of learning outcomes and students’
diverse talents and ways of knowing.
Whatever form the assessment takes, students benefit from knowing what
their performance will be judged on and the standard required to meet different
levels of achievement. Having clearly articulated criteria and standards also
increases the reliability of marking and facilitates the provision of targeted
feedback that gives students information about what they have done well and
helps them focus on areas that need improvement. Involving students in
identifying the assessment criteria can help them better understand the purpose
of the assessment task and how they can prepare for it (Race, 1995). This is
especially important in online courses when self and peer assessment of learning
is used.
Both formative and summative assessments are important for learning
(Nightingale et al, 1996). Formative assessment provides information about
progress in learning, while summative assessment provides information about the
learning outcomes as a result of a learning activity. The same assessment task
may provide either formative or summative assessment information depending at
which point in learning it is used. Formative assessment is particularly helpful in
shaping student behaviour and in providing feedback to the teacher about the
effectiveness of different learning tasks for achieving the desired learning
outcomes. Formative assessment is especially valuable when learning is done
online because of the importance of regular feedback for pacing learning and
staying on task.
Peer and self-assessment have the advantage of involving students in the
assessment process in ways that support their own learning as well as their
development as learners (Topping, 1998). Having the opportunity to review and
comment on others’ work can help students clarify their thinking and
understanding as well as gauge their efforts against the standard of work being
produced by other students. It can also enhance collaboration and effective group
work (Brown et al, 1997; Hinett and Thomas, 1999). Furthermore, experience
with peer and self-assessment can help students develop the skills and
confidence they will need for lifelong learning. When well planned and
implemented, self and peer assessment can be as reliable as single or double
marking and can encourage and reinforce peer interaction and collaboration
(Brown et al, 1997). These aspects of learning are particularly challenging to
achieve in online courses.
198 ASSESSMENT OF LEARNING OUTCOMES
(m)ostly, students get grades that tell them how they have done relative to
their classmates. That information is not useful feedback on their progress
as learners, nor does it do anything to help students develop skills for self-
assessment.
Teachers too may be disadvantaged in that they rarely seek feedback from
students about students’ progress as learners or about whether and how students
are becoming effective learners—information that can inform their teaching
practice. When teachers do seek feedback, they tend to ask students to comment
on a narrow range of teaching activities rather than on how students are learning
(Powney and Hall, 1998).
As a result, neither students nor teachers are able to make informed decisions
about learning or teaching despite the fact that if ‘the improvement of learning is
the priority for the twenty-first century, teachers and students need to be able to
use the results of their assessment to improve their own performance’ (Cross,
1998, p 7). This is encouraged when assessment is expanded to include not only
a focus on students’ content knowledge but also on how they are developing as
learners in terms of motivation, affect, cognition and metacognition.
Table 14.1 Sixty adjectives showing the 21 embedded key words on the Zuckerman Affect
Adjective Checklist (AACL)
of times during the course. Students then submit a commentary about their
feelings and how these may have changed, and what impact they had on their
performance. Students share their commentaries in discussion groups online and
discuss strategies for managing feelings. The most frequently mentioned
strategies can be collated and posted as a resource for the whole class.
An example of how the AACL has been integrated into an online course:
Teaching and Learning Online developed by Fox, Herrmann, de la Harpe and
Radloff from Curtin University of Technology is available at http://
www.curtin.edu.au/teaching/.
These examples show how; with some adaptation of existing assessment tasks
and a degree of creative thinking, assessment can be expanded to include a focus
on content as well as on the skill and will involved in learning.
References
de la Harpe, B and Radloff, A (2000) Informed teachers and students: the importance of
assessing the characteristics needed for lifelong learning, Studies in Continuing
Education, 22 (2), pp 169–82
de la Harpe, B and Radloff, A (2001) The value of assessing learning strategies for
effective learning: strengthening the partnership between learners and teachers.
Paper presented at the HERDSA International Conference, July, Newcastle, NSW
Dochy, F (2001) A new assessment era: different needs, new challenges, Research
Dialogue in Learning and Instruction, 2, pp 11–20
Docking, R A and Thornton, J A (1979) Anxiety and the school experience. Paper
presented at the annual conference of the Australian Association for Research in
Education, November, Melbourne
Hartley, J (1998) Learning and Studying: A research perspective, Routledge, London
Hativa, N and Goodyear, P (2002) Research on teacher thinking, beliefs and knowledge in
higher education: foundations, status and prospects, in Teacher Thinking, Beliefs and
Knowledge in Higher Education, eds N Hativa and P Goodyear, pp 335–59, Kluwer
Academic, Dodrecht
Hinett, K and Thomas, J (eds) (1999) Staff Guide to Self and Peer Assessment, Oxford
Centre for Staff and Learning Development, Oxford
McKeachie, W J, Pintrich, P R, Lin, Y and Smith, D A F (1986) Teaching and Learning
in the College Classroom: A review of the research literature, Technical Rep No
86B–0010, National Centre for Research to Improve Postsecondary Teaching and
Learning, University of Michigan
Melograno, V J (1994) Portfolio assessment: documenting authentic student learning, The
Journal of Physical Education, Recreation and Dance, 65 (8), pp 50–60
Nightingale, P, Te Wiata, I, Toohey, S, Ryan, G, Hughes, C and Magin, D (1996)
Assessing Learning in Universities, University of New South Wales Press, Sydney,
NSW
Pintrich, P R, Smith, D A, Garcia, T and McKeachie, W J (1991) A Manual for the Use of
the Motivated Strategies for Learning Questionnaire (MSLQ), National Center for
Research to Improve Postsecondary Teaching and Learning, University of Michigan,
Ann Arbor, MI
Powney, J and Hall, S (1998) Closing the Loop: The impact of student feedback on students’
subsequent learning, SCRE Rep No 90, The Scottish Council for Research in
Education, Edinburgh
Race, P (1995) The art of assessing, New Academic, 5 (3). Accessed 3 March 2002, from
http://wwwlguacuk/deliberations/assessment/artof_content.html
Race, P (2001) The Lecturer’s Toolkit: A practical guide to learning, teaching and
assessment, 2nd edn, Kogan Page, London
Radloff, A andWright, L (2000) Assessing student learning, Professional Development
Online, Curtin University of Technology. Accessed 3 March 2002, from http://
ceacurtineduau/pdo/tandl.html
Sambell, K, Sambell, A and Sexton, G (1999) Student perceptions of the learning benefits
of computer-assisted assessment: a case study in electronic engineering, in
Computer-assisted Assessment in Higher Education, eds S Brown, P Race and J
Bull, pp 179–91, Kogan Page, London
Schraw, G and Dennison, R S (1994) Assessing metacognitive awareness, Contemporary
Educational Psychology, 19, pp 460–75
APPLYING ASSESSMENT PRINCIPLES 205
Introduction
Teaching in the higher education sector has moved away from the information
transfer mode of the past towards a student-centred learning focus. A key factor
facilitating this move towards student-centred learning has been the development
of electronic learning technologies that have increased the range of tools now
available to academics in their teaching. There has also been a renewed interest
in how to use assessment effectively to achieve desired learning objectives.
Assessment is a powerful tool in determining the type of learning, skills and
outcomes that we wish our graduates to achieve. Whether we like it or not our
students are driven rather more by grades and assessment than an intrinsic love
of learning. Indeed Boud (1990) finds that assessment more than any other factor
determines whether students will take a deep or surface approach to their studies.
It seems therefore that the harnessing of this powerful motivational tool to
achieve learning outcomes that are important in high quality learning
environments is a productive avenue to explore.
Perceptions of appropriate assessment are related to the objectives that
particular stakeholders have in the higher education environment. Employers
want students to graduate with good communication, teamwork, collaboration,
problem solving, critical thinking, and computer/technology skills. They also
want them to possess the ability to learn independently, to adapt to changing
circumstances, to navigate knowledge resources, to deal with ambiguity and
uncertainty, to engage in self-directed, lifelong learning and to continually
identify gaps in their own knowledge. Academics are likely to see their teaching
objectives in terms of the development of intellectual independence. In times of
budget constraints, university administrator objectives relate to ensuring that
resources are used efficiently and effectively and that changes in teaching
practice including assessment do not result in a rise in costs. Students meanwhile
are concerned about career options and they therefore value assessment that will
assist in the development of skills likely to impress employers. Electronic online
learning technologies offer a range of new strategies to address stakeholder
objectives.
