If all it took to teach a class were the delivery of information, then
instructors could arrive the first day, hand each student a textbook, a
video, and a phone number, say "Call me if there are any questions,"
and go do something else until finals week. And, in fact, for a very small
percentage of students, that would be fine.
But, for most students, learning requires something more than just exposure
to the material -- and that something is often hard to identify, harder to
quantify, and harder still to control. Yet those are the tasks we set for
ourselves when we attempt to move learning from a conventional setting,
such as a classroom, to an unconventional one, such as the Internet. We
lose the rituals and intangibles of classroom education-the ten-minute walk
from a parking lot or previous class, the entering a site where learning
takes place, the presence of an instructor, and awareness of a community
of classmates, even to the rather interesting guy who always sits on the
side, to that woman with the ridiculous hair color. In other words, what
we lose is a whole series of unscripted interactions between the individual
student and the physical environment, the other students, and the instructor.
What we gain is the ability to script a different series of interactivities
between the student and the material. The extent to which that is possible,
and the extent to which we succeed in our attempt, is the extent to which
an online course can approach, and even surpass, the learning model of a
conventional classroom.
Interactivity, then, is the key to successful online learning. Yet a
survey of online instructional materials and course-template software would
reveal a surprising deficiency in educational interactivities for the student,
for three reasons: first, cyber-courses are largely a porting of conventional
classroom and textbook materials, neither of which comfortably quantify
interactivity; second, educators tend to think of interactivity primarily
as a means of assessment, instead of learning; and third, the term itself
is used to cover everything from navigational buttons to chatrooms to online
gaming.
Interactivity is Cool
Using Marshall McLuhan's classic distinction between "hot"
and "cool" media can make the problem of interactivity clearer.
In Understanding the Media (1964), McLuhan explained that "a hot medium
is one that extends one single sense in 'high definition.' High definition
is the state of being well filled with data." A cool medium, by contrast,
is one in which "little is given and so much has to be filled in."
McLuhan was primarily interested in the media itself, and had little to
say about that process of "filling in" -- what today we would call
interactivity. And he was limited by his experience of technology in the
post-war years, especially that of the low-budget, black-and-white television
shows he rated as "cool" because they left so much more to the
imagination than did a film. Thirty-five years later, television has become
both "hotter" and more complex, with its sophisticated remote
controllers, multitude of channels and sources, and variety of reception
options. Today, if we think of watching television only as a simple-and,
at times, simple-minded-process, we fail to appreciate the isolation of
the viewer from this "hot" medium that supplies sensory data to
the exclusion of that individual's imagination or reaction. Indeed, channel-surfing,
which increases the supply of sensory data while numbing the viewer's responses
to it, makes clear that an experience conducive to learning may be directly
related neither to the level of activity nor to the level of information.
Learning is "cool" as a measure of the individual's involvement
in the medium. We can easily recognize the difference between the "hot"
vacuity of channel-surfing and the "cool" absorption and involvement
of learning. The challenge to educators, then, is not only to produce a
"cool" digital medium in which learning can take place, but to
do so despite use of a screen that may remind students of television and
the uninvolved behavior patterns it induces. The key to success in this
challenge is interactivity-the activity of "filling in" the knowledge
presented in the medium.
Three Approaches to Interactivity
Whereas the content of critical thinking supports the construction of
graduated, interactive exercises, there needs to be a variety
of integrated interactive elements in any successful online education project.
Like Caesar's Gaul, these strategies for interactivity can be divided into
three parts: passive, hyperlinked, and interpersonal.
Passive Interactivity
"Passive interactivity" need not be a contradiction in terms,
because one of the problems with digital instruction is the loss of context-both
physical and psychological-that a classroom setting provides. To compensate
for this, online courses need to create a visual "focus" for the
lesson at hand, a referential map of where the student has been, and where
he or she is headed, to provide a context for where he or she is now. Such
a context empowers a student to relate the subject matter of an individual
lesson to the larger scope of the course. Passively interactive page designs
are thus "interactive" because the visual mapping succeeds by
making the student actively aware of its import and by backgrounding a context
for the current lesson as a result; but this is a design feature only, requiring
no physical activity on the part of the "passive" student.
"Passive interactivity" is a good reminder for instructor-designers.
No classroom educator would make the assumption that all learning has a
physical component to it-indeed, much classroom behavior (squirming, talking,
eating, or almost anything other than paying attention, taking notes, or
asking questions and making responses) tends to be incidental to or distracting
from the learning supposed to be taking place. Instructors as well as students
should be pleased that some of these distractions have been reduced or eliminated
in online education, but the absence of conventional classroom interaction
sometimes prompts design elements that unwittingly introduce greater distractions,
including animated gifs, scrolling messages, unnecessary hyperlinks, and
a whole range of other sorts of computerized "busy work."
