INTRODUCTION
Mission Critical
e-Learning
is unquestionably the major ‘mission critical’ in education systems the world
over, and is likely to remain so for the foreseeable future. There are many
reasons for it being so much in vogue, not least the globalization of commerce
and citizenship, and the burgeoning of information and knowledge available on
the Internet. The recognition that today’s economies need to be knowledge
based, which in turn require a workforce and consumer body that are
characterized by flexibility, independence in learning and information and
communications technologies competence, may be an even more compelling reason
for governments to be as proactive as they are. As a means to increase access
to learning – anytime and anywhere – the ensuing interest in e-Learning is
nothing short of phenomenal, with the result that authoritative texts are in
growing demand. No one could claim to offer a text that would be definitive in
such a fast-moving environment but we offer e-Learning: Concepts and Practice
as an all-round but sophisticated entrée to the power and potential of
e-Learning, and the main approaches to delivering it. We draw on a wide variety
of globally dispersed examples and, in order to help understand why it is in
the form we currently know it, we also provide a potted history to chart
e-Learning’s evolution from its antecedents in programmed learning. The text
should therefore prove of interest to the general reader and to students,
academics and professionals working in the field of educational computing.
The
twin goals of the book are to provide an overview of existing e-Learning
approaches and a vision of the future. We specifically look at ways that
e-Learning will optimize teaching and learning for academic researchers,
trainers and educators, World Wide Web (Web) developers, resource content
managers and those who have a general interest in e-Learning. The intention is
to enhance understanding of the potential of e-Learning by covering all its
important aspects in ways that explore, through practical examples, the
implications of its use. The insights gained will act as a foundation for
further exploration.
Each
of the nine chapters explores a different feature associated with e-Learning,
from learning enrichment to lifelong learning. The sequence of chapters is laid
out in a manner that takes the reader from the more simple concepts of how to
provide enrichment in the learning process to the more complex issues involved
in building a community of learners. Promoting the knowledge these learners
develop in turn creates a self-sustaining learning community.
A FRAMEWORK OF PRACTICE
Traditional
books are arguably not an adequate vehicle for dealing with e-Learning in that
the printed page has considerable limitations when it comes to illustrating its
interactional features and power. The design of e-Learning: Concepts and
Practice therefore allows for the main text of each chapter to address the
concepts involved, while a variety of ‘break-out boxes’ provides readers with
opportunities to look more practically at aspects of e-Learning through
carefully chosen websites and online activities.
e-Learning
requires different types of engagement, categorized in the framework of key
practices or skills illustrated in the petals of the e-learning ‘flower’. Note that the radial nature of the flower petals imply that there
is no hierarchy in this framework. In any one instance, the practical activity
undertaken by the learner may involve only one or perhaps several of the
actions or skills denoted in the figure. While it might be possible to suggest
levels of complexity to associate with the elements of this framework, it is
likely that such a consideration will be irrelevant. It will be the actual
context and the learner’s needs and aspirations that will determine which
practice or skill is appropriate.
A
brief outline of these key practices is provided below.
Searching and selecting
Usually
in some combination, search and select activities are the ‘bread and butter’ of
learners’ collation of information; the one identifying where the sources of
information might be (searching), the other choosing the most relevant sources
according to the criteria established by their learning needs (selection). The
final selection is made on the basis of the value of the courseware for their
own purposes.
Saving
and keeping track of the information, and any new knowledge, are skills that
will be challenged persistently by the sheer volume of material available.
Bookmarking or saving favourite websites will make it easier to conduct
subsequent searches, but personal annotated databases will be increasingly
needed to hold all relevant electronic sources. There was a time when each
family was lucky to have a few texts or perhaps only a Bible; today in the
developed world we are literally drowning in information! The skills of
criterion-searching and selecting by relevance are staples in the set of basic
Internet literacy tools.
Exploring
Similar
to searching, exploring implies a more relaxed browsing, looking for
information that might match our interests or meet our needs. It is an almost
everyday activity, as we scan a magazine or newspaper, for example, for items
that interest us.
Testing
Related
to exploring is the discovery mode of e-Learning, in which learners try out
ideas, test hypotheses, and so on. Web-based information comes in many forms
and simulations, and games are examples in which the full potential of
interactive engagement is used. Rather than simply reading new information,
such activities enable the learner to avail him or herself of a type of
information-cum-knowledge creation that requires them to explore and manipulate
virtual circumstances and conditions relevant to the focus of their studies.
For example, students of chemistry may test models of complex molecules or they
may conduct virtual experiments. Social science students may model voting
patterns or the factors affecting levels of poverty in specific regions. All
such work proceeds in an e-Learning context without the burdens of expensive resources,
real-time practicalities and, even, dangers that the real conditions might
impose. The very act of ‘doing’ the work allows the learner to create and
assimilate new knowledge.
Analyse
and Synthesize
These
activities often go together as learners deconstruct the complexity of a set of
information (analyse) and rebuild it as their own knowledge (synthesize). When
we analyse a set of information, be it train timetables or quotations for
holiday insurance for example, we attempt to reduce it to different categories,
distinguished by the importance we attach to each of them. Once we have looked
at several versions of the information, the risks covered by each of several
insurance policy proposals for example, we begin to synthesize it to make sure
that what we eventually choose fits our needs and at a competitive cost within
the options we have. Learning is no different. Whatever the context, the
analysis of relevant information from different case studies, examples of
scientific phenomena, periods of architecture or whatever, and the synthesis or
pulling together of this information to suit our specific learning needs, are
key learning skills necessary not only for constructing the new knowledge for
ourselves, but for beginning to contribute new understandings for others.
While
the first six learning practices above assist learners to assimilate ‘new
knowledge and understanding’, the next six exhort them to follow through,
consolidate, share and use their knowledge gains.
Collaborate
and Discuss
The
cycle might begin with the learners seeking to share the information and new
knowledge with others (collaboration and discussion); a process that is well
known to consolidate and improve understanding through the action of being
obliged to explain (externalize) what has begun to be internalized. Very often
we tell others about something we have read and a discussion ensues. One of the
most powerful factors in promoting learning is this contribution to discussion
and collaboration with others who are working towards the same goal. By
articulating the ideas to others and hearing their inputs, by repeating them
and teasing out the implications of theories or sets of conditions, such
discussion will assist in formulating and consolidating new knowledge. In this
way, connected learners can move each other beyond the level of superficial
understandings.
Understand
and Apply
During
this consolidation and sharing phase, it is likely that the learners will be
faced with the challenges (or opportunities) to demonstrate their grasp of the
new knowledge (understanding) by using it in context (applying it). This
demonstration of understanding might be for the benefit of others but the major
benefit accrues to the learners themselves. It is possible to apply knowledge
blindly of course, with little understanding of the concepts and reasons for
actions and outcomes. For example, the ‘natural’ snooker player may never
reflect upon and understand the mathematical niceties of spin or cue-to-ball
contact that make them champions. However, most people will benefit from
training that explains and then practises the skills necessary to optimize
these features of play. In many areas of life and work, action informed by
understanding is generally more focused, efficient and, hopefully, successful.
Taking basic information such as lecture notes or a literature review, and
developing understanding through discussion, analysis and synthesis, will
generally enable better and more purposeful application of the newly gained
knowledge in solving problems or making decisions.
Create
and Promote
Once
they are comfortable with their grasp of a learning context, learners may
fashion their new knowledge in transferable forms (creating ‘learning objects’)
to make it available to other learners in a communal learning resource space
(promoting the learning objects they have created).
e-Learning
offers unique opportunities to create new knowledge and to promote its use by
others through the ease of communication and dissemination of the new
knowledge, within a community of learners context. Indeed, this process is an
explicit difference between the learning made possible with new technologies
and the older, traditional models of learning, whether these might be the
restrictive didacticism of teacher-led learning or the greater freedom of
teacher-facilitated learning.
By
knowledge, it must be emphasized, we do not mean merely facts or conceptual
understanding. We also mean new ways of looking at existing knowledge, new
insights to complex processes and access to the experience and expertise of
others in relation to the context of the learning. With the vast amount of
knowledge now available on the World Wide Web, it is reasonable to accept that
methods of accessing, storing and retrieving information are now much more
important aspects of the learning process than perhaps they have been in the
past.
As
knowledge is more and more easily constructed and disseminated, the learner
nowadays is also called upon more often to judge its usefulness and, indeed,
whether or not it is trustworthy and factual. Technical advances are making
authoring and publishing tools easy to use, enabling learners to engage in
sophisticated communication and interaction, between themselves and their various
audiences (for example, their assessors or professional, academic and community
groupings with an interest in their work). As new ways of looking at knowledge
emerge, the ease and freedom of publishing on the Internet has resulted in an
excellent environment for teachers to guide students in creating their own
online classes for other learners – a true community of learners in which the
learners provide resources and learning opportunities for their peer learners.
BLOOM’S
TAXONOMY
Readers
versed in education theory will no doubt recognize a resonance between the
framework of e-Learning practices above (Analyse, Synthesize, and so on) and
Bloom’s Taxonomy (Bloom et al., 1956) of increasingly sophisticated
intellectual skills, namely: Knowledge, Comprehension, Application, Analysis,
Synthesis and Evaluation. The taxonomy retains considerable relevance today
and, although it is often referred to as a hierarchy of skills, it was never
meant to be seen as some form of sequence in which some skills are achieved
before others, implying for example that ‘apply’ cannot come before
‘comprehend’. Any notion that such a linear hierarchy could apply to learning
situations in the twenty-first century is definitely a non-runner. Since
Bloom’s committee proposed the taxonomy in the 1950s there have been
revolutionary changes in education brought about by a variety of developments.
These include the rise of learner-centred education, the onset of mass
education and, most importantly in more recent times, the phenomenal emergence
of information and communications technologies in education.
In
the 1950s only the most far-sighted of futurologists could have con-jured up
the possibility of a learning resource as immense as the Internet, or the power
of some of its search engines. Learners today, for example, have almost instant
access to a search of over 8,000,000,000 (that is, 8 billion) Web pages
courtesy of systems such as Google, with some 11.5 billion pages overall. On
first encounter, most learners might see this solely as what we would call
‘information noise’. In relation to this vast amount of available Knowledge, a
linear trek through any hierarchy of skills, such as Bloom’s taxonomy might
suggest, will likely be disrupted by the need for Analysis before Application,
for example, or the need for judgement (Evaluation – the highest skill in
Bloom’s taxonomy) from the initial search. Only through a combination of
Knowledge, Analysis, Synthesis, Application, Evaluation and Comprehension,
therefore, is it likely that learners will truly assimilate what they need as
new knowledge.
It
is not surprising that in the context of the very formal and didactic
approaches to education in the 1950s, Bloom’s committee did not explicitly
identify collaboration as another powerful facilitator of individual learning.
No criticism of them is intended, of course; their contribution to educational
theory is immense. The connectivity of information and communication
technologies today, however, is such that collaboration is not simply a casual
social activity on the margins of learning; it is becoming more important in
supporting thinking and assimilating new knowledge and understandings.
e-LEARNING
If
learning and learners have experienced major changes since Bloom’s day, it is
inevitable that schoolteachers, university lecturers and private sector
trainers have been facing equally major changes in the way they approach their
work. Tutors today are required to go beyond selecting a textbook for their
students. Now they must regularly evaluate new resources; searching, selecting,
evaluating, planning for, implementing and managing them in order to promote
best practice in learning. e-Learning for many is the ‘mission critical’ and
must be explored, first and foremost, from a learning perspective. An
exploration of the state of the art of e-Learning is essentially, therefore, an
examination of the most advanced features of information and communications
technology that can support, create and deliver an educational experience. At
its best, e-Learning offers new opportunities for both the educator and the
learner to enrich their teaching and learning experiences through virtual
environments that support not just the delivery, but also the exploration and
application of information. Debate about the pros and cons of e-Learning is
typically focused on a perceived lack of face-to-face contact. This has
resulted in a mix of e-Learning and more conventional learning – a process
entitled blended learning. Rather than having one type of learning experience
mandated for them, learners should be able to have as much choice and selection
as possible. There is a real need for a text on e-Learning that provides a
solid foundation to the field but which also models some of the processes
involved in the multi-faceted and multi-focus knowledge-building that is at the
heart of the successful e-Learning experience.
WHY DO WE HAVE e-LEARNING?
Arguably
this is a question that does not need to be asked! So many of our day-to-day
activities are now routinely technology-based, for example electronic access to
cash or shopping, that for a large majority if not all of us techno-familiarity
is a necessity. Many people, however, remain on the other side of the ‘digital
divide’, isolated by such factors as socio-economic circumstances, disability
or simply a lack of interest, perhaps through personal choice or other cultural
influence. Electronic purchasing and information searching is all around us,
and becoming more and more pervasive. For example, the word ‘google’ has become
an everyday verb used to describe electronic searching, regardless of whether
Google itself is the search engine being used (see Webster’s New Millennium
Dictionary, 2005). Such is the pervasiveness of technology-based activities
across society that there are few governments that do not have information
technology-related learning programmes as part of their national educational
policies. For the most part, these promote learning about the technology, how
to use it and how to benefit from it. For some 40 years now, however, since the
first major developments in using computers to deliver drill and practice in
the 1960 and 1970s, one of the most widely acknowledged benefits has been the
many uses for computers in delivering education and facilitating learning.
Whether it is learning in schools, universities or the workplace, appropriately
designed e-Learning approaches to any aspect of a target curriculum can provide
significant opportunities for learners to create and acquire knowledge for
themselves.
e-LEARNING
DEFINED
There
may be as many definitions of e-Learning as there are academic papers on the
subject, but broadly speaking they focus on the same set of features. Take the
European e-Learning Action Plan definition as an example: ‘the use of new
multimedia technologies and the Internet to improve the quality of learning by
facilitating access to resources and services as well as remote exchanges and
collaboration’ (COM, 2001: 2). Here we have mention of electronic technologies,
as vehicles for education services and resources, and as the conduits for
collaboration and communication. If we may be so bold as to focus on the
essentials, however, our preferred definition would view e-Learning simply as: online
access to learning resources, anywhere and anytime.
New Opportunities, New Learning Environments
e-Learning
offers new opportunities for both educators and learners to enrich their
teaching and learning experiences, through virtual environ-ments that support
not just the delivery but also the exploration and appli-cation of information
and the promotion of new knowledge. The focus for any exploration of the
state-of-the art of e-Learning is therefore no more and no less than the
combination and convergence of the most advanced features of digital
information and communication technologies, for example, live broadcasts,
mobile video and audio telecommunications, three-dimensional (3D) graphics,
email, the Web and object-oriented interfaces, all of which can be designed to
support, create and deliver significant educational experiences and
environments. Concerns about a lack of face-toface contact have given rise in
some contexts to a mix of e-Learning, which may be ‘at a distance’, and more
conventional face-to-face learning in the classroom; a process entitled
‘blended learning’. e-Learning enables learners to have as much choice as is
practically and economically possible.
e-Learning
takes place in online environments that range from providing information to
engaging the learner in complex interactive simulations. Managed learning
environments have been developed to provide an electronic solution to managing
the complexity not just of the learning environment (resources, online
tutorials, discussion groups, assignment submissions, and so on) but also of
the records of the learners’ biographi-cal details, examinations and assessment
profiles, and the courses they have taken. Very often the students will have
access to all this information through unique personal identifiers, while those
who facilitate their learning (teachers, lecturers and so on), and those who
administer it, will also have appropriate access privileges. Within the
learning environment, the students can learn together in e-communities, for
example in virtual learning environments (VLEs) or multi-use object-oriented
environments (MOOs – more about these later). Interaction is supported by
‘asynchronous’ communication tools such as email and discussion boards – where
‘asynchronous’ simply means that they are not happening in the same time frame.
An email, for example, is a one-way communication that can be answered
immediately or later in a one-way response when the receiver reads it.
‘Synchronous’ tools, such as chat rooms and shared whiteboards, offer the
immediacy of two-way communication and are also powerful vehicles for the
interaction that the learning environment supports. The learning experience
itself can be very varied, perhaps involving the student in lectures provided
by video, in manipulating simulations or in interrogating an expert system. By
virtue of the medium, the learning activities can be tracked and assessed using
online tools which are also embedded in the environment.
Information
is everywhere, sometimes more accessible than at other times. For example,
compare the information disseminated freely by organizations through their
websites with the information stored by organizations which have to be forced
to make it available to the citizens who ‘own’ it. Access is often through
legal devices such as the Freedom of Information Acts in the UK and the USA,
the Data Protection Act in the UK and the Privacy Act in the USA. Technology
has allowed the creation and dissemination of information on an unprecedented
scale and with unprecedented ease. Government has expanded to e-government,
commerce has expanded to e-commerce – and learning has in turn expanded to e-Learning.
Technological advances have extended the dimensions of the information used and
provided by social institutions (government, commerce, leisure, education and
so on) and have revolutionized the processes that make the information
meaningful or amenable for professionals and ordinary consumers alike. The
synergy between the technology and the information owners and providers has
released the potential for an information-rich personalized resource for every
person; a resource that is actually a huge globally connected learning
environment.
Personalized Access to Community Knowledge
Not
everyone appreciates the potential for such a personalized resource, indeed
arguably very few do. A major challenge we face today, therefore, is to create
a desire in people to learn; and to foster and facilitate this desire
throughout their lives. More and more often our individual desires for learning
are being addressed in a learning community that becomes apparent as soon as we
begin to search the Internet for resources. Think of the person who wishes to
learn the best methods of growing strawberries or how to landscape their
garden. Typing the questions ‘What is the best way to grow strawberries?’ and
‘How do I design a garden?’ into Yahoo Search or Ask Jeeves will each produce
hundreds of thousands of potentially helpful links. Some will be courses of
study, some will be advice published by gardening organizations and some will
be forums to which like-minded people have addressed similar questions. These
forums very often allow the searcher to avail him or herself of a collective
response from those who have the necessary experience and expertise. But
remember, judgement is a key skill in the e-Learning framework of practices.
There is always the possibility that the advice given may not be appropriate to
the circumstances envisaged or, indeed, may simply be incorrect.
In
time, membership of common interest, e-Learning communities will become more
common for many people, with an ever-expanding reservoir of resources that will
provide an alternative to classroom-based learning. Hands-on and face-to-face
contact will remain key approaches to making learning a grounded experience but
working with and learning from others in an e-Learning context will allow
greater access and a greater choice of resources. Additionally, there will be
the potential for making each person’s newly created knowledge available to new
and existing learners. The use of e-Learning will continue to evolve and there
is a need to ensure that good learning practices are at its core.
LEARNING
FOR ALL
This
book is fundamentally about learning for all, and as the twenty-first century
progresses the sense that everyone is a learner will become more embedded in
social discourse without any stigma of somehow being inadequate, as is
sometimes the lot of the ‘learner driver’ for example! But e-Learning means
that learners now and in the future will have opportunities to be tutors also.
Giving people the opportunity to reinvest in learning environments is a form of
communal constructivism (Holmes et al., 2001), a process in which learners put
their learning back into the community to benefit others, which will promote an
evolution of learning and teaching. Enriching and expanding the available
learning opportunities will be important as everyone is constantly called upon
to learn and create new knowledge, learn new ways of doing things and, at a
deeper level, new ways of learning itself. Traditionally children of farmers
learned agricultural skills, trades people passed on skills in weaving or
woodwork and so on. As far back as 1976, the then UK Prime Minister, James
Callaghan, famously argued in his Ruskin Speech that schools should meet the
needs of their students in preparing them for the workplace as well as meeting
their needs in personal development: ‘There is no virtue in producing socially
well-adjusted members of society who are unemployed because they do not have
the skills … Nor at the other extreme must they be technically efficient
robots’ (Callaghan, 1976).
Today
it is very unlikely that the first job young people might be trained to do,
when they join the workforce for the first time, will be the one they have for
the rest of their working lives. Society has experienced such rapid changes in
social and economic circumstances that the education system has been left
behind, despite Callaghan’s and subsequent governments’ interventions.
Specifically, students and teachers find themselves with new things to learn
and do but with a dearth of new ways of learning and doing them. As the US
government-backed Partnership for 21st Century Skills put it: ‘There remains,
however, a profound gap between the knowledge and skills most students learn in
school and the knowledge and skills they need in typical 21st century
communities and workplaces. … Today’s education system faces irrelevance unless
we bridge the gap between how students live and how they learn’ (2003: 3). The
push is on to make learning environments more relevant to today’s students and
e-Learning offers one of the most important ways forward.
The
wide array of jobs now open to people means that schools and universities have
to provide curricula that specifically arm them with generic skills such as
numeracy, literacy, communication, working with others and technological
literacy. The limited, subject-based curricula of yesteryear cannot deliver
these to the necessary level, with the consequence that the call for lifelong
learning supported by new information and communication technologies has become
widespread. Increasingly, learning is about preparing students to think, both
quickly and well: ‘The knowledge society will need graduates who want to learn
throughout their lives and can be flexible and creative as well as problem
solve. Technical skills and “information finding” skills are also key’
(Scardamalia and Bereiter, 1996).
When
memorization was a dominant educational technique, assessment was relatively
easy. With a new focus on encouraging learners to develop skills better suited
to the information age, judging what those skills are, delivering them and then
testing them – all in an online environment – presents huge challenges.
Cross-cultural Contexts
Computer-based
approaches to learning do not come cheap. In both the UK and the USA, huge sums
of money have been invested in all aspects of the technology and its
integration in education. In the European Union as a whole, massive funds and
resources have been dedicated to researching the present role and future potential
for e-Learning and digital content delivery. Understandably, supporting
cross-cultural initiatives and promoting collaborative e-Learning environments,
in the context of a wide variety of cultures, languages, educational systems
and training needs, is of particular interest to the expanding European
community and will prove to be an important testing ground. The priority is
therefore reflected in the budget: 16 billion euros (approximately £11 billion
or US$20 billion) allocated for a new generation of European programmes in
education and culture from 2007–2013:
Europe’s
future economy and society are being formed in the classrooms of today.
Students need to be both well educated in their chosen field and digitally
literate if they are to take part effectively in tomorrow’s knowledge society.
e-Learning – the integration of advanced information and communication technologies
(ICT) into the education system – achieves both aims. (eEuropa, 2005)
E-LEARNING
RESOURCES
Economies
of scale in the late 1980s dictated that increasingly the IBM MSDOS based
business machines dominated the market while computers designed for playing
video games, such as the Atari, have given way to today’s Sony Playstations and
Microsoft Xboxes. e-Learning, as a result, now takes place in the surviving
office-oriented personal computers that have dominated the computer market. The
‘teaching machine’ came to be, by default, the personal computer and
educational software compatible with the Microsoft Windows or Mac Os operating
systems that began to proliferate. There is such an overwhelming number of
titles at present that it is often difficult for educators at secondary and
primary levels of education to choose appropriate packages. The annual British
Education and Training Technology (BETT) exhibition, for example, which is
billed as the leading UK educational technology trade event, provides a
platform for over 550 educational computing software and related hardware
suppliers.
In
the UK the large amount of software specifically targeted at school subjects is
partly due to the economy of scale created by the National Curriculum and
partly due to government investment. There is, for example, a planned £500
million investment to deliver twenty-first century facilities in primary schools
by 2009–10, and £50 million to support the provision of information and
communications technologies for the most disadvantaged students over the period
2006–08 (HM Treasury, 2005: 133). To assist teachers in choosing appropriate
learning packages for their classes, the British Educational Communications and
Technology Agency (BECTa) has created an online Educational Software Database
(http:// besd.becta.org.uk/) where software is described and reviewed by
schoolteachers for schoolteachers, and where possible is linked to reviews on
the software from another support site: Teachers Evaluating Educational
Multimedia at http://www.teem.org.uk/. For universities the Higher Education
Academy offers a resource area on e-learning and in 2005 launched a benchmarking
exercise to provide a set of standards for e-Learning
(http://www.heacademy.ac.uk/)
The
raison d’être of the Internet is to link computers all over the world and to
enable access to the digital information for which they act as servers. Hepp et
al. (2004) argue that issues surrounding the use of digital content have moved
from a generalist approach to an ever more detailed one: from an initial
examination of online classrooms in the early 1990s to the potential of digital
content to improve tutors’ practice and the effectiveness of learning. There is
at present a move towards developing, exchanging and using learning objects,
specifically interoperable and modular digital resources.
The
online lists of research resources of the early 1990s have also evolved into
increasingly sophisticated information repositories. Take for example the
Gutenberg collection of online books. Project Gutenberg is one of the oldest
private initiatives to support education using networked computers. The
initiative was started in 1971 by Michael Hart to make copyright-free books
available electronically. He essentially invented the first e-book.
Communication Tools
A
wide variety of communication tools can be used to support teaching and
learning. For example, learning has been taking place via email, either formally
or informally through newsgroups and online bulletin boards (BBS) for over 30
years. Such simple text-based information sharing is still a popular means of
communication today, especially with those using older technologies or in areas
served by low bandwidth communications technology. Over this time though,
e-Learning environments have evolved to specialize in the provision of tools
that enable users to express themselves in increasingly sophisticated ways.
Systems that allow the screen to speak (screen readers for the visually
impaired) or which symbolize non-verbal actions are becoming more common.
Support tools such as virtual whiteboards, sharable text documents, Web page
projection and transcript recorders are also adding to the communications
repertoire.
Internet
telephony is being hailed as the latest and possibly most aggres-sive
‘disruptive’ technology. According to the leader in The Economist of 17
September 2005, the voice over Internet protocol (VOIP) is set to ‘cause
revenue from voice calls to wither away’ (Economist, 2005: 11). The article
continues: ‘It is now no longer a question of whether VOIP will wipe out traditional
telephony, but a question of how quickly it will do so. People in the industry
are already talking about the day, perhaps only five years away, when telephony
will be a free service …’. The article quotes Niklas Zennstom, the co-founder
of the main VOIP provider, Skype, as saying ‘you should not have to pay for
making phone calls in the future, just as you don’t pay to send email’ and
makes the ominous observation that VOIP means the ‘slow death of the
trillion-dollar voice telephony market’. Much of our communications in the
future are therefore likely to be VOIP based, with the protocol eventually
extending to multi media. This in turn will greatly reduce the access costs to
e-Learning as broadband systems provide interactive services at much reduced
costs to the learner than exist today.
Email
remains the most popular method of communicating online and is such an embedded
feature of today’s society that it is difficult to think how we would fare
without it. Even in its earliest days, email was quickly exploited to support
learning. For example, text-based email environments and discussion forums have
supported language learning for many years. Increasingly, the supporting
information is moving onto the Web where online centralized data capture makes
it much easier to trace the history of any specific email or ‘conversation’ so
as to review or reflect on the learning. Staying with the language learning
context, the European Commission’s e-Tandem initiative is an example of an
e-Learning system that brings together language learners for collaborative
learning. The Tandem Language Learning Partnerships for Schools (1998–2000) was
a project which supported student exchanges of email between schools and
teacher training institutions in France, Germany, Great Britain, Italy and
Spain. It then evolved into the eTandem system of today, which enables learners
to exchange emails half in their own language and half in the language they
wish to learn.
Video Communications
Video-conferencing
is still emerging as a means of communication, incorporating broadcasts through
microwave technology or Internet-based streamed video techniques using two-way
compressed video and television. However, as potential learners’ access to high
bandwidth increases there will be more opportunities to deliver fully fledged
courses and seminars, or to conduct meetings and brainstorming sessions. Even
as it stands, there is considerable use of inexpensive low-end
video-conferencing, using a webcam, microphone and speakers.
Role-playing Games
Role-playing
games have also played a major part in the emergence of highly engaging and
innovative e-Learning environments. In the earliest days, these games were
played by email or through bulletin boards while nowadays they are often
distributed as stand-alone CD-ROM packages or played by many users
simultaneously over the Internet. ‘Dungeons and Dragons’ is the most well known
of the games, which typically combine role play and problem-solving, and is
reputed to have been a major influence in the development of what are now
called multi-user dungeons or MUDs. The first online MUD is credited as having
been developed by Roy Trubshaw and Richard Bartle at the University of Essex in
1978. Online MUDs allow players from across the world to become dungeon masters
and each player is represented by an avatar – a graphical representation of the
character they play. The MUD’s providers or publishers host the game’s
environment or ‘persistent world’ that the players inhabit.
The
extension to the MUD concept, literally the multi-user dungeon object-oriented
system, a MOO, has been used in a variety of ways to good effect, for example
in language learning. In e-Learning the basis of the environment is the same as
a MUD, that is, the learners take on roles and have ‘avatars’ act them out in
the ‘reality’ of the virtual environment that the MOO allows to be created. The
SchMOOze University, created by Julie Falsetti at the City University of New
York is an example of a MOO that provides a virtual environment for non-native
English speakers to practise interaction in English. The environment is
modelled on a university campus and there is a variety of tasks to do,
including a treasure hunt to complete, with all activities requiring engagement
with the target language.
Activeworlds
Inc. is an example of a provider that has focused on creating and delivering 3D
content on the Internet. The ActiveWorlds online environment offers users the
chance to build their own 3D world and very often such environments are used for
online chat. Careful vetting is always prudent, therefore, before any tutor,
and especially a teacher of younger children, takes a class online.
Activeworlds offer a separate ‘Educational Universe’ at http://
www.activeworlds.com/edu/index.asp, which is dedicated to supporting the use of
their technology in virtual learning environments.
Virtual Learning Environments
Although
virtual learning environments (VLEs) can be considered to include MOOs and
MUDs, they are often conceived as ends in themselves or additions to regular
classroom activity, sometimes influenced by and in turn influencing the online
gaming communities. An example of a VLE for schoolteachers is TappedIn at
http://www.tappedin.com. TappedIn is a web-based multi-user virtual environment
that is set up to have the look and feel of an actual college campus, with an
integrated set of tools to support communication and collaboration. Members can
create their own office spaces, including such features as virtual shared
whiteboards. The environment is specifically designed for educators and allows
teachers to create their own teaching spaces and offices with friendly features
such as ‘sticky notes’ for posting welcome messages, agendas and so on. When
people communicate in the TappedIn environment, transcripts are automatically
emailed to them and messages can be saved for those not logged in. TappedIn
staff also provide a newsletter and regular online ‘training sessions’ on how
to use its features and so on. Another system, the Creation of Study
Environments, based at the University of Staffordshire (CoSE at http://
www.staffs.ac.uk/COSE/), sets out quite deliberately to be learner-centred with
a design based on constructivist principles. Tutors initially create the study
environments for their course groups. The students then access all available
resources for selection to their own ‘basket’ and can create their own
materials for addition to the resources. The link between assessment and
learning activity is made clear and a management system enables monitoring of
progress, activity logging, assignment submission and receipt issuing, tests
and storage of results and so on (see more about such managed systems below).