THE USE OF ONLINE ASSESSMENT 207
Purpose of assessment
There are several reasons for assessing students. First, assessment can provide
students with a valuable form of feedback on their progress in understanding the
subject. This form of assessment is formative in the sense that it contributes to
the formation of knowledge and skills both in the student and in the teacher in
that it can inform future practice. Secondly, assessment is needed in order to
grade students so that they can receive some sort of accreditation for passing the
subject or course at a particular standard. This summative form of assessment
typically takes place at the end of a learning process, often in the form of an
examination, and the results are final. There is little feedback in this instance.
Thirdly, assessment can influence the approaches that students take to their study
and can provide the motivation that leads to the achievement of key learning
outcomes. For assessment to be effective in influencing study behaviour and
providing a source of motivation, Zeidner (1992) argues that it needs to relate to
appropriate study behaviour, to provide extensive coverage of the course, to
occur frequently and be clearly related to the course goals. He also notes that
most students and teachers do not see assessment in this light. They both
consider it primarily as an optimal indicator of student achievement rather than a
means of enhancing motivation or shaping classroom behaviour. This third
purpose of assessment provides the principle focus of this chapter.
Approaches to learning
The influence of assessment on student approaches to and perceptions of learning
is well documented (Entwistle, 1987; Entwistle and Ramsden, 1983; Laurillard,
1984; Ramsden, 1984). Educators over the past two decades have been interested
in using assessment as one avenue through which to stimulate the type of
learning most likely to achieve the objectives of the various stakeholders in
208 ASSESSMENT OF LEARNING OUTCOMES
higher education (Entwistle, 1987; Entwistle and Ramsden, 1983; Säljö, 1981;
Watkins, 1982).
This type of learning was first identified by Marton and Säljö (1976) in their
seminal work that distinguished between deep and surface approaches to
learning. Students who use a deep approach are personally involved in the
learning task and seek to obtain some underlying meaning. A deep approach is
where the student attempts to understand and relates new ideas to previous
knowledge, to experience and to conclusions. The student attempts to
comprehend the material rather than replicate it. Such students are likely to read
extensively around a given topic, to discuss the topic and ultimately to achieve
higher grades on assessment tasks than students who use a surface approach
(Biggs, 1987, 1989). These students are independent learners who are in control
of their own learning.
A surface approach to learning on the other hand is where the student has a
reproductive conception of learning. Here the student’s intention is to complete
set tasks and to memorize information; the student does not reflect on the
material to be learnt and focuses on discrete elements without integration.
Students will commit unrelated facts to their short-term memory but are unlikely
to be able to establish meaning or relationships between or within given tasks.
Ramsden (1985) notes that the approaches to learning are not necessarily
mutually exclusive. Students may adopt different approaches according to the
task, the course or the teaching context. In this sense, teachers have a direct and
powerful impact on the learning outcomes of their students. Similarly, a desire to
understand at a deeper level will not, of itself, necessarily give rise to this
outcome as students differ in terms of their cognitive development (Perry, 1970),
their perceptions of the course or task itself (Meyer et al, 1990), previous
experience which they bring to the task (Entwistle and Ramsden, 1983) and their
perceptions of the assessment demands of the subject.
Kember (1991) investigated how students could be encouraged to develop a
deep approach to learning and how teachers could also be encouraged to adopt
instructional strategies that would foster this deep approach. He observed that
there was widespread support for a deep approach by lecturers and teachers and
this was frequently noted as a goal of education. However, the difference
between the espoused goals and the reality was marked in so far as there was
little evidence that the goals were being achieved (Biggs, 1987; Gow and Kember,
1990). Surface level thinking and the transmission of factual knowledge
occupied more time than the fostering of deeper critical level thinking.
Disturbingly, several studies (Biggs, 1987; Gow and Kember, 1990; Johnston et
al, 2000; Norton et al, 2001) have demonstrated that a deeper approach to
learning in higher education actually declines as students move through the
course.
Ramsden (1992, p 67) suggests, ‘the methods we use to assess students are
one of the most critical of all influences on their learning’ (see also for review,
Marton et al, 1984). The amount and type of assessment that students are asked
THE USE OF ONLINE ASSESSMENT 209
to undertake will influence their approach to learning. If they are assessed too
much and if the thinking skills that are assessed are of a lower order, students
will respond by adopting a surface approach to learning in preparing for such
assessment tasks. It is appropriate to ask therefore how the curriculum, the
setting and the assessment could be changed to increase the likelihood that
students will adopt a deep approach to study and how electronic learning
technologies can be used to facilitate this.
answers with the model. This is an active form of feedback that requires students
to reflect on their own learning. Publication of student work on the Intranet is
appropriate for the same reason. In addition, it is possible to get students to
comment on other students’ work. Formative computer assisted assessment can
allow students to be automatically directed through feedback to follow up
references and resources. Students find it stressful having several deadlines close
together so it is advisable to timetable assessment so that it is not concentrated in
any particular week. And finally, variety in forms of assessment is desirable.
In short, assessment that is likely to stimulate deep approaches to learning will
be ‘aligned’ with the subject objectives, varied and require active student
participa tion in all learning tasks; there will also be rich and extensive feedback
strategies in place. Electronic learning technologies have an important role to
play in fostering a deep approach to learning and a case where this was used
effectively is discussed in the next section.
Online assessment
In this section, one example of using online assessment to stimulate desired
approaches to learning and key skills is reported. This example was undertaken at
the University of Melbourne in the Faculty of Economics and Commerce.
Critical and Analytical Learning in Macroeconomics (CALM) was implemented
in the Department of Economics. The subject, Introductory Macroeconomics,
has over 1,200 first-year students. The CALM system aims to encourage positive
attitudes towards macroeconomics, deeper approaches to learning and
confidence in critical thinking skills. The project’s design is based on the
THE USE OF ONLINE ASSESSMENT 211
assumption that the achievement of these aims is more likely when students
reflect on their own learning, where the stimulus for learning is real world
problems and issues, and where assessment rewards the ability to analyse,
synthesize and critically evaluate complex material.
In the first week of the semester, all students are enrolled in the Introductory
Macroeconomics tutorial programme. This consists of a ‘face-to-face’
Collaborative Problem Solving (CPS) tutorial and a secure online interactive
Web page that allows access only to those members of the same CPS tutorial
(see Johnston et al, 2000 for a discussion and evaluation of CPS tutorials). It is
through this tutorial-based Web page that students interact with the CALM
system and the assessment that they undertake through the semester; see
Figure 15.2.
The CALM system uses an ‘issues-based’ approach to assignment work.
Students are presented with background information relating to a particular event
drawn from contemporary experience. Where possible, the event is something
that has occurred in the very recent past (sometimes in the same week as when
the assignment is made available to students) and is amenable to analysis using
the theoretical tools developed in the lecture and tutorial programme and in the
set text. The aim is to encourage students to see the practical usefulness of their
subject material and to equip them to make more sense of current economic events.
Three macroeconomic issues are posted to an ‘Issues’ page over the course of the
semester; one at week two, one around week five and one at week eight. These
issues are designed to draw on current economic events and in 2000 involved in
the first instance a discussion and application of the criteria used to rank countries’
macroeconomic performance. The second CALM issue related to a
rationalization of an apparent contradiction in two newspaper articles published
on the same day, one reporting on Australia’s high rate of economic growth, the
other reporting on a major slump in Australia’s housing construction industry.
The third issue required an explanation of why the value of the Australian dollar
against the US dollar fell immediately after the release of National Accounts
figures confirming Australia’s high rate of economic growth. Students are asked
to respond to each issue. This requires the student to apply the economic theory
developed in lectures and CPS tutorials to the issue. All responses are
electronically submitted to the CALM ‘Responses’ page.
Students can edit and change their own responses up to the submission date.
After this date, all students in their respective tutorials can view all of the
responses derived from that tutorial. Student identification is removed when
responses appear on the responses page to allow for privacy concerns. The
display of the tutorial members’ responses provides students with useful
feedback on the standard of their own work in relation to others in the tutorial
and also allows them to see the range of possible responses to the same issue.
The next stage in the process is designed to develop reflective and critical
thinking skills in students. Students read the responses posted by their tutorial
group and then select and reserve one response on which to comment critically.
212 ASSESSMENT OF LEARNING OUTCOMES
Students are provided with a list of criteria on which to base their comment and a
sample generic critical comment on which to model their work. Following final
submis sion, all responses and comments are available for all CALM tutorial
members to view. This process is repeated for each of the three issues, meaning
that students submit a total of six pieces of work during the semester (three
responses and three comments) at intervals of around two weeks.
At the end of each issue, responses and comments are assessed and results
posted to the students individual CALM page so that students have a record of
how well they are performing. The first issue carries relatively less weight than
the other two in the overall assessment of the subject to allow students to become
familiar with the system.