Not all links are unnecessary, of course, and the "hypertext"
half of HTML provides much of the educational power of online learning.
But designers should recognize that, in porting the educational experience
from classroom to computer, a new (and not always efficient or beneficial)
level of activity is created: the navigational. Though students should always
be aware of how to exit the lesson or repeat a part of it, time spent making
many other navigational choices is time lost to learning. An operation as
basic as scrolling can become extremely confusing if it conflates, either
on the screen or in the user's mind, two non-complementary elements meant
to be kept separate. As a result, while a wide variety of contextual links
may be helpful in creating a passively interactive background, the foreground-the
lesson itself-should be free of extraneous links and concentrate not on
navigation, but on learning.
Hyperlinked Interactivity
The key to asynchronous online learning is "hyperlinked interactivity,"
a native feature of HTML, which makes possible the creation of multiple
choice questions, expert systems, and other such branching-informational
models. Branching models approximate the way we work through problems and,
while books can utilize limited branching schemes in a clumsy way, only
since the advent of the computer have sufficiently complex and speedy branching
applications been available. If the questions and answers are cleverly written
(especially the "wrong" answers and their explanations, in the
case of multiple-choice format), branching asynchronous models offer the
student immediate and individual instruction via correction and reinforcement-something
that conventional classroom instruction cannot hope to achieve. Universal
interaction with students, combined with accessibility at the student's
convenience, exact repeatability, and uniform quality, gives asynchronous
online learning the potential, in suitable situations, of not merely replacing,
but surpassing the classroom learning experience.
Multiple-choice branching models are an effective instructional tool,
and should be kept separate in the instructor's mind from quizzes and tests,
that may or may not make use of a multiple-choice format. Effective learning
will not take place in an environment where all activities are somehow recorded
and reported. And, though the interactive nature of online education makes
possible greater measurement and assessment of student progress than can
be undertaken in a conventional classroom, over-zealousness in this area
will have a chilling effect on student learning. Students should be encouraged
to use this technology to explore their own understanding by repeated access
to questions, exercises, and quizzes, without the fear that such experimentation
will affect their grades in the course.
Integration is another issue of importance for online course design.
Because hyperlinked interactivity is the central avenue for immediate positive
and negative reinforcement in an asynchronous learning model, it is important
that such links be fully integrated into the instructional materials. Too
many online courses, especially those produced through various "course
creation" software packages, keeping interactive and instructional
pages separate, occasioning counterproductive delays and navigational barriers
in the learning process. Though there is certainly a place for the delayed
interactivity of stand-alone exercises, reviews, and quizzes, an initial
round of interactive asynchronous learning should be integrated into all
instructional texts.
Interpersonal Interactivity
Even asynchronous projects can benefit from the variety of communication
options now available on the Internet, including e-mail, listservs, chatrooms,
and bulletin boards. Such communication can roughly be grouped under the
heading of "interpersonal interactivity," and helps to reproduce
online some of the advantages of collaborative peer learning in the classroom.
When utilized effectively, such communication can give a student more direct
and more convenient access to the instructor and other students, and can
make student contributions more formal, thoughtful, and precise. However,
use of these technologies also carries some warnings.
First, the new ease of student access to the instructor can mean very
time-consuming exchanges because a higher percentage of students may send
e-mail queries and comments than ask them verbally in class or out; classroom
instructors who promote e-mail exchanges with their students may find this
true as well. This is clearly a boon to student learning and therefore not
to be discouraged; instructors can mitigate the time demands by posting
lists of frequently asked questions (FAQs) online, and pointing students
to the appropriate response.
Second, unmediated student contributions to listservs, chatrooms, and
bulletin boards can be filled with misleading or erroneous ideas and impressions -- no
more so than verbal in-class contributions to small-group discussions, certainly,
but the written nature of most Web communications may give them an unwarranted
sense of greater authority for some students. Mediation by the instructor
may prove both time-consuming and counterproductive, carrying as it would
a sense of censorship. One solution might be occasional responses by the
instructor, summarizing what was and was not valuable in recent student
postings.
All learning is a function of interaction. In taking courses onto the
Internet, instructors have an opportunity to script levels of interactivity
in ways unavailable in the conventional classroom. To do so, however, requires
rethinking online interactivities, not as a means of assessment and grading,
but as the primary way to involve students and make learning "cool."
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