Simulations
Simulations
are also a major element in some e-Learning systems, with some links to gaming,
though they are generally less likely to involve competition between learners.
At university level, gaming may be used to increase motivation for simulations
where participants impact on the outcome through informed decision-making.
Consider SimCity (http:// simcity.ea.com/) where students build a virtual city.
Prudent municipal management demands that they attend to such matters as city
finances, public services, land zoning for business and residential needs, and
so on. The more exciting elements of the ‘job’ arise when natural disasters
strike or there is civil unrest with citizens rioting and major disruption. In
one UK example of its classroom use (BBC News, 2005), teachers and schoolchildren
in Gillingham have teamed up with the software makers to create a special
version complete with recognizable local landmarks. The students use the game
to redesign their home town, and so learn about environmental and transport
issues.
A
simulation can assist in turning information into knowledge as learners are
given the opportunity to apply what they know and see the results. The use of
animations can help in understanding complex concepts in such subjects as
physics and biology, and simulations take this a step further by allowing the
interaction of the concepts and processes to be illustrated and controlled by
the student. Simulations can also be used when it is very costly to make
mistakes while learning, such as in training pilots and doctors. ‘Virtual
medical schools’ have also become important and quite sophisticated, partly
because the medical training sector is relatively well funded and partly
because of the increasing use of technology in medical research and surgery
itself. One such example is the ‘electronic Basic Surgical Training system’
(BeST) at http://www.rcsi.ie/best/, an initiative arising from a collaboration
between the Royal College of Surgeons of Ireland and Harvard Medical School. It
almost goes without saying that in fields where technology is causing rapid
change in professional practice itself, e-Learning environments are likely to
be both cutting edge and highly relevant. Instead of simulations of operations,
for example, there are huge benefits to be had from doctors being able to
operate on patients at a distance, using the latest in miniature camera
technologies, while their students view the actual operation, and interact with
them, from any corner of the globe.
Learning Management Systems
Online,
Internet-based learning management systems (LMSs, sometimes called managed
learning environments, MLEs or integrated learning systems, ILSs) are
specifically designed to deliver teaching programmes. They provide shells to
populate with course content and offer a variety of course delivery methods.
Students can access resource materials, interact with the lecturer and
collaborate with peers. For many educationalists they represent the epitome of
what an e-Learning environment is today. In terms of design they are more
sophisticated and larger-scale variants of the personal computer or local area
network (LAN)-based integrated learning systems, with online facilities for
course enrolment, progress monitoring, tests and student record-keeping. Like
their LAN-based cousins, many provide ways to measure and record student
activity, the amount of time each student spends logged on, the receipt of
assignments and the students’ performances in assignments and tests. The main
distinction between the online and non-online systems in most cases is that the
online versions generally allow the tutors to ‘author’ the virtual learning
environments in which the students work. The best known systems are those from
Blackboard and WebCT (http://www.webct.com/).
Though
expensive, these systems are the market leaders in university online course
delivery and offer sophisticated authoring tools (with ready-made modules for
student ‘drop-boxes’, discussion forums, record storage and so on), ease of
navigation and robust operation. Aside from some proprietary systems (such as
CoSE above), ‘open source’ initiatives in course management software, such as
PostNuke (http://www.postnuke.com), are increasingly promoting low-cost or free
alternatives where specific features can be fitted together (such as a calendar
and a discussion board) into a custom-built environment. Others such as Moodle
(http://moodle.org/) offer a full e-Learning environment for educational and
training institutions, which can be easily downloaded and customized.
Open
source systems, like Moodle, may be less tested and less robust than the
large-scale commercial alternatives, but they often offer more opportunity for
tailoring to specific needs and freedom for experimentation.
Learning
management systems are often built to emulate the traditional learning and
teaching structures and processes of schools and universities (the more
familiar they are, the less intimidating a prospect for the staff to take on),
and as such they have not sought to push out the boundaries of what online
learning could be. Universities often see benefits in lecturers freeing up
additional time for research by exploiting the reduction in administration of
teaching that a learning management system can offer. Lecturers also appreciate
the structure and ease of access to resources that the systems offer. Training
organizations may also find that the traditional delivery structure and design
of the learning management system assists them in making their programmes more
efficient and accessible to all their clients, wherever they might be.
However
much tutors may initially enjoy the benefits of having their lectures located
in a highly structured and accessible online environment for their students,
they may ultimately come to feel that such managed environments can prove
restrictive to innovation and impulse in the course delivery. There are also
some fundamental questions to be asked about the role of tutors. If all of
their lecture content and support notes are available over the Internet, are
they themselves actually needed? Simply reading lectures leads to empty lecture
halls. Will the online availability of the full notes do the same? In
institutions using lecture-driven models of delivery, there are signs that this
is the case. For teachers in schools and tutors in training organizations this
may be less of a problem if e-Learning is blended with other classroom activities.
e-Learning can optimize the learning experience by providing a variety of
different ways of embodying the concepts being studied and encompassing the
culture of the discipline. This should therefore free tutors from repetitive
and mundane information delivery-type teaching loads and, hopefully, allow them
to focus on imparting higher-level skills through tutorial and other
small-group interaction. These and other emerging issues, such as intellectual
copyright on online course content, will be considered in later on.
As
technology evolves and development in each type of e-Learning explored here
continues to overlap, virtual learning environments and their overarching
learning management systems will emerge as the core of a wider variety of customizable
tools, especially those that suit flexible and mobile learning. Such
environments, however, seem content to replicate ‘real’ campuses without really
exploring what a virtual campus could be. This is a restriction that they must
break out of if major advances are to be made. Emulating the traditional model
of institutionalized teaching and learning as they do, they are somewhat like
early television, which was essentially filmed radio; an example of a medium
yet to develop its own discourse.
BENEFITS OF E-LEARNING
Computer-based
educational approaches, and specifically e-Learning, have the potential to
impact positively on the entire spectrum of education, and it is worth pausing
to consider the nature of this impact through the following questions:
- Who is to be given the opportunity to be an e-Learner?
- What is to be e-Learned?
- How will learners engage with e-Learning?
- Where and when will learners engage with e-Learning?
Let
us look briefly at these questions in turn.
Who
is to be given the opportunity to learn through e-Learning?
At
present there are examples of all categories of people – students, trainees,
lifelong learners, and so on – using e-Learning. Advocates of e-Learning
envisage the social penetration of e-Learning in the future to be wider and
deeper, that is, with increasing numbers of people availing themselves of
increasingly better quality learning opportunities. Learners who are
disadvantaged as well as those with specific learning disabilities should not
be left behind. e-Learning can ensure that no one is excluded from education by
geographic, physical or social circumstance.
What
is to be e-Learned?
This
is a question for which it is easy to offer a general answer: for example, any
learning needs can be accommodated through an e-Learning approach. However, it
is very difficult to answer specifically as, clearly, the specifics will always
depend on the individual learner’s needs. Knowledge acquisition is undoubtedly
essential for workforces to flourish and economies to expand, and good quality
education provision is necessary to sustain a stable and fulfilling social
structure. Defining what is to be learned by citizens or workers, however, is
increasingly difficult. As the pace of change in society increases, it is
flexible thinkers who can analyse and create new information that are needed,
rather than experts in particular subjects and fields, whose expertise may well
lose its currency as social and knowledge-related developments force changes.
Clearly, however, all will not be lost for the ‘experts’ who can mediate
developments for others less expert, in the particular field of their expertise.
As different sectors of society and the economy will have different rates of
developing and acquiring new and essential knowledge, there will be a continuing
need for expert guidance in online knowledge mediation and its use.
How Will Learners Engage with e-Learning?
Models
of online learning that encourage learners to seek out information, evaluate
it, share it collaboratively and, ultimately, transform it into their own
knowledge will provide the best e-Learning spaces. The clear dilemma and major
challenge here is to ensure that learners can access such flexible methods
against a backdrop in which traditional models of learning have focused on
teaching to a set of standards, rather than encouraging individually centred
growth. Rapid change may be a constant feature of society but opportunities
must be found to allow people to learn and exert influence on any new
development. Appropriately designed, learner-centred and constructivist modes
of e-Learning have the potential to assist learners to plan for and cope with
significant changes in their lifestyle and workplaces.
Where
and When Will Learners Engage with e-Learning?
As
physical limitations on access to information are removed, learning is
increasingly taking place in locations selected by learners and at a time that
suits their needs. The benefits of learning in the home will not only be obvious
to today’s learners but will likely have a positive impact on future generations.
Flexibility in the location for learning also importantly means the inclusion
of those who are least mobile, such as children in hospital, and those who are
most mobile, such as aircraft pilots. The answer to the question, as in the
definition we adopted, is that e-Learning allows people to learn anytime,
anywhere!
e-Learning
can greatly enhance the quality of the education through:
- contributing to an evolution in the way students learn;
- enriching and extending the learning experience of students;
- providing powerful tools for learners to exploit the World Wide Web;
- contributing to the evolution of theories of learning;
- opening up learning to students who might otherwise be restricted through disadvantage or impairment.
There
are many considerations in assessing the extent to which e-Learning can achieve
these lofty goals.
CHALLENGES AND OPPORTUNITIES
Many
researchers suggest that the use of computers in schools has moved the
classroom culture closer to that of an ‘ideal classroom’. Such claims and their
underpinning assumptions are rarely questioned but some writers such as Larry
Cuban do not brook any rose-tinted perspectives. His two publications,
‘Computers meet classroom: classroom wins’ (1993) and Oversold and Underused:
Computers in the Classroom (2001), very much challenge the status quo on
educational computing. He underpins his scepticism with empirical data. For
example, he reports that in a recent study of schools in the computer-rich
‘Silicon Valley’ in California: ‘less than 5 percent of teachers integrated
computer technology into their curriculum and instructional routines’ (Cuban,
2001: 133). In fact ‘the overwhelming majority of teachers employed the
technology to sustain existing patterns of teaching rather than to innovate’
(2001: 134). Such experience is not a one-off and educational computing certainly
faces a number of struggles in schools. Necessity, however, is a well-known
driver of innovation. In higher education, for example, the integration of
information and communications technologies is seen as a significant, albeit
partial solution for dealing with government policies that aim to have more
than 50 per cent of all school leavers attending university. The opportunities
and benefits perceived for e-Learning, such as increased efficiency of delivery
and wider accessibility to learning, are ringing the changes in the academic
sector, and also in the professional training sector.
In
schools, however, the older ‘tried and tested’ models of teaching and learning
continue to hold considerable sway, and the response to e-Learning initiatives
remains comparatively muted. e-Learning environ-ments demand that course
management, design procedures and proto-cols need to be developed to shift the
emphasis in teaching towards student engagement and peer support. There is
therefore a clear need for leadership from school managers to espouse and
promote the view that e-Learning can considerably enhance learning for their
students. However, integrating e-Learning into normal practice is not a process
that can be taken lightly. Its introduction can place significantly increased
burdens on teaching staff in terms of the time commitment needed to develop or
localize materials (at least initially). Enthusiastic students bring their own
burdens for teaching staff who find that they then have to deal with increased
communications (email, discussion forum inputs and monitoring, and so on) and
greater demands for learning support.
Key
to a successful integration, therefore, is a careful marshalling of the
teachers’ own motivation to enhance the learning of their students; in tandem
with supporting structures and resources that allow innovation in practice
without overwhelming overheads in time commitment and preparation.
BOOM
AND BUST
Many
forays into e-Learning across the world have been expensive failures: high
costs combined with high dropout rates and littered with the casualties of
over-stretched ‘killer applications’ that never really made it. The design and
delivery of e-Learning in the future will therefore be decisive. However, there
is always the risk that other almost symbiotic aspects of the educational computing
phenomenon may contrive to make even the most useful and effective examples of
e-Learning a failure. Innovation will be unlikely to survive the onslaught of
problems that can arise in the underlying computing infrastructure, the level
of technical support, the technical competence of teachers and students, the
ease of access to the technology and its costs. Boom and bust, then, is always
going to be a potential feature of e-Learning development.
e-business,
like e-Learning, is an example of the integration of technology in our everyday
lives which is increasing massively year on year but which has had at least one
major cycle of boom and bust. Buying online makes perfect sense, no more long
waits at checkout counters, no more high profit mark-ups to retail outlets. In
the early 1990s investment was high and dot.com companies were all the rage,
but by 2000 the dot.com revolution had virtually collapsed and was being
labelled the dot.bomb. But in 2005 the tide seems to have turned and The
Economist business magazine was reporting that dot.coms are back and are
approaching the levels of viability that were first projected.
The
history of educational computing has also had its comparatively less visible
booms and busts but all the signs are that it too, in the form of e-Learning,
is beginning to surge forward on a solid new platform of usability and
effectiveness. It certainly presents challenges for the education sector.
Without investment in institutional and national infrastructure, and without
concerted efforts to ensure that educators can see ‘what’s in it for them’, staff
and students may be left insufficiently motivated to explore the innovations
that e-Learning offers. How much of this will become easier over time with
falling prices of technology and an increasingly technology-aware population
remains to be seen. However, with the quality and diversity of product and
process in e-Learning as it is today, there is every reason to be optimistic!
WHERE
HAS E-LEARNING COME FROM?
New
as it may be, at least in the form we have known it over the past 10–15 years,
online learning actually has a long and sometimes distinguished history. We say
‘sometimes distinguished’ because some aspects of the developments have been
more by accident than design! The story begins in the 1920s with Sydney
Pressey’s testing machine. Designed primarily for testing it quickly became
associated with teaching, although its use as a teaching machine was perhaps
something of an afterthought, as the title of the launching paper illustrates:
‘A simple apparatus that gives tests and scores – and teaches’ (Pressey, 1926).
The approach based on this work became known as ‘programmed instruction’ or
‘programmed learning’, with the sequence of learning and assessment activities
arranged in a linear fashion for the individual learner. The learner progresses
from one section to the next by demonstrating they have learned the material in
the previous section. According to the University of Houston’s A Hypertext
History of Instructional Design website (UH, 2005), Pressey took his
inspiration for programmed learning from Edward Thorndike’s earlier (1912: 165)
observation: ‘If, by a miracle of mechanical ingenuity, a book could be so
arranged that only to him who had done what was directed on page one would page
two become visible, and so on, much that now requires personal instruction
could be managed by print’.
To
this day, ‘programmed learning’ printed texts are widely available as
examination revision aids and similar ‘drill and practice’ resources. However,
it was Pressey that first took the step of committing the task to machines. In
time, more sophisticated branching sequences, allowing different pathways to be
followed according to the learner’s answers or indeed study needs (see Crowder,
1960), and complex matrix response systems with interdependent networked
pathways were introduced to programmed learning systems (see Egan, 1974). The
basic learning activities in all these variants automatically invoke assessment
routines that greet success with some form of reward – screen congratulations
perhaps or exemption from further similar questions. Failure is invariably met
with some form of remedial activity, for example, an instruction to repeat the task
or to undertake some revision.
Programmed
instruction or learning became the mainstay of the Behaviourist movement in
education, a model that sees repetition and reward/sanction based feedback as
key determinants in helping a learner to assimilate new learning. The main
champion of this success–move on/ failure–repeat (or
success–reward/failure–sanction) model of learning was Burrhus Frederic
Skinner, a Harvard psychologist, more usually known as B.F. Skinner. He took up
programmed instruction ideas enthusiastically, focusing his research interests
on exploring what types of stimulation could support learning and how behaviour
could be influenced through providing feedback. Technology seemed the obvious
answer for providing individual feedback to students. In 1958, he built a
teaching machine, the ‘Skinner box’, which facilitated his experimental
observations. These invariably involved an exploration of ‘operant
conditioning’ where immediate feedback was given to students who undertook
programmed instruction. The students were given clear and concise instructions
in relation to the chosen (behavioural) learning objectives and were allowed to
pace themselves when working through them. Such was his belief in the power of
programmed instruction that he remained a champion of the approach through to
his death in 1990.
Skinner
argued strongly that ‘properly programmed instruction is never drill if that
means going over material again and again until it is learned’ (1984: 951), but
in truth, most programmed instruction is unsophisticated and is often described
as ‘drill and practice’. In essence, the computer in this mode simply provides
tutorial material and then tests the learner by means of a series of questions
on knowledge that they have been expected to assimilate. The ethos is entirely
content centred with little attention to the learners and the variety of their
learning styles or needs. However, even Seymour Papert, the champion of novel
uses of computers in education such as Logo, would not rule it out completely
as part of the educational repertoire: ‘Drill and practice might be a good
thing. There are some statistics to show that drill and practice will produce
some significant improvement in standardized achievement scores, and I don’t
want to deny that’ (1984: 26). Within the same quote, however, Papert set out
what has come to be the ‘party line’ on learning with computers:
But
if we think of computers in terms of five or ten years from now, is drill and
practice going to be a typical use? I think not. Giving to children microworlds
that have – whether through Logo, or wordprocessing, or access to the computer
in a more creative way – a more child-centred, free flowing, intuitive
approach, that style of using the computer is what we need to learn about now,
because that is what the future needs. (1984: 26)
From
its mechanical beginnings in Pressey’s 1920s experimental machine, educational
technology had to wait over 40 years before a rapid growth in machine-based
learning developments began in earnest. One of the most important stimuli of
the new thinking was Marshall McLuhan’s 1964 book Understanding Media: The
Extensions of Man. McLuhan, a Canadian sociologist who coined the phrase ‘the
medium is the message’, initiated a debate that has continued to rage until the
present day, with little prospect of it dissipating. The essence of his work
was to draw attention to the impact which ‘electric’ media, and in particular
the television, was having on contemporary society. In 1966, Patrick Suppes, a
Stanford University educationalist, was predicting that ‘in a few more years,
millions of school children will have access to … the personal services of a
tutor as well informed and responsive as Aristotle’ (1966: 207). While the
actual usefulness of having Aristotle as a source of knowledge might be
challenged today, the sentiment is clearly resonant with the expertise now
available to learners through the World Wide Web.
In
1970, Alvin Tofler used the phrase ‘future shock’ to describe the effect on
individuals and society, of the ‘disease’ of too much change in too little
time. His book of the same name created a huge stir with its basic contention
that society was not ready for the major social and technological changes that
he argued were inevitable in the future. He questioned the outlook for
school-based education and, with an inkling of the World Wide Web to come,
predicted that the student of the future would have, at home, ‘vast libraries
of data available to him via computerized information retrieval systems’ (1970:
244). However, it is possible that his urging the world to action was
dissipated by some of his less realistic predictions, for example: ‘Even now we
should be training cadres of young people for life in submarine communities’
(1970: 365).
In
his 1979 book, The Mighty Micro, Christopher Evans, a British psychologist and
computer scientist, took his focus on the future from the microcomputer
revolution. This had begun two years earlier with the launch of the first
production-line micros from Tandy, Apple and Commodore. He envisaged a world of
‘cheap, universal computer power … [which would] … result in a gradual
loosening of restraints on the movement of information within a society. The
world of the 1980s and 1990s will be dominated not only by cheap electronic
data processing, but also by virtually infinite electronic data transmission’
(1979: 208). He predicted that the future ease and freedom of the electronic
communication of information would, for example, precipitate the collapse of
the Soviet Union and would lead to a shift from school-based education to
computer-based education in the home. While somewhat exaggerated in his claims,
perhaps, the general importance of the information revolution is captured in
his predictions.
Another
prominent futurologist around this time was Tom Stonier, a professor of science
and society at the University of Bradford. His views were eventually to appear
in his book, The Wealth of Information (Stonier, 1983) in which he argued
passionately that the ability to access and use information was the key to the
future wealth of any nation and its citizens. On the basis that an ‘educated
workforce learns how to exploit technology; an ignorant one becomes its victim’
(1983: 39) he insisted that information technology and education must be
harnessed together. He also echoed the previous writers’ projections of the
imminent rise of home-based education, predicting that the home centre ‘tied
via telephones, airwaves, or local cable television to local education
authorities, … to national and international computer network systems … and …
to global library archives … will have information available which vastly
exceeds the largest city library’ (pp. 172–3). Again, this is not far off being
a vision of the Internet and World Wide Web today.
HOW
DID WE GET TO WHERE WE ARE?
With
the predictions in the background, it is worth taking a brief look at the
actions and developments that actually occurred during the second half of the
last century, starting with the 1960s.
The
1960s
It
can be argued that most of the more positive roles for computers in education
were first articulated during the 1960s. The substantial proceedings from the
1965 annual conference of the American Federation of Information Processing
Societies, which took as its focus the potential for computers in education,
was particularly important. Ralph Gerard, first dean of the Graduate Division
in the newly formed University of California, Irvine summed up his address to
the conference on computers in education with the comment: ‘of the many
opportunities [afforded by computers] for aiding man to handle himself
collectively, in my judgement, the improved teaching of the young, to be
effective members in society, is the greatest of all’ (1967: xxi).
The
period is littered with milestone events that set the scene for later
policy-making. The following time line lists some of the important events in
the UK:
- 1963: The British Computer Society establishes its Schools’ Committee to promote computer studies in schools.
- 1965: The first computer is installed in a UK school.
- 1967: The National Council for Educational Technology (NCET) is established.
- 1967: The Universities’ Grants Committee and the Computer Board set up a working party to review the requirements for computer use in universities.
- 1969: The National Council for Educational Technology releases three reports focusing on computers in education (NCET, 1969a; 1969b, 1969c).
- 1969: The Scottish Office releases its interim Computers in Schools report (the Bellis Report, 1969, with the final report appearing in 1972).
One
of the 1969 National Council for Educational Technology reports, ‘Computer
based learning systems: a programme for research and development’ (NCET, 1969c)
is particularly interesting for offering one of the first authoritative
outlines of the role for computers in simulation, modelling, problem-solving
and information storage in education (albeit with a bias towards higher
education and training). The working party considered that ‘the computer has
great potential … [to extend] the student’s experience beyond the bounds
usually set by current educational techniques’ (p. 22), for example in:
They did not confine themselves to this, however, and used analyses from organizations such as the RAND Corporation to predict that computer-managed learning would become more widespread in education and training. They predicted that by 1992 facsimile newspapers and magazines would be printed at home. Furthermore small specialized information-retrieval units … will become standard library equipment by about 1975 … [these units being] modified TV sets connected via a multiplexer to exchangeable magnetic-disk files of enormous capacity. Control will be viewer-exercised by cheap pointing devices … or by orthogonal-potentiometer devices, such as the SRI ‘mouse’. (NCET, 1969c: 81–2)
- solving problems in medical diagnosis;
- illuminating principles, and enabling their application, in situations out-side the student’s usual experience;
- using rapid data analysis for testing and formulating hypotheses;
- simulating complex situations which would be too expensive, too time-consuming or impossible to provide otherwise;
- storing information for student usage;
- educating students about computing per se.
They did not confine themselves to this, however, and used analyses from organizations such as the RAND Corporation to predict that computer-managed learning would become more widespread in education and training. They predicted that by 1992 facsimile newspapers and magazines would be printed at home. Furthermore small specialized information-retrieval units … will become standard library equipment by about 1975 … [these units being] modified TV sets connected via a multiplexer to exchangeable magnetic-disk files of enormous capacity. Control will be viewer-exercised by cheap pointing devices … or by orthogonal-potentiometer devices, such as the SRI ‘mouse’. (NCET, 1969c: 81–2)
The
National Council for Educational Technology also warned of cultural problems
that would be experienced as a result of most of the high-quality
computer-based materials being from North America, but they baulked at one task
in their future-gazing. They declined to estimate the costs of introducing
computers into education, though they did make a stab at a benefitto-cost
ratio, proposing that it could be calculated thus (NCET, 1969c: 66):
(B/C)CAI
= {1/r(0.047)p2(dh/h)g0}/(Discounted Costs of Implementing CAI)
There
has never been any indication that the formula was ever followed up!
The
1970s
The
1970s were not short of milestones either. The Palo Alto Research Center (PARC)
was founded by the Xerox Corporation in 1970 and has played a major role to the
present day in designing and developing innov-ative technologies. One of the
early ventures was Alan Kay’s Dynabook, which was conceptualized as a portable,
rugged computer with high-resolution graphic displays that would allow children
to explore worlds of their own making. The team developed the graphical user
interface and mouse, considered more appropriate for children than a keyboard
and text commands (Kay and Goldberg, 1977). Smalltalk, the first
object-oriented programming language, was designed for the Dynabook,
specifically for young students to compose ideas without needing to master
complex programming (Roschelle et al., 1998). These early developments led to
the Macintosh and the graphical user interfaces used in various devices today.
The
importance of computing for society was given a powerful endorse-ment by the
Carnegie Commission in 1972, liking computing to the written word, the printing
press and universal public education as the fourth major revolution in
education. In the same year, in the UK the 1969 National Council for
Educational Technology recommendations for a computer-assisted learning
initiative were finally approved by the then Secretary of State for Education
and Science, Margaret Thatcher. The first large-scale UK development project,
the four-year National Development Programme for Computer Based Learning
(NDPCAL) commenced in 1973 and was eventually to establish centres of
excellence in computer-based learning at a number of universities. The NDPCAL
activities, as they progressed from 1973 to 1977, were restricted to large
mainframe computers, even though the first kit-form microcomputer (the ALTAIR)
had actually been released in the USA in 1974. Despite the domination of
programmed learning at the time, the programme’s director, Richard Hooper, was
in no doubt as to how computers could contribute to education more generally.
In his words it should ‘also provide the learner with a ‘laboratory’ … to model
and try out theories, to practise skills, to see what would happen if certain
variables of a given model are changed, to analyse data’ (1975: 14).
In
1976, while educational technology developments were gathering pace, the then
UK Prime Minister, James Callaghan, made his famous Ruskin speech in which he
bluntly told schools that they should do more to give young people the skills
necessary for the workplace. A year later, just as NDPCAL was finishing, the
technology of business and manufacture, and indeed of education, was turned on
its head with the arrival of the first microcomputers from Tandy, Commodore and
Apple. In 1978 the BBC Horizon television programme, Now the Chips Are Down,
questioned Britain’s readiness to embrace the problems and opportunities that
the microelectronic revolution would inevitably bring. With its stinging last
words ‘The silence is terrifying’, directed at government inaction, the programme
is widely considered to have galvanized the government into initiating
microelectronics awareness programmes for industry, commerce, universities and
schools. One year later Christopher Evans was adding to the pressure:
Human
beings just do not have a conceptual experience of the exponential. In our
brief life-span we normally experience only linear change … The point is
important, for computer technology is embarking on a period of exponential
growth and social and economic changes will probably occur in its wake … at the
same conceptually unmanageable pace. (Evans, 1979: 102)
The
1980s and 1990s
As
Evans predicted, the 1980s were indeed characterized by an unprecedented
interest in all aspects of educational computing and an equally unprecedented
growth in its applications. Between 1980 and 1986, the UK government provided
computers for schools (through the Department of Industry’s Micros in Schools schemes)
and attempted to address the huge educational software and training needs,
through the Department of Education and Science’s Microelectronics Education
Programme (MEP). The MEP sponsored developments initially in four areas:
computer-based learning, communications and information systems, electronic and
control technology (essentially robotics and electronic remote control systems)
and computer studies. In its later stages a fifth area, primary education, was
added; a sign of the commitment of policy-makers to ‘start early’ in integrating
computing in education. Educationalists began to take up a variety of
entrenched positions from which to lobby, forcefully in many cases, for their
own views on how education should respond to the information technology future.
The academic lobby promoted the study of the computer per se (for example,
programming and hardware) while the vocational lobby promoted the learning of
computing skills for particular jobs (for example, spreadsheets for accountants
and wordprocessors for secretaries). Another group, the life-skills lobby,
promoted computer literacy, for example learning to cope with electronic
information systems in an increasingly computerized society. Yet another group,
the educational lobby, promoted the computer as a vehicle for learning, for
example learning with the help of integrated learning systems such as those in
Box 3.3, CD-ROM encyclopedias and Logo ‘microworlds’.
If
you have explored microworld-type sites in Box 3.5, you may have concluded that
they represent very different aspects of e-Learning than those in Box 3.4. And
we would agree with you. The former is a ‘constructivist’ learning environment,
in which learners create their own learning and knowledge, while the latter is
a sophisticated teaching system in which the knowledge is provided and the
learners are tested on their progress in learning it. However, you will
probably have noticed that the learning environment based on Logo (or similar
systems), is in fact a very restricted one in which a specialized language
needs to be learned for the students to create their learning activities.
There
are also other languages, such as the logic-based ProLog, that provide a means
of direct programming communication with the computer. In essence, these
programming languages enable students to create their own learning environment
and to solve problems, albeit usually highly contrived and somewhat esoteric.
In theory, the skills of reasoning, analysing and hypothesis testing, and so
on, and the eventual arrival at acceptable solutions, are argued to transfer to
the more mundane contexts that everyday life throws up. For some
educationalists this claim may be a bit of a stretch but the Logo environment
particularly is one that retains strong educational advocacy across the globe.
The
‘computer as teacher’ is the essential concept for the managed or integrated
learning systems of Box 3.4, offering the student a self-pacing,
non-judgemental (at least in the human sense) and individualized learning
environment. Some of these systems attempt to address higher-order skills, such
as criticism in literature studies, but for the most part they are targeted at
raising the basic literacy and numeracy skills of low achievers – particularly
where there is a culture of low achievement, for example, in some inner-city
schools.