Feedback to students is provided in a number of forms. Students receive a
mark on their response and comment; are able to view other students work in
their own tutorial; can view model responses and comments provided by the
lecturer; are provided with the online tutor’s overview report at the end of each
issue; and can obtain individual personal comment from the tutor who has
assessed their work. The learner is expected to take an active role in the feedback
process through self-reflection and comparison with others work and the model
responses.
THE USE OF ONLINE ASSESSMENT 213
An online tutor is available to all students through CALM. Students can ask
questions at any time and, typically, these are answered within a 24–hour period.
The questions and answers are posted to a CALM bulletin board for all students
to see. This allows all students to have access to the information, not just the
student who posed the question. Questions are identified by topic so that students
can refer to the bulletin board when they are revising for examinations or
completing an assignment. The online tutor can post messages to individual
students as well as to all students enrolled in the subject.
CALM builds on studies which show that an individual student’s achievement
is consistently and positively related to the level of help that the student gives to
others (Palinscar and Brown, 1984; Slavin, 1990). The CALM system provides
the opportunity to interact in a structured way with peers through reading other
students’ work and commenting upon it. This process compels students to
externalize their thoughts and make their ideas explicit. Enhanced understanding
results because students must think about the material and develop and structure
explanations. Other benefits of students interacting directly with their peers
about their learning include improved communication skills, increased individual
self-confidence and new levels of openness to ideas. Strategies for active
learning of this kind have been widely documented (see, for example, Meyer and
Jones, 1993).
The online critique of others’ work allows for physical anonymity, which is a
great equalizer. Shy or reclusive learners have more opportunity to ‘speak’ out
and are sure class members will hear them. Harasim (1990) argues that online
educational interactions, being revisable, archival and retrievable, augment the
users’ control over the substance and process of the interactions. This learner-
centeredness combined with active participation in an interactive collaborative
written environment lays the groundwork for deep learning to occur through
construction, revision and sharing of knowledge.
Importantly, in relation to the approach taken in the CALM project, Levin and
Thurston (1996) report that there is a positive ‘audience effect’ of publishing on
the Intranet for others. Students make a greater effort to produce polished
essays and assignments if these are to be Intranet published. The asynchronous
nature of online interactions allows students time to reflect on a topic before
completing an online task. More generally the advantages of online delivery of
elements of subjects are the increased interaction between students and students
and staff in terms of both the quantity and intensity of the interaction; better
access to group knowledge and support; a more democratic environment where
students respond to content rather than to personalities; convenience of access;
and, for many, increased motivation (Harasim et al, 1997; Laurillard, 1993).
Much has been gained from using the CALM system. Students’ confidence in
their abilities, both computer and Internet related, and in relation to their facility
for critical and analytical thinking, showed significant improvement. Student
attitudes to macroeconomics were more positive and given that the subject is
compulsory, this result is particularly satisfying. The evidence we have is that the
214 ASSESSMENT OF LEARNING OUTCOMES
Conclusion
Provided the technology is stable and reliable, linking assessment to it indicates
to students that this is an integral and important part of their course. The CALM
experience has indicated several key areas that need to be carefully considered
when implementing this type of programme:
1. First and foremost is the issue of security. Students must be confident that their
work is not available to others before the due date and that when it is
submitted online it has been submitted safely and not ‘lost in the ether’.
2. A great deal of student anxiety can be eliminated using sample questions and
modelling answers, or providing examples of excellent previous students’
work.
3. It is necessary to give clear instructions in a variety of formats to ensure that
all students have access to them.
4. Confusion can be reduced where there is a limitation of unnecessary choice
in relation to how to accomplish computer-related tasks. For example, while
there are a number of ways to copy and paste, one simple way should be all
that is included in instructions to students.
5. The key infrastructure issues of bandwidth and server capacity need to be
considered in the design stage.
6. While the large majority of students at the University of Melbourne are
computer literate, 2 to 4 per cent require considerable assistance. This is
relatively easy when student numbers are small but in large subjects (>500
students) this can become a problem. The online assessment system must
cater for all levels of student expertise.
7. Finally, disaster recovery strategies need to be in place at the outset to
address unforeseen events like a server crashing. System breakdowns are
frustrating and can have wide-reaching consequences.
Several advantages of using a system like CALM for online assessment have
been confirmed:
• Feedback can be provided early and is richer than the mere provision of
marks on an individual’s work.
• The student becomes an active participant in obtaining feedback through
reflection on their own work and the work of others.
• Students report that given the greater volume of part-time work they
appreciate the flexibility of being able to submit assessment tasks from home.
THE USE OF ONLINE ASSESSMENT 215
References
Introduction
Stiggins (1999) recommended fundamental rethinking on assessment as the long
tradition of attempting to incorporate assessment into school improvement
equations have focused almost totally on the use of standardized tests. He found
little emphasis on assessment in the preparation or professional development of
teachers and concurred with several authors (eg, Calfee and Masuda, 1997; Farr
and Griffin, 1973; McMillan, 2001) that teachers and administrators needed to
grasp the assessment concepts, principles, techniques and procedures. Graue
(1993) noted that the teacher-made emulations of standardized tests presented a
barrier in implementing more constructivist instructional approaches and that the
temporal and philosophical distance between assessment and instruction
gradually led to assessment constraining and ultimately narrowing the scope of
instruction— deskilling both the teachers and students. Since the student
performance reported on official documents is a product of assessment, the
assessment strategy strongly influences learning activities and could undermine
the objectives of a teaching and learning system (Patel et al, 1999).
Wiggins (1998) recognized that the nature of assessment influenced what was
learnt and affected the degree of student engagement in the learning process. He
used the term ‘educative assessment’ to describe techniques and issues that
should be considered when designing and using assessments, for instance degree
of engagement and problem-based tasks; nature of feedback and how it was
delivered; forms of assessment and how students prepared for them. He favoured
authentic assessment—with feedback and opportunities for further improvement
rather than a simplistic mechanism to audit learning. The two distinct aspects of
assessment, first as a mechanism of self-testing and learning and second as a
measure of knowledge and skills acquired, are referred to as the formative and
summative aspects of assessment. The former helps the students in their learning
activities by providing opportunities for self-testing and removing
misconceptions. The latter attempts to periodically sum up the skills and
knowledge gained with the purpose of assessing learner performance. The
complete learning experience, therefore, involves frequent loop-backs between
218 ASSESSMENT OF LEARNING OUTCOMES
The cognitive revolution reintroduced the concept of mind amidst these mechan-
istic theories of learning. Learning is now seen as an active process of mental
COGNITIVE APPRENTICESHIP LEARNING 219
each sub-goal. The student is thus assured of better interactivity with the learning
resource and is freed from the cognitive load of being concerned about a chain of
sub-goals at this stage of learning. The final category is based on summative
assessment to enable free application of knowledge gained by the student,
allowing any slips and errors. A delayed feedback after completion of one or
more summative problems may then be provided for the student to inspect.
A practical application of this categorization can be found in the Byzantium
Intelligent Tutoring Tools (ITT). The first screen in all the ITTs offers a menu
shown in Figure 16.2. The student selects Basic Concepts for expository
material, Interactive Mode for formative assessment and Assignment Mode for
summative assessment. The fourth option, View Marked Work is selected for
inspection of marked assignments and provides feedback on the attempted
solution for each assignment problem.
While the foregoing discussion is based on the phases of cognitive skill
acquisition as idealized distinct categories, the continuum between the early and
intermediate phase is perhaps better captured in the functionality oriented
cognitive apprenticeship framework suggested by Collins et al (1989). The
framework requires that the following functionality should be present in a
tutoring system:
• The students can study task-solving patterns of experts to develop their own
cognitive model of the domain (modelling). The ITTs provide a Basic Concepts
mode presenting textual/graphical explanations and solved examples. The
same material is also available through the Help button in the interactive
learning mode.
• The students can solve tasks on their own by consulting a tutorial component
(coaching). The ITTs offer qualitatively better coaching through interactive
guidance and dynamic feedback while a student is attempting to solve a
problem.
• The tutoring activity of the system is gradually reduced with the student’s
improving performances and problem solving (fading). The ITTs provide help
by exception and the tutoring activity is triggered by an illegal or incorrect
attempt. With the improvement in performance there is less tutoring
intervention.
1. The system does not force a student to use a rigid sequence of data entry or a
particular pathway to the overall solution. The expert model records its own
pathway to the solution; however, the system recognizes all the valid
pathways and alters its guidance in line with the student actions.
2. The system offers scaffolding only when the student demonstrates a need for
it through an erroneous action. This support is based on a branch construct,
either repeatedly informing the students about non-feasibility of their action
224 ASSESSMENT OF LEARNING OUTCOMES
Figure 16.3 Net present value screen in the Capital Investment Appraisal ITT
5. On the second incorrect attempt, the system advises the correct relationship
to use. This, the second level of feedback, is the workhorse of intermediate
phase of cognitive skill acquisition as it indicates misconceptions and helps
in getting rid of them with the immediate feedback.
6. On the third incorrect attempt, the system shows the calculation using the
actual data. This level of feedback has been observed only at the initial stage
of the intermediate phase as the student is still grasping the various domain
concepts by placing them in relation to each other.
In the Interactive mode, the student has to initiate some action before the system
offers any guidance. The feedback’s purpose is to spur the students’ own self-
explanations by pointing out the correct action. At any stage of interactive
learning, the students can refer back to the expository material by using the Help
pushbutton. This allows the students to navigate back and forth between the work
they are doing and the textual explanations and solved examples provided in the
expository material. The system requires greater engagement by the students
while giving them greater control over the learning actions. It harnesses the
natural learning capabilities of an intelligent being by giving enough feedback to
prevent an impasse.
The system holds the knowledge of the inter-relationships of the variables and
is capable of generating practice problems. It randomly selects some variables as
independent variables and assigns random values within the programmer-
specified bounds. It then applies its knowledge to derive an expert solution
before presenting the problem to a student. Towards the end of the Intermediate
phase, a teacher may wish to introduce problems in a narrative form for the
student to experience more authentic situations and interpret the data provided in
a free form.
The system provides an ‘enter your own’ problem data option. However, some
variables have a fixed value in the interactive mode to prevent misuse of this
option for solving the assignment problems with interactive guidance. The
problem narration, therefore, needs to be designed around these fixed values. It
still offers ample scope for variation and in return for this handicap, the system
offers a rich scope of summative assessment that can be computer marked. The
Byzantium assessment system is described in Patel et al (1998).
The combination of ITT and Byzantium Marker is capable of identifying and
giving partial score for ‘incorrect interpretation but application of correct
method’, just like a human tutor marking the work. The computerized marking
enables a very fast turnaround. The advantages of frequent summative testing are
three-fold. First, it motivates the students to be more attentive to and put
adequate effort into the interactive learning. Secondly, such increased attention
shortens the intermediate phase of skill acquisition; and finally there is a greater
amount of and more frequent feedback to support the late phase of skill
acquisition. The learning path consists of transition through observation,
interactive learning, simple testing, learning and testing involving multiple
226 ASSESSMENT OF LEARNING OUTCOMES
contexts and/or interpretation of text narrative. The ITT architecture also provides
a customization facility for creating appropriate templates by specifying various
parameters. The templates can then be used for the purpose of both the structured
and non-structured problems.
The implementation of cognitive apprenticeship in the Byzantium tutors has
been successful, as demonstrated by the findings of an independent evaluation
briefly discussed in the next section.
Of the two tutoring systems, 71 per cent of students showed a preference for
Byzantium material while 8 per cent indicated no particular preference. In
COGNITIVE APPRENTICESHIP LEARNING 227
relation to Byzantium, 92 per cent of the students liked being able to repeatedly
try random questions, and 84 per cent reported an improvement in confidence in
their ability to perform accounting calculations, and 69 per cent indicated that
they liked to be able to make mistakes in private. The students wanted more
tutoring systems like Byzantium for other topics and were positive about
Computer Aided Learning (CAL) in general, observing that it was good to use
CAL if the tutoring software was good.
Conclusion
Computer-based assessment has come a long way but we are still at an early
threshold of the appearance of serious and substantial applications. Byzantium
ITTs have now been used in real learning environment for more than five years
and at many institutions of higher and further education. What Byzantium has
COGNITIVE APPRENTICESHIP LEARNING 229
achieved is exciting and though substantial work will be needed to create the
hyper-ITS infrastructure, the potential demonstrated so far is breathtaking!
References
Providing feedback
Chapter 17
A feedback model and successful e-learning
Yiping Lou, Helena Dedic and Steven Rosenfield
Introduction
This chapter discusses feedback as part of a model of self-regulating systems in
learning and teaching, and illustrates how elaborate and effective feedback can
be provided in e-learning environments. From the constructivist perspective,
learners construct new knowledge by cognitively elaborating new information
and by reconciling data gained through their own observation and
experimentation, as well as through feedback from teachers, with previously held
views. Similarly, teachers can also be thought of as course designers who
function as self-regulating systems. They construct new task and feedback
structures in a process that involves elaboration and experiments, as well as
reconciliation of previously held views with information they gather from data
provided by learners’ actions and performance.
The word ‘feedback’ is often used loosely. In this chapter, feedback is defined
as an informational message sent by one element of a system to another element,
with the expectation that the receiving element will use this message to modulate
its performance. For example, a heating system in a house consists of
thermostats, a control switch and a heat source. The thermostats compare room
temperature to a predetermined desired temperature, and then send messages to
the switch telling it to either turn the heat source on or off (Doig, 2000). Such a
system can only be functional if: appropriate messages are sent to the switch (the
thermostat is not placed near a draughty window causing incorrect signals to be
sent); messages are correctly interpreted by the switch (a newly installed digital
switch would find messages sent by an old analog thermostat incomprehensible);
the heat source itself is capable of responding effectively to the situation (a weak
heat source in a very large and draughty house will not keep the house warm no
matter how many accurate messages are sent to the switch by the thermostat).
Similarly, when considering the situation in which feedback is to be used to
effectively promote meaningful learning, several conditions must be met:
appropriate corrective messages need to be sent to learners; the messages
themselves need to be interpretable by learners; and learners need to possess
A FEEDBACK MODEL AND SUCCESSFUL E-LEARNING 233
Timing of feedback
In many reviews and studies ‘timing’ refers to the time interval between the
learner’s response to a stimulus (ie, question) and the feedback provided. The
research focus was often on the comparison between immediate and delayed
feedback, with more positive effects usually found for immediate than delayed
feedback in applied classroom research (Kulik and Kulik, 1988) and computer-
based instruction (Azevedo and Bernard, 1995).
Another aspect of feedback timing that is rarely studied but perhaps is more
important is the provision of feedback during learning activities (Butler
andWinne, 1995). The instructional setting may be such that learners obtain
feedback during the initial stages of the learning process, while they are still
grappling with newly introduced concepts. On the other hand, feedback may be
delivered during a later stage of concept development, when learners are testing
their understanding. Feedback may be most effective if it guides cognitive
activities, during which knowledge is accreted, tuned and restructured
(Rumelhart and Norman, 1978).
Sources of feedback
Feedback sources can be classified as external or internal (Butler and Winne,
1995). Research on feedback has primarily focused on external feedback as
provided by a teacher, either directly or via a computer. This literature overlooks
another possible source of external feedback, from peers. Although small-group
cooperative learning has generally been accepted as an effective learning strategy
(eg, Abrami et al, 1995; Lou et al, 1996; Lou et al, 2001), instructors rarely
integrate formal student-to-student feedback into the instructional design for the
following reasons (Latham, 1997): instructors are unsure that students are
capable of providing effective feedback without proper training; even in
cooperative settings, competitive students may choose not to give quality
feedback to peers; students may possess bias toward peers of different races or
genders; and some students may not appreciate the need for and rewards of peer
feedback.
Internal feedback, on the other hand, is feedback generated by the learner
during his or her own cognitive process of monitoring (Butler andWinne, 1995).
Self-regulating learners monitor their own academic performance, affect and
learning strategies. They rely on their internal feedback to guide appropriate
corrective action if their goals are not being met. They seek external feedback
when they cannot resolve problems on their own. Such students are more likely
to respond to feedback from teachers by taking corrective measures, provided
they can appropriately interpret that feedback. Amongst students who score low
A FEEDBACK MODEL AND SUCCESSFUL E-LEARNING 235
students move through a simulation page so rapidly that they never experience
the pop-up; some students work so slowly that the pop-up arrives prematurely
for them (Alalouf et al, 2002). Our experimental results show that high achievers
decode complex visual feedback, requiring only that the complexity be layered,
while low achievers require the layering of complexity as well as elaborative
textual feedback. Furthermore, we found that student achievement, when using
all of these techniques simultaneously, is superior to student achievement in a
traditional face-to-face instructional setting (Dedic and Rosenfield, 2002).
Another difficulty with visual feedback is that students need to translate visual
information into appropriate mathematical vocabulary. Pop-up quiz questions
that modelled such translation proved to be particularly helpful in aiding students
to formulate an appropriate mental model of the concept they were
experimenting with. We have also found that it is important to structure
simulations and their use so that underlying patterns are more likely to be
visible. For example, if the objective of a simulation is to discover that there is a
linear relationship between two variables, then the independent variable should
only be allowed to vary in an organized fashion. Thus, in a simulation of a
spring-mass system, if the student is to discover how the period of oscillation
depends on the mass, the simulation should allow only integral multiples of an
original mass.