The
‘teaching’ machine of today is the ubiquitous personal computer, whether as a
vehicle for the types of learning environments above or those that can be
constructed online on the Internet. But some, such as the researchers at the
Sony Computer Science Lab in Tokyo (http://www.csl.sony.co.jp/perspective_e.html),
would urge us to think ‘outside the box’, to seek innovation that is not tied
to personal computers. Since their inception in 1988, their research has
centred on the area of HCI (the human–computer interface) and on the nature and
type of devices and software that will in the future best allow learning in
human-oriented environments. In exploring devices such as a ‘wearable key’, to
enable access to a computer, and software such as GazeLink, which enables an
inboard-camera to capture screen material from one machine and project it onto
another machine, they promote values such as amusement and beauty in addition
to the conventional standards of efficiency and usability. They argue that:
‘Computers are convenient because they are dull: in pursuit of universal
usability and productivity we adopted uniformity of interaction across
applications and platforms. We as humans, however, prefer variety to
uniformity’ (Poupyrev et al., 2002).
While
such developments will continue to push the boundaries of interaction, the most
important development in the field of educational computing in the 1990s was
that of the Internet.
Although
educational software is popular in its own right, it is the interconnectivity
supplied by the Internet, and the huge resources made available through the
World Wide Web, that are the primary underpinnings of e-Learning. Skinner had a
vision of teaching machines but others, like the futurologists above, had a
vision of huge stores of knowledge being accessible at the press of a button,
stores of knowledge that would provide a learning environment in their own
right for future generations of learners. One such was Vannevar Bush, who was
director of the US Office of Scientific Research and Development in 1945 when
he contributed an article entitled ‘As we may think’ to the Atlantic Monthly.
The editor prefaced the paper with the comment: ‘Now, says Dr Bush, instruments
are at hand which, if properly developed, will give man access to and command
over the inherited knowledge of the ages.’ And in the article, Bush went on to
review the many developments then happening before challenging the reader to:
Consider
a future device for individual use, which is a sort of mechanized private file
and library. It needs a name, and, to coin one at random, ‘memex’ will do. A
memex is a device in which an individual stores all his books, records, and
communications, and which is mechanized so that it may be consulted with
exceeding speed and flexibility. It is an enlarged intimate supplement to his
memory. It consists of a desk … [O]n the top are slanting translucent screens,
on which material can be projected for convenient reading. There is a keyboard,
and sets of buttons and levers. (Bush, 1945)
Bush’s
desk is not quite the iPod, Blackberry or memory stick of today but his
prescience was remarkable. Various developments were sparked off in the
post-war period but it was not until 1969 that the US government began to lay
the foundations of a world wide resource for individuals to tap into using
personal computers. The innovation they commissioned was the world’s first
linked network of computers (between the universities: Stanford, University of
California, Santa Barbara, University of California at Los Angeles and Utah).
Called the Advanced Research Projects Agency Network (ARPANET), it went live in
1969 and both stimulated the growth of email and became the major precursor of
today’s Internet. The idea of sharing mainframe computers emerged during the
cold war to avoid annihilation of computing resources in the event of an
‘electrical’ strike on the USA. The idea was to link each machine to each other
machine rather than each to a central machine only. If any one machine in one
area was knocked out, so the theory went, messages could still get through!
In
1969, the first email on the ARPANET was sent, testing to see if the process
worked (check out an image of the actual journal entry, which was made on the
occasion, at http://en.wikipedia.org/wiki/Image:First-arpanetimp-log.jpg). Then
in 1971 Ray Tomlinson was the first to use the ‘@’ notation in user IDs. Today
email has taken off in a manner that Tomlinson could not have dreamt. IDC, the
information technology and telecommunications industry analysts, for example,
estimate that in 2006 more than 60 billion emails will be sent every day; up
from 31 billion in 2003. But it is another feature of the Internet, the World
Wide Web as it is known, that has really enabled e-Learning on a colossal
scale.
In
1990, Tim Berners-Lee (then a research fellow at CERN, the European Laboratory
for Particle Physics, but now Sir Tim Berners-Lee!), argued the need for a way
to be found to link information systems. And he proposed a way to do it using a
hypertext system. He had a vision of a global hypertext database supported by
the Internet. He launched the first website that same year based on his
pioneering work, which had led to the integration of hypertext and the Internet
and the three underpinning standards: the universal resource locator (URL), the
HyperText Markup Language (HTML) and
the HyperText Transfer Protocol (HTTP). At the time that he wrote the first
browser editor in 1990, few people appreciated the potential but within a very
few years the World Wide Web that he had initiated was a worldwide phenomenon.
In July 1997, for example, the broadcast of images taken by Pathfinder on Mars
is reported to have generated 46 million hits in one day on the National
Aeronautics and Space Administration (NASA) website
(http://www.factmonster.com/ipka/A0193167.html). The volume of educational
resources now available through the Web is quite staggering. Just two
educational sites will illustrate the magnitude of Berners-Lee’s envisioned Web
of linked information systems. With some 142 million objects in their
collections, the 18 museums of the Smithsonian Institution are accessible at
http://www.si.edu/, while the US government funded Education Resources
Information Centre (ERIC) provides access to the million items of educational
resources (research report, teaching guides, books, and so on) it holds at
http://www.eric.ed.gov.
Apart
from burgeoning hugely in size and in the number of its users, the Web has not
changed much since Berners-Lee’s original version. However, there have been
major developments in the Internet and Web-based tools and environments
available to learners.
The
prospect of learners being able to access and, most importantly, contribute
communally to an almost unimaginably vast range of knowledge is set to
revolutionize education, and we turn to this prospect next.
e-Learning
– An Educational Revolution
This
chapter develops the notion that new technologies have revolutionized our
conception of knowledge – from something some people might have, to something
which everyone should be able to find. The distinction has grown exponentially
since the early days of the Internet. Before its inception, people relied on an
education that was relatively fixed in its knowledge content, with the
extensions into the wider knowledge realms being largely the preserve of
experts. Computer-based learning in its various generations has acted to open
up the world of knowledge to everyone and its most powerful variant, online
e-Learning, has become a catalyst that has enabled huge changes in what is
learned and who is able to learn it. It is essential for the economic
prosperity of the individual and society, and for the social cohesion that
sustains it, to have the facility to acquire knowledge when it is needed and in
a form that meets the purpose for which it was sought. Society has a duty to
invest in improving access to education and knowledge for all citizens and, as
a result, education systems are evolving to cope with or exploit massive
changes in a number of key areas including:
•
access to more knowledge than ever before;
•
new learning skills for the twenty-first century;
•
the maximizing of learning opportunities through e-Learning;
•
the emergence of a society of lifelong learners;
•
a recognition of the interests and needs of the ‘Internet
generation’;
•
the implications of globalization for cultural diversity;
•
greater inclusivity in education through e-Learning;
•
the removal of time and location limitations.
We
now look at these issues in turn.
ACCESS
TO MORE KNOWLEDGE THAN EVER BEFORE
Increasingly
powerful computers, combined with the development of the World Wide Web, have
meant that much more information is much more accessible than ever before.
Indeed, it is at our very fingertips as the personal computer acts as a portal
to the connected world. e-Learning has the potential to offer, at any time and
place, richer resources than most traditional methods of delivering learning
and teaching. For example, consider the collection of resources available to
students available in any museum. The local students who can physically and
conveniently visit the museum will no doubt appreciate the opportunity to have
primary sources for intimate study but for the large number of other students
who may need to access the museum, physical distance may be only one of many
problems they face. Traditionally, schools would arrange a ‘school visit’ to
the museum and the museum would in turn provide guided tours, work areas and
perhaps some resources. Even then the likelihood is that it would only be
schools that are relatively local. Apart from transport logistics, which automatically
restrict the number of students, the museum itself would put constraints on the
numbers it can handle at any one time owing to such issues as ‘flow control’ in
the museum building and the lack of capacity for guides to communicate with
other than relatively small groups. Now consider the emerging situation in
which the collections of a wide range of museums around the world are beginning
to be made available to the same students on their desktops. Not to take away
from the undoubted excitement and value of a real visit, virtual access to
museums presents a wealth of learning resources and opportunities only dreamt
of a few decades ago. And not just for learners, such developments have the
potential to impact significantly on the way lecturers incorporate access to
the resources and design their courses to enable individual study and deeper
reflection.
At
the forefront in this type of information dissemination are those initiatives
that are involved in developing, collating and disseminating large collections
of resources. The Scottish Cultural Resources across the Network (SCRAN at
http://www.scran.ac.uk) is an example of such a digital collection of some
325,000 resource items, including video, artefacts and paintings from over 100
museums and other sources across Scotland. The increased ease of selection and
dissemination of multimedia materials allows online resources to surpass, at
least in quantity, local collections previously available to learners. Faster
connections not only translate into more accessible materials but also allow
access to a wider and richer content. As bandwidth increases, audio-video
streaming and video-conferencing will create increasing opportunities for
linking learners with experts in an online discourse that is supported by
feedback and remote interactivity.
Access
to collections of resources specifically designed for education is another
important avenue leading to knowledge and knowledge creation, especially in
locations in which access to public education is limited by remoteness or
economic disadvantage. One example of this type of resource is the so-called
Virtual Colombo Plan (details at http://www.ausaid. gov.au/keyaid/vcp.cfm), a
major initiative sponsored by the World Bank and the Australian government.
This is a comprehensive site offering a wide range of opportunities for
scholarships, collaborations and major development initiatives for students and
educationalists from Pacific Rim and South-East Asian countries. The site
offers links through to learning resource providers such as AchieveOnline at http://www.achieveonline.
com.au/.
Such sites allow offshore students from developing nations to participate in
lectures at Australian universities via e-Learning across the Web, often by
means of satellite-based video-conferencing.
Information
available to students in an e-Learning environment goes beyond issues of ease
of use and actually moves access and information into the student’s domain.
This is a fundamental change in the ownership of the information itself in the
sense of it now being shared – a key step in personalized knowledge creation.
NEW
LEARNING SKILLS FOR THE TWENTY-FIRST CENTURY
Knowledge,
whether self-created from appropriate e-Learning resources or assimilated from
ready-made learning materials, is vital for an individual’s development, but
perhaps more important is the use of e-Learning to assist in delivering the
wider range of learning skills deemed necessary for modern times. As mentioned
earlier, the US-based Partnership for 21st Century Skills has attempted to
identify the set of skills needed to assist students in meeting the
increasingly diverse demands from society and workplace
(http://www.21stcen-turyskills.org/). The Partnership argues for the
development of three knowledge areas in every student: global awareness, civic
literacy and financial, economic and business literacy. Two skills areas come
under their focus:
- problem-solving, critical thinking and self-directional skills;
- information and communications technologies literacy.
The
individual skill definitions for each of the two areas are detailed as follows:
- Thinking, problem-solving, interpersonal and self-directional learning skills
- Critical thinking and systems thinking. Exercising sound reasoning in understanding and making complex choices, understanding the inter-connections among systems.
- Problem identification, formulation and solution. Ability to frame, analyse and solve problems.
- Creativity and intellectual curiosity. Developing, implementing and com-municating new ideas to others, staying open and responsive to new and diverse perspectives.
- Interpersonal and collaborative skills. Demonstrating teamwork and leadership; adapting to varied roles and responsibilities; working productively with others; exercising empathy; respecting diverse perspectives.
- Self-direction. Monitoring one’s own understanding and learning needs, locating appropriate resources, transferring learning from one domain to another.
- Accountability and adaptability. Exercising personal responsibility and flexibility in personal, workplace and community contexts; setting and meeting high standards and goals for one’s self and others; tolerating ambiguity.
- Social responsibility. Acting responsibly with the interests of the larger community in mind; demonstrating ethical behaviour in personal, workplace and community contexts.
Information
and Communication Technology (ICT) Learning Skills
- Information and media literacy skills. Analysing, accessing, managing, integrating, evaluating and creating information in a variety of forms and media. Understanding the role of media in society.
- Communication skills. Understanding, managing and creating effective oral, written and multimedia communication in a variety of forms and contexts.
- Interpersonal and self-direction skills. Becoming more productive in accomplishing tasks and developing interest in improving own skills. (Partnership for 21st Century Skills, 2005)
Identifying
and delivering key intellectual and technical skills is of interest to all
educators. Nowhere are such skills more problematic to define than in the
emerging field of e-Learning. Designing e-Learning courses, studying e-Learning
environments, training e-Learning tutors and evaluating e-Learning outcomes all
pose challenges. The rapid evolution of information and communications
technology and its continued advancement will ensure that such challenges
increase in complexity.
MAXIMIZING LEARNING
OPPORTUNITIES THROUGH E-LEARNING
Most
educationalists would agree that in today’s education they have moved beyond
the mere imparting of facts to the facilitating of the higher-order skills of
creativity, problem-solving, analysis and evaluation. Students studying any
subject will still have a quantum of facts and theories to assimilate but there
will also be an increased imperative on them becoming immersed in the culture
of the discipline. Donald (2002) argues that disciplines have different
cultures and different ways of thinking and we would argue that helping
students to learn to think like a physicist rather than to think about physics
is a key aspiration for flexible, tailored e-Learning environments. Those who
offer a type of apprenticeship, either cognitive or skills based, such as the
medical colleges, have been the forerunners in developing approaches that
immerse learners virtually in the discipline. Their curricula lend themselves
to experimental instruction techniques such as a case-based research or
simulations.
Disciplines
where visual information forms a key component of learning, such as the fine
arts, history and archaeology can also benefit significantly from enabling
their students to access relevant materials on the Internet.
Hyperlinking
can be used to make connections between sources and thus supports understanding
of key concepts and the cross-fertilization of ideas.
Where
subjective interpretation is important, taking time to engage with materials
and to examine a variety of different works at leisure is an integral part of
knowledge acquisition. e-Learning provides students with such opportunities.
The Perseus website, developed as a non-profit enterprise by Tufts University,
embraces the concept of learning for all and provides access to primary
sources, for example, full-text versions of nineteenth-century books and
zoom-able maps of nineteenth-century London. The website’s mission statement
(see http://www.perseus.tufts.edu/) endorses the concept of access to learning
materials for all and is worth setting out here:
Perseus
is an evolving digital library, engineering interactions through time, space
and language. Our primary goal is to bring a wide range of source materials to
as large an audience as possible. We anticipate that greater accessibility to
the sources for the study of the humanities will strengthen the quality of
questions, lead to new avenues of research and connect more people through the
connection of ideas.
e-Learning
environments can therefore assist students to interact with the objects of
their study, which might not normally be available to them. Ancient
manuscripts, for example, are too valuable to be studied physically and copies
may be difficult to reproduce. When recognition of fine detail is important,
online collections can support learners who wish to see the images enlarged.
The accompanying annotations and links can be conveniently located in the
e-Learning environment. A very important example of this, albeit in CD-ROM form
only at present, is the digital version of the unique and priceless AD 800 Book
of Kells (see http://www.bookofkells.ie). It contains the manuscript as well as
features that allow the reader to explore the text and its intricate artwork in
detail.
Learners
can benefit from visual demonstrations of concepts or phe-nomena in a variety
of science-related disciplines, such as mathematics, biochemistry, genetics and
physics. Such visualization often holds the key to learners understanding the
concepts that may be difficult for their tutors to explain and illustrate.
e-Learning environments selected by the tutor or sought out by students can
offer animations, models or simulations online, during lectures or wherever and
whenever the students wish to go on the Web, to assist understanding and
support connections between theory and practice. Conway’s Game of Life
(http://www.bitstorm.org/gameoflife/), for example, is a representation of
emergent complexity or self-organizing systems. To study how elaborate patterns
and behaviours can emerge from simple rules, students input their own patterns
and study the results. It is interesting for biologists, mathematicians and
economists, and indeed philosophers, among others, to observe the way that
complex patterns can emerge from the implementation of very simple rules.
As
academics become skilled in tailoring or creating environments,
discipline-specific e-Learning environments will flourish. Many universities
have recognized this and have made significant advances in using e-Learning to
enhance their teaching. For one example, visit the links available on the
Trinity College, Dublin, site (http://www.tcd.ie/CAPSL/clt/). These lead to project
descriptions that give a sense of how e-Learning is impacting on disciplines as
diverse as psychiatry and geography in this university.
Offering
opportunities to create materials that transmit information and engage the
learner in the culture of the discipline are key benefits of e-Learning
environments but they are also a very powerful extension to ‘cognitive
apprenticeships’ (Lajoie, 2000). In this mode, the e-Learning environment
provides access to the thinking of experts, including in some instances direct
interaction with them (asynchronously or synchronously).
THE
EMERGENCE OF A SOCIETY OF LIFELONG LEARNERS
For
some decades now, lifelong learning as a concept and practice has been growing
in importance as more people realize that they need continuously to develop
their knowledge and skills in a rapidly changing world. According to the
European Commission:
Europe’s
future economy and society are being formed in the classrooms of today.
Students need to be both well educated in their chosen field and digitally
literate if they are to take part effectively in tomorrow’s knowledge society.
e-Learning – the integration of advanced information and communication
tech-nologies (ICT) into the education system – achieves both aims. Europe also
needs to make learning a lifelong endeavour, with people of all ages continuously
developing their skills. Here too, e-Learning can make a significant contribution,
with both workers and organizations transforming the way they learn, interact
and work. Moreover, e-Learning can promote social integration and inclusion,
opening access to learning for people with special needs and those living in
difficult circumstances (marginalized groups, migrants, single parents, etc.).
(eEurope, 2005)
The
formal education system, which most people in the West have experienced,
developed into its present form as a result of beliefs about learning and as an
accommodation to various evolving economic, social and political conditions.
Early schooling catered for elite sections of society and was designed to
educate for a predestined leadership role. Learning was often conducted in
one-to-one tutoring contexts or in relatively small groups of students led by a
teacher. Some members of society were educated through apprenticeships provided
either by trades guilds or by their parents as employers.
As
nation-states in the West became interested in educating larger numbers of
students, public state-run schools were formed and formal education systems
were established. Schooling became compulsory for some age groups and the
pressures of universal education meant that one-to-one tutoring and small-group
learning did not transfer in any significant way to state schooling. It also
meant the inception of forms of periodic assessment or grading as the standards
of education being offered came under scrutiny. Currently, schoolchildren must
conform to education systems that dictate when they attend school, the rate of
delivery of material, the way in which it is delivered and the assessments made
of their learning. In sacrificing flexibility in the structure of learning,
however, society has arguably gained through increasing the flexibility of the
outcomes of learning.
Properly
implemented and supported, e-Learning approaches have the potential to overcome
these traditional barriers to the way education is conceived and delivered. It
can provide a resource-rich education for everyone, whether they come from the
affluent suburbs, disadvantaged inner cities or isolated rural areas. New
technologies call into question present models of educational delivery, including
who the learners are, where and when they learn, what they are studying, how
they are taught and assessed, and how much it costs in terms of teacher time
and infrastructure. e-Learning is not without its major costs also, but its
potential to reach all members of a society is very attractive, especially if
existing costs for education do not bear up well under a value-for-money
scrutiny.
Since
its earliest beginnings, education has been traditionally designed to maintain
the status quo, by focusing on teaching skills for a specific role usually
determined by the status of the parents and the sex of the child.
Today
education offers students an increasingly diverse array of options. Equality of
opportunity has been both a product of and a driving force for the move from a
role-based to ability-based society. The impact of new ways of learning calls
for new structures for financing, governing and managing schools, as well as
changing the nature of the way the state system operates. e-Learning is a central
instrument in these changes.
Much
can be learned not only by studying what is happening in other educational
systems, but also in other areas of learning such as the work-place and the
community. Once students leave school or university they have to continue to
learn in their workplaces and communities, often reverting to older traditions
of learning, namely, gaining knowledge through practical experience, one-on-one
mentoring and formal apprenticeships. Models of learning that build on these
highly communicative learning environments are facilitated by the forms of
e-Learning that pro-vide for interaction with peers and experts, for example
through email, chat lines, wikis and blogs. The diversity of learning
objectives, which online e-learning addresses, is driving the recognition that
learning is not just for economic growth but is also an investment in human
development.
THE
INTERNET GENERATION
Today’s
young people are growing up as a part of the Internet generation and their ease
with digital technology, and the access it gives them to almost unlimited
opportunities for both broadly based and specialist learning, will undoubtedly
result in them becoming a force for social transfor-mation. We have seen the
benign power of McLuhan’s ‘medium as message’ with such transformations as the
downturn in smoking, the concern for the environment and the reduction in
developing nations’ loan debts, all largely stimulated by mass information and
education processes. This new generation, it is argued will not just create,
think and learn differently, but will also act, work and even shop differently
from previous generations. Don Tapscott, in his 1998 book, Growing up Digital:
The Rise of the Net Generation, argues that schooling has remained modern, with
its fixed notions of what must be learned and how it is to be learned, while
lagging behind a society that has become postmodern. The prevailing learning
model is constructivist, with ‘reality’ no longer an objective certainty but
constructed by each of us in an interactive engagement with our environment and
other people. It will be the unstoppable impact of the ‘Net Generation’ that
will ultimately undermine any persisting absolutes in the education,
government, business and community sectors of society and will cause everyone
‘in authority’ to re-evaluate their beliefs and activities.
THE
IMPLICATIONS OF GLOBALIZATION FOR CULTURAL IDENTITY
From
the beginning when computers were first introduced in classrooms, and
throughout the subsequent rapid developments of information and communications
technology in education around the globe, questions have been raised about the
relationship between culture and computers. The new technology brings people –
individuals, communities and nations – closer together and creates better
possibilities for collaboration and exchange of ideas and knowledge, but it
also risks the loss of the richness and uniqueness of cultural identities. The
underlying philosophy of e-Learning is about opening learning up to a wider
variety of learners. However, it is clear that the cost of technology and
access to the Internet is a barrier to access for learners in underdeveloped and
impoverished nations. Mechanisms are needed to ensure that learners in these
countries have access to e-Learning regardless of their or their nation’s
ability to pay for the infrastructural hardware and software. Easier said than
done, no doubt, but network access does need to be extensive and cheap – if not
free – to ensure e-Learning achieves its potential.
A
more complex barrier to accessing to the potential of the Internet and
e-Learning is the culture of any particular society or community. Technology is
not neutral and the Internet comes to us with a very strong Western cultural
bias. Cultures which espouse values different from those prevailing in the
West, particularly the freedom of expression, whether political or otherwise,
that is enshrined in most Western democracies, will resist universal access for
all their citizens. Many such countries create their own websites and exercise
their own firewalls, and today’s Web does indeed reflect the language and
social diversity of the modern world. The positive dimensions of self-growth,
such as the creation of new technological applications, are to be applauded and
may, according to the World Bank, be crucial to future development. In a recent
report on closing the gap in education and technology the organization argues
that a country’s technological evolution follows three progressive stages:
first, adoption of the technologies, then adaptation of the technologies to
local needs and, finally, creation of new technologies themselves. The ultimate
goal of lower-income countries, the report argues, should be to move towards
the creation of new products and processes (de Ferranti et al., 2003). If
countries are to create their own technologies and ways of incorporating them
into their education, training and workplaces, then cultural considerations may
be key to their future success or failure.
Nevertheless,
e-Learning educators are continuing to consider how languages and cultures,
particularly minority cultures, can be enriched and supported. The United
National Educational, Scientific and Cultural Organization (UNESCO, 2001), for
example, has expressed its concern both to protect and enhance cultural
diversity worldwide, especially in the face of the increasingly global digital
economy, and has deliberately set out to design its educational sector
programmes to take this into account.
Clearly
issues of cultural representation and identity are important in the global
contexts of teaching across cultures and in addressing the digital divide that
reflects the economic conditions across and within nations. However, it is also
important to consider the same issues at a micro-level, that is, in the
multicultural classroom. Many countries, especially in the European Union,
which has an increasingly open border policy among member states, are facing an
increase in students in their schools from cultures other than those indigenous
to them. Like the USA and Canada, many European nations have a long history of
successful integration of successive waves of immigration and population
movement, though some others, such as Ireland in the wake of its economic
resurgence over the past decade or so, are experiencing the phenomenon of
multicultural education as a relatively recent one. Part of the European
e-Learning Programme, which runs until 2006, seeks to explore the effective use
of information and communications technologies in both education and training
as a contribution to social cohesion (Reding, 2002).
In
Europe and North America, then, tutors in universities and teachers in many
inner-city schools have truly multicultural communities of learners to
accommodate, and experience would suggest that technology simply cannot be
isolated from its social and environmental context. e-Learning designers and
facilitators therefore need to take such factors as language competence,
cultural background and learning style into account when creating and
presenting the information and content for the e-Learning environments they
provide. To help address the problems of diversity in the learner population,
researchers have been interested in how different types of learners, often
grouped by ethnicity, racial identity, linguistic differences and gender,
interact with computers (for example, see Chisholm, 1996 and Turkle, 1994). The
rose-tinted perception of the Internet and its e-Learning facilities being the
great leveller of disadvantage, prejudice and social restriction must, however,
be tempered by the reality of how difficult it is to surmount social division.
Gorski (2001), for example, argues that even though women represented 50 per
cent of the online population in the USA in the year 2000, they held only 7 per
cent of all undergraduate engineering degrees and comprised only 20 per cent of
all information technology professionals.
Many
early studies which have examined the cultural aspects of educa-tional
technology in multicultural classrooms have suggested that the use of computers
leads to positive changes, particularly for minority groups. For example, using
computers in the classroom might be argued to foster an informal environment,
allowing movement from the computer to other areas of the room and so
complementing the kinaesthetic style of many African-American children (Jalali,
1989). Visual imagery, it was suggested, may be useful to some Native Americans
who prefer to work with concrete images as way of understanding and remembering
(More, 1989). Pairs and groups of three at the computers were also argued to
match the preference for group problem-solving and personal interaction
frequently exhibited by many Puerto Rican, Mexican-American and
African-American children (Anderson, 1988). Not all minority groups, however,
were found to have positive experiences working with the new technologies.
According to More (1989), Native American children prefer private practice
before public demonstration of learning and may avoid working on the computer
if the computer monitor is visible to other students. Nevertheless, the earlier
optimism in the value of promoting cultural diversity through communication
technologies seems to have been justified. The United States Agency for
International Development (USAID), for example, the long-established overseas
development arm of the US government, places e-Learning approaches at the
centre of its education. Their position reflects the aspirations of many
national systems by:
- Supporting teacher professional development through computer-mediated networks that facilitate tele-collaboration;
- Developing networks that promote student collaboration both within their country and with students abroad
- Using technology to break down entrenched rote-based teaching practices and to support educational reform towards more student-centred learning;
- Using computers in classrooms for online access to the latest textbooks and teaching materials. (USAID, 2006)
However,
there is a persistent concern about the impact on cultural diversity of the
increasing globalization of the English language. This has been accelerated by
the trends in interface and software developments, which have evolved from
English-speaking ‘office’ cultures. Of the estimated 801.4 million Internet
users in September 2004, the statistics on language confirm English as the
dominant language but show that other languages make up a majority that is
almost double the size of English usage.
The
Enlace Quiché project in Guatemala is one of the USAID projects which is
seeking to strengthen indigenous culture. It uses e-Learning approaches to
prepare teachers in the Quiché region of Guatemala to teach in up to five of
the local languages including K’iche and Ixil. Early results suggest it has
been successful in blending the old Mayan cultures and the new technologies.
INCLUSIVE
EDUCATION THROUGH E-LEARNING
Advances
in new technologies are making it easier to meet the needs of individual
learners. Not only can learning environments be structured so that the learners
can set the pace of their learning and control the delivery of information but,
increasingly, e-Learning is able to cater for the individual learning styles of
the students. However, there is still much work to be done before e-Learning is
comprehensively a personalized concept. Research in this field in the UK has
been concerned primarily with identifying problem situations and promoting
equal access to computers.
Ever
since the launch of the National Curriculum (DES, 1988) successive governments
in the four UK countries (England, Wales, Northern Ireland and Scotland) have
been committed to ensuring equal access for all students, regardless of
location, age, first language, race, gender or disability, to technology in the
classroom; both as an area of learning and skills development and as a means
through which learning is facilitated (that is, e-Learning) (see, for example,
NC, 2006a; 2006b).
If a
society is committed to social inclusion, access to knowledge and knowledge
creation should be embraced to the fullest possible extent. As we have argued
earlier, e-Learning provides the opportunity to address the needs of a wider
range of learners than ever before. e-Learning environments can, for example,
meet the needs of school phobics, those in hospitals or restricted to home
through illness or disability, second-chance learners and those who have moved
to other countries and who wish to continue in their previous educational
systems. They permit students in small, rural or low-income school districts,
or who are in schools with only a few students interested in a specific topic,
to take specialized courses that would ordinarily not be available to them. A
rise in the numbers of those attending university, especially in countries
where there is limited infrastructure such as China, India and Mexico, is
stimulating global partnerships in distance learning through e-Learning
environments created in more affluent or developed nations.
The
UK’s Ultralab research group has undertaken to address the needs of teenagers
who find themselves outside traditional learning through the Notschool project
(http://www.notschool.net) with none of the systemic barriers to learning which
exist in traditional school environments, so that the process of reengagement
in learning can be enabled. We remove all the rhetoric, strictures and
structure of school including the need to meet face-to-face with a tutor or
teacher. The key engagement is participation in an online learning community
which is both asynchronous and distributed. (NESTA, 2005: 18)
Gender
The
influence of gender on technology uptake and use is a widely studied issue and
any discussion here can only cover a very small part of the overall debate.
Initially, computers were seen as a primarily male reserve. Early research on
technology and learning looked at the potential impact upon women, which
Kramarae (1988) argued was for the most part ignored in the late 1980s. Benston
(1988) believed that technist thinking equated to ‘the right to control the
world view’ and described it as a ‘male norm’. In opposition to this view, she
argued, are the feminists who question whether this kind of domination over
nature is legitimate. Turkle (1984) identified two general styles of computer
mastery in her study of gender in US classrooms in the early 1980s. The ‘hard
approach’ she believed was characteristic of students who are concerned with
mastering the technology itself and who develop an orderly, rational and
systematic approach to achieving defined goals. The ‘soft approach’ is more
like that of an artist, and here learners often work by trial and error.
Turkle’s research findings suggest that hard and soft approaches are gender
linked; hard associated with males and soft with females.