Providing feedback to teachers is a problem in computer-mediated
environments for two reasons: the teacher does not obtain such information
directly from students, and modifications to the environment require preparation
time, resulting in a delay in teachers’ responses to any feedback that is obtained.
We found that both students’ answers to pop-up quizzes and access to log files of
student activity can generate the feedback that teachers need; however both of
these means for obtaining feedback must be built into the environment (eg
Winne, 1989). In fact our research demonstrates that students’ answers on pop-
up quizzes correlate with achievement after the activity, thus feedback in the
form of answers to pop-up quizzes allow us to predict how students are
developing conceptual understanding. Further, access to log files allows teachers
to trace students’ activities during use of simulations. While teachers routinely
assess student motivation, metacognition and/ or prior knowledge in face-to-face
settings, further research will be required to determine whether teachers can draw
analogous feedback from log file data.
The section above discussed, in a science class setting, the changes wrought
on both the learner and the teacher feedback loops by the use of interactive
simulations. In the section below, we discuss a social science class setting, where
discussion plays a larger role in the course and CMC offers new possibilities to
learner, teacher and peer feedback loops.
A FEEDBACK MODEL AND SUCCESSFUL E-LEARNING 239
Conclusion
At the core of this chapter lies our model of feedback that involves interlocked
feedback loops, portraying learners and teachers/peers as actors who provide and
receive feedback. The model is based on constructivist learning theory and self-
regulated learning. It emphasizes the importance of gathering learners’ process
and performance data and providing feedback during the learning activities so
A FEEDBACK MODEL AND SUCCESSFUL E-LEARNING 241
that learners will be guided effectively toward achieving their desired learning
goals.
Our findings on feedback in science and social science classes indicate that e-
learning settings offer the opportunity to enhance feedback during the learning
process so that student learning outcomes and affect are improved. However, it is
important to note that effective feedback structures are not automatically a
part of interactive simulations, CMC or other e-learning settings, and that
teachers must actively design them in and recursively continue to refine them
through experimentation.
References
Papert, S (1980) Mindstorms: Children, computers and powerful ideas, Basic Books, New
York
Pintrich, P R, Marx, R W and Boyle, R A (1993) Beyond cold conceptual change: the role
of motivational beliefs and classroom contextual factors in the process of conceptual
change, Review of Educational Research, 63, pp 167–99
Rieber, L P, Tzeng, S, Tribble, K and Chu, G (1996) Feedback and elaboration within a
computer-based simulation: a dual coding perspective, Proceedings of Selected
Research and Development Presentations, 1996 National Convention of the
Association for Educational Communications and Technology, Indianapolis, IN
Rumelhart, D and Norman, D (1978) Accretion, tuning and restructuring: three modes of
learning, in Semantic Factors in Cognition, eds J W Cotton and R Klatzky, Lawrence
Erlbaum, Hillsdale, NJ
Winne, P H (1989) Theories of instruction and of intelligence for designing artificially
intelligent tutoring systems, Educational Psychologist, 24, pp 229–59
Chapter 18
Interactivity and feedback as determinants
of engagement and meaning in e-learning
environments
Rod Sims
Introduction
This chapter examines the ways in which feedback plays a critical role within e-
learning environments in terms of participant engagement and the construction
of meaning. It emphasizes that the effectiveness of communication between
course participants largely depends on the dynamics between learner, computer,
other humans, information resources and/or learning objects—all of which
contribute to the interactive and collaborative experience. Within this computer-
mediated context therefore, the participant’s interactivity is critical to success,
and the means by which feedback is conceptualized, structured and activated by
each player within the e-learning environment is the foundation for that
interactivity, enabling communication and subsequent engagement.
Whether students are on campus and using online resources and
communication, or remote and totally dependent on computer-mediation for
access to other participants and content material, e-learning environments are
prolific. However, implementing e-learning environments without embracing the
necessary educational rationale and good practice is problematic (Brennan et al,
2001; Sims, 2001 a). Similarly, anecdotal data from my own teaching
environment suggest that teachers are confronting different and complex
workloads and that students are not necessarily equipped with the skills and
competencies to take advantage of e-learning features. While providing the
potential for collaborative communities, e-learning environments continue to
require significant effort to achieve their educational potential.
The first section of this chapter highlights the importance of feedback and
agreed understandings of its role in educational and e-learning processes. The
second section focuses on strategies for both teachers and learners to enhance
their e-learning experience by constructing feedback that is consistent with
current understandings of the learner-computer interface, encapsulated by the
term ‘interactivity’. These strategies are contextualized by examining options for
maximizing the effectiveness of feedback within the range of interactive
encounters afforded through e-learning and explained within a classification of
specific features for feedback within online environments. Selected illustrations
244 PROVIDING FEEDBACK
Communication
Feedback therefore is the essence of all educational communication, and will
define the quality of the overall interaction. By focusing on communication, a
more comprehensive understanding of the interactive dynamic will emerge and
assist in the creation of prescriptions and guidelines for e-learning. One
particular facet of understanding communication is the various influences that
affect the construction of meaning:
The importance for e-learning is therefore to emphasize the recipients and the
meanings they will place on information received, which in turn are based on
their particular cultural, gendered and social background and experiences.
Equally important is to recognize that e-learning communities are likely to
establish their own set of meanings and culture, impacting on the way in which
the content is understood. This is significant, as different cohorts of participants
may interpret learning activities in different ways. Consequently we must
continue to explore ways in which individual learners can gain value by applying
their own meanings and interpretations to the exchanges. Re-emphasizing the
learners in the overall process, and how they might wish to deal with and
interpret the content, remains a critical component in coming to understand
better the value that can be obtained from creating educational environments
where learners interact and communicate through computers.
Participants as actors
One means by which learners can gain more recognition in the broad educational
environment is to cast them in specific roles, such as information gatherer,
consolidator or peer assessor, which addresses the potential of e-learning
environments to embrace the concepts of actors, theatres and narrative (Laurel,
1991). This option is supported by more recent studies, which have found that
where narrative is evident a better learning experience was provided (Plowman,
1996) and that without a context or narrative, the overall understanding of the
learning environ ment can be compromised (Sims, 2001b). For e-learning
specifically, the actor analogy has been expressed in terms of tones and voices
(Collison et al, 2000). The reconstruction of the participant’s role in e-learning is
therefore a critical factor in making it work effectively, and casting the
participant as actor may enhance the way feedback is presented and interpreted
(Hedberg and Sims, 2001; Sims, 1999).
If the interactions are constructed and modelled as a play, what role will the
learner take—one of audience or actor—and if the latter, what form of actor:
improviser, performer or understudy? How these roles are selected and
understood will both affect and determine the quality of the dialogue and
therefore influence the value of feedback to the participants.
DETERMINANTS OF ENGAGEMENT AND MEANING 247
Participant: interface
Any e-learning context requires participants to access and interpret the visual
presentation of content, implement the actions necessary to navigate through
that content and complete transactions integral to the learning process. The
participant must also be able to interpret the communication framework
presented by the system and establish an appropriate mental model of that
environment in order to play the role necessary to achieve their goals. As
described by Hedberg and Sims (2001), ensuring participants have the
competencies to work with the interface, and that the interface itself can adapt to
their level of ability, is an essential aspect of successful negotiation of the
interface, and the ways in which this intrinsic feedback is presented to the
participant will impact that negotiation.
248 PROVIDING FEEDBACK
Participant: content
A second element of interaction is that between participant and content.
Although the discourse surrounding e-learning often focuses on collaborative
exchanges and community, it must also include the ways in which participants
interact with digitally-available content. This is becoming even more critical with
the growing focus on reusable content, learning objects, metadata, intellectual
property and copyright, as it affects the means by which participants can access
and add to that content base (Sims et al, 2001). Content relating to learning
outcomes may be prescribed through course requirements, generated by
participants or accessed from external sources. Engaging with and deriving
meaning from that content can only be secured through participants utilizing
communication and feedback mechanisms. It is therefore imperative to ensure
that the design and dynamics of the feedback do not interfere with the ability of
the participants to work with the content.
For example, many content, interface and feedback elements include sounds
and animations, which are integrated by designers for aesthetic or interactive
reasons, but which may distract from and interfere with the learning process
(Sims, 2001b). Content that is provided by the teacher or sourced by the learner
should be screened to minimize the chance of interface elements detracting from
its contribution to the learning process by masking or disrupting the feedback
process.