Not
surprisingly, then, the number of women coming through to technology-related
university courses is in decline. Carter and Jenkins (2001), for example, have
reported that in the 1980s some 35 per cent of applicants for computer science
degrees at UK universities were female, but had dropped to nearer 10 per cent
by 2001. Newton and Beck have argued that the low number of women entering
computer science is due to the fact that they are ‘systematically discouraged
from applying for courses in computing by their previous experience of
computers and their perceptions of computing as a career’ (1993: 131). This
trend has continued through to today and at a recent conference for academics
hosted by Microsoft and addressed by Bill Gates (Fried, 2005), Princeton
University’s engineering school dean, Maria Klawe, argued that the information
Technology (IT) industry was simply not attractive to women. Perhaps a little
tongue in cheek, she is reported to have said that she: is convinced more is
needed, ideally something from Hollywood that glamorizes computer work in the
same way that the popularity of law and medicine have helped draw more women to
those fields. Just 15 percent of doctoral computer science students are women.
At the top research schools, about the same number of undergraduate computer
science students are women … Klawe said that at this point her best hope is
that Harry Potter’s friend Hermione Granger decides to pursue a career in
computer science. [Bill] Gates added that it is clear the industry is losing
talented girls and women at many stages of their academic career, and that
there probably is no single solution. ‘I don’t know the magic answer,’ Gates
said. (Fried, 2005)
The
gender-related digital divide is a complex phenomenon. According to an Inter
Press News agency report (Logan, 2005), for example, the gender gap has
disappeared in some countries with high Internet penetration, such as Canada
and the USA, but not in others such as Norway, Luxembourg and the UK. Also
running counter to expectation, low penetration countries such as Mongolia, the
Philippines and Thailand do not have a gender divide.
Generally
speaking, there are significant differences in attitudes towards technology
between girls and boys but access to a home computer will tend to give both
boys and girls greater confidence, which then manifests itself in the
classroom. In the main, girls tend to use computers as a tool (for example, for
browsing the Web or word processing) more than boys who tend to engage more in
entertainment and gaming aspects.
In
co-educational classrooms, there has long been a problem of ensuring equal
access to the technology for girls in the face of more competitive, and even
aggressive, modes of access-seeking displayed by boys. Without appropriate
teacher control, boys tend to dominate the use of computers in the class. This
is evident right through to university where open access facilities can be
dominated by male students if some form of monitoring and equal access controls
are not in place. When male students are not allowed to dominate, girls respond
much more positively to computers. Even in single-sex circumstances, assertive
girls do not display a domination mode of participation. Instead they work
together without attempting to monopolize the work. However, boys in the same
study marginalized their less able partners, proceeding to solve the problems
themselves. Interacting online may impact on identity in different cultures. In
a study on the Internet, Gender and Identity, for example, Japanese female students
reported a change in who they felt they were when communicating online (Holmes
et al., 1999).
Seniors
The
digital divide is evident in that part of society we call the ‘third age’. In
the UK, for example, studies have shown that the percentage of adults using the
Internet decreases with age, from 86 per cent for 16-to 24-yearolds to 12 per
cent for over-65s (UK, 2001). For the most part, societies such as that which
exists in the UK have accepted that senior management may not be as proficient
in technology as junior members of staff. In less developed countries, however,
the problem can be accentuated. If there is a strong cultural emphasis on
respecting the elders and hierarchy of work relations, then pressure to use
technology in the workplace can result in a shift of expertise from old to
young and from senior to junior. This may result in serious tensions in the
workplace. Older staff can easily become alienated by the new technology, as
was found to be the case in the failure of the Accounts and Personnel
Computerization Project of Ghana’s Volta River Authority (Heeks, 2001).
Learners
with Special Needs
The
importance of e-Learning for communities of learners who experience access
difficulties cannot be over-estimated as it offers a major avenue of learning
opportunities for those who cannot avail themselves of the education provision
most people would see as standard. The community of blind and partially sighted
citizens provides a good example of important groups of people who can be
inadvertently deprived of a quality education provision. For the estimated 7
million and 1 million visually impaired people in the European Union and the UK
respectively, there are a number of ways in which e-Learning environments can
be made maximally accessible. These include designing the online material and
its delivery specifically for non-sighted or partially sighted users through
the use of assistive technologies. To meet their need, websites are being
designed for accessibility using such guidelines as the standards of the World
Wide Web Consortium’s Web Accessibility Initiative (WAI, at
http://www.w3.org/WAI/). Assistive technologies such as voice recognition input
(programmed using the Voice eXtensible Mark-up Language, VXML, at
http://www.vxml.org/), interactive voice response (IVR) technology,
screen-reading software (see, for example, JAWS for Windows at
http://www.freedomscientific.com), screen magnifiers and Braille displays are
also being increasingly used. In one example of collective action in Ireland,
new ways of providing learning opportunities for visually impaired students are
being pioneered by the Accessible Communities for E-Business (ACE) project (see
http://www. inishnet.ie/).
There
are many other groups of learners with special needs and circum-stances that
will prevent them from exploiting learning opportunities online. For example, a
recent UK Improvement and Development Agency (IDeA) report (IDEA, 2005) quotes
surveys suggesting that 72 per cent of unskilled workers have not used personal
computers, mobile phones or digital televisions to access the Internet (Cabinet
Office, 2004), 79 per cent of people receiving benefits lack basic practical
information and communications technology skills (DfES, 2003) and 44 per cent
of people who do not use the Internet see no reason or need to use it (ONS,
2005). Groups that suffer social exclusion, such as the homeless, single
parents, people with health difficulties and people with learning difficulties,
are unlikely to seek out the benefits of access to e-Learning and therefore
present a challenge for the education system. One way to meet this challenge is
to exploit the flexibility of e-Learning by using content that is tailored to
their needs (including their literacy levels where relevant) and by taking the
learning to where they are and when they want it. This is a community education
strategy as opposed to school/college/university-based mainstream education
strategies, and is being taken forward by local authorities, charitable
organizations and so on.
All
‘special’ learners can now access a wealth of educational materials and
resources from their homes and many also avail themselves of the mainstream
facilities of such organizations as the UK’s Open University (OU).
For
example, there were 10,000 registered disabled people taking courses with the
Open University in 2005 (http://www.open.ac.uk/about/ou/).
REMOVING
TIME AND LOCATION LIMITATIONS
The
choice of where and when to learn has traditionally been associated with
flexible distance learning programmes offered by tertiary-level institutions
such as the Open University mentioned above and there are strong indications
that the numbers doing so are set to increase: ‘The demand for high quality but
inexpensive higher education seems likely to have a profound impact on
universities over the next decade as the definition of higher education becomes
uncertain’ (OECD, 2000: 68).
The
prospect of recruiting more students by providing greater choice is inevitably
leading to increased competition between institutions both locally and
internationally. Smaller institutions find themselves unable to compete with
richer, well-known institutions, which can attract students in an increasingly
global marketplace. As society experiments with how best to deliver compulsory
education, similar issues are also raised in primary and secondary schools. One
of the major developments in recent times has been the growth of education in
the home. A small but significant proportion of parents in the US are seeking
more personalized curricula for their children and are also growing
increasingly concerned about the safety of state schools (Washington Post,
2000). The result is that the number of students being educated at home in the
US more than tripled to 1.7 million in the period between 1990 and 2000. For
educators in the home the Internet offers the benefits of choosing according to
personal or family criteria from a huge range of resources and online courses.
The
US-based Virtual High School offers a wide range of courses to schools both to
enrich existing courses and to provide courses where there are gaps, for
example when the school does not have the necessary teachers for a particular
subject. However, since its programmes are presented entirely in an e-Learning
environment, in this case based on the Blackboard system, it is also attractive
to those who are being educated at home or who cannot easily travel to school
owing to illness, for example. The breadth of curriculum offered is a major
attraction also. For example, if students wish to take a course that is not
offered in their own schools, a virtual school
provision
is a major attraction. Students are also able to proceed at their own pace. If
they fail a course, they can repeat it without the indignity of having to join
a class with younger students. The Virtual High School argues that online
education, when designed and delivered with care and high expectations, can
enhance communication between students and teachers, as well as among students.
The online classroom can facilitate collaboration with peers around the world
and students can engage with experts such as working scientists. In relation to
those students with physical impairments, who may have difficulty attending
conventional schools, the Virtual High School argues that online classrooms can
encourage students to participate by reducing or removing any differences –
perceived or real – arising from disability, social status, race or gender.
Learning Credits and the Free Movement of Students
While
the advantages of being able to choose where they are educated are clear for
disadvantaged groups of students, a number of countries have been interested in
creating an educational system in which all parents can choose where their
children are educated. Several countries, including Australia, New Zealand,
England, the USA and Chile, have experimented with the benefits of wider
parental choice in the schooling of their children. Social and environmental
(that is, primarily location) issues have introduced a degree of competition
between schools and have prompted moves to create self-governing schools.
Experiments on access to education by choice have included credit and voucher
schemes, which represent the funds that the state would normally allocate for
each student’s education. These schemes are designed to enable students or
their parents to choose any mix of schooling that suits their needs. In some
cases this might mean the student taking ‘a course here and a course there’,
chosen on the basis of perceived quality, cost or breadth of provision. In
other cases credits might be ‘spent’ entirely with one education provider, for
example, a creative arts training agency. Arguably many of the difficulties in
choosing the right mix of education for any particular student access to
education will be mitigated by the use of information and communications
technologies to broaden access to a range of courses or other learning
offerings. Such parental and student choice systems will inevitably increase
the demand for online learning environments with the consequence that more
‘virtual’ school, university and training agency courses will emerge.
Wireless Technologies
Optimal
access to e-Learning requires that the delivery technology is available at any
time, in a flexible manner throughout the learner’s physical environment rather
than in a fixed location such as a computer laboratory or classroom. But will
the change happen overnight? No, for the most part new practice will exist
alongside more traditional ways of working, in the same manner that people who
get mobile phones do not immediately give up their landline. Instead, they may
use the mobile initially for emergencies. Then, as they feel more comfortable
with the technology, their use expands to calling friends and, ultimately, for
long chats when stuck in traffic using their hands-free sets. Many universities
have started wireless e-Learning in a similar manner by installing, for example,
wireless facilities in fixed locations labs – despite the underlying idea of
wireless being accessible anywhere. Arguably, placing a number of
wireless-linked but locked down computers in a lab essentially undoes the
benefits of wireless technology. However, once the students, tutors and so on
get used to the technology, they often start to build on its use and within a
short time accessing the learning resources may be moved into the park (weather
permitting!). Some of the students will certainly prefer to choose where on
campus they log in and, increasingly, a variety of educational institutions
(universities, schools, libraries) and public locations (cafés, train stations,
airports) are providing wireless environments that facilitate ‘anywhere’
Internet access. For example, Acadia University
(http://www.acadiau.ca/advantage/) has provided all its students with laptops
so that they can access information in the classroom areas, social spaces and
living accommodation. Other universities, and increasingly schools, are
providing the wireless environments but leaving the choice of connection device
to the students.
Arguably
it is mobile computing, through cell phones, personal digital assistants (PDAs)
and portable computers, that is on the verge of achieving the next major leap
in accessibility of the Internet.
Consortium-based
e-Learning
The
integration of computer-based learning in education currently often takes the
form of blended learning where face-to-face courses are offered in classrooms
and online e-Learning augments and enriches the students’ experience. In a
growing number of cases, institutions and training organizations provide entire
courses online (see, for example, the University of Phoenix website at
http://www.phoenix.edu/online_learning/); indeed, some are exclusively
e-Learning based. Taking this a step further is the notion of institutions
combining in consortia to provide online courses. At the moment these have yet
to prove successful but as each university offers its courses online, a
framework for international accreditation will be increasingly attractive and
necessary. Factors such as escalating international competition in the
provision of education and training and the emergence of franchising models, in
which universities engage local partners in overseas locations to administer
and deliver their courses, will all serve to push universities to collaborate
and build a more flexible exchange of credits. Examples are developing across
the higher education sectors of North America and Europe. For example, Carndean
University (http://www.unext. com/) hosts a high-powered consortium of business
studies-related courses from Stanford, Carnegie-Mellon, London School of
Economics, Columbia and Chicago universities.
Throughout
this chapter the types of community ventures and contexts have ranged from
classroom groups, through groups sharing a particular disadvantage to groups of
universities sharing resources to provide e-Learning on a wider basis. The
communal base is the key to all these online e-Learning activities and others
not mentioned, and the next chap-ter considers how e-Learning theory
accommodates this important feature.
e-Learning Theory – Communal Constructivism
The
types of changes in education discussed in the previous chapter will
undoubtedly command the full attention of theorists from all the education-related
disciplines as they attempt to inform policy by explaining and predicting the
trends and developments. Learning theory itself is prime for development and
this chapter addresses an area on which e-Learning is beginning to impact.
Socio-constructivism underpins our understanding of how individuals learn in a
social context and extends to the learning organization, which by the nature of
its individual members learning together, improves its activities through
collective reflection and sharing of experience. e-Learning takes the concept
of ‘community of learners’ a considerable step forward by enabling less formal
communities, that is, less formal than the organizational structure of business
enterprises or a school or university would imply, to create a self-sustaining
communal learning environment. We call this extension to the range of
socio-constructivist variants ‘communal constructivism’ (Holmes et al., 2001),
a process in which individuals not only learn socially but contribute their
learning to the creation of a communal knowledge base for other learners.
Online learning affords them the linked community, the knowledge bases, the
knowledge-creation tools and the facility to provide their learning for others.
However, before dealing with it specifically it is important to consider the
broader theoretical issues.
THE
THEORETICAL UNDERPINNING OF E-LEARNING
e-Learning
has the potential to overcome some of the limitations of traditional learning,
including, most importantly, the fixed times and locations for learning. It
allows for a synergy between advances in information and communication
technologies and twenty-first century learning needs or skills, each giving the
other a push to explore what is possible and what may ultimately be achieved.
However, e-Learning is still considered by many to be simply an add-on to key
developments in the technology itself. And it is true to some extent. For
example, webcam developments have not been driven by educational needs but
educationalists have embraced the technology to use it in learning contexts. On
the other hand, the communication and educational needs of the partially
sighted have driven the development of ever more effective screen-reader
packages. e-Learning may be fundamentally technology-dependent but this does
not mean that it has no theoretical underpinning. The concepts comprising
e-Learning have emerged from a number of different traditions and fields,
notably from education itself and from psychology, computer science and
sociology.
There
has also been a long tradition of exploring educational technology, where
technology is taken to include ‘tools’ such as curriculum design, learning
objectives and pedagogical techniques, and so on. ‘Educational technology’
studies today are largely confined to curriculum and assess-ment developments,
and tools that enhance learning and teaching. The search is on for new ways of
teaching and learning that address the creation of learning environments, and
that support students’ acquisition of the learning skills needed for the
information age. Learning with and not about technology is key. Central to this
philosophy is the view that the contribution which information and
communication technologies can make to learning is not an end in itself; rather
it is their role in motivating and facilitating broader learning experiences
that is their key contribution. There is much evidence to support the view that
information and communications technologies bring significant added value to
education and learning when coupled with such approaches.
From
the earliest of human records, teaching and learning has played a key part in
the development of our societies. The ancient philosophers in the Eastern and
Western traditions, for example Plato, Aristotle and Confucius, were great
teachers and have left records of their views on teaching and learning. Key
texts such as the Bible and the Koran record the teachings of religious
leaders. As in education today, the focus was on individuals, often sitting at
the side of their teachers. As the world developed in complexity and
population, individual education became the privilege of the elite only, while
schools and universities began to emerge to serve larger numbers. However, even
these early developments in ‘public’ education tended to serve only those who
could afford to pay for such education. Gradually a societal shift towards a
more widely based education provision, and ultimately to free universal
education enjoyed in many Western countries today, began to produce a variety
of philosophical positions on the meaning and purpose of education and
schooling. The culmination of these is the highly diverse ‘discipline’ of
education we know today.
Arguably,
knowledge-centred education has been the order of the day for most of the last
two millennia. The pursuit of knowledge, in its assimilated forms of facts and
understanding, was dominant in most schooling models because the driving
influence was the view that all things could be known, classified, sorted and
learned to enable humanity to master its environment. These hierarchies of
knowledge underpinned the Victorian advances in such natural sciences as
physics, astronomy, botany, chemistry and geography – and in applied fields of
engineering such as heavy industry, construction and transport. Throughout all
this endeavour, the learner and learning experience often took a back seat to
the importance attached to what was being taught, and therefore learned. In the
last 100 years or so, learning theories have progressively taken centre stage,
beginning with Behaviourism, developing through Cognitivism and through to
today’s widely held Socio-constructivism.
It
is not possible to do these great theories justice in a short exposition, but
the following outlines should give a flavour of how they have made their
contributions to our understanding and implementation of e-Learning today.
Before doing so, however, it is crucial to make clear that they are rarely to
be considered discrete in an e-Learning context, or indeed in learning more
broadly. Arguably all three perspectives occur to some extent in any learning
context, with much overlap in activity and in their objective to increase a
learner’s knowledge.
Trial
and error activities can be simplistic, relying on repetition and
success/failure to reinforce learning. They can also be sophisticated exploratory
processes in a discovery learning (heuristic) approach, which form parts of
individualized problem-solving activities or ‘think aloud’ collaborative
activities. All these trial and error contexts can sit comfortably in aspects
of e-Learning designs.
BEHAVIOURISM
Behaviourism
is perhaps the oldest and most widely understood of the three main theoretical
frameworks underpinning educational and e-Learning theory. The best known
proponents of the approach are the twentieth-century psychologists Ivan Pavlov,
Burrhus Frederic Skinner, Edward Lee Thorndike and John Broadus Watson. It was
Watson who coined the term and he was perhaps the most extreme of the
behaviourists in vehemently opposing the notion that a person’s mind and
consciousness could be used as a focus for explaining behaviour. In essence,
classical behaviourism argues that certain stimuli will produce specific
reactions in a human or animal; the classic example being Pavlov’s dogs, which
salivated at the sound of a bell that heralded feeding time. The ‘operant’
version of behaviourism predicts that with sufficient repetition of an
experience, specific behaviours can be ‘taught’ by reinforcing the desired
behaviours with appropriate stimuli.
In
this manner, a person will learn a particular behaviour, which they will in
future manifest when presented with the appropriate stimulus or expe-rience.
The person’s capacity for mental processing, through their mind or brain, is
effectively irrelevant as the response becomes habituated to the circumstances
in which it was cultivated. Much of the early work was carried out with
animals, and the behaviour modifications were generally created through
exploiting the animals’ wish to feed. Elaborate (and sometimes not so
elaborate!) experiments were used to ‘teach’ the animals, most notably the
bell-ringing for Pavlov’s dogs, which signalled that food was on its way, and
the lever-pulling of Thorndike’s cats, which brought food within their reach.
Skinner ‘taught’ pigeons to dance with his ‘operant’ conditioning approach.
This ultimately became the dominant learning theory, which based predicted
success on the use of rewards as reinforcement stimuli and punishments (or
sanctions) as deterrents. Perhaps the most prominent of continuing behaviourist
influences in learning today are those associated with the applied behaviour
analysis (ABA) approaches to autism-related conditions in children. These use
systematic and repetitive techniques to help children to learn purposeful
behaviours.
Elsewhere
in learning, behaviourist approaches tend to be frowned upon, essentially
because they deny a learner-centred dimension to pedagogy by reducing learning
to something akin to an automated response. Nevertheless, drill and practice
approaches still have their followers in e-Learning contexts, especially for
some aspects of mathematics and for the ‘quick wins’ in revision for
examinations such as multiple-choice tests. Tutorials can also be framed as
largely behaviourist, especially in systems that purport to ‘teach’ the content
through a tutorial presentation followed by assessment of the learning through
focused questions. If the students are unsuccessful, that is, get some of their
answers incorrect, the most simplistic systems put them through their tutorial
paces again, while more developed systems may give them extension work (for
example, more tutorials or external sources of reference). The behaviourist’s
‘rewards’ include progress to the next stage with congratulatory feedback,
while the ‘sanctions’ include repeating the task or doing extension tasks.
COGNITIVISM
The
most prominent theorists in the development of cognitivist approaches have been
Jean Piaget, Jerome Bruner and Lev Vygotsky. The latter two are also landmark
figures in socio-constructivism but their initial work was particularly
important in the manner in which it stood in opposition to behaviourist
theories. Indeed, it is something of a contrivance on our part to separate
cognitivism from socio-constructivism as constructivism itself is a clear link
between the two.
Piaget
Cognitivism
is something of an antithesis to behaviourism, inasmuch as it focuses squarely
on the mind, and the learning processes of the brain. The various strands of
the theory are characterized largely by developmental stages, either in the
readiness of learners to take on a particular type of learning or in the type
of learning itself. For example, Piaget argued that children move through a
maturation cycle that governs the type of learning they can accomplish. In the
early years the cycle begins with sensory-motor skills (0–2 years: reaching,
touching and so on), pre-operational (2–7 years: linguistic development,
intuitive understanding of some simple processes) through to concrete
operations (7–11 years: organized thinking, problem-solving with ‘real’
contexts) and formal operations (11–15 years: abstract conceptualization and
formal logic). Although heavily criticized, somewhat unfairly, for seeming to
promote fixed age ranges for these developmental stages, and for seemingly denying
the possibility of any skills being achieved outside the order determined in
the linear progression, Piaget’s work continues to hold considerable sway in
educational theory today.
Bruner
Bruner,
too, envisaged a learner’s development in terms of a series of steps of
increasing learning capability. These steps, in the manner of a staircase, need
to be climbed by the learner, implying that some learning capabilities are
dependent on the consolidation of others before they can come into play. Other
variants of cognitivist theory are also important. For example, David Kolb
argues that learning must be experiential. In a development of Kurt Lewin’s
action research cycle of plan, implement, reflect and then amend the plan,
implement new plan and so on, he describes a cycle of four stages of
development: a concrete experience, reflection on the experience, abstract
conceptualization from the experience and then the trial of the concepts in
another situation. The cycle starts anew when the additional experience adds a
different dimension to the learning and the learner has cause to reflect,
re-conceptualize and test their conceptualization again. David Wood and his
colleagues (one of whom was Jerome Bruner) introduced the concept of
scaffolding (Wood et al., 1976), another concept based on the climbing or
stepwise development of learning.
Scaffolding
may be thought of from a learner perspective but is generally considered as
part of the tutor’s role. From a learner perspective, the learning activities
may be framed in a scaffold of progressive steps of achievement. An online
tutorial, for example, may be structured in some form of hierarchy or priority,
from concrete examples of a learning goal which progressively lead the learner
to an abstract understanding of the concepts involved. From the more usual
tutor’s perspective, scaffolding implies the design of learning experiences,
perhaps with appropriate interventions, which are tailored to the learner’s
readiness to undertake any particular stage of a learning programme. The tutor
aims to provide specific tasks that are tailored to the student’s current
capabilities and which provide stepping stones to the next level of progress.
The learner is then able to construct his or her own learning with sufficient
resources and activity, progressing smoothly to the desired level of
achievement, skill develop-ment or understanding.
Vygotsky
Vygotsky
is arguably the most influential all of the cognitive theorists, pri-marily
because his work is most linked to the constructivist theories that dominate
educational practice today. His theoretical approach is also characterized by
developmental stages, in his case two. In contrast to the Piagetian idea that
the learner must reach a specific level of development before they can learn in
that mode, Vygotsky’s thesis relates more to what the learner has the potential
to do at any particular time. The theory focuses on the gap between what the
learner can do now and what is just beyond their reach; beyond their reach,
that is, unless a ‘more knowledgeable other’ is nearby to assist them to reach
the new level of knowledge, skill or understanding. This gap is known as the
zone of proximal development (ZPD). Bridging the gap, or ‘taking the next
step’, is very much a learner-centred process in which they have to monitor and
regulate their own learning activity. The tutor or perhaps a fellow learner
(the more knowledgeable other) is simply a facilitator who may guide them
through progressively more challenging learning activities. In e-Learning
contexts, the learner may be offered problem-solving or strategic reasoning
tasks (both of which often arise in a game format), which place them squarely
at the centre of the learning activity with assistance in the ZPD either from
software prompts or a (more knowledgeable) tutor or peer.
SOCIO-CONSTRUCTIVISM
The
need for assistance from a more knowledgeable other is the conceptual point at
which cognitive constructivist theory, in which the learners ‘construct’ their
own knowledge, skills or understanding from their own observational and
reasoning capabilities, evolves into the prevailing socio-constructivist theories
of today. In essence, the socio-constructivist model requires a third dimension
to the interaction between the learners and their environment, that is, other
people. These others may be learners or tutors. The developed model includes
authentic learning contexts (‘contextualized’ or ‘situated’ learning) to foster
the learner’s motivation through making the learning purposeful and meaningful.
The main elements of socioconstructivism may be summarized as learning in a
context that is:
•
social;
•
reflective;
•
authentic;
•
scaffolded;
•
progressive;
•
experiential.
The
social dimension has led to the rise of concepts such as ‘learning organizations’,
‘learning schools’ and ‘learning communities’, where learning is not only
contextualized in the formal settings of schools and universities but also in
the wider social community (Holmes, 1999). Such learning contexts are set aside
from their ‘non-learning’ counterpart organizations by the fact that the
collective endeavours in reflection, self-evaluation and self-regulation
contribute to improvements in the organization’s processes and performance.
Individuals learn in the company of each other and the organization’s corporate
goals are addressed by the sharing of their learning through collaboration and
co-operation.
This
shared learning has been called ‘distributed cognition’ by Gavriel Salomon and
David Perkins, who liken it to a team whose collective per-formance improves as
a result of its members’ individual learning, a variant on the whole being
greater than the sum of the parts. As Salomon and Perkins (1998) put it:
Learning
to learn in an expanded sense fundamentally involves learning to learn from
others, learning to learn with others, learning to mediate others’ learning not
only for their own sake but for what that will teach oneself, and learning to
contribute to the learning of a collective … one’s contribution to the learning
of the collective is likely to benefit the individual as well. (Emphases in
original.)
COMMUNAL
CONSTRUCTIVISM
‘…
one’s contribution to the learning of the collective is likely to benefit the
individual as well’. These words of Salomon and Perkins recognize the learner’s
contribution to the learning community. But there is a need for an expanded
definition of socio-constructivism that takes into account the synergy between
the more recent advances in information technology – which are increasing the
potential for communication and the ability to store a variety of data types –
and some of the educational ideas outlined above. Communal constructivism
(Holmes et al., 2001) is the term used throughout this book to denote such an
expansion in which e-Learning provides the learners with the tools to create
new learning for themselves and to contribute and store their new knowledge, in
whatever form it is, projects, artefacts, essays and so on, in a communal
knowledge base for the benefit of their community’s existing and new learners.
This
addition of the learner’s newly created knowledge to the communal knowledge base
may seem a somewhat contrived extension to socio-constructivism, indeed it
might be argued by some that socio-constructivism de facto espouses such a
process. However, the original concepts that make up the various strands of the
theoretical framework, which is socioconstructivism, were based on a restricted
notion of a learner’s relatively local learning environment and the social
support of a class group. The context of distance learning of earlier years
only just breached the one-to-one (student–tutor) environment of basic
constructivism, to qualify for socio-constructivism, if the distant learners
were afforded opportunities to communicate. However, the ease by which
communities of learners today can communicate and learn from each other
stretches socio-constructivism much further. e-Learning promotes one-to-one,
one-to-many and many-tomany interactions, with hugely magnified opportunities
for communal support for learning – and, most importantly, for providing a
medium to store and make available the knowledge created by the learners. It is
in this specific respect that communal constructivism stretches the socioconstructivism
paradigm.
The
definition for this communal constructivism, developed from the original
version (Holmes et al., 2001), is therefore set out as follows:
Communal
constructivism is an approach to learning in which students construct their own
knowledge as a result of their experiences and interactions with others, and
are afforded the opportunity to contribute this knowledge to a communal
knowledge base for the benefit of existing and new learners.
‘A
river and a pipe’
Two
analogies, of water flowing in a river and in a pipe, illustrate the basic
tenet of communal constructivism. In the traditional learning model students pass
through a learning programme like water flowing through a pipe, with the tutors
simply determining a goal, giving its direction and applying the pressure to
get there. Once through such a course, there is no trace of them having been on
it. Just as a pipe cannot be enriched by water travelling through it, the
course remains unaffected by the learning of the students and by the tutors
learning from the students. With little or no year-on-year transfer of
knowledge between one set of students and the next, there is little prospect of
the course itself becoming a dynamic, learning artefact.
In a
communal constructivist learning environment, however, the students contribute
to the communal knowledge in a permanent form, leaving their own imprint on the
course, their school or university, and possibly the discipline – like a river
enriching its flood plain each year by adding nutrients and minerals to the
soils. The students’ learning processes and outputs are captured and harnessed,
the course is dynamic and self-generative and builds on new knowledge rather
than simply repeating its original content.
The
creation of an environment, where students leave their imprint on the course as
an integral part of their learning, clearly benefits the learning of their
peers in their classes and those that will come after. More importantly,
however, it creates a self-sustaining group of existing and future students who
appreciate the contribution of their previous peers, and who renew the cycle of
communal constructivism by their own engagement and contributions.
Salomon
and Perkins distinguish between learning with others (the individual learns
with and for the team) and learning from others (or learning as a result of the
process). The former addresses the goal of a parti-cipative, collective
learning while the latter is an individualized, acquisition of learning; the
rider being that these cannot be mutually exclusive. An e-Learning community,
working in a communally constructivist manner, explicitly sets out to ensure
that the two dimensions – individual and collective – are mutually addressed.
Each member of the community is ‘signed-up’ to furthering their own learning in
consort with the tutors and other learners and to placing the outcomes of their
learning in a communal repository to support other existing and new learners.
As their own learning and competence develops, the learners then take on the
role of tutors and scaffolders to those less knowledgeable or those who have
just joined the community.
An
analogy to think of is the doctoral degree, the PhD. Hailing from the top end
of the educational spectrum, it is nonetheless a model for the essential
aspects of a communal constructivist approach. The concept of PhD study is that
of the students making a contribution to the field they are studying. Doctoral
students attempt to expand knowledge in a discipline and are encouraged to
publish their results so that their own work is recorded and helps develop the
field of knowledge. Often they act as postgraduate tutors for undergraduates,
passing on their expertise in the field of their study. At doctoral level in
the formal education system, the transmission and reception of information is
replaced by the process of building new knowledge and making it available to
others.