DETERMINANTS OF ENGAGEMENT AND MEANING 249
Participant: participant
Finally, the most critical interaction is that between the course participants. Any
communication between learners and/or teachers implies feedback is active, and
meaningful interactions will depend on the ways in which that feedback is
presented and understood (Schirato and Yell, 1996). While individual
participants may establish socially-oriented communication, where the
interactions are related to learning, the management of the feedback will
determine the success of the educational programme. Issues such as availability,
dynamics and timelines will also impact on the success of communication
between teacher and learner. While the teacher may act as an equal participant,
when necessary his or her role is to provide an informed view of the content domain
through both proactive and reactive feedback processes. A typical sequence of
participant: participant interaction is shown in Figure 18.3.
Where the interactions are embodied within an accredited course of study, it is
critical that learners are also fully aware of the administrative expectations and
assessment commitments. In the establishment of relationships between
participants, the concept of encounters—the ways in which people meet, interact
and communicate within e-learning environments—can be useful, enabling
strategies to be implemented that ensure all participants have the skills,
experience and confidence to work within that environment (Hedberg and Sims,
2001; Sims, 2001b).
250 PROVIDING FEEDBACK
Interactive agents
A new form of what might be termed ‘covert’ interactivity is also emerging,
whereby the system and/or course participants can enable intelligent agents
(special software applications) to support the learning environment:
These agents support the learner: learner, teacher: teacher and content: content
interactions as illustrated in Figure 18.2, and their essential characteristics can be
described as:
Importantly, these agents are able to operate whether or not course participants
are online. In this way the feedback takes the form of the content generated by
those agents and the meaning for participants will be a function of the accuracy
with which those agents perform their tasks and identify materials directly
related to the domain of study. The value of these agents will be realized through
the extent to which they have appropriate expertise and intelligence to source
relevant and reliable material.
can be empowered and therefore each has to understand the process and value of
feedback. Using characteristics of effective feedback as a framework (see
Wlodkowski, 1999, pp 245– 49), the following strategies elaborate techniques by
which feedback can enhance meaning and engagement.
Communities of inquiry
Analysing feedback within e-learning is not only a case of deconstructing the
different forms it can take but also ensuring a common understanding of the roles
and expectations within the community of learners. Unless there is an agreed set
of roles in terms of contributions and format, the feedback, which is ongoing for
the duration of the course, will have potentially less meaning. Similarly, the way
in which the environment is enabled will also impact on how feedback is viewed
and used to construct meaning. Anderson and Garrison (2002) presented three
elements for this community of inquiry:
To illustrate the ways in which some of these dynamics are manifested within e-
learning, I will reflect briefly on two scenarios and the impact the facilitation role
can take in determining the format and value of the interactions and feedback
dynamic.
In the first scenario, learners are presented with a discussion question from the
facilitator: ‘What is the importance of a Learning Plan?’ and the resulting
discussion follows a format where individual learners respond to the question
and those responses are augmented by feedback from the facilitator. More rarely
other students offer reflections to the postings of their colleagues.
While the success of communication between participants in this environment
is dependent on their level of motivation, it can also be influenced by the way in
which the interface enables discussion and interaction to evolve.
In the second scenario, learners are presented with this activity: ‘There is
considerable debate on the format of Learning Plans. Compare the two plans
provided in the Resource Area and identify what you consider are the benefits of
252 PROVIDING FEEDBACK
each. Compare your findings with those of other participants and develop a
group-summary of the critical elements of a Learning Plan’. In this instance, the
activity is focused on achieving a goal rather than finding an answer and demands
interactivity between the participants as well as from the facilitator. While the
content discipline and learning outcomes can impact on the way such
interactions are generated, e-learning is predicated on collaboration and
communication and therefore participant: participant interactivity must be
established to maximize its benefits.
While the different scenarios will result in different forms of feedback and
activity by the participant, their purpose is to illustrate the importance of
establishing a community of inquiry where collaboration and contribution become
the responsibility of each participant. Once the different elements of presence are
established, the ongoing contribution by participants will be manifested through
feedback and to maintain its effectiveness will require integration of many of the
following attributes.
Granular
Feedback also needs to be provided in manageable chunks. In many threaded
discussions, all prompts and participant responses can be displayed to enable
quick access; however, after a semester’s work, the number of responses can be
in the thousands. While individual elements of the thread may be appropriately
sized, being able to recall a specific response or to identify an appropriate place
in the thread to make a new response can be problematic with such high volume.
To address this potential limitation, the participants can negotiate the ways in
which threads will be titled and responses classified—in other words establish
DETERMINANTS OF ENGAGEMENT AND MEANING 253
Timely
Being prompt with feedback does not necessarily mean immediate, as there are
many instances when a delay in feedback can provide better rewards than
incremental conformation (Alessi and Trollip, 2001). For the e-learning
environment, it is the timeliness of feedback that is as important as its
promptness:
Many learners report that turnaround time is one of the most important
aspects of good feedback. In an open and distance-learning environment,
email is a major means of communication. Learners often become anxious
when they do not receive a quick response to their concern. The demand for
a response can impose an unrealistic burden on the faculty member,
especially if it involves reviewing a course paper or project. One simple
solution that seems to work well is to send an email indicating that the
message or product has been received and a date or time when the learner
can expect to hear back from you. Many messages can be responded to on
the spot. It is also important to provide meaningful comments. Learners
have reported that short, terse comments such as ‘good job’, ‘nicely done’
or ‘this is an A paper’ with no further elaboration often reflect negatively
on the faculty member as learners often perceive this response as
meaningless and tend to feel the member may not even have read the paper
or project. (Rossman, 2002)
Individual
One of the important dynamics emerging from implementations of online
learning is the need for participants to be acknowledged as individuals, and
strategies to address this are common in distance education literature. Within e-
learning interactions, developing this shared understanding of roles will enhance
individual submissions and assist the establishment of a community based on
feedback that is differentiated across participants. This can best be achieved if
the person making the feedback has a good knowledge of the person they are
responding to and can therefore personalize the exchange. Where numbers of
participants are large, it may not be possible for one facilitator to respond to
individual contributions. Nevertheless, basic strategies can be implemented to
assist this process, such as asking participants what feedback they prefer,
establishing their readiness for feedback and ensuring that it has been received
and understood.
Another means to individualize the communication and feedback process is to
assign roles to participants so they undertake tasks specific to that role. This can
be achieved using established forms of activity such as the case study or enabling
students to take on a ‘virtual persona’ whereby they can act out within the
learning environment. How this is achieved will depend on the existing
community of participants, their familiarity with the e-learning context and the
nature of the field of study.
Making it work
These feedback strategies provide insights to enhancing e-learning collaborative
environments. However, despite the collaborative nature of the medium, learners
are working independently and require models by which to compare their work
and construct their own understanding.
Figure 18.4 demonstrates one means by which the environment could be
presented to the participant such that all responses to a specific topic are
available for viewing in multiple windows and that, if appropriate, the
participant could then use these responses to construct further meaning for their
own context.
Conclusion
Within this chapter the value of feedback to e-learning environments has been
addressed in relation to the essential aspects of communication and interactivity.
The ways in which individual participants derive meaning from communication,
and subsequently engage with the course content, is dependent on the quality of
the feedback created during that interactive process. However, despite
the proliferation of online learning systems, questions continue to be directed
DETERMINANTS OF ENGAGEMENT AND MEANING 255
It is through this process that engagement and meaning will be generated, and the
challenge is to enable participants to achieve interactive balance (Sims, 2001b),
whereby all actions and inputs are consistent with their mental model, preventing
or minimizing any interference with the feedback process.
We know much about sound educational practice, and the provision of
feedback is one of the critical elements within that practice. Applying this
understanding to the unique environment afforded by e-learning will ensure its
ultimate success. What makes good feedback is adherence to accepted principles
and ensuring all course participants have a common understanding of the
protocols for their learning environment. Equally important is the maintenance
of respect for the unique contribution of each and every participant.