Although
many doctoral students, especially in the arts, humanities and social sciences,
may find themselves working largely on their own (with a community of fellow
learners available perhaps only by electronic means or in occasional conference
events), the doctoral study is arguably one of the best learning experiences
available, especially if it is undertaken in a team context such as a science
research group. Academic fields, renewed and enlivened by publications of new
research and scholarly discourse, are self-sustaining and continually growing.
So, too, is the archetypal communal constructivist learning environment, which
is continually refreshed and sustained by successive learners contributing to
the learning resources and the learning activities. Over time the boundaries
between learners and tutors begin to blur.
TYPES OF E-LEARNING
The
various types of e-Learning have followed twin axes of development,
characterized by the user context (single user and so on) and the underlying
learning theory (behaviourism and so on). Staying with the river analogy,
Figure 5.2 illustrates the sequence of development along these axes. The river
represents the growing complexity of user engagement from single user to
multi-user to community of learners. The distinctly organic ‘space hoppers’ on
the bank of the river represent the major developments in learning theory as
the river of user engagement becomes more complex.
As
Figure 5.2 illustrates, drill and practice (D&P) and simple non-interactive
tutorials (N-I Tut) form the links between single-user modes and the behaviourism
hopper. There is an overlap between behaviourism and cognitive constructivism
and, in the overlapping zone, interactive tutorials (I-Tut), which allow the
learner to ‘have a go’ at questions and so on, and intelligent tutoring systems
(ITS), which allow the learner to work within an expert system model, provide a
link to the single-user stretch of the river. Simulations (Sim) and games
(Game) make up the main body of this hopper though still on the edge of the
single-user section of the flow. The next overlap is between cognitive and
socio-constructivism. In this case virtual learning environments, which can
facilitate social learning, make the link between both and the first stretch of
multi-user flow. More squarely linked to the socio-constructivist hopper,
however, are the multi-user variants of simulations (MuSim) and games (MuGame).
The next jump is to communal constructivism with the very different forms of
e-Learning exemplified by weblogs (blog), multi-user object oriented systems
(MOO) and multi-editor wiki systems (wiki). These systems are discussed in more
detail later (see Chapter 9 for blogs and wikis) but suffice to say here that,
as the figure illustrates, they represent a significant move forward for
e-Learning, based on communities of users/learners in a communal constructivist
context.
SEEDS
OF CHANGE
A
diverse range of techniques is needed to enrich a communal construc-tivist
learning environment, to ensure it honours its raison d’être: to learn with and
for others. Peer tutoring and project-based learning in a group are obvious
techniques but many others such as cognitive apprenticeship are also advocated.
However, it is clear that some of the fundamental features of the conventional
educational process, such as the publishing of information for learners, the
physical arrangements for learner engagement (timetables, room allocations and
so on) and the assessment of students’ learning, will become increasingly
vulnerable to change in the face of communal constructivist approaches
stimulated by e-learning environments.
e-Learning
Design – Concepts and Considerations
Focusing
on approaches that support the development of student thought, this chapter
sets out design principles for e-Learning that scaffold students’ learning by
integrating critical thinking and providing ‘cognitive apprenticeships’. The
central theme, as throughout the book, is the creation of a learning
environment informed by communal constructivist theory. Students create their
own knowledge from their experiences and from interaction with their
environment and other people. They then contribute this new knowledge in the
communal knowledge base for the benefit of others. e-Learning must therefore
enable learners to construct their own knowledge and understanding in a
computer-based environment that allows continual reconstruction and reshaping
as their learning develops and they encounter new evidence.
ROLE
OF THE TUTOR AS E-LEARNING DESIGNER
The
role of any tutor proposing to enable their students to engage in such
e-Learning activities begins with the planning phase and continues through the
activity itself and on through to a post-delivery review and quality check. In
their organizational role the e-tutor acts as a content facilitator, a resource
provider and an overall e-Learning activity manager and administrator. It is
important, however, also to ensure that in structuring their course, e-tutors
create a supportive environment for the diversity of learners they will
encounter.
The
planning process has a number of key considerations including:
•
audience;
•
resource needs;
•
proposed learning outcomes;
•
assessment needs and methods.
Audience
Clearly,
tutors must know their audience. They need to have carried out an analysis of
the target group’s learning needs covering questions such as: what prior
learning, relevant to the learning proposed, is in place? Are any special
competences needed? If yes, how will these be developed? Throughout the process
a constant eye must be kept on the needs and characteristics of the audience to
ensure that as good a fit as possible is achieved.
Resource Needs
Before
undertaking the development of e-Learning material, the tutor will have to know
what resources are available and how the students may access them. Online
resources will generally be easily accessible but access privileges may need to
be arranged. Conventional paper or other media resources, such as textbooks,
videos and so on, should be avoided as they will prove more difficult for
e-learners to access if they cannot be dispatched on request.
Proposed Learning Outcomes
Whether
conventional or online, any learning and teaching plan must consider the
learning outcomes that are being sought. They will often be specific in nature,
requiring students to master a particular mathematical concept for example. Or
perhaps they will target in more general terms a high-level skill, such as
demonstrating an empathetic understanding of the circumstances surrounding the
Boston tea party! Still other outcomes will be largely expressive,
requiring students to engage in a particular learning task that might involve a
creative activity such as painting or writing a poem. Whatever the learning
outcome, and whatever its specificity or generality or indeed its complexity,
tutors must be clear about the learning in which they wish their students to
engage.
Assessment Needs and Methods
If
the e-Learning course has to be assessed, for example, for a reporting or
accreditation purpose, the tutor should consider how best the assessment can be
made online. Perhaps the students have to take tests, create portfolios or
submit assignments. All these are routine in an e-Learning environment.
Remember, though, that most of the ‘subjectively’ assessed work, such as
essays, assignments, project reports, and so on, all require the ‘human’ touch.
The e-Learning system has a relatively limited ‘messenger’ role in the former,
enabling interaction between the tutor and the students for issuing grades and
providing feedback. There are well-developed means of having the computer do
the first-line marking of more ‘objective’ modes of testing, such as
multiple-choice or structured questions. Note also, that learning outcomes
involving physical artefacts (such as artwork) or performance (such as dramatic
cameos) will clearly oblige the tutor to resort to conventional physical
submission or the attendance of the student in person. However, for the large
majority of contexts there should be relatively few circumstances in which the
e-Learning environment cannot facilitate the submission or assessment of
student work. There is no substitute for thorough planning of how the system
should address assessment needs.
INSTRUCTIONAL
DESIGN
The
key to the success of the personal computer in education is the freedom it
gives learners to create and manage their own learning. Information and
communications technologies allow people to develop their thoughts and share
them with others in a variety of ways including chat rooms, bulletin boards and
weblogs. However, for tutors in schools, colleges and universities the majority
of e-Learning opportunities and resources are probably ready-made, that is,
designed and populated with content by someone else. Next best are the systems
that are ready-made in a structural sense, for example, the templates provided
by virtual learning environment vehicles such as Blackboard, Moodle and WebCT,
which allow the tutors to populate them with content appropriate to their
student groups. Increasingly, however, tutors are taking on the role of
‘instructional designers’ or e-tutors, spurred on by the increasingly
user-friendly and sophisticated design tools offered by these types of systems.
Turning good pedagogical ideas into solid online e-Learning is the challenge
that faces them. The level of interest has rejuvenated the established field of
educational technology (a field concerned as much about pedagogy and design of
curricula as it is about the tools available to tutors) and a new
quasi-discipline is forming around ‘instructional design’. In essence,
Instructional Design is a branch of knowledge concerned with research and
theory about learning and teaching strategies, and the processes for developing
and implementing these strategies, particularly in an e-Learning environment.
The
creation of quality e-Learning and teaching materials involves the development,
implementation, evaluation and maintenance of environments that facilitate the
target learning. According to Murphy (1997), the best of such environments are
constructivist in design and ethos, where:
- Goals and objectives are derived by the student or in negotiation with the teacher, or system;
- Teachers serve in the role of guides, monitors, coaches, tutors and facilitators;
- Knowledge construction and not reproduction is emphasized;
- This construction takes place in individual contexts and through social negotiation, collaboration and experience;
- Collaborative and cooperative learning are favoured in order to expose the learner to alternative viewpoints;
- Scaffolding is facilitated to help students perform just beyond the limits of their ability;
- Assessment is authentic and interwoven with teaching.
The
Constructivist learning processes often accommodated by contextu-alized or
situated learning approaches, which engage multiple perspectives (student,
tutor, external ‘expert’ and so on), authentic activities (analysis of primary
data or interpretation from primary sources) and real-world environments (for
example, problem-solving in the workplace) as means of challenging learners to
develop their own knowledge and understanding. One conceptualization of this
complex learning environment is that of ‘cognitive apprenticeship’.
COGNITIVE
APPRENTICESHIPS
The
concept of a cognitive apprenticeship was first articulated by Allan Collins,
John Seely Brown and Susan Newman in 1989 (Collins et al., 1989) and it remains
very apt for e-Learning today. As the name suggests, it uses many of the instructional
strategies of traditional apprenticeships but emphasizes cognitive rather than
physical skills. In essence, Collins, Brown and Holum (1991) argue that in an
apprenticeship context the processes or outcomes of thinking, for example the
physical activities of the craftsperson or garment-maker, are made visible. The
challenge for the conventional learning context is to make the thinking
visible, and cognitive apprenticeships are based on this central pursuit.
Collins
et al. (1991) argued that the traditional model of apprenticeship comprises
four processes: modelling, scaffolding, fading and coaching.
Modelling
The
apprentice observes as the expert craftsperson models, that is, demonstrates, a
practical activity such as fashioning a wood joint. The expert carries out the
task in a sequence that is geared to fit the apprentice’s level of ability,
while explaining what is being done and why it is being done that way. Having
observed the expert, the apprentice then attempts a similar task, with the
expert providing hints and corrective feedback.
Scaffolding
Scaffolding
is the term coined by Wood et al. (1976) to describe a process in which
learners are assisted to reach new levels of knowledge, skill or understanding,
which are currently just beyond their reach. The analogy is of a support
structure, a scaffold, which enables a person to stretch and climb to places
that would otherwise be beyond their reach. The expert reaches out to the
apprentices and assists them when they need just a little bit of help to take
the next step in their learning. In learning theory this is often referred to
as the ‘zone of proximal development’ first conceptualized in the 1920s by Lev
Vygotsky (in translation, 1978). In the zone of proximal development, learners have
an established base of knowledge, skills and understanding but may need an
expert or ‘more knowledgeable other’ to provide measured assistance and
guidance to help them improve. The role of the expert is therefore one of
observing where and when a helping hand is needed, and of deciding the extent
of the help required. Appropriate and timely support can allow students to
function at the changing edge of their individual development.
Fading
As
the apprentice becomes more skilled in a task, the expert begins to transfer
responsibility to them by ‘fading’ into the background. The disen-gagement is
slow and never complete, that is, the apprentices continue to progress at their
own pace but remain able to call upon the expert if needed. For their part, experts
progressively take more of a ‘watching brief’, judging when an intervention
might be helpful without undermining the apprentice’s confidence.
Coaching
Coaching
pervades all the processes, with the expert continually prompt-ing the
apprentice by ‘choosing tasks, providing hints and scaffolding, evaluating the
activities … and diagnosing the kinds of problems they are having, challenging
them and offering encouragement, giving feedback, structuring the ways to do
things, working on particular weaknesses’ (Collins et al., 1991: 9).
Collins
et al. (1991) argue that the interplay between observation, scaffolding and
fading helps to develop more generic benefits in ‘self monitoring and
correction skills and in integrating the skills and conceptual knowledge needed
to advance towards expertise’ (1991: 9). While some aspects of the traditional
model of apprenticeship might be said to be behaviourist – take, for example,
the ‘practice makes perfect’ ethos of drill and practice – the features of a
constructivist approach are clearly evident in such aspects as the learner
trying things out; thereby learning both from successes and mistakes.
Conventional
learning contexts, for example the university or school classroom, can utilize
the constructivist features of observation by students, their learning by doing
and the scaffolding by tutors (experts). Tutors can also find ways to ‘remove’
the scaffolding sufficiently for the learners to consolidate their learning and
move on, leaving the tutors to ‘fade’ away on the particular aspect of learning
that the learners have now achieved. The cycle then begins again in another
task context, as the learners strive to reach yet a higher level of
achievement. Ultimately, the tutor must aim to set increasingly complex tasks
to ensure an upwards trajectory in learning, a trajectory that fosters
higher-order skills such as problem-solving, critical thinking, reflection,
analysis and synthesis.
But
some additional and very important features of the traditional apprenticeship
model can also prove to be of significant benefit. Apprenticeship is often
characterized by its ‘on the job’ context, that is, learning that is made
authentic by being ‘contextualized’ or ‘situated’ in the apprentice’s working
environment. This learning also takes place in a social context with other
people who may be either experts or apprentices themselves. The benefits of a
situated learning environment of this kind include the opportunity for
apprentices to observe and be guided by more than one expert and by peers who
in any one skill may be ‘more knowledgeable others’. They also engage in ‘real’
tasks associated with the job for which they are training. In arguing for a
learning approach based on a ‘cognitive’ apprenticeship, Collins et al. (1991),
argued there are three main differences with the traditional model:
•
The thinking of the learners and teachers must be made
‘visible’, just as the processes and outcomes of thinking by experts and
vocational apprentices are physically observable in traditional
apprenticeships.
•
The abstract tasks of the learning content in conventional
curricula must be made meaningful to the learners, that is, they must be
situated or contextualized in ways to which students can relate.
•
The learning process must address transferability. While
traditional apprentices may develop task-specific skills (in carpentry or other
practical trades, for example) cognitive apprentices must be enabled to develop
generic skills, which transfer across contexts and tasks.
These
can be tough challenges for the tutor but the power of the computer renders
some of them much more possible in the realms of e-Learning environments than
in the traditional classroom.
DESIGN
ISSUES FOR E-LEARNING
Any
successful learning environment will be characterized by a number of features
relating to how learners engage with their learning and how this is supported
by the tutor. An e-Learning environment is essentially no different except in
the important triangularity of the learner–computer–tutor interaction, where
the ‘computer’ part in the phrase is a simple way of denoting the technical
complexity of an e-Learning environment. The features relating to the learner,
tutor and e-Learning environment, which have significant importance for
designers of e-Learning, include:
•
developing higher-order skills;
•
developing the capacity for self-assessment and reflection;
•
fostering motivation;
•
encouraging curiosity;
•
promoting understanding of learning goals and assessment
criteria;
•
recognizing achievement;
•
scaffolding ‘next steps’;
•
supporting different learning styles;
•
incorporating learner activity;
•
creating an authentic learning environment;
•
creating a social learning environment;
•
creating links in learning activities.
These
are outlined briefly below before turning to the types of e-Learning activities
that encapsulate them to varying degrees.
Developing Higher-order Skills
Separate
from the relatively easily assimilated skills of description, collation and
transmission of information are what are termed higher-order skills. These are
crucially important in any learning context and include:
•
learners searching for information using criteria that have
been identi-fied as relevant to the task;
•
analysing information and synthesizing new meanings from it;
•
solving problems by combinations of heuristics (discovery,
trial and error) and analysis;
•
applying ideas and information creatively to develop new
knowledge;
•
generalizing from specific cases;
•
hypothesizing and testing;
•
planning and strategizing;
•
evaluating and critiquing ideas and knowledge;
•
reaching reasoned conclusions.
Clearly
this is a formidable ‘shopping list’ for any learning environment to address
but e-Learning design should always aim to encapsulate good practice and in
this context the list items are not unreasonable.
Developing
the capacity for self-assessment and reflection
A
cross-cutting theme in all learning is the aim for all learners to become
autonomous lifelong learners. There will always be situations in which learners
find they are ‘on their own’, in a learning context that has no inbuilt or
convenient social support or which is not facilitated by an e-Learning network.
Being an autonomous learner, that is, being able to seek out the necessary
information and knowledge without help, is a crucial factor in sustaining
continued learning. In a similar fashion, with-out external judges of the
quality or extent of the learning, skills of self-assessment and reflection are
crucial in order for learners to be able to guide themselves in determining
‘where they are’ in their learning and what the next steps should be.
e-Learning systems, which promote self-assessment and reflection, should ensure
that they have key elements of the interaction geared towards guiding the
learners to undertake evaluation of their own progress and planning their next
steps.
Fostering Motivation
Learners
will manifest different levels and types of motivation, ranging from the
‘intrinsic’ to the ‘extrinsic’. Intrinsic motivation derives from internalized
factors such as the pleasure of learning itself or the sense of achievement.
Extrinsic motivation will generally comprise external factors such as the
approval of tutors and the esteem in which the learners feel they are held by
their peers. It may also simply involve a reward such as a qualification or a
penalty, such as non-progress to the next stage of a course. Regardless of the
nature of the primary motivation under which a learner operates, it is widely
accepted that interesting, attractive and challenging (within ‘reach’)
environments will motivate their engagement. Constructive, meaningful feedback
is another major feature of a motivational environment. In an e-Learning
environment, relatively superficial attractiveness and interest can be created
through judicious use of space, colour, animation and sound. More sophisticated
systems will have well-developed interactional features offering meaningful
feedback in terms of what is going wrong or right, and links to tutors or other
learners who can offer more direct feedback.
Encouraging Curiosity
Make
your child attentive to the phenomena of nature; soon you will make him
curious. But to nurture his curiosity, never hasten to satisfy it. Put questions
within his reach and let him solve them himself. Let him know nothing because
you have told him, but because he has learnt it for himself. Let him not be
taught science, let him invent it. (Rousseau, 1762: para. 564)
Rousseau’s
exhortation is to encourage curiosity and discovery learning (and with the ‘put
questions within his reach’ there are also allusions to the much later concept
of the zone of proximal development). It is a reasonably secure observation
that when people are curious about something, that is, they want to know about
it, they will spend time and energy applying themselves to the quest. And when
they have no interest in the something, learning about it is far from their
first priority. Ask secondary school mathematics teachers about the level of
curiosity they can engender about solving quadratic equations!
Generating
curiosity on the part of a learner can be a key ingredient in fostering
learning, though not required in every instance of course, and e-Learning
approaches can harness it quite effectively. A good example is the UK National
History Museum site, Mission Explore at http://www.nhm. ac.uk/kids-only/fun-games/mission-explore/.
Students request a special permit to explore a country called Regaloam and they
‘travel’ to it to collect specimens for the museum. Once they are in Regaloam,
they can choose to explore a variety of natural history aspects including
fossils and insect life. They choose where in the region to search and
ultimately find something, as yet un-named but with a picture. They return to
the museum to search out details of their specimen.
Promoting Understanding of Learning Goals and Assessment Criteria
There
is nothing worse that being engaged on a course that is confusing and difficult
to follow because no one has taken the time to establish and communicate what
learning outcomes are being addressed and how these may be assessed. In
conventional classrooms (schools, colleges and universities) this type of
situation is not unheard of, despite the rise of constructivist learning
approaches, which among other things promote a negotiation between learners and
tutors on curriculum delivery and assessment methods. However, in e-Learning
contexts it is an unforgivable oversight because, unlike the conventional
classroom where the tutor will probably be asked about such issues by the
students, learners will ultimately ‘switch off ’ if they cannot quickly
determine to what end the learning activities are directed. Most e-Learning
systems will take time at the outset to provide details of the learning goals
they address, from the specific, for example, analysing themes of social
despair in the writings of Charles Dickens, to the general, for example,
learning how to use the tools of literary criticism. They will also indicate
how the work of the course will be assessed, sometimes with illustrative
examples of tasks and assignments but generally with the detailed rubrics of
the assessment methods being used.
Recognizing Achievement
There
are few learners who do not appreciate a ‘pat on the back’ for carrying out a
task well. In the conventional classroom, some students do very well and receive
considerable plaudits for their work while others may do more modestly, with a
consequent lower level of approval from their peers and teachers. Recognizing
that not everyone can excel, indeed that some will make very little progress at
all, is a key motivational issue that implies that feedback must be sensitive
and constructive for those who do not have the skills or intellectual
wherewithal to make a bigger impact. Success, however low level, must be
recognized and consolidated to ensure that it can grow and not fall into the
often rapid decline in motivation and achievement that a spiral of failure can
prompt. Ensuring recognition of all levels of achievement is often considered
to be relatively easy in a computer-based environment because machine-based
feedback commentaries are de facto untrammelled by the complications of
insensitive body language or choice of words of the human tutor. Designing
machine-based feedback must reflect a positive demeanour, while online tutor or
peer feedback may need to be moderated.
Scaffolding
‘Next Steps’
A
central tenet of constructivist approaches is the powerful assistance to
learning that a ‘more knowledgeable other’ (a tutor or more advanced peer) can
provide when a learner is near to achieving a particular level of knowledge,
skill or understanding. The situation can be stage-managed when the tutor
guides the learner through a framework of tasks that become progressively more
complex and directed to the ultimate learning goal, or it can be ad hoc when
the watchful tutor decides that a judicious intervention will assist the
learner to reach the next step in their learning progress. As we outlined
earlier, this process is often described as ‘scaffolding’, the construction of
a frame of knowledge development by a tutor, and partially by the learner, in
which the learner’s progress to higher levels is accomplished by their own
‘climbing’ or with the helping hand of a tutor or peer. At each point in the
frame, the more knowledgeable other must themselves know what the next step is,
and in planning the scaffolding process a tutor specifically must know the
likely next steps, in order to assist appropriately. In some fixed content
e-Learning environments there is the danger that these steps and the scaffolded
frame may be very restricted, hindering some learners while accelerating
others, but in communal constructivist environments, with tutors and peers
working interactively, judgements on next steps and when to intervene will
likely be better focused.
Supporting Different Learning Styles
Given
that e-Learning specifically facilitates individualized learning experiences,
Howard Gardner’s advice on multiple intelligences is particularly relevant in
tailoring delivery and experience to accommodate individual differences.
Gardner first put forward the idea that learners possess a range of different
types or ‘multiple’ intelligences in 1983 and there has been a healthy debate
over the idea since. He proposed a combination of seven intelligences, later
increased to nine (Kearsley, 2003), that embody the various abilities of any
individual – each ability manifesting itself at different levels in each
individual. The nine intelligences comprise those that are perhaps more
commonly recognized, such as spatial, linguistic, musical and
logical-mathematical, and more novel intelligences such as bodily kinaesthetic,
naturalist, interpersonal, intrapersonal and existential.
Critics
have argued that multiple intelligence theory merely reworks an age-old
recognition of talents. However, whether talents, intelligences or skills, if
individuals do have greater or lesser levels of discrete types of these
entities, then Gardner’s theory suggests that any learning materials design
should be as flexible as possible to meet the diverse needs of all learners.
e-Learning environments are capable of considerable customization and just as
conventional learning materials and approaches must be amenable to a diversity
of learners, e-Learning design should also address the flexibility needed for a
wide range of learning styles and needs.
Kolb’s
learning style inventory (LSI), as mentioned earlier, is also a helpful means
of planning e-Learning. Put simply, it proposes that learning takes place by
receiving and processing information. He identified four different ways a
student may learn – as an accommodator, diverger, assimilator and/or con-verger
(Kolb, 1994). Students and tutors can investigate their own learning styles by
examining how they ‘fit’ a learning styles inventory, normally created by
presenting dichotomous types of style. For example, a person may learn better
in a ‘visual’ context than from ‘verbal’ tuition. One example of an inventory,
from Felder and Soloman (2005), is presented in abbreviated form in Table 6.1
(see http://www.ncsu.edu/felder-public/ILSdir/styles.htm for fuller details of
the learning style inventory) but note that most people will have styles
comprising levels of each pole of the learning preferences.
- ACTIVE learners tend to retain and understand information best by doing something active with it – discussing or applying it or explaining it to others
- SENSING learners tend to like learning facts
- VISUAL learners remember best what they see – pictures, diagrams, flow charts, time lines, films and demonstrations
- SEQUENTIAL learners tend to gain understanding in linear steps, with each step following logically from the previous one
- REFLECTIVE learners prefer to think about it quietly first
- INTUITIVE learners often prefer discovering possibilities and relationships
- VERBAL learners get more out of words – written and spoken explanations. Everyone learns more when information is presented both visually and verbally
- GLOBAL learners tend to learn in large jumps, absorbing material almost randomly without seeing connections, and then suddenly understanding it
Incorporating Learner Activity
Unlike
a didactic classroom environment, such as the transmission mode of teaching
which is so typical of many university lectures for example, e-Learning almost
without exception guarantees learners’ practical engagement even if it is as
basic as drill and practice or tutorial. However, more sophisticated e-Learning
environments (and to be fair, more innovative lecturing styles) will enable a
broader learner engagement through a demand for creative responses or the
completion of tasks requiring the searching for and analysing of information.
Decision-making, problem-solving and hypothesis-testing are all aspects of active
learning in which the learner may be asked to engage. Interaction with peers
and tutors in a social learning context online will also ensure a degree of
higher-order skills activity, including the sharing of ideas and formulation of
questions.
Creating An Authentic Learning Environment
The
relatively abstract contexts for much classroom learning activity are less
conducive to students’ learning than the learning opportunities offered by the
workplace or by contexts that deliberately make the learning meaningful or
purposeful. In the traditional classroom, meaningfulness and ‘reality’ are
often contrived, with notable success, through simulations and role plays, for
example. However, e-Learning environments can arguably do much better. With the
benefits of multimedia, animation and advanced communication facilities,
e-Learning can place the learner in a simulated ‘virtual’ environment
approximating to the ‘real’ thing, or can engage them through webcam, Internet
telephony and whiteboard technologies, for example, with distant laboratories,
field trips or events and so on. Such contexts can indeed be much more than
‘authentic’; they can actually be ‘real’, in the sense of the learner engaging
with actual events and processes (see, for example, the Jason project at
http://www.jasonproject.org/ or the PEARL project below).
Creating
a Social Learning Environment
Just
as scaffolding is a tenet of constructivism, a social environment for learning,
in which the learner has the support of tutors and other learners like
themselves, is the defining element of social constructivism. Online e-Learning
environments almost always have an element of social interaction to support
learning, through asynchronous email communications at the least, but
increasingly more often through synchronous text, audio and video
communication. The more support a learner feels they have, whether through
access to several tutors, external experts or peer colleagues on the same
course, the more likely they will be well disposed to the course and will
succeed.
Creating Links in Learning Activities
Traditional
teaching will often set a goal of generalizing specific learning to wider
contexts. This is often achieved through broadening the resource base on which
the students can apply their skills and understandings, and through extending
the variety of learning-related tasks and assignments themselves. e-Learning
must do this also and is perhaps increasingly more able to do so with the huge
resources available on the Internet. Indeed, it is probably the case that
extension activities in the traditional classroom are now more and more
directed to Internet sources than textbooks or other static sources available
to the tutor.
TYPES
OF LEARNING ENGAGEMENT
Several
types of learning engagement can encompass some or all aspects of this
extensive array of pedagogical considerations for designing an e-Learning
environment, and these include case studies, problem-based learning, gaming,
simulation and WebQuests. These are outlined below.
Virtual
case studies, fieldwork and experimental laboratories
Case
studies in business education have been around since the 1920s, when they were
first introduced by the Harvard Business School. They remain one of the most
important pedagogical approaches in business education today. The programmes
focus on the virtual boardroom, creating a business decision-making environment
in much the same manner as an actual case study in a university classroom, that
is, students at a distance have to research their role, the business context
and the decisions that need to be made. Using an e-Learning context the
decisions can be part of discussions with other students and tutors, and their
implications can be tested online. Such case studies stress active
participation in learning. i-CASE, for example, provides a suite of interactive
and multimedia case studies for university business schools covering real cases
such as ‘British Petroleum in South Wales’ and ‘Union Carbide – Kanawha Valley’
(see http://www.i-case.com/newweb/index.htm).
Virtual
fieldwork environments and experimental laboratories also cover many of the key
pedagogical aspirations and come in two main variants: those in which the
students control a real situation remotely and those which simulate an
experimental context and which allow students to learn from the manipulation of
real data. An example of the former is the PEARL project (Colwell et al.,
2002), which provided access to experiments in university laboratories that
students with disabilities could not otherwise attend. The experiments at four
universities (Open University, Trinity College, Dublin, University of Porto,
Portugal and University of Dundee) involved remote flame testing, printed
circuit board testing, cell behaviour and digital circuit design. An example of
the latter is the University of Florida’s virtual field laboratory for
environmental studies at http://3dmodel.ifas.ufl. edu. This site allows
students to explore different environmental aspects of the university’s own
42-hectare ‘flatwood’, albeit with some ‘limitations’, namely, the lack of
‘landscape experiences such as mosquitoes, humidity and getting dirty’
(Ramasundaram et al., 2005).
Online Problem-based Learning
Problem-based
learning (PBL) can be used in an online environment as a teaching strategy to
enable learners to acquire thinking and inquiry skills as well as information.
It is characterized by the presentation of a problem, puzzle or dilemma,
followed by the students being asked to explore solutions with varying degrees
of support from their tutors. A well-developed example of the genre is the
Classrooms of the Future project and site (http://www.cotf. edu/), hosted by
the Wheeling Jesuit University and funded by the US National Aeronautics and
Space Administration. With access to the rich data resources of NASA, the site
enables students to identify a problem, such as preserving biodiversity in the
rainforests. For each context, the site uses a problem-solving template (at
http://www.cotf.edu/ete/ pbl.html), which asks the students to:
•
read and analyse the problem scenario;
•
list what is known;
•
develop a problem statement;
•
list what is needed;
•
list possible actions;
•
analyse information;
•
present findings.
The
scope for some of the template actions to be iterative, repetitive or
concurrent is emphasized, as is the need to reflect back on the original
articulation of the problem statement as new knowledge and understanding is
created.