256 PROVIDING FEEDBACK
References
Aldrich, F, Rogers, Y and Scaife, M (1998) Getting to grips with ‘interactivity’: helping
teachers assess the educational value of CD-ROMs, British Journal of Educational
Technology, 29 (4), 321–32
Alessi, S M and Trollip, S R (2001) Multimedia for Learning: Methods and development
(3rd edn), Allyn and Bacon, Boston, MA
Anderson, T and Garrison, D R (1998) New roles for learners at a distance, in Distance
Learning in Higher Education: Institutional responses for quality outcomes, ed C
Gibson, Atwood, Madison, WI
Anderson, T and Garrison, D R (2002) Understanding higher education in a CMC
context: current research and a peek at the future. Presented at Deakin University,
February
Brennan, R, McFadden, M and Law, E (2001) Review of Research: All that glitters is not
gold: Online delivery of education and training, NCVER, Leabrook, SA
Collison, G, Elbaum, B, Haavind, S and Tinker, R (2000) Facilitating Online Learning:
Effective strategies for moderators, Atwood, Madison, WI
Gilbert-Paquette, G, de laTeja, I and Dufresne, A (2000) Explora: An open virtual
campus. Accessed 3 March 2002, from www.licef.teluq.uquebec.ca/gp/doc/ publi/
campus/edmediaexplora.doc
Hedberg, J and Sims, R (2001) Speculations on design team interactions, Journal of
Interactive Learning Research, 12 (2/3), pp 189–204
Laurel, B (1991) Computers as Theatre, Addison Wesley, Reading, MA
Laurillard, D (1993) Rethinking University Teaching: A framework for the effective use of
educational technology, Routledge, London
Palloff, R M and Pratt, K (1999) Building Learning Communities in Cyberspace, Jossey-
Bass, San Francisco, CA
Plowman, L (1996) Narrative, linearity and interactivity: making sense of interactive
multimedia, British Journal of Educational Technology, 27 (2), pp 92–105
Rossman, M (2002) Personal email communication received as part of an instructional
course run by Capella University
Schirato, T and Yell, S (1996) Communication and Cultural Literacy: An introduction,
Allen and Unwin, St Leonards, NSW
Sims, R (1999) Interactivity on stage: strategies for learner-designer communication,
Australian Journal of Educational Technology, 15 (3), pp 257–72
Sims, R (2000) An interactive conundrum: constructs of interactivity and learning theory,
Australian Journal of Educational Technology, 16 (1), pp 45–57
Sims, R (2001 a) The online learning alchemist: preventing gold turning into lead, in
Proceedings of Ed-Media 2001, eds C Montgomerie and J Viteli, AACE, Tampere,
Finland
Sims, R (2001b) Usability and learning in online environments: a case of interactive
encounters, in Proceedings of Ed-Media 2001, eds C Montgomerie and J Viteli,
AACE, Tampere, Finland
Sims, R, Dobbs, G and Hand, T (2001) Proactive evaluation: new perspectives for
ensuring quality in online learning applications, in Meeting at the Crossroads:
Proceedings of the 18th Annual Conference of the Australasian Society for
Computers in Learning in Tertiary Education, eds G Kennedy, M Keppell, C
DETERMINANTS OF ENGAGEMENT AND MEANING 257
Introduction
It is well accepted that active learners benefit from being aware of their learning
progress and look to their instructors for feedback. This chapter investigates how
the technologies associated with e-learning can be used to leverage the provision
of this feedback. In doing so it will examine how such leveraging of feedback
might influence student persistence.
In order to structure feedback for optimum gain within an online learning
environment, we must first understand what it is about feedback that provides
value for the student. Once this is understood, the focus then becomes one of
identifying whether there is anything special about the tools of e-learning that, if
used astutely, can add further educational value.
Much has been investigated on why some students drop out of courses. Much
less has been written about why other students do not drop out. As lack of
adequate feedback can be a contributor to student attrition, then one could well
presume that the provision of adequate feedback contributes to student retention.
But is this too simplistic? The value of feedback lies in its impact on the learner.
The instructor needs to think through the development or change that is intended
in the learner as a result of providing feedback. How can the tools of an e-
learning environment be used to help secure improvements in the learning
process?
Learner responses to feedback can vary. It is generally understood that as one
progresses through a programme of study the depth of that study will increase
and the learning expectations will be of a higher order. Yet despite these rising
demands, some students manage to achieve improved grades as they progress
through their programme. Why is this so? Could such students have
progressively developed their academic skills and learnt how to become more
effective learners? If so, how have they achieved this? It is the contention of this
chapter that feedback is the key to such a learning improvement and that
feedback can be facilitated through astute use of an e-learning environment.
In order to address the issue of using e-learning feedback to improve student
persistence, this chapter will initially look briefly at the role of feedback in the
FUNDAMENTALS FOR STRUCTURING FEEDBACK 259
learning process and at how this role may relate to student persistence. It will
then examine the implications for instructors seeking to capitalize on this while
operating in an e-learning environment.
A study by Morgan and Tam (1999) revealed that it was common for non-
persisting students to encounter many such barriers. Instructors who lift learner
morale and motivate through their feedback have a dispositional influence.
260 PROVIDING FEEDBACK
schools and audio and video conferencing, provide only limited opportunities for
distance education students to interact in this manner, as they are not available on
a continuing basis. Students able to capitalize on the enhanced scope for
interactivity through e-learning can gain a sense of community rarely
experienced outside the on-campus situation.
There will be qualitative differences between the value to students of real-time
verbal feedback in a traditional on-campus tutorial and the asynchronous written
interactions of computer conferencing. The reflective and precise nature of the
latter is profoundly different from the spontaneous and less structured nature of
oral discourse in the former. Similarly the ephemeral nature of oral
communication is to its disadvantage while the ability of a written record to be
stored and revisited adds further to its value to the learner.
Some fundamentals
Unfortunately many students are reluctant contributors to discussion irrespective
of the medium of instruction being employed, and this has implications for the
amount and quality of interaction that will occur. In the e-learning environment,
posting a message either to their instructor or to their class can be a major step for
such students. Instructors generally recognize this and commonly employ an
introductory strategy that facilitates each student posting an item on the class
electronic bulletin board. While this may serve to familiarize otherwise reluctant
or unskilled students with the technology, unless their contribution is positively
acknowledged, it is not likely to ease any self-doubts or to build motivation. This
suggests that it may be important for messages posted by students to receive a
quick and sensitive response.
The question remains, however, as to the feasibility of providing students with
the ideal of some positive acknowledgement of all their electronic
contributions. It may be quite unreasonable to expect the instructor to take full
responsibility for this. An option may be for the instructor to arrange for the
sharing of this responsibility around the student group for acknowledging that
each posting has at least been read and noted.
In the face-to-face situation people usually know straightaway whether or not
they have been heard. This may be through eye contact or other non-verbal
forms such as a smile, nod or shake of the head, and that may be sufficient
reassurance. In the online environment, no such feedback subtleties exist and
acknowledgement has to be direct and obvious.
Students need to be thought of as fragile and sensitive participants. There can
be many factors that contribute to someone’s lack of willingness to participate.
Reluctance may be due to a fear of being seen as stupid or inadequate, and this may
be the reason why some people ‘lurk’. While self-doubt can be a factor, so too
may be a lack of keyboarding skills or perhaps a time-consuming approach in
which they hand write a message before typing it rather than directly entering it
onscreen. Some individuals will have a preference for oral over written
262 PROVIDING FEEDBACK
communication, have a busy life that allows them little time to participate in the
online community, perceive little value for them in participation, or any
combination of such factors.
Clearly it takes some skill to provide feedback that is sensitive as well as being
honest and constructive. In the online environment, where students have never
seen their fellow students or their instructor, there may be individuals whose lack
of confidence means they are especially tentative in their ventures into a
somewhat public forum. Their particular sensitivities may make it difficult for
them to deal with feedback given to them, even though it may not be negative.
Of course, there can be those at the opposite extreme who readily engage with
others online and who may so overdo their contributions that they dominate a
forum.
Any response to a message a student posts should help and encourage further
participation. Therefore the tone and style of responses are important, and
consideration might be given to establishing some rules for all conferencing
participants either at the outset or by way of intervention as necessary. The rules
could address not only what is to be posted but also the language and tone of
interactions. Clearly a personable response rather than a carefully crafted academic
but cold one is more likely to contribute to the building of a welcoming
community of learners. Palloff and Pratt (1999) press the point that achieving
successful online facilitation requires the development of an electronic
personality that is recognized as honest, responsive, relevant, respectful, open
and empowering.
In any learning interaction there are rules of engagement. While a tutor is
likely to encourage students to express themselves, sensitivity and respect for the
views and feelings of others are expected. The tutor may point out to all that
feedback should be constructive rather than destructive, and while responses will
be expressed according to the style of the speaker’s personality and may at times
be provocative, they are nevertheless not to be offensive and are expected to
conform with community standards.
One feature of the online environment is that the creator of the message has
the advantage of being able to reflect prior to hitting the send button. This
opportunity for reflection before communicating can reduce the likelihood of
offensive behaviour occurring and probably makes it even less tolerable when it
does. When someone goes outside the acceptable boundaries, then those in the
learning community should be prepared to say so. The tutor may need to
intervene and spell out some boundaries and limitations.