Online Simulations and Gaming
Simulations
and games are well renowned for assisting learners to connect theory and
practice through innovative and usually (but not always!) interesting
approaches. Simulations are models of real-life practice and help break down
problems into discrete and manageable parts. e-Learning environments, which
capitalize on a simulation approach, can allow the learner to interact with a
system that is based on the steps needed to be taken to solve a type of given
problem. Gaming environments are often similar to simulations but tend to
involve a level of competition and are generally used to increase motivation
for simulations. An example of a source that marries the two aspects of simulations
and gaming is Lavamind at http://www.lavamind.com. Lavamind provide a
downloadable, free shareware version of their main title, Gazillionaire. This
intergalactic trading company game simulates the main features of market
conditions and is designed to motivate students with its zany graphics and
player roles. SimCity, at simcity.ea.com is one of the longest established
strategy and planning games. Students build a virtual city by developing it
from ‘scratch’ with utilities, news media, emergency services, leisure
facilities, hospitals, police, residential and commercial areas, and of course
the Sims (the inhabitants) themselves. Dealing with boom and bust, natural
disasters and social crises are all part of the decision-making environment in
which students have to develop strategies and manage the municipal budget and
taxation. The online site encourages participation in chat events and talking
to fellow members of the SimCity community.
WebQuests
In
the words of the Wikipedia definition:
The
WebQuest is valued as a highly constructivist teaching method, meaning that
students are ‘turned loose’ to find, synthesize, and analyze information in a
hands-on fashion, actively constructing their own understanding of the
material. WebQuests’ focus on group work also makes them popular examples of
cooperative learning. (http://en.wikipedia.org/wiki/Webquest)
The
idea was launched by Bernie Dodge of the University of California at San Diego
in 1995 and has grown into a widely used means of engaging students in many of
the higher-order skills listed above. The simple
template
structure is much favoured by schoolteachers especially and requires the
learning environment to be structured in six sections: the Introduction
(introducing the context), the Task (the students must complete), the Process
(the students must use to complete the task, including the roles they must
investigate and take on), the Evaluation (of the students’ learning, in terms
of rubric, grading scales and so on – usually termed ‘assessment’ in the UK),
the Conclusion (summarizing what was intended to be accomplished), the Credits
(references and other credits where due) and a Teacher Page (giving further
details to teachers and which may also toggle other categories such as
‘resources’, ‘standards’ and so on).
BLENDED
LEARNING
Clearly
none of these types of sophisticated e-Learning can form the exclusive basis of
classroom activity, and the concept of ‘blended learning’ has grown up around
the recognition that there will inevitably be a mix of e-Learning pedagogies
and traditional/conventional pedagogies. However, to retain the benefits of
both approaches any such blended course will require:
- students to see themselves as producers and not just consumers of information;
- a process of constructing knowledge and that this construction is a communal activity;
- students to be trained in the various technologies they are using, and particularly those needed to communicate or present to their peers;
- authentic coursework to be built in;
- presentation to peers to be a fundamental part of the communication activities, including placing it on the Web for use by students in subsequent years and for inspection by the wider community;
- active collaboration by all students in both the preparation and the pre-sentation of the new knowledge and other outcomes for a shared and wider audience;
- use to be made of group work and project-based learning pedagogies;
- appropriate assessment techniques such as portfolios that may benefit the individual, their peers and the learners that follow them;
- resources to be presented in good time to enable pre-reading and opti-mum use of class time for communal discussion and group work;
- use to be made of peer tutoring and mentoring, with more experienced students taking on the role of mentor;
- students to take on responsibilities such as leading a discussion group; developing specific elements of course content.
As
we have argued, e-Learning has the potential to allow students to become
publishers and not just consumers of information through the use of tools
ranging from the simple wordprocessor to Web and multimedia authoring tools.
They can contribute to simple asynchronous discussions on email and bulletin
boards, create their own weblogs or engage more synchronously with others in
chat rooms. Such tools and environments enhance communication capabilities and
cut across divisions of space and time. Digital audio, video, webcams and
weblogs can capture and disseminate learning experiences for research and
reflection. Databases, referencing packages, statistical and text analysis
packages allow students the freedom to store, structure and analyse their own
repositories of information and knowledge. Online tracking, monitoring software
and adaptive learning environments assist in the structuring and analysis of
their learning.
The
communal constructivist approach requires that any e-Learning course should be
dynamic and adaptive, and responsive to the community of learners. It must be
recognized, therefore, that new activity will not emerge only in the
disciplinary content of the learning. In a truly dynamic and adaptive course,
in which students communally contribute to each other’s learning, the method of
delivery – the blending – will also inevitably be open to change.
Empowered
Learners – Powerful Tools for Learning
The
ongoing information and communications technology revolution has often been
compared to the advent of the printing press for the sheer magnitude of its
actual and potential impact on society. The Internet represents a uniquely
successful example of a massive sustained investment of creativity, innovation,
time and money, which has revolutionized the individual’s and society’s ability
to create, communicate and source information. Cast in the form of a learning
environment, the accessibility to learners across the globe is virtually
unrestricted. For example, while teaching a master’s course at Trinity College,
Dublin, one of us (Holmes) had the experience of mounting the course materials
online in an open learning environment and found that a number of classes
worldwide were enjoying the use of the materials; an instant audience that
would not have been possible prior to the connectivity of the Internet and the
linking of resources on the World Wide Web. It is not just that the Internet is
huge, it also integrates many other technologies such as the telephone, radio
and television. And it will continue to integrate them in ever more interesting
ways.
Downloading
movies is now commonplace and the prospect of designing tailor-made television
channels with choices from various digital broadcasters is not far off being an
everyday activity on the home computer.
There
is now a range of technologies able to support the pedagogic models and
instructional strategies that are the foundation of e-Learning. And so many new
terms and concepts are beginning to emerge, for example ‘ambient learning’ and
‘ubiquitous technologies’. Early e-Learning environments’ such as the MOOs
discussed in Chapter 1, were text-based, but are continuing to evolve in
sophistication and functionality. An increasing proportion of tutors can
publish learning materials on the Web and many will often use Web tools to add
their own functionality. Increasingly, this moves the tutor closer to the role
of developer and this process of examining ‘what’ is taught with ‘how’ it is
taught is one of the fundamental changes that the integration of e-Learning
will have on present teaching practice. Being a proficient programmer, of
course, has its merits: ‘The computer programmer … is a creator of universes
for which he alone is the law giver … No playwright, no stage director, no
emperor, however powerful, has exercised such absolute authority to arrange a
stage or field of battle and to command such unswerving dutiful actors or
troops’ (Weizenbaum, 1984: 102). But few tutors will be able to master Web programming
at the level Weizenbaum describes! Instead it is important to consider how
tools can assist educators to provide students with the opportunity to develop
higher-level skills. If the routine information dissemination that is
characteristic of the majority of lecture-style teaching can be carried out by
software, then the tutor can focus on scaffolding and supporting higher-order
thinking skills, in addition to other enhancement activities such as
co-ordinating online inputs from ‘visiting’ experts.
Sutton
(1999) identifies four generations or iterations of the use of the technology
in the change of focus in distance education, from its simplest form in which
individual students engage in one-to-one dialogue with the tutor, to the most
sophisticated system in which the tutor facilitates learning within a class
group, members of which in turn collaborate with each other. The first
generation is ‘correspondence’ teaching. Here text serves as the sole form of
communication between student and tutor, usually by post but perhaps augmented
by telephone tutorials. It would be rare in this mode to find much interaction
between students who are taking the same course. The addition of media-based
resources such as audio (radio) and video (television) in the second generation
enhances the course content, but teaching methods and interaction remain
largely the same. Third-generation distance learning focuses more on the
electronic interaction and communication between the learners and the tutor,
with both asynchronous and synchronous communications supporting the learning.
Sutton’s last stage is entitled the Education Object Economy (EOE). Here he
points to the emergence of large-scale digital repositories of generic
resources that can be used in a variety of systems, that is, resources that are
interoperable and reusable. The tutor can literally ‘pull them off the shelf ’,
ready-made for building their own e-Learning systems. These can be either
utilities (for example, drop-boxes for students to submit assignments electronically)
or content (for example, a collection of worked examples in solving
mathematical equations). The main focus to begin with is the transition between
Sutton’s second and third stage, the evolution of Internet-supported distance
education and its basic ingredient, the Web page.
EARLY
WEB PAGES – BASIC HTML
Anyone
thinking of designing their own online learning space, even if they do not
intend creating the website themselves, will find it useful to have some
knowledge of the technologies involved in creating Web environments. Even a
little knowledge of the technicalities will enable them to judge, to some
extent, what is possible, and to work more effectively with a design team to
set their ideas into practice. As mentioned in Chapter 3, the two key
inventions underpinning the development of the World Wide Web were the Hyper
Text Markup Language (HTML) and the uniform resource locator, developed in 1989
by Tim Berners-Lee.
Hyper
Text Markup Language is the language that enables instructions to be given to a
Web browser about how to read the text or other information it is required to
display or use. The analogy of typing on a simple mechanical typewriter might
help to conceptualize how HTML works. If underlined text is required, the
typewriter must do it in two stages. The text must first be typed in full and
then the type-head must be moved back to the beginning of it to enable the
underline to be typed beneath it. When a manuscript was sent to the typist for
typing, the person who created it would have underlined it on paper and the
typist would understand this instruction.
Underlining,
simple paragraph formatting and spacing were pretty much the limits of what you
could do with text on a mechanical typewriter but printing presses offer much
more variety. Copy editors, who check manuscripts or typescripts prior to
printing as published books, newspapers columns and so on, ‘mark up’ the text
with simple short hand codes that the typesetter understands. For a printing
press this can be a wide range of formatting and stylistic features (colour,
indentation, font changes, font sizes and so on) all marked up on the original
script by the copy editor’s short codes. When typewriting gave way to the
quantum leap that was word-processing, a variety of text formatting, formerly
only available to those who could access printing and typesetting facilities,
became easy to achieve for the individual. They also had the facility of being
able to edit and rework any mistakes on screen before committing to paper. Highlighting
text on a wordprocessor is a simple matter of typing the text to be underlined
and then selecting an ‘underline’ menu command or icon that automatically and
instantly underlines it. Alternatively, selecting the underline facility first
enables all subsequent text to be underlined until such times as the underline
facility is ‘turned off’. In either case, the wordprocessor simply activates an
embedded ‘underline’ code, which is invisible on the screen unless it is
specifically requested to be made visible.
The
secret to HTML is to understand that it is an extension of this technique in
which the display instructions are added to or embedded in the information
(text or graphics) that is presented to the computer. Once browsers began to be
written to interpret HTML, designers had an easy way to communicate
instructions on complex screen information formats that the browsers would
automatically execute. The embedded instructions generate displays and
interactions that would previously have required separate programming. Today
HTML and its extensions allow the Web designer to use a wide variety of
eye-catching techniques for presenting information, and these are evident in
many website front pages.
It
was the ability to embed links in HTML, seemingly such a small thing, that
changed the way we disseminate information and encouraged the development of
interactivity in electronic form.
Another
innovation, which has been crucial to the development of the World Wide Web, is
the URL or universal resource locator. A URL is the address of a Web page or
website and enables computers to locate resources across the Internet. It
essentially provides a pathway from one machine to another in the form of a
protocol, which the browser interprets and uses to retrieve the appropriate
file.
Early
Web pages took advantage of these two new inventions to link pages together and
make connections between resources. The next development seems rather obvious
today but was also hugely important – the cross-linking of indexes to an
ever-growing resource base. Book indexes link topics to page numbers and, in a
similar fashion, websites with embedded addresses to other sites was a new way
of making connections or ‘hyperlinks’ between items of information. The ensuing
growth in ‘connectedness’ was nothing short of exponential. Searching the Web
initially involved finding pages of lists of sites which were related to the
search query.
The
first search engines began to appear in 1993/94 and at least three of them
continue to this day: Lycos (http://www.lycos.com), AliWeb (http://
www.aliweb.com) and WebCrawler (http://www.webcrawler.com). The analogy of a
spider managing its web was captured in the names of Lycos, named after the
wolf spider family, Lycosidae, and, more obviously, WebCrawler!
WebCrawler
went ‘live’ on the Web on 20 April 1994 and their home page claims that by
November of the same year they had 1 million search inquiries. The volume of
searching across all engines is now almost innumerable. By August 2001, for
example, the Google search engine tracked over 1.3 billion Web pages and by the
end of 2004 this number had grown to just over 8 billion!
Early
websites were generally text based and had few pages. They typi-cally had a
central ‘homepage’ with the address ‘index.html’ and links from that page.
Initial Web design was all about presenting text in a catchy way and ensuring
that the user’s navigation around the site was as simple and consistent as
possible. They were similar to electronic books or newspaper articles, with
readers having to scroll down to see a full page. Too often they found
themselves coming into a particular part of a site, to which a link had
directed them, with little or no guidance as to where in the overall site they
were. Clearly, designing for the Web had begun to outgrow the techniques that
suited the traditional print medium.
Other
problems, to which a print medium model gave rise in Web design related to the
placing of text and graphics on a page. Just like a word-processor page, an
HTML page is not very flexible when it comes to mixing text and graphics.
Essentially, a graphic has to sit in the text in a box, otherwise various
distortions of the graphic or text may arise. As Web design moved forward one
solution was to lay out the pages using tables. This allowed the designer to
ensure that empty spaces would be arranged above, beside and below text and
graphics as appropriate. Tables also enabled people to think about ‘what goes
where?’ on the Web page. Consider opening a book and then searching for the
table of contents. Convention, developed over time, has placed the ‘Contents’
close to the beginning and most readers of any book will expect them to be
there. Ultimately, links internal to a website began increasingly to be at the
top or left-hand side of the screen in columns or rows and generally speaking
that is where most people now expect to find them. Complex Web pages will, of
course, have external access points on other parts of the screen also: top,
bottom and right-hand side; and indeed anywhere that might catch the eye as
necessary.
The
use of a table framework also had other advantages. On the Web a designer has
no control of the width of the browser window and originally there was a great
deal of variation as monitors grew in size in tandem with advancing
technologies. For graphic artists trained in print, it was a challenge to
control the size and dimensions of aspects of their design. They sought to
create their own designs in a fixed layout so that most Web browsers would
present the page as the designer envisioned it. Here the idea was to use the
table to create a restricted size in which to operate. This had the effect of
making the website more like a piece of printed paper with clearly defined
borders and margins. A user could open the site in most Web browsers on most
monitors around the globe and still see the same thing. The size of screen
would not matter as the pre-sized and restricted table would make sure the
contents remained the correct size. Inside this main table-based page designers
could place other smaller tables. The page might be thus divided into a number
of separate sections with different information, with some sections being
merged together to create navigation bars and so on. Although tables are no
longer used to such a degree, the popular Web design package, Dreamweaver
(http:// www.macromedia.com), still uses them for layout.
As websites
began to front sophisticated and extensive commercial ventures (in selling,
advertising or marketing online), their design became equally sophisticated and
costly. Tools to support designing therefore range from simple wordprocessors,
to powerful animation and graphics editors. Like the spelling and grammar
checks on a wordprocessing package, an HTML editor can provide an automatic
error check and help with structuring the layout of the text and so on. Many
popular wordprocessing packages also have a ‘Save as HTML’ function but as many
more types of people want to design their own simple websites, ‘what you see is
what you get’, WYSIWYG editors, such as the free Web Weaver EZ at
http://www.mcwebsoftware.com/wwez/, have begun to emerge. Typically, as in a
wordprocessor, a menu bar is used to select text, highlight it with colour and
add in hyperlinks or graphics.
THEN
THERE WERE GRAPHICS
Earlier
text-based websites were evolving from a focus on setting borders, margins and
padding out cells to include a number of other considerations such as colour,
contrast and layout, and how they harmonize to provide a focused site.
e-Learning sites were evolving from being providers of content, to
individualistic environments with their own specific feel or branding, an
increasingly important feature for commercial e-Learning ventures. Graphics
were thus the next big thing.
Mosaic
was one of the first popular graphical Web browsers developed at the University
of Illinois. The project was led by Marc Andreessen who went on to help develop
the first commercially successful browser, Netscape Navigator. Microsoft
eventually acquired the Mosaic code and went on to develop Internet Explorer.
While Internet Explorer may be the most widely known browser, there are several
other important systems including ‘The fastest browser on Earth’ (their words,
not ours!) Opera 8 at http://www.opera.com/. Market Share’s website at
http://mar-ketshare.hitslink.com/ provides usage data for the various browsers
on a monthly basis and, for October 2005, these suggest approximately 87 per
cent penetration for Internet Explorer, just over 1 per cent for Netscape,
approximately 9 per cent for Firefox and just over 0.5 per cent for Opera 8.
As
graphics became increasingly supported by browsers, and thus increasingly
common, new opportunities for design emerged. The combination of high-powered
Web browsers, the roll-out of broadband infrastructure and the use of graphics
ultimately led to a quantum leap in the quality and innovativeness of Web
design as graphic artists used all the tools at their disposal to move Web
design up a notch.
The
Web designer is a relatively new type of professional, often with skills that
have evolved from painting, illustration or typography. Each of these
disciplines contributes their own sense of balance, rhythm, contrast and
proportion, and just as it would be in the traditional areas of landscape
painting or magazine layout, the diversity in expression in Web design is
exceptionally wide.
However,
Web designers remain faced with a more restrictive environ-ment than print or
other ‘manual’ medium as they cannot control the user viewing experience, where
this is governed by technical issues such as the digital colour palette or
screen size available. Screen resolution continues to constrain the clarity of
image presentation. Even the choice of font display, though hugely developed
since the early days of teletype, remains relatively limited. If a designer
wishes to create text with a font designed to be attractive to young children,
they need to provide a font set that the browser can interpret and display. If
they do not, the browser will fall back to a default substitute such as Times
New Roman or Arial, with the design aspirations completely lost. The designer
could still use their proprietary font but they would have to include each
letter or word as an image thus increasing the processing and download times –
other important factors to be taken into account when designing for the web.
One
of the new opportunities offered by the Web, which can expand the impact of
learning materials beyond any previously conceivable limits, is animation.
Animated sequences can be used to attract the learner or other user by a range
of features from something as simple as manipulation of screen objects to the
complex near-to-video visuals of computer games and, of course, video itself.
Learners will always find material presented in text form to be less engaging
than that presented in video or video and text, and will likely assimilate and
recall more information when it is supported by visuals. Thinking how to design
information for this environment is therefore a matter of balancing the
restrictions with the opportunities and not being afraid to push back the
boundaries.
Liquid
layout
Ultimately
the Internet should have its own form and function rather than being limited to
a layout more suited to the fixed print medium such as a magazine. As we have
seen, tables originally acted as invisible design frameworks, which allowed for
a locked-in control of the proportions of the site. However, the table format
is clearly restrictive. Tables and nested tables remain very useful for news
sites (see, for example, the columnar formats of the Guardian newspaper online
at http://www.guardian.co.uk/ or the BBC News website at
http://www.bbc.com/news/) but they are difficult to manage when any degree of
complexity is involved. The upshot of the restrictions is that designers are
being forced to spend large amounts of time adjusting and re-adjusting margins,
and merging and dividing cells. In response to the growing need for flexibility
a new solution, the liquid layout, emerged, in which the size of the browser
window is immaterial as the Web page shrinks or expands to fit. Liquid layout
is made possible through the use of ‘cascading style sheets’ (CSS), which
define the look and feel of a site. Once defined the style sheet remains
separate from the content but governs how it is presented. In a liquid layout,
page displays are no longer fixed. Instead, the designer has to think of the
variety of ways in which a user might wish to view the results of their work
and must ensure that they can do so.
Another
way of thinking about how content is created and presented for the Web is to
take a role similar to that of a movie director. The script actions, text,
dialogue, screen background, music, movement and animation all become the
subjects of a ‘storyboard’, with the designer ‘scripting’ how each element is
included or presented. Tools such as Macromedia Director (at
http://www.macromedia.com) support such a way of looking at Web design and
development. Another Macromedia product, Flash, has also made an impact by
offering active control to every part of the design and enabling Web design features
to be based on motion. The advanced facilities of allowing the learner to
manipulate any animated clip themselves, for example to ‘rewind’ or view in
slower motion, greatly assist them to assimilate the knowledge and information
on offer. The result of these advances in technology and ease of creating
animated sequences has been a huge rise in the use of multimedia for learning.
USABILITY
How
users approach, navigate and generally experience a website is a growing area
of interest and study called ‘usability’ and there is an increasing need to
develop a body of knowledge relating to how Web designers create for optimization
of education. Where elements of an e-Learning design might be used in several
implementations, the key is to ensure that whoever might want them, can find
and use them. Open-endedness and flexible combinations of text, graphics, video
and audio therefore are the key stepping stones to enabling e-Learning design
to become easier. Designers need to be the creators envisioned by Weizenbaum in
the early 1980s, exploring with curiosity and supported by multidimensional
ways of working with information. When outputs are sufficiently general in
these applications, they are said to be ‘interoperable’, that is, they can be
used in different e-Learning applications and environments. How they fit
together might euphemistically be called ‘shaken and perhaps stirred’ to create
new environments out of established ingredients; a bit like the different types
of structure (house, church, office and so on) that can be made from the same
building bricks. Many creative tools such as Adobe’s Photoshop (at
http://www.adobe.com) have up to 10 layers of ‘undo’ so that directions can be
explored, examined and traced backwards to new points of departure. No creative
canvas has ever been so pliable, no medium so flexible! Designing can be fun.
LEARNING
OBJECTS AND REUSABILITY
The
separation of content from presentation, achievable through cascading style
sheet technologies, is the key to the new directions in Web design and has the
power to impact on education at a fundamental level. Technology is increasingly
making it easier to reshape digital content, taking into account the different
needs of different learners. The reusability of presentation styles or content
components is a parallel and equally important new direction for education. A
potent rallying cry today for educational developers is to create ‘learning
objects’ or modular e-content that can be used in different contexts – just
like the bricks above, which can be used to build houses, churches or offices.
These learning objects can be stored in electronic repositories for access by
e-Learning developers as and when they need them.
Standards
for Interoperability
Encouraging
the re-use of e-Learning components will ultimately save time and energy and
lead to an overall improvement in the quality of material as tutors move beyond
reinventing the wheel, each time they wish to commit some work to an e-Learning
environment, into a more considered approach to design and delivery. The
creation of large-scale free-to-access databases of e-Learning components or
‘objects’ would clearly result in reduced costs and increased flexibility for
e-Learning designers and tutors alike, and several systems are emerging to
assist in the process. An example of these is Burrokeet, which is an Open
Source tool at http://www.burrokeet.org that takes existing content and assists
in turning it into learning objects. To allow for learning objects to be used
in different contexts, the objects must be created in specific ‘interoperable’
data formats. A number of initiatives exist to create such standards including
SCORM, the Sharable Content Object Reference Model at http://www.adlnet.org.
This format seeks to ensure that learning objects can be shared easily between
different learning systems. However, as Gobee (2005) reminds us, learning
objects cannot ever be free of context. In creating large-scale repositories of
learning and teaching materials, therefore, additional consideration needs to
be given to ways in which the individual tutor’s ‘touch’ can be reflected in
their own specific context.
A
standard for Profiling e-Learners – UKLeaP
Work
is also progressing to ensure that common standards for transferring
information about learners, throughout their life course, are available to
e-Learning developers and users. The most important of these is the UK Lifelong
Learner Information Profile (UKLeaP), which is due to be released as the
British Standards Institute’s BS8788. The 2003 announcement (http://www.
imsglobal.org/pressreleases/pr03/006.cfm of the intention to create the
standard give a flavour of its purpose:
‘LIP
[the Learner Information Profile] specifies a generic skeleton for information
about learners’ experience, capabilities, credentials and preferences. The
UKLeaP profile will flesh out this general specification to provide a standard
way of recording and exchanging UK specific information across the life long
learning domain in the UK’, said Ed Walker, CEO of IMS. … The LIP specification
and UKLeaP together are a complete solution for this vital component of
e-Learning environments.
DIGITAL
RIGHTS AND COPYRIGHT
Learning
objects promise to deliver increasingly tailored courses but what about
copyright? Appropriate re-use can only occur where authors of e-Learning
materials are recognized for their efforts. Those wishing to use or customize
the content must therefore respect the intellectual property rights of those
who originally created the materials. With the facility of cutting and pasting
quite seamlessly from any site, copyright is therefore a key issue on the Web.
A number of potential problems exist and an initiative called Creative Commons
at http://creativecommons.org/license/ allows authors to publish on the Web
while setting out the uses they intend for their work. This might include
telling site visitors that they will need the author’s permission to use the
material for commercial reasons or for deriving work from it. Creative Commons
offers tools and tutorials to create licence information for any site, or to
one of several free hosting services that have incorporated Creative Commons.
NEW
DIRECTIONS – UBIQUITOUS TECHNOLOGY AND AMBIENT LEARNING
The
future of e-Learning is opening up for everyone everywhere. Increasingly,
mobile technology is allowing learning to move literally into the hands of the
learners. In time this will change the ownership of the learning experience.
The
moving of learning materials into learners’ hands, in the sense of having it
‘on their laptops’, has clear implications for pedagogy. The impact of laptops
and wireless applications in education will create a feeling in students of
ownership of the materials and process. Search engine technologies ease the
time-consuming burden of searching for information and thus free the learner to
spend more time in applying the knowledge they are creating. Lightweight laptop
and palmtop technology (including the combination of Internet-enabled
telephones) puts the Web in the hands of learners anytime, anywhere (or at
least where the learners can access a hard-wired or wireless portal!). The
situation would appear to be relative to the ownership of the space in which
the access is available. For example, in Becker’s (2000) investigation of the
educational uses of computers at more than 1,000 schools in Minnesota and
California, classes that had access to computers in their classrooms used
computers more extensively than if they had access to computer labs, even when
there were many more computers in the lab. When wireless access is available to
students, experience would also suggest that they use it more extensively than
in circumstances in which they have to go to a specific location such as a
workstation. The more the access space is the choice of the students, the more
extensively they will use it.
One
of us (Holmes) has investigated this issue in a wireless environment project at
Trinity College, Dublin. Wary of the words of Harvard’s Frank Steen that ‘every
classroom can be a computer lab or a major distraction’ (Steen, 2001: 1), the
initiative involved rolling out a wireless network for students on master’s and
undergraduate courses in the computer science department. The students were
encouraged to use their laptop computers within and outside classes as their
primary learning tool. The potentially distracting effect of having students in
a group session all linked to the Web through wireless access presents its own
problems for tutors and its own solutions. Gay O’Callaghan, a key researcher on
the project, likened some aspects of the project’s processes to the children’s
story Pinocchio in her report entitled ‘Cutting the strings in a wireless
environment’ (O’Callaghan, 2001). The Pinocchio effect is the worst case
scenario when the tutor, rightly or wrongly, senses distraction rather than
industry and asks the students to close their laptops! Just like Geppetto, who
worried about how to control the results when he ‘cut the strings’ to give
Pinocchio his freedom, some tutors will worry about empowering the students to
do ‘their own thing’ and will retreat to the security of tradition and
convention!
Though
those who are less trammelled by such worries may argue that the students’
freedom to choose how to engage with the technology should be the starting
point (Geppetto should let go!), perhaps a better solution is to support
students in using and, indeed, designing environ-ments that they themselves
prefer (Geppetto should be a guide-at-the-side). The best course seems to be a
‘bit of both’ – both sides committed to ensuring that the learning objectives
are achieved, with students having freedom to choose and the tutors having a
guidance role.
The
team also recognized and reported the power of a communal con-structivist
environment in which all the students were enabled to create e-Learning tools
for use by their peers. The students took part in a network that served as a
dynamic space for both communication and production. Two important learning
support tools developed by the students were a ‘knowledge space’ and an instant
messaging facility. The knowledge space was a communally constructed digital
repository which exploited the anytime, anywhere opportunities of the wireless
environment with access to collections of documents, images, sounds, scientific
data and software collated by the students. Instant messaging enabled
tutor–student or student–student interactions (in any combination of one-to-one
and oneto-many) when the appropriate people were online and the students had
questions to ask or comments to make. Again Steen’s observations were echoed as
‘Dining rooms, libraries, lawns, athletics facilities, offices, hallways and
classrooms become places for email, surfing the net, looking at course Web
pages and instant messaging’ (Steen, 2001: 1).
Each
time new students connected to the network they extended it by becoming both
producers and transmitters of new and unpredictable information, enabling them
to adapt the college-wide connectivity according to their needs. What
ultimately emerged was a dynamic space of collective subjectivities that
enabled everyone to learn and contribute to everyone else’s learning. The major
driver for the successes in the project was the wireless mobility of anytime,
anywhere – including during lectures and tutorials! With the witnessed increase
of student engagement not just in this project but in many others around the
world, it is not surprising that adoption of wireless in higher education is
rapidly increasing. In their 2005 survey of over 500 US higher education
institutions, the Campus Computing Project reported: the continuing expansion
of wireless networks (WiFi) across all sectors of higher education. Almost
two-thirds (64 percent) of campuses report strategic plans for wireless
networks as of fall 2005, up from 55 percent in 2004, 45.4 percent in 2003,
34.7 percent in 2002 and 24.3 percent in 2001. More than a fourth (28.9
percent) indicate that full-campus wireless networks are up and running at
their institutions as of fall 2005, compared to a fifth (19.8 percent) in 2004,
14.2 percent in 2003, and just 3.8 percent in 2000. Across all sectors, the
2005 data suggest that wireless services are available in more that two-fifths
of college classrooms, up from a third (35.5 percent) in 2004. By sector, the
proportion of wireless classroom ranges from 26.8 percent in community colleges
(a gain from 24.8 percent last year) to 53.8 percent in private research
universities (up from 47.4 percent in 2004. (CCP, 2005)
Instant
messaging (IM) allows the user to know who else is available, that is, online,
for them to contact immediately by email. Perhaps this is not always a good
thing but the theory underlying it relates to the (dubious?) expectation that
the person contacted will respond immediately. Certainly this is a
communicative norm for a ‘chat line’ but in the context of work, and
professional communications, replies and answers to questions may not be so
immediately forthcoming, if only because the query may be complex. However,
according to McDonald (2002): research firm Gartner has estimated that there
are now more than 100 million instant messaging users worldwide, and that by
2005, IM will be used more often than e-mail. Gartner has also estimated that
corporations using instant messaging could reduce internal e-mail volume by 30
to 40 percent, and voice mail volume by 10 to 15 percent.
Perhaps
if the culture demands and facilitates instant messaging, such savings will be
possible.
Mobile
wireless communications and their associated applications have become the norm
for interaction in the business community and among young people in general.
The otherwise distractive effect of multiple simultaneous interactive
communications can instead be productively channelled into the creation and
development of dynamic learning environments, which empower both student and
tutor. The cultural lag between the use of ‘no strings’ communications ‘on the
street’ and their adoption within traditional learning environments may be
avoided by inviting the imaginative contributions of young people, which
exploit the potential inherent in the wireless environment and enable Pinocchio
to realize full liberation.
Despite
the plethora of applications and supporting technologies men-tioned above, the
fact remains that e-Learning is still in its infancy. The ‘killer application’
has not yet surfaced and e-Learning is still very often an add-on to existing
practice in much the same way as the first television shows were filmed radio
performances. Although a network in name and geographic spread, the Internet is
a dynamic creation of the computer, not the traditional network of the
telephone or television industry. But the signs of change are apparent and it
is now providing such new services as transmission of real-time audio and video
streams. Its very pervasiveness coupled with mobile computing and
communications is underpinning the new paradigm of anywhere, anytime e-Learning.
Among
the emerging new services, perhaps the most important is Internet telephony,
which promises very quickly to revolutionize voice communications, primarily
through much reduced costs to the consumer. As mentioned in Chapter 2
(Economist, 2005), it is more a question of ‘when?’ than ‘if?’. The major
telecoms companies are currently engaged in a commercial war against fledgling
voice over Internet protocol (VOIP) companies and, if current cost
differentials are anything to go by, the winners will clearly be the users
(see, for example, the call charges of Telediscount at www.telediscount.co.uk).
Quite soon it is expected that television services, exploiting satellite and
full digital broadcasting, will also be cheaply and efficiently offered over the
Interenet. ‘Narrowcasting’ will become easier and will exploit the existence of
so many same-interest groups already on the Internet by enabling specific (that
is, narrow) broadcasts to be created and delivered (anytime, anywhere!) to
them. The economic exploitation, no more and no less than its exploitation for
learning, will likely be comprehensive, rapid and diverse; and there will
undoubtedly be more booms and busts to add spice to the enrepreneurial
scramble. How the Internet, and our usage of it, will shape up as these
developing services become more sophisticated, remains to be seen.
Central
to this vision of an Internet-dominated future, however, has to be the
availability of the new technologies to all citizens in all nations – among
whose number we include those who have been or have the potential to be
excluded from education because of economic disadvantage, geographic isolation
or physical impairment.
e-Learning
– Learner Emancipation
e-Learning
and accessibility are the key themes of this chapter, which explores the impact
of e-Learning on communities of learners who have special challenges or
experience special access difficulties. The specific focus is on the visually
impaired community as they are arguably the most empowered when information is
accessible and one of the most ‘locked out’ when it is not. Making e-Learning
environments maximally accessible to visually impaired people is one of the
main challenges facing e-Learning designers and tutors.
Building
knowledge is an essential part of every individual’s learning in the
twenty-first century. Everyone should have the opportunity to be part of this
process and when it happens in a social context they should always be valued
for their contribution. However working against the integration of all members
of society, both in the school and university and in the workplace, is the
emerging ‘digital divide’. Those without access or without the assistive technologies
that can enable their access, can fall behind or indeed may never get started,
in terms of education or opportunities in the workplace. e-Learning can help to
counteract disadvantage, but only when it is accessible itself! One example
that shows the potential reach of assistive technologies across the divide is
the Indian e-Learning centre for the blind, which first opened its doors in
2003. It has been estimated by the National Council of Education Research and
Training in New Delhi, that the centre has the potential to bring distance
education to over 2 million blind children (World of Science, 2003).
Disabilities
of all kinds are relatively common in the older age ranges of the population, a
section of society that continues to grow as health care improves and mortality
rates fall. The European Union (EU) estimates that as the number of elderly
people will continue to grow as a percentage of the total population, 37 per
cent of the population will be over 60 years of age by the year 2050 (EU,
2006). There will be a significant increase is in the 80+ age band where
disability is most prevalent and one of the most disabling conditions is
deterioration or loss of sight. The potential, then, is for a growing digital
divide in the area of able and disabled citizens, almost irrespective of
whether the disabled person has high information and communications technology
competence and convenient, low-cost access to that technology. If it is not
made accessible through assistive technologies it could be a technological
white elephant for them.
Disabled
members of rural communities are often unable to participate fully in
employment without moving to larger urban centres, perhaps leaving their
families on whom they may otherwise depend for day-to-day support. e-business
opportunities not only allow them to become valuable participants in the
workforce from their own home or locality, but also allow disabled people to
develop skills that can be shared within their own local communities. Indeed,
they may become local employers if the business context allows.
Perhaps
the success of society should be judged on the opportunities it offers for its
weakest members, and in this respect e-Learning certainly fosters collective
learning in an inclusive manner. Technology can help ‘normal’ people to do
special things but, equally, special people can be helped to achieve success in
‘normal’ activities that would be otherwise beyond them. In the same manner
that assistive technologies such as wheelchairs, hearing aids or walking canes
can support people with physical impairments to achieve more in their lives,
information and communication technologies can open up new ways to enhance the
lives of disabled people. However, e-Learning can only emancipate disabled or
other disadvantaged learners if it is designed to cater for all possible
learners.
There
is, therefore, an increasing recognition of the need to design for universal
access so that a wide variety of learners has the opportunity to learn in
online environments. However, there needs also to be recognition of the
importance of social issues. Warschauer (2003) argues that addressing the
digital divide is not simply a matter of connecting people to the Internet but
includes social aspects such as political, economic and linguistic factors that
inhibit access or usage. Such factors are key to understanding and influencing
the development of e-Learning as a field, in a context in which much of the
world’s population is on the wrong side of the divide with reduced or
non-existent opportunities to participate in and benefit from the information
age. These factors need to be addressed alongside technical issues of access to
software and hardware (Warschauer, 2003).
ASSISTIVE
TECHNOLOGY ISSUES AND OPPORTUNITIES
Visually
impaired learners are taught to read using Braille texts (that is, the printed
text has each letter of the words represented by a pattern of raised dots on
the paper instead of inked letters). Learning Braille is key to accessing
information but when study texts are not available in Braille or as audio
recordings, as might be the case in universities where courses often evolve
year on year, students need assistance from note-takers and student support
providers. e-Learning can make a difference here by affording students with
visual impairments equal opportunities to access the necessary information –
anywhere, anytime.
Using
a screen-reader package, a visually impaired student can open Web pages and
have a synthetic voice read the on-screen text to them. There are a number of
speech output packages that can be used this way including JAWS
(http://www.freedomscientific.com/) and the combined screen magnifier, reader
and Braille system, Supernova (http://www.dolphincomputeraccess.com/). When
such software is expensive it can seriously hinder access for the most needy
and so new and more effective ways of delivering ‘speaking’ screens are
constantly being explored. Technologies such as Voice eXtensible Mark-up
Language (VXML), in which the Web pages have the option of speech built in, may
hold the answer. Voice eXtensible Mark-up Language allows for user interfaces
that support voice input through automatic speech recognition (ASR), and voice
output through text-to-speech synthesis (TTS). An indication of its importance
is shown by the fact the VoiceXML Forum at
http://www.voicexml.org/overview.html comprises several key Internet and
communications companies such as AT&T, IBM, Lucent and Motorola.
Torres
et al. (2002) have reported on the use of a number of different possibilities
for developing voice online as part of their VISUAL (Voice for Information
Society Universal Access and Learning) project. They con-cluded that VXML was
superior to a variety of other techniques. They argue that VXML should be
considered Web navigation’s third dimension because, quite simply, if an
approach makes websites more natural and attractive for visually impaired
people, then it will equally improve the interaction for sighted persons.
Other
important assistive technologies include screen magnifiers (for example,
Zoomtext at http://www.aisquared.com/index.cfm) and Braille outputs (for
example, Duxbury at http://www.duxburysystems.com/). Some operating systems,
such as Apple’s Mac OS X Tiger, have accessibility features built in. The Mac
VoiceOver interface (http://www.apple.com/macosx/ features/voiceover/) allows
for magnification options, keyboard control and ‘speaking’ the contents of
files and reporting onscreen activity. By assigning unique voices to different
types of information, users can quickly distinguish information sources. Voices
can also be tailored by adjusting pitch, speech rate and volume.
Having
such access to information and communication facilities, on a par with their
sighted peers, is important for learners with visual impairments but Nielsen
(2001) estimates that it still takes such users three times longer to access
information on the Internet than their full-sighted peers. Nielsen’s study
observed 84 vision-impaired users and 20 sighted peers as they performed a
variety of tasks, including finding information online and comparing and
contrasting resources across 19 websites in the USA and Japan. Nielsen
concluded that more thought was needed at the beginning of the design process
to implement higher usability levels, which would then ensure more success in
tasks, faster completion, fewer errors and greater satisfaction with the sites.
DESIGNING
FOR ACCESSIBILITY
As
new learning opportunities are hosted on the Internet, students with special
difficulties need to be taken into account. The training needs of people who
learn differently can be overlooked when organizations provide online training
for their employees or students. Very often tutors simply may not know or
understand what is needed to make the e-Learning environment easier for all
students.
People
who are visually impaired have a range of needs when it comes to accessing
information. Some people with low vision can read large print
with
the help of screen magnification, while others may have limiting conditions
such as ‘tunnel vision’ and may be able to read a single line at a time but not
be able to scan up and down a page of text. Some visually impaired people may
have become blind after years of being able to see and may need at least some
of the context of the text explained to help them assimilate the material
through the use of their pre-knowledge. Others may be blind from birth and be
less interested in what things look like. Instead, they will have their own
internal representations and will likely focus more on simply accessing the
information.
As
technology evolves it tends to become less rather than more accessi-ble. Early
emails with their direct and simple text-based communication made it relatively
easy for visually impaired people to communicate. As interfaces and
applications became more graphically oriented, emails began to be sent using
HTML with visually attractive embellishments such as colour, background
patterns and perhaps animated icons. Visual attraction is in the eye of the
beholder, of course, and in circumstances in which screen contrast is made
appealingly subtle, a weakly sighted person may find it a strain to read or
simply unreadable. The mild but widely distributed disability of ‘colour
blindness’ is a more obvious candidate for causing screen problems for a large
proportion of the population. The evolution of Web screen presentation from
text to nested tables was very confusing for those using screen readers that
read across the tables rather than within each individual table. These evolving
Web pages, though meant to be scanned quickly, varied considerably in how
content featured in their structure. For example, key facts and figures might
be found in the centre of one page and on the bottom right-hand corner of
another. This, of course, meant that screen readers could take a long time to
locate appropriate information, and might often be unsuccessful. Having links
and navigation devices in different places on pages also served as a hindrance
because visually impaired users were unable to find a pattern. As nested tables
gave way to animated graphics, matters became much worse. Flash-based Web
pages, opening with swirling letters emerging to form the name of the course
for example, may be aesthetically pleasing to many students but may leave a
visually impaired student and their screen-reading package, very lost.
Technically
it is not difficult to create HTML Web pages in a manner that makes them
accessible, but animated, interactive and multimedia materials are much more
troublesome. Many software houses are now more aware of the issues but, for
some, accessibility is still merely the provision of an alternative text-only
version (though that at least is a start!). The Techdis website (at
http://www.techdis.ac.uk/index.php?p=1_3) offers advice on what should be
considered from the beginning of the design process. This advice covers ease of
navigation, help for searching and easy to follow content layout and text
descriptions (‘alt’ text) for images. At a level below the screen presentation
issues, the advice is to ensure that the coding of the site should be provided
in an accessible manner including descriptions of forms and tables.
Designing
for accessibility is important if e-Learning is to help disabled students
realize their promise and become independent learners. As some would
undoubtedly argue, accessible e-Learning environments have larger markets
because they have more learners to choose from. The evolution of technology,
both software and hardware, has often resulted in a focus on visualization,
such as ensuring the mouse pointer appears at the screen position at which the
user wishes to be. ‘Universal Design’ or ‘Design for All’ initiatives extend
the concept and seek to support the largest possible target audience, including
those users who are, for example, deaf or have motor function difficulties. The
promotion of an inclusive mind-set for designers is therefore a major part of
the remit of the World Wide Web
Consortium’s
Web Accessibility Initiative (see http://www.w3.org/WAI/). The WAI is dedicated
to creating guides, strategies and information on how to make the Web more
accessible to all. It seeks to examine the issue of open access from as many
perspectives as possible, and their research includes coverage of the following
components:
•
information developers and their tools
•
content: both the information and the markup code
•
interfaces such as assistive technologies, including screen
readers and magnifiers
•
user experience: including usage patterns and strategies.
EVALUATION
OF ASSISTIVE TECHNOLOGIES
According
to Edyburn (2000b) Web designers and users have only recently begun to consider
the issues of assessment in using assistive technologies. Several sources are
helpful in this regard. For example, Watts et al. (2004) have reviewed
alternative models of assessment that are inclusive for students with
disabilities. They state that it is important to provide periodic reviews of
the appropriateness of the technology for the students as students’ needs may
not be similar. Chambers’s Consideration Model (1997), for example, stresses
the need for periodic review procedures and ongoing consideration of how the
assistive technology performs. Models that take multiple perspectives of the
learner’s activities, such as Zabala’s (2002) guide for considering assistive
technology, examine not only the student engagement with the technology but
also the environment, tasks and tools. Only when e-Learning software is
designed to be flexible in terms of a learner’s preferred learning style,
abilities, disabilities, needs and goals over a period of time, can the
assistive technology be considered to be performing appropriately.
INTERNATIONAL INITIATIVES IN ACCESSIBILITY
INTERNATIONAL INITIATIVES IN ACCESSIBILITY
As
the development, design and use of the Internet becomes more an integral part
of society, standards bodies are emerging and promoting interoperability and
increasingly accessibility. There are three European Standardization Organizations
(ESOs – at http://www.eeurope-standards.org) ‘which share responsibility within
Europe for creating standards, each within its own designated technical area:
European Standardization Committee (CEN), European Electrotechnical
Standardization Committee, (CENELEC) and European Telecommunication Standards
Institute (ETSI)’. The standards take the form of workshop agreements, such as
CEN Workshop Agreements developed under the eEurope Action Plan in the European
Union. They are available online free of charge from the CEN/ISSS Web pages at
http://www. cenorm.be/isss.
In
1999, the European Commission (EC) launched its eEurope 2002 – An Information
Society for All initiative. The action plan set out to accelerate equality of
access as well as promote computer literacy. A key part of this process was to
foster communication and co-operation between the end users and the providers.
The Action Plan for eEurope 2005 (EU, 2002) followed on from the ending of
eEurope 2002 and was designed to build on the initial successes by promoting
new services and jobs, thereby contributing to the further modernization of
society and boosting productivity. Again part of the initiative stressed the
importance of all European citizens being able to participate in the global
information society. The Action Plan views social cohesion as a key step in
moving the EU towards a competitive, knowledge-based economy by 2010.
In
the USA accessibility is supported by legislation. In 1986 the Americans with
Disabilities Act was drafted and approved, and has had a powerful impact in
guaranteeing equal opportunity for all in terms of access to goods and
services, and participating in employment and the community life. There is
debate in the USA as to how far the Americans with Disabilities Act (ADA)
should be extended into the ‘cyberspace’ of the Internet. The Act states that
businesses should provide easy access for disabled people but the Internet has
not yet been legally interpreted as a place of public access. The rulings to
date are not encouraging and the predominant view is that although accessibility
is an important goal, it cannot be forced on all websites (Short, 2003). The US
government, however, has taken the important initial step of requiring that
federal and agency websites provide access to the disabled.
In
relation to e-Learning specifically, the US Individuals with Disabilities
Education Act Amendments of 1997 held that assistive technology was a key
aspect of an Individualized Education Program (IEP) team’s planning process for
children receiving special education services (Edyburn, 2000a). In the past 10
years such technologies have included personal computers, communication
devices, switches and specialized keyboards (Blackhurst and Edyburn, 2001).
Federal law (Individuals with Disabilities Education Act, 1997) and assessment
literature (Edyburn, 2000b; Haines and Sanche, 2000; Johnson and Johnson, 2002;
McLoughlin and Lewis, 2001) clearly indicate a mandate for the inclusion of a
variety of people to make educational decisions with and on the behalf of
students with disabilities. Hager and Smith (2003) believe that the US Congress
intends that assistive technologies should create new opportunities for
learners with disabilities to participate in education. In the future,
therefore, e-Learning may well be part of streamlined, individualized personal
planning for students with special needs.
e-Learning
may thus assist schools in delivering a curriculum that sup-ports equal access.
However, the international trends towards integration of students with special
needs into mainstream school systems can result in considerable pressure being
placed on teachers to meet the specific individual needs of students but
without the necessary training. Specific courses for educators, access to
regulations and information for schools and parents, and specially adapted
materials for students will all assist in creating specialized adaptive
learning environments, but much remains to be done to make for smoother
integration.
One
initiative, the Social Assistance for/with the Visually Impaired (SAVI) project
funded by the European Union (details at http://www.formatex.org/
micte2005/241.pdf), currently seeks to address this need through creating a
partnership involving researchers from the UK, Ireland, Portugal, Greece and
the Czech Republic. Of these, only the UK to date has used an online model of
delivery for training teachers of the visually impaired. Teachers of the
visually impaired need to understand and avail themselves of the latest
assistive technology. For this reason the SAVI environment is designed to
support online course delivery and online community building using the same
tools as the target students of the teachers involved.
BUILDING
A SUPPORTING COMMUNITY NETWORK
A
theme running through the book is the creation of communities of learners,
working on communal constructivist principles. As outlined earlier, this means
that it is not only learning from each other but creating a learning
environment that sustains itself through the use of existing learners’ inputs
to support new learners, and to contribute to the learning of existing members.
In the case of visually impaired learners, Lynch et al. (2005) puts a positive
spin on the old cynical jibe by promoting a model of the blind leading the
blind. This model draws on the social model of disability (Barnes, 1991;
Finkelstein, 1992; Oliver, 1990; 1996) in which vision-impaired people are
encouraged to draw on their learning experiences and create a more balanced
relationship between themselves and non-disabled people. Communication with
other visually impaired people, based on email lists that are created and
supported by people with disabilities, connect people who have very unique
questions with others who may have the answers.
One
such community is the Visually-Impaired Computer Society of Ireland (VICS – at
http://www.vics-ireland.org/), which was established in 1986 by a number of
blind and visually impaired computer programmers to assist blind and visually
impaired computer users. The specific aims of the community are to support new
users, to inform and encourage employers, to encourage software developers to
produce outputs that are more accessible and to assist those who wish to make
electronic activities more accessible. The VICS has since grown to become a
nationwide initiative and is a good example of how a simple tool, such as an
email list, can be used to include the blind and partially sighted in a greater
variety of decision-making and development activities.
When
supporting a ‘blind leading the blind’ model of e-Learning, it is clearly a key
requirement to ensure that learners can easily avail themselves of the support
of their peers. Such a communal approach must be at the heart of the provision
and will contribute considerably to the success of their present learning and
that in the future. The creation of communally ‘owned’ learning objects becomes
a multi-vocal process whereby members of the community contribute the diversity
of their thinking and ideas to the creation of materials and teaching
resources. This process was successfully followed in a project conducted by one
of us (Holmes). The project, entitled the Accessible Communities for E-Business
(ACE at http://www.inishnet.ie) brought together a group of vision-impaired
adults to experience the development and testing of an e-community where they
could collaborate to build the skills necessary to take part in and contribute
to the changing workforce. The participants, who were drawn from both urban and
rural locations, were also invited to contribute to the development of
materials for future generations of learners. The initiative achieved its aim
of increasing vision-impaired people’s access to e-Learning and skills
development with tailor-made courses such as modules for JAWS users in the
European Computer Driving Licence (ECDL, 2006) programme.
The
ACE participants became more empowered learners as their engagement in the
e-community improved their technological skills through contact with their
peers and e-mentors in a twinning process. As their skills improved, the
participants were in turn encouraged to ‘twin’ as mentors for new members to
the site. They were also encouraged to add to the knowledge base and to
contribute to the sharing of new knowledge by creating course materials from
their own inputs. To encourage ease of creation of new materials the Accessible
Communities for E-Business project website also incorporated audio files; a
feature that facilitated more authentic and accessible presentation of
information than a screen reader’s synthesized voice.
From
the beginning of the project, the participants were consulted at every stage in
order to create an environment in which participants and developers worked as
equal partners. Ultimately this communal and collegial process has been
commended by the Irish government (NCBI, 2003: 3).
Such
initiatives have the potential to impact considerably on the lives of people
who are often disenfranchized by having a very restricted engagement with an
increasingly complex information society. Being able to do things for
themselves is an intrinsic and powerful motivation for those who are physically
or intellectually impaired, and participants in the Accessible Communities for
E-Business project have testified to a more positive outlook on their own
computer abilities and their confidence to seek new employment. Not only did
the participants benefit from e-Learning, they also saw how an e-community can
grow and ultimately provide opportunities for vision-impaired people who wish
to take further e-Learning courses and achieve higher qualifications. The
e-community helped to demystify the concept of e-Learning for them and provided
an environment that promoted their knowledge-building activities within a carefully
conceived online environment.
Technology
can help ordinary people do special things and, as we have argued here, it can
also assist special people to do ordinary things. The best possible future for
people with disabilities in Europe is to be as much a part of ordinary life as
possible. There has been a widespread move to ‘mainstream’ students with
special needs in school and university class-rooms, yet this has meant that the
tutors involved may not have the skills they need to best support them. The SAVI
project team is studying ways forward, within the European context, for
educators who will be teaching visually impaired students, and who are looking
for information and experiences that can help them deliver a more accessible
national curriculum to meet their needs more effectively.
e-Learning
– Endless Development?
While
deriving its underpinning theories from such notable scholars as Plato,
Rousseau, Skinner, Dewey, Vygotsky and Piaget, to name but a few, e-Learning is
arguably eclipsing their impacts as the most dynamic development in education
ever. Even with several decades already behind us, there seems no end to the
innovation and development that stretches into the future for e-Learning. For
now and the foreseeable future, e-Learning remains ‘mission critical’. It has
emerged as an unparalleled explosion of innovations, creating opportunities for
enriched experiences in traditional education and for enhancing the breadth of
opportunity and content for lifelong learning. The scope for e-Learning’s
future development is so wide that it is with some trepidation that we attempt
to paint a picture of the future.
Structuring
a ‘look’ into the future, then, is a daunting task but it is helpful to
consider it in terms of the two themes that have dominated this book, that is,
the social and technological dimensions of e-Learning. The emerging trends in
these themes may be discussed under a variety of headings but prominent among
them are:
•
e-Learning as change catalyst;
•
improved learner-aware designs;
•
blending the old, the new and the previously impractical;
•
the challenges of assessment for e-Learning;
•
making communal learning accessible;
•
rights and entitlements across the digital divide;
•
new convergences.
THE
EDUCATION SYSTEM AND CHANGE
Larry
Cuban sums up the current situation on the integration of computers in
education as ‘oversold and underused’ (Cuban, 2000). And instances of computers
metaphorically or otherwise ‘remaining in their boxes’, that is, delivered to a
school or college but lingering underused as wordprocessors, or unused as
storeroom clutter, are more common than we might care to admit. However, change
can be a grindingly inexorable process and several major drivers are
persistently pushing the e-Learning message across the world.
One
of these drivers is based on the political and economic argument that each
nation needs to be competitive in the global marketplace and that the
development of information and communications technology capacity is the key
stimulant. The pursuit of this goal has long gripped Western countries and it
is now being taken up with alacrity in developing nations. As the US-based
World Information Technology and Services Alliance (WITSA) president, Harris
Miller observes: ‘Spearheaded by India and its successful entry into the
software development market, other countries are following its lead in droves.
The resulting competition has energized politicians at both ends of the
spectrum as the developed countries fight to grow the jobs of their local
constituents’ (WITSA, 2004). As an example of the attention now being brought
to bear in addressing the information and communications technologies
capacities of the developing nations, WITSA figures show that one of the poorest
nations in the world, Bangladesh, is currently spending the least money per
capita on information and communications technologies at only US$11 per capita,
compared to a US$4,147 projected for the USA. However, in comparison with the
lowest worldwide projected growth rate (6.7 per cent) of the already
well-resourced North American region, Bangladesh’s growth rate in information
and communications technologies spending is expected to top 20 per cent, the
highest rate anywhere. On a global basis, the WITSA projections show that
information and communications technologies spending, which peaked at 7.4 per
cent of global total spending in 2000, will settle at around 6.9 per cent
through to 2007.
Such
levels of investment need skilled employees and users to give a good return. A
proportion of these will inevitably be ‘journeyman’ operatives (for example,
involved in keyboarding data) and users (for example, engaged in Web browsing),
but the greater the proportion of people with skills to ‘add value’ to the
knowledge and usage system, the more likely the technology will enhance the
economy with innovative products and processes. The arguments are both simple
and plausible. In a global marketplace, for such is today’s consumer base, the
sellers of goods or services need their product to be ‘visible’ to those who
have a need for it and to be marketed to those who might need it. Traditionally
this visibility (marketing or advertising by any other name) has been achieved
nationally at best, but often only locally, through the media (television,
radio and newspapers), billboards and mail shots. But the Web has changed that.
In a rapidly burgeoning level of information and communications technologies
penetration, the Web currently reaches 85 million users in China alone. Not
every enterprise can have a product that will sell in numbers in China, but if
they do have a globally attractive product, the world is truly their ‘oyster’
of selling opportunities. Yet the truth is that no budding entrepreneur,
advertising executive or marketing manager is born with Web design skills. No
prospective purchaser is born with browsing and criterion-based searching
skills, never mind simple keyboarding and emailing skills.
Each
nation’s education system (schools, colleges, universities and training
organizations) is therefore being forced to sit up and deliver the full gamut
of information and communications technology skills, from basic literacy skills
to sophisticated applications for Web design, economic modelling, design
engineering and so on. Hardly a part of society’s existing knowledge base
escapes the wind of change that information and communications technology
developments bring. Having underused computer resources will increasingly
become unforgivable. e-Learning will, in turn, become a major part of
information and communications technologies education and training, in school
and college contexts, and in university courses and work-based learning
environments. But the story of e-Learning’s future roles does not stop there.
e-Learning
is a transformative technology. It has the capability of catalysing major
changes in education and indeed society more generally. For example, questions
have to be asked about the modern-day effectiveness and relevance of the traditional
school. Existing patterns of restricted arrangements for learning in the UK –
for example, the ubiquitous 9.00 a.m. to 3.30 p.m. school day, the
compartmentalized timetables in which a student may get as little as a
40-minute daily ration of mathematics, the general lack of interdisciplinarity
in learning as the rigid curriculum enables subjects to maintain their
disciplinary boundaries (separate English, history, science, and so on) and the
intensive testing regimes imposed by government, which deflect students from
learning – are increasingly being recognized as inadequate and inappropriate to
the needs of today’s learners. Enter e-Learning, a mode of learning that can be
accessed anytime, anywhere, if the hardware and Internet access is available.
Just as important as it is proving to be in the traditional education sectors,
e-Learning is providing a huge fillip to lifelong learning. Whether in the
workplace or the community, e-Learning opens up the realm of education to
everyone and, most importantly, to those who would otherwise face disadvantage
or simply lack of opportunity. It is a much more inclusive mode of education
than the traditional school–(college)–university environments, so much so that
one of the main objectives in the European Union’s eEurope 2005 programme was
to make educational institutions more open to all learners:
All
schools and universities, as well as other institutions that play a key role in
e-Learning (museums, libraries, archives), should have broadband Internet access
for educational and research purposes by end 2005 … All universities should
offer online access for students and researchers to maximise the quality and
efficiency of learning processes and activities by end 2005. (eEurope, 2005)
e-Learning
also has the potential to change practices and conventions considerably. For
example, the growth of learning communities, with either a specific focus (for
example, self-help groups with specific illnesses as their focus) or a more
general purpose (for example, supporting modern language teachers), accentuates
the natural collaborative nature of much successful learning. Such groups may
previously have corresponded in a relatively restricted manner (for example, by
post and perhaps with meetings where practical), but the Web, with dedicated
websites, chat rooms and blogs, can literally transform collaborative
activities into live or next-tolive interactions. Online work-based learning
can bring external experts into the workplace and can generate internal
mentor–mentee systems that efficiently dovetail with normal working.
The
catalytic effect of e-Learning, which promotes change in the traditional
environment, is underpinned by several key features which usually appear in
some form or other in its main manifestations:
•
its inclusiveness of all kinds of learners;
•
the diversity of its content;
•
the diversity of learning goals it can support;
•
its capacity to provide individualized education programmes;
•
its increasing sophistication in function, complemented by
its increasing ease of use;
•
its anywhere, anytime flexibility.
Perhaps
its most important feature, however, is the manner in which the
individualization is actually a central element of its communal approach, that
is, the individual learner is supported in a learning community. Traditional
learning environments can deliver many of these features up to a point, but
arguably rarely does. However, e-Learning is likely to increase the
expectations of learners to new levels of individualization, ready access to
knowledge and inclusive social contexts.
IMPROVED
LEARNER-AWARE DESIGNS
e-Learning
systems are set to become evermore learner-aware with significant innovations
and improvements in physical user interfaces and the software that runs them.
Adaptive technologies, which ‘learn’ the user’s individual characteristics, are
vitally important for many users, sometimes for convenience and sometimes as a
necessity. For example, voice and writing recognition are becoming more
sophisticated, driven largely by the needs of professionals such as doctors,
dentists and lawyers. The need is age-old. Notes from clinical examinations
have to be recorded, accurately transcribed and stored; all time-consuming
processes. An effective voice or writing recognition system is a major boon to
busy professionals. The side-benefits for other users are also very important.
With better voice or writing recognition systems, more opportunities are opened
up for disabled users who cannot otherwise easily participate in an e-Learning
environment via the keyboard. Complementary to recognition facilities are screen-reading
systems. While perhaps not benefiting from the commercial drive to cater for
doctors and lawyers, these are also becoming more sophisticated and accurate,
again enabling many otherwise excluded users to avail themselves of e-Learning
opportunities.