The successful conversion of such vision into effective realities would have
particular attractions, such as improved institutional responsiveness. It is
envisaged that this use of technology could accomplish the ideal of providing a
level of affordable, round-the-clock, instant response. This has obvious appeal
where individual students may be working independently in different time zones
and at different times of the day or night.
The University of Southern Queensland in Australia has developed prototypes
of ‘intelligent object databases’, which can be searched by pre-specified key
words. When an electronic query from a student is received, the search engine
seeks an appropriate match with a previously asked question. If successful, a
response to the current question is triggered. During these early days, the
response generated by the system is monitored to check for its appropriateness as
a personal response to the student. The goal is to reach a level of development
and sophistication at which the system can function without the necessity for
human intervention. If that can be achieved, then this system of feedback will be
able to provide immediate pedagogical advice to students at any time and at
minimal variable cost.
264 PROVIDING FEEDBACK
Web-based forms
Web-based forms have been found to be valuable for assessment purposes. These
can also be used as diagnostic tools that instructors can employ to alert
themselves to the need to intervene and provide timely feedback. The following
is an example of one such interchange between instructor and student:
disappointment unless there is some inducement associated with it. One strategy
to secure participation is to structure the assessment process in such a way that
students will be rewarded for providing quality feedback to their peers. Kinross
and Morgan (2001) report on such a situation in which students were asked to
respond to set online activities and provide feedback on the postings of their
peers. They suggest the following criteria for instructors to use when assessing
peer feedback for the online environment:
Students can be asked to engage with and comment upon a wide range of activity
types. These include issues for debate relevant to the course being studied,
challenge exercises and problems to be solved, readings for critique, reviews of
linked Web sites, and tasks such as the development of individual student
learning contracts. With the latter, students can be allocated to small learning
groups and be required to give feedback to their peers as they develop their
learning contract for their individual project with the instructor. Matters they can
help define and refine include the scope and goals of the project, methodology
and timelines, and assessment criteria and weightings. These processes may not
be feasible for particular student cohorts other than in the e-learning context.
Conclusions
Some may consider providing feedback in the e-learning environment as being
unacceptably time-consuming and burdensome. This is most likely to be the case
if the approach is to use technology merely as a vehicle to replicate conventional
interactions between instructors and students. However, those prepared to review
their teaching paradigm may discover that technology offers new opportunities to
facilitate the achievement of learning goals. Palloffand Pratt (1999, p 20) put this
saliently:
References
Buchanan, T (1998) Using the World Wide Web for formative assessment, Journal of
Educational Technology Systems, 27 (1), pp 71–79
Dewar, T and Whittington, D (2000) Teaching online: a new skill set, in Working
Knowledge: Productive learning at work, ed C Symes, pp 113–18, University of
Technology, Sydney
Farquhar, J and Regian, J (1994) The type and timing of feedback within an intelligent
console-operations tutor, Proceedings of the Annual Meeting of the Human Factors
and Ergonomics Society, 38, pp 1225–31
Garland, M (1993) Student perceptions of the situational, institutional, dispositional and
epistemological barriers to persistence, Distance Education, 14 (2), pp 181–98
Garrison, R (1997) Computer conferencing: the post-industrial age of distance education,
Open Learning, 12 (2), pp 3–11
Gibson, C and Graff, A (1992) Impacts of adults’ preferred learning styles and perception
of barriers on completion of external baccalaureate degree programs, Journal of
Distance Education, 7 (1), pp 39–51
Hazari, S and Schnorr, D (1999) Leveraging student feedback to improve teaching in
Web-based courses, THE Journal (Technological Horizons in Education), 26 (11), p
30
Henderson, T, Rada, R and Chen, C (1997) Quality management of student-student
evaluations, Journal of Educational Computing Research, 17 (3), pp 199– 215
Kember, D (1995) Open Learning Courses for Adults: A model of student progress,
Educational Technology Publications, Hillsdale NJ
Kinross, C and Morgan, C (2001) Improving interactivity online for land management
distance education students. Paper presented at Ninth Cambridge International
Conference on Open and Distance Learning, Cambridge
FUNDAMENTALS FOR STRUCTURING FEEDBACK 269
The use of information and communication technologies (ICT) for leveraging the
learning and teaching experience is becoming endemic among the educational
community. In an ideal world, educators and researchers would examine the
impact of new developments in teaching and learning with a view to
communicating how the innovation might impact educational decision making,
both at the teacher and the systemic levels. Learning and teaching do not occur in
an artificial environment but within the parameters of society at large.
Consequently, teachers adopt innovations without always being able to
understand their full learning and teaching implications for them and their
students. This is not necessarily a bad thing, because if no one adopted an
innovation in practice, there might be nothing to evaluate and little knowledge
gained.
This book contains a number of working examples of how ICT is being used
to ‘leverage’ learning and teaching processes. It adds more data for researchers to
use in their evaluation of the effectiveness of these technologies. Rapid evolution
in technologies offers students and teachers an array of challenges that are being
met in schools and tertiary institutions in the western world. It has been
suggested that the ‘higher education community has a lot to learn regarding how,
and in what ways, technology can enhance the teaching and learning process,
particularly at a distance’ (Phipps et al, 1999, p 29).
This book demonstrates how a number of academics and teachers have used
ICT to enhance learning, teaching and the assessment of learning outcomes for
students. Research needs to be carried out to establish the impact of ICT,
including its impacts and implications for learning tasks, learner characteristics,
student motivation and teachers’ skills and attitudes. The activities reported in
this book clearly indicate that learning and teaching issues are foremost in the
academics’ minds when they implement these technologies. To that extent, this
book helps to lift understanding learning and teaching more generally.
Coming through the book very strongly is the central role played by the human
factor in education. There are examples here of a shift in the roles of teachers
from being the ‘sage on the stage’ to the ‘guide on the side’ when fostering
independent student learning. Designing student’s learning experience involves
not only the teacher, but also the learning process, design expert, technology
COMMENTARY 271
Reference
Phipps, R, Merisotis, J and O’Brien, C (April 1999) What’s the difference? A review of
contemporary research on the effectiveness of distance learning in higher education,
IHEP. Accessed 5 July 2002 from http://www.ihep.com/Pubs/PDF/Difference.pdf
Index
273
274 INDEX
e-learning and 246, 247, 248 audience awareness and agency 127
and language learning 121, 125 beliefs 85
with multimedia 90, 110 challenges 15
with peers 212 cross-cultural awareness 129
VSM project 94 development 14, 15, 17, 20
see also feedback and feedback 232, 234, 244, 258
interactive immediacy indicators 139, 143, and interaction 47, 246, 247
147, 147, 148 knowledge acquisition 218, 219, 220
Internet see e-learning; motivation 91, 122, 197
web-based learning and ‘Mythica’ 173
InterSim system 56, 59 persistence 259
MR approach in 56 power and identity 122, 130
ISD (instructional systems design) 35 prior knowledge 78
ITAs (Intelligent Tutoring Applications) and problem-based learning 78
227 reluctant contributors 260
ITSs (intelligent tutoring systems) 227 roles 245, 246, 247
ITT (Intelligent Tutoring Tools) 221, 222, self-regulating 40, 234
223, 224 verbal immediacy behaviours 138
evaluation of 225 learning
extending methodology on to the dimensions of 12
Internet 227 goal-oriented 38
process modelling 228 impact of feedback on 232
nature of 219, 219
JISC (Joint Information Systems principles for effective 21
Committee) 27 revisiting material 52
role of assessment in 195, 196
knowledge acquisition 106, 154, 218 setting 24
and assessment 218, 219, 219 situated 12, 20, 94, 184
and cognitive apprenticeship 221 student approaches to 207, 208
skill acquisition phases 220 theories of 12, 26, 90, 93, 217, 258,
theories of 12 259
Kolb’s learning model 258, 259 learning cycle 258, 259
learning outcomes 4, 182, 196
L2 learning 120 and VSM project 100
networked, project-oriented 123 see also assessment
socialization and 121 learning portfolios 190, 200
through socialization with technology learning resources see resources
125 links, navigational 53, 56, 58, 60
language 120, 122 logic, inductive 67
see also L2 learning
LaSWoP (Law and Social Work Practice) meaning, negotiation of 121, 126, 127, 245
project 106, 108 media
learners linear 91
activity 24, 25 and medical triggers 83, 86
approaches to learning 207 and social presence 136
and assessment 196 see also multimedia technology
attention (‘noticing’) 121 media richness theory 136
INDEX 277
web-based learning 91
discussion boards 238
forms for assessment 265
ITT methodology 227
language learning 125, 131
simulations and feedback 235
VSM project 93