Developments
in haptic devices for e-Learning are also gathering pace. Haptic devices enable
users to ‘feel’ the results of their inputs through an interface that mediates
their touch. Graphic artists and designers can, for example, ‘feel’ texture in
their designs through the small forces that the haptic pen or brush feeds back
to their hands. Improvements in the accuracy and sensitivity of the various
joysticks, roller balls and pens are giving new meaning to the interaction that
physically impaired people can experience in virtual worlds such as games and
simulations.
Direct
brain interfaces, which enable interaction with a computer by means of external
brain-wave sensors attached on the surface of the skull or surgically implanted
electronic chips, are also beginning to produce promising technologies for
physically impaired learners. So, too, are eye-tracking devices and muscle
movement sensor interfaces.
BLENDING
THE OLD, THE NEW AND THE PREVIOUSLY IMPRACTICAL
There
are various ways of conceptualizing blended learning but central to them all is
an accommodation between the three elements: the ‘old’ traditional forms of
learning and their environments (for example, tutorials, classrooms), the ‘new’
forms of e-Learning and the challenges of learning at a distance from the
learning source. The reason why online e-Learning may not be taken up by
sections of the educator community is, in some quarters, put down to
organizational or professional inertia. This inertia implies that the tutors
concerned are content to work as they have always done, unwilling to relinquish
older, tried and tested means of learning and teaching in favour of e-Learning.
However, there is much to be said for not fixing something that is not broken.
If the tutors are confident that their traditional approach is effective and
learners are picking up the knowledge, skills and understanding they need for
the information age, then change is unnecessary. If they are not developing the
necessary knowledge, skills and understanding then the situation is ‘broken’,
and a radical review of pedagogy and content is required.
It
is probably the case that very few tutors, perhaps a small minority of die-hard
Luddites, would deny the benefits of enabling their students to engage with
forms of e-Learning appropriate to their needs and the aspirations of the course.
It is therefore always preferable to view the integration of online e-Learning
as an enhancement and optimization of the learning environment. This is
achieved by blending: taking the best features of each context and using them
in a complementary manner that works better than any one of them on their own.
As we argued earlier, though, e-Learning will progressively challenge the
appropriateness and adequacy of traditional forms of learning environments
(fixed times, places, curricula, content and pedagogies, and so on). Blending
itself will therefore increasingly favour the more versatile aspects of
e-Learning, which in turn will better accommodate, if not actually fully
endorse, the distance education ideals of ‘anywhere, anytime’. The routine
features of many virtual learning environments already allow for easy distant
access to the following ‘traditional’ context features:
•
resource materials (repositories);
•
work scheduling (personalized calendars);
•
assignment submission (‘drop-boxes’);
•
portfolio building (personal workspaces);
•
mentor support (‘hot-seating’);
•
tutor–student communication (email and instant messaging);
•
communal learning (discussion forums, chat rooms, blogs,
wikis);
•
news and new topics (announcements);
•
administration and progress monitoring (tutor/administrator
spaces, accessible as appropriate to the individual learners).
Many
of these features were previously impractical in distance education through
radio, satellite and correspondence courses, though many worthy systems
continue to meet a need where cabled and microwave technology has not yet
conquered the huge distances involved in places such as the Australian outback.
What is very much in its infancy at present in e-Learning, however, is the
assessment of the learner’s learning, where this is appropriate. It is clear
that many learning activities, old or new, distance or local, are not
appropriate for tests or assignment outputs.
CHALLENGES
OF ASSESSMENT FOR E-LEARNING
To a
large extent reporting the results of assignment assessments and the marks or
grades for tests (known as ‘summative’ assessments because they usually come
after the completion of a learning programme) is a relatively simple form of
output to deliver in an e-Learning environment. Some assessment formats may
even be machine-marked and can give the illusion of the computer carrying out
the assessment (‘illusion’ because clearly the tutor must provide the correct
answers). The paramount example is the multiple-choice test, perhaps the simplest
form for e-assessment, which can provide the basis of relatively sophisticated
computer-adaptive testing systems. These systems build a profile of the
learner’s learning by setting test items, the answers to which can be
collectively interpreted to judge how well they meet a set of achievement or
mastery criteria. For example, if a secondary school student can consistently
and successfully solve a series of two-variable equation items, the adaptive
testing algorithm may direct them to the next stage in their learning, for
example the solving of three-variable equations (ours is not to reason why!).
However, if they are inconsistently successful with correct answers falling
below a predetermined threshold, say 70 per cent of items, the adaptive system
may direct them to additional tutorial work, guidance from their teacher and so
on. In terms of achievement, the system will record factually that the
successful student has mastered two-variable equations if more than 70 per cent
of the items are answered correctly. Feedback is therefore generally restricted
to mastery statements based on pre-set criteria.
Complex
assessments such as the marking of essays, project assignments and so on are
much more likely, however, to be carried out by the tutor, who will then post
the result to each learner. The learner will quite reasonably expect any
assessment to be meaningful, that is, to contribute to assisting them to
progress in their learning. However, while the importance of feedback to a
learner’s motivation and next steps in learning is widely recognized, it is not
so widely practised. Too many students regularly receive a summative grade or a
mark, unaccompanied by any written or verbal narrative that gives meaning to
the ‘B’ or the ‘62 per cent’. Even when feedback is given, it may suffer from
the banality of brevity and cliché, for example, ‘Well done’ or ‘Could do
better’! Good pedagogical practice demands good feedback, to help students to
identify strengths and weaknesses, and to scaffold their next steps. Such
feedback has to be full, individualized and constructive.
e-Learning
may fair no better if it falls into the traps of expediency with, for example,
drop-down lists of prepared comments. In such systems a combination of the
comments is selected by the tutor as a best fit for the summative feedback
advice they wish to give. Automated – yes, convenient – yes, but pedagogically
sound? – No. The alternative is to adopt the ‘old’ (but, we hasten to add, not
necessarily widely used) summative methods of writing out a full feedback note
or debriefing the student verbally. This is not difficult to deliver in an
e-Learning context, but it may represent a challenge for tutors with pressing
time problems relating to other important but time-consuming activities such as
hot-seating, answering student queries by email and coordinating threads in
discussion forums. Highly accurate voice recognition input may be an answer for
the future but today’s technology can certainly enable an audio file to be
recorded as feedback. This can be done as the tutor assesses the work, for
immediate storage and posting to the students concerned. However, it is
probably worth pausing to reflect on how such off the-cuff feedback, while
convenient, also holds its dangers for ill-considered comment and, indeed,
errors!
Formative Assessment
Formative
assessment, or assessment for learning (for a definition see Gardner, 2006: 2),
is a form of assessment in which ‘old’ learning and teaching contexts still win
hands down over asynchronous versions of e-Learning and distance learning. The
learner in a traditional classroom should expect and receive formative feedback
from their tutor during their learning, not just summatively after they have
completed a programme. Again, we should acknowledge that not every traditional
learning environment meets these expectations. Clearly assessment for learning
is a difficult aspect of pedagogy for a lecture in front of 300 undergraduates
but it is certainly considered good practice in smaller more manageable
environments such as tutorial groups, school classrooms, seminars, laboratory
practicals and training workshops. In essence, the tutor uses a combination of
questions, analysis of answers, carefully selected, perhaps individualized
tasks, observations of student behaviour (puzzlement, ‘penny-dropping’, and so
on) and scaffolding prompts to engage each learner. The aim of the assessment
is to establish where the learners have reached in their learning and to enable
them to plan what steps to take next.
This
is full-blown face-to-face synchronous interaction, with appropriate
one-to-many interactions as the tutor also provides guidance on a group basis.
Such a pedagogy is a huge design challenge for e-Learning. A human tutor,
working online, could conceivably carry on one-to-one interactions on an
instant messaging-based system, particularly a speech-based system. However,
with more than a couple of students the intensity of activity would require a
speed of thought and transaction that few would be able to accomplish and even
fewer would find attractive. The prospects of an intelligent tutoring system
gaining even a small proportion of the capability of a human tutor in such
circumstances remain low, though expert systems and intelligent tutoring
systems continue to improve year on year. So what is to be done?
One
simple answer is to ensure that where possible the ‘blend’ includes the ‘old’
face-to-face engagement between tutor and learner. Rather than seeing such
blends as tutors dragging their feet over innovation, the power of Vygotsky’s
‘more knowledgeable other’ is nowhere better exemplified than in the
traditional tutor–learner setting (classroom, tutorial and so on) in which
assessment for learning is part of a sophisticated pedagogy. However,
e-Learning actually does have a ready-made solution, which lies in the nature
of the more knowledgeable other. One of the 10 principles of assessment for
learning (ARG, 2002) is the enabling of self and peer assessment for students.
The communal constructivism model for e-Learning provides a perfect platform
for this, enabling peer-to-peer discourse that can obviously include supportive
comment and feedback from other students. Some of these students will be ‘more
knowledgeable’ in the area of learning that they and the other learners are
following, and will act in the communal context as more knowledgeable others to
scaffold the learning of their peers. The most able students may not find
similar support among their peers but they can engage more reflectively on
their own learning, especially with support from their e-Learning tutors.
MAKING
COMMUNAL LEARNING ACCESSIBLE
At
present, e-communities range from simple email lists to complex multifaceted
environments. Fundamentally they are a place for the members of the communities
involved to communicate; and the technology continues to support a growing
range of knowledge-creation and knowledge-sharingoptions. The essence of any
community is its members’ sense of belonging, and very often the raison d’être
is to provide members with information, contacts and support. By participating
in an e-community, individuals can communicate with a potentially worldwide
community of people who share their interests or needs. The process of
participating is inevitably one that supports learning, either as a formal
e-Learning environment or as an informal vehicle for discussion, debate,
exploration of ideas and sources of information, from which learners
incidentally or deliberately construct new knowledge for themselves. People
learn in different ways and the wider the variety of techniques open to each
learner the better the chances of success. However, a specific and sustaining
element, which promotes learning, is the community basis and the communal
constructivist processes that underpin it.
The
benefits of communal constructivism fall to all participants in the community
concerned, whether it is a formal learner–tutor system or an informal community
of communicating citizens. The main benefits fall to the learners at whatever
level and in whatever role they are participating. At present in traditional
models of school or university education, the learner’s role in the education
system is something akin to a charity case. They receive the benefits of an
education from the state (perhaps funded by benefactors such as their parents,
if they are sufficiently advantaged) and they have very little input into what
they learn. When, where and how they learn is also generally organized for them
without any consultation or participation in the decision-making or design.
Traditional education is arguably a spoon-feeding process, which has created
passivity not only in the learners but within the whole system. Communal constructivism
seeks to counter this by empowering learners to become active parts of a
learning community, supporting their learning with shared expertise and shared
knowledge creation, thereby allowing them to claim a role in their own
education. In such a scenario the motivation of the learners to learn is
increased and the learning process is made more meaningful.
Examples
of e-communities
There
are many examples of e-Learning communities, varying from those with very
specific special interests to those with a broad focus that might be as general
as discussing world events. An example of the former includes the BirdForum
(http://www.birdforum.net), a community of birdwatching enthusiasts who share a
website with information, such as alerts and bird-watching sites, and email
contacts and discussion forums for their members. The latter is well
illustrated by one of the oldest e-communities, the Whole Earth ’Lectronic Link
(The Well), founded in 1985 by Stewart Brand and Larry Brilliant. The community
was designed to enable a dialogue between writers and readers of the Whole
Earth Review.
Other
e-communities are designed to support pedagogy, with resources and discussion
forums for tutors in all levels of education. For example, the UK Teachers’ TV
(at http://www.teachers.tv) has some 580 downloadable video programmes of
classroom activities and resources, with email feedback facilities on ideas and
applications. The UK’s Higher Education Academy (http://www.heacademy.ac.uk) is
of a larger scale, managing resources, information, training and policy inputs
in addition to supporting a variety of network discussion forums for the
university sector.
How
can communal learning be made more accessible?
At
face value, the answer to this question is somewhat paradoxical, that is, the
learning environment must be brought closer to the individual learner. However,
while such an answer may appear to suggest that the community dimension should
be lessened, what is actually implied is that the tools of the community’s
e-Learning environment should be more accessible to the individual. The primary
examples of innovative new environments, which put the learners in significant
control of their own participation, are ‘blogs’ (or weblogs) and ‘wikis’. But
before turning to these systems, it is worth considering how a VLE-type system
might be made more learner-centred using the example of Fle3, the University of
Helsinki’s Future Learning Environment (ses http://fle3.uiahafi/).
Fle3
is primarily a Web-based system but can run over a local area net-work if
necessary. It is designed to be as simple as possible in structure and boasts
features that ensure the main emphasis is the learning process and the learner.
Tutors and learners enjoy the same status, though the former do have access to
an ‘announcement blog’, which is essentially an ideas-promoting device and
scheduler to which everyone can respond. Each learner is provided with a
‘webtop’ (similar in concept to a personal computer’s desktop) on which they
can structure and store all their own resources, making them available to
others as appropriate. They also have the facility to visit others’ webtops.
There
are two main tools for learners. The ‘Knowledge Building’ tool allows them to
engage in groups that are working on the same topic or area of study, building
new knowledge through discussion. The discussion is ‘scaffolded’ (in the sense
of a structured framework) by a set of knowledge types that ‘label the thinking
mode of each discussion note’. The tool restricts access to the group from
those who are not part of the topic study, enabling a secure environment for
open discussion without the risk of external criticism. The second tool, called
the ‘Jamming’ tool, allows digital artefacts to be created by the groups. These
might be as simple as a text-based report or as complex as a multi media file
comprising combinations of video, audio and images. At all times the knowledge
creation tools and the extent and nature of participation are in the control of
the learners.
Fle3
is one of the many high-quality systems that have emerged over the past decade
or so, and which have been developed on an ‘open source’ basis. Open source
organizations such as Linux Online (http:// www.linux.org) and the Apache
Software Foundation (http://www. apache.org) represent the epitome in
collective learning and knowledge sharing. The source code for these
world-leading systems is shared openly for continuous improvement by anyone.
Many such organizations describe their work and outputs as ‘copyleft’ in
opposition to what they call the ‘closed source’ mind-set of organizations that
‘copyright’ their products.
The
Apache and Linux open source sites are certainly accessible to competent
programmers but most learners will look for accessible, ready-made environments
within their own interest areas. For the large majority of people, then,
weblogs (or blogs as they have come to be known) and wikis accommodate the main
criteria for communal constructivist systems, that is, the facility to create
knowledge and store it for sharing with others.
Blogs
There
are estimated to be some 10 million blogs in existence (Business Week, 2005),
all of them making the uploading of comments by users to be a very simple
process within a fixed template. At first sight a blog looks more or less like
a vertically scrolling Web page, with individual users’ comments (their
‘posts’) presented separately and chronologically. However there is a degree of
sophistication in their functionality, including, for example, the automatic
‘pinging’ of other post-senders, to alert them that a new post relating to
theirs has been made, the ‘tracking back’ facility for showing who posted
previous comments and the labelling of posts in specific topic categories. Only
the blog owner (or owners) can set the theme of the blog discussions (this more
or less distinguishes them from open discussion forums) with the predictable
result that many blogs are self-indulgent platforms for someone’s ego or for
proselytizing a group’s particular world view. Indeed, some of them do not
allow participation and are therefore merely passive sources of information. In
many such cases even the ‘information’ could be so idiosyncratic or personalized
that it is not worth reading.
There
has also been a growing tradition of political blogs, usually entrenched in
either left or right-wing views. Examples include the well-established Andrew
Sullivan blog, with a running commentary on US politics (http://
andrewsullivan.com/), the similar (but politically different) Rathergate blog
(http://www.rathergate.com), the UK Labour Party MP, Tom Watson’s blog
(http://www.tom-watson.co.uk/) and a Blogging the Beeb blog, which among other
things argues a political bias on the part of the BBC (http://media
prof.typepad.com/). While such blogs may enhance the learning of politics students
and others with an interest in politics, it is likely that most people will
find them a little too partisan to engage with them as a learning environment.
Less
political and more educationally focused blogs might include the Scientific
American blog (http://blog.sciam.com) and the multimedia (integrated images,
MP3 files and so on) CultureVulture blog on the UK Guardian newspaper’s site at
http://blogs.guardian.co.uk/culturevulture/. Arguably the most effective
wide-scale community impact to date has arisen in the more journalistic blogs,
including the daily journals of ‘bloggers’ in difficult situations. Perhaps the
most famous of these was Salam Pax, the pseudonym of the Iraqi blogger who
journalled the progress of the invasion of Iraq at http://dear_raed.
blogspot.com/. On general public interest issues, Ben Running’s video blog of
14 September 2004, showing how a bicycle lock could be opened with a ballpoint
pen, prompted bicycle enthusiasts across the US to review their anti-theft
measures:
As
companies have learned, the online hordes can quickly turn against them. Last
September bike-lock manufacturer Kryptonite tried to downplay a blogger video
that showed how to open its bike locks with a BIC pen. But the video instantly
spread across the Net, forcing the company to spend more than $10 million on
lock replacements. (Hof, 2005)
Wikis
In
contrast to blogs, wikis accommodate the two main themes of communal
constructivism with much more of a learning bent. According to Wikipedia, the
first wiki was created by Ward Cunningham in 1995 and he is reputed to have
taken the local name for the airport shuttle bus at Honolulu Airport in Hawaii.
Meaning ‘fast’, Cunningham felt it a better name than ‘quickweb’, which his
wiki system was. A wiki uses a simple database approach to create Web pages
that are generally highly hyperlinked. An example of a sentence from Wikipedia
illustrates the hyperlinking that is used to direct the reader (learner) to
further sources of related information on the search word ‘blackberry’:
The
blackberry is a widespread and well known shrub; a bramble fruit (Genus Rubus,
Family Rosaceae) growing to 3m (10ft) and producing a soft-bodied fruit popular
for use in desserts, jams and sometimes wine.
The
underlinings represent the hyperlinks to further information. Readers may well
recognize the possibility of another meaning, that is, the Blackberry personal
digital assistant. Wikipedia deals with possible ambiguities by directing the
users to a ‘disambiguation’ page, allowing them to decide which meaning they
want to track down (in this case the fruit, the PDA or ‘the name of a rabbit in
the novel Watership Down’ ).
The
two key attributes of a wiki are that the community of learners involved are
free to create any definitions or narrative texts they wish, and that these
definitions or narrative texts can be edited freely by anyone in that community.
In the case of Wikipedia, the community is in fact the whole world, or at least
the population of the world that speaks the language on which the particular
variant is based (there are versions of Wikipedia in French, Portuguese,
Spanish and so on). Anyone could go to the Wikipedia page for blackberry the
fruit and add ‘jellies’ to the list of uses in the sentence above. This we did,
and the change was registered in less than a minute. By the same token, someone
could disagree entirely with the edit we have made and could re-edit and remove
it. Indeed, there is always the prospect of a ‘tit-for-tat’ edit cycle between
two or more contributors (but probably less likely in the context of
blackberries!).
Wikipedia
itself is perhaps the best known and most widely used wiki, created in 2001 by
Jimmy Wales, a Florida dot.com entrepreneur. The system has enjoyed huge
success: ‘Some 5 million people a month visit the free online encyclopedia,
whose more than 1.5 million entries in 200 languages by volunteer experts
around the globe outnumber Encyclopedia Britannica’s 120,000, with surprisingly
high quality’ (Hof, 2005).
There
seems little doubt that wikis of both the specialist (for example,
Enpsychlopedia) and generalist (Wikipedia) types will continue to grow as more
people seek to learn from them and, crucially, from a communal constructivist
viewpoint, seek to contribute their own expertise and knowledge, in the form of
learning objects for others to use.
NEW
CONVERGENCES
One
of the most talked about new convergences on the horizon is often denoted by
the equation
e +
m = u
that
is, e-Learning plus mobile computing = ubiquitous learning (some-times also
expressed as e-Learning plus m[obile]-learning). It seems clear that mobile
computing (for example, PDAs) and ubiquitous computing (for example, wireless)
will continue to show advances, especially with the strides being made in nano-
and pico-technologies (where a nanometre is 10−9 and a pico-metre is 10−12
metres). However, it does not take much reflection on the issue to realize that
there are significant problems to address as computing technology gets smaller.
Screen size has always been a problem when it comes to miniaturization. Unless
there is an adequate, eyesight-friendly projection of the visual output, the
reduction in computer size to handheld mobile telephone sizes will probably
remain attractive only for leisure or low-volume users.
What
is needed in these days of vanishingly small computer technology, is something
straight out of Star Trek or other sci-fi ventures. Regardless of what it might
look like, such a ‘something’ must be capable of projecting onto a nearby
surface with sufficient clarity and quality of presentation to enable ease of
reading. Such technologies are certainly with us, with huge advances in
wall-sized (including 3D) displays, near-to-eye systems and flexible electronic
film or ‘paper’. For everyone, but particularly the physically impaired, a
realistic alternative is for the much reduced (in size) technology to ‘speak’
its contents and the learners to speak their requests. Whatever the future may
hold, it is reasonable to argue that e + m = u may be a convergence in some
senses but it will also cause a divergence, that is, mobility delivered in an
ever-decreasing size will mean usability deteriorating to unattractive levels
unless similar breakthroughs are created in display options.
THE
FUTURE WEB: A ‘COMMUNAL YOTTASPACE’
If
computing power is increasing within a decreasing physical size of hardware,
the very opposite is happening in the size of the Web. Estimates are
notoriously dodgy but any reasonable attempt to carry out measures is usually
much appreciated. Antonio Gulli (University of Pisa) and Alessio Signorini
(University of Iowa) have produced the most authoritative estimates in recent
times (Gulli and Signorini, 2005). Quoting other researchers’ earlier estimates
of 200 million pages for the four main search engines in 1997 – Hotbot,
Altavista, Excite and Infoseek – and a lower bound of 800 million in 1998, they
‘measured’ the Web in January 2005 by analysing the terms used in Netscape’s
Open Directory Project (at http://DMOZ.org).
The
Open Directory Project is itself a massive open source communal activity,
aiming to create a ‘comprehensive human edited directory of the Web, compiled
by a vast global community of volunteer editors’. Gulli and Signorini took the
estimated 4 million pages of the Open Directory Project and identified 2.19
million terms in 75 languages. They created over 430,000 discrete queries for
testing the Web and concluded that the ‘visible’ Web had over 11.5 billion
pages, or approximately 1.15 × 1010 pages. Estimates of the invisible ‘deep
Web’, that is, the Web pages behind firewalls and other security systems, are
impossible to gauge authoritatively though some ‘Weblore’ (anecdotal) estimates
would suggest upwards of 500 billion. We believe that such numbers are probably
only a tiny proportion of the future size of the communal Web. As more and more
people are empowered to contribute to the Web, its size will quickly know no
bounds. Indeed, we feel that a reasonable estimate of the future Web should
probably be measured on a truly astronomical scale. We have chosen to call this
future Web, the ‘Communal Yottaspace’, where a yotta is the largest System
Internationale (SI) numeric prefix, denoting a quantity of 1024 (approved by
the international Conférence Générale des Poids et Mesures in 1991).
So
we have the hardware technology being based on atomic-sized nano-technologies
and we project an ever-increasing Web approaching the scale of a yottaspace,
that is, a collection of 1024 resource pages. Granted that is 100,000 billion
times more than the current estimated size of 11.5 billion pages (a 1.15 gigaspace),
but as a metaphor for almost unlimited expansion we feel a yottaspace fits the
bill! In time every person will have a miniaturized link to the Communal
Yottaspace, truly giving anytime, anywhere access to almost boundless knowledge
and to unrestricted opportunities to contribute to it themselves. Who knows
what form this link might take but a PDA-type device with appropriate
projection may well be a front runner.
SEMANTIC
WEB
Fuelling
this expansion in the future is at least one convergence that is already
significantly under way, namely, the development of the Semantic Web. In simple
terms, the development proposes a huge-scale categorization of all the material
on the Web so that users may search it more efficiently. This categorization
implies that instead of merely matching a keyword search to produce potentially
millions of results of undetermined relevance for the person searching, a
semantic version of the Web will allow ‘meaningful’ searching against Web
resources that have ‘meaningful’ description tags.
Currently,
search engines produce links to sites that simply have matching words or
phrases, regardless of meaning. For example, using the pre-sent Web, a 0.42
second Google search for ‘Loon bird description’ reveals the prospect of some
140,000 results, which then await further analysis by the searcher. The first
few pages might provide the information sought but there will also be ‘results’
that provide sources for such mismatches as Loon mobiles for children’s cots,
Loon fridge magnets and Loon ornaments that sing. Using a semantic version of
the Web, the semantic search engine will ‘know’ a lot about the user’s needs
and inquiry context, and through time will ‘learn’ more. It will then create
its own searching criteria to target the categorization that matches the
‘meaning’ of the search. Tim Berners-Lee and his colleagues have this vision
for the Semantic Web: ‘The Semantic Web will bring structure to the meaningful
content of Web pages, creating an environment where software agents roaming
from page to page can readily carry out sophisticated tasks for users’. They
continue: ‘The Semantic Web is not a separate Web but an extension of the
current one, in which information is given well-defined meaning, better
enabling computers and people to work in cooperation’ (Berners-Lee et al.,
2001).
In a
sense the Semantic Web may be thought of as the next stage in a series that
began with the Internet connecting computers and progressed to the Web
connecting the resources. The Semantic Web puts a layer of interconnecting
meanings across the resources. Clearly the whole enter-prise needs standards
that allow the data to be organized systematically as metadata, that is, data
definitions that cover different types of data resources. There are a number of
bodies, including Tim Berners-Lee’s World Wide Web Foundation’s W3C, the Dublin
(Ohio) Core and the Institute of Electrical and Electronics Engineers (IEEE),
working to ensure interoperability in the technology designed for the Web.
According to Brian Mathews (2005) progress is being made, in the important
digital libraries context, in establishing standards that are already usable on
the Semantic Web (including the Dublin Core and the Publishing Requirements for
Industry Standard Metadata, PRISM standards initiatives).
Mathews
also sees ‘four clear areas where there could be major implications for both
teaching and research: in information management; in digital libraries; in
support for interaction between virtual communities and collaborations; and in
e-Learning methods and tools’ (Mathews, 2005: 6). The first two, information
management and digital libraries, are possibly the most obvious areas of
significant impact, given that both are dependent on systematic
data/information/knowledge resource labelling. Less obvious, perhaps, are the
communal interactions and e-Learning but it is the convergence of the Semantic
Web with e-Learning developments in a context of communal construction of new
knowledge that we believe will be the key development in the medium-term
future. The prospects for considerably more sophisticated knowledge development
and sharing in a semantic Communal Yottaspace, served by increasingly powerful,
mobile and ubiquitous computers, are simply enormous. e-Learning will evolve
into new environments, which will exploit the flexibility and power that
anywhere, anytime nanotechnologies will give to accessing the Communal
Yottaspace. These will combine the best of the emerging communal learning
features of such current systems as MOOs, blogs and wikis, and the more mature
learner-centred aspects of VLEs and intelligent tutoring systems.
You
may recall, however, that we earlier qualified the somewhat rose-tinted views
of the future by acknowledging that anytime, anywhere e-Learning is only
possible where the technology is available and accessible. In the next section
we remind ourselves that there is some way to go before e-Learning achieves the
goal of being available to everyone.
ASPIRATIONS,
ENTITLEMENTS AND RIGHTS
It
is not an unreasonable aspiration to make high-quality learning available to
anyone anywhere on the planet, given the relative ease of doing so, through the
medium of online learning. In Western countries it is fast becoming a right of
disadvantaged people to have access to the same services, including access to
education in all its forms, as more advantaged citizens may have by virtue of
their relative affluence, levels of family education and access to resources.
However, it is clearly not the case in many parts of the world and even in the
West there are many obstacles to the widespread access to e-Learning and Web
resources.
In
1983, Brian Simpson, the then UK Education Adviser to IBM, used the concept of
a ‘ha-ha’ to argue that many hidden obstacles lie in the path of the computer
replacing conventional teaching. A ha-ha is a sunken fence that allows
uninterrupted views of a distant and tantalizing horizon but which prevents
access to it (though in the land of its origin, South Africa, it prevented
access by lions and tigers and so on to the lush lawns of country mansions
without spoiling the view!).
Figure
9.1 illustrates the deceptive allure of e-Learning in circumstances where low
levels of economic and physical resources can prevent access to it. In the
cartoon, the tantalizing horizon is one of the bright future of e-Learning –
with the local group working happily and others linked in from a distance. But
for many the ha-ha is the continuous flow of inadequate funding, access,
training and low levels of motivation and confidence that stand between some
learners and the exciting future of education through e-Learning.
Such
impediments are very real for disadvantaged areas and communities of the UK and
other highly developed nations. Low bandwidth services in rural areas seriously
restrict the opportunities of many learners at all levels of formal education
and for lifelong learners through to the third age.
Disadvantaged
inner-city communities, second language communities and specific ethnic groups
such as travellers or new immigrant groups may find little in the way of
resources to help even up the constraints on moving forward in their education,
constraints that are often imposed by serious social problems. Physically or
mentally impaired citizens, too, may suffer serious disadvantage if they are
not provided with the assistive resources needed to level the employment
playing field.
A
FINAL WORD
If
difficulties are real and tangible for citizens of highly developed countries
such as the UK, they are much more visible and numerous for the citizens of
developing nations. e-Learning policy should therefore continue to demand
inclusive developments if aspirations are to move to their rightful place of
entitlements and rights for all citizens of the world. If there are no
insurmountable physical and design boundaries for information and communications
technologies, then we should work towards a future in which every citizen of
the world is enabled to contribute to global communal learning through the
widest possible access to high-quality ‘anywhere, anytime’ e-Learning.
John
Dewey argued, soon after the turn of the twentieth century (1916) that learning
is a building process. We believe that education as a whole should be
considered in the same light. There is much to construct and much to learn, and
we believe that education will ultimately adopt and adapt to a communal
constructivist approach, an approach that will be comprehensively facilitated
by e-Learning.
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