|
MENU
Online Resources
More Online Resources
Books and Software
Distance Learning
Simulations and Games
Social Effects of Games
New Ways of Learning
The Future is Here
Discovering Meanings
Multiple Intelligences
Kids Get the Future
Implementing Instruction
Online Project Models
Interactivity
Self-Assessment Test
|
|
New Times Demand New Ways of Learning
Recent research builds a powerful case against what used to be accepted "truths" about
learning and technology. First, there is strong evidence that traditional models of
learning, traditional definitions of technology effectiveness, and traditional models
of the cost effectiveness of technology don't work. In place of these old
assumptions, researchers are positing new ways of looking at learning that promote:
engaged, meaningful learning and collaboration involving challenging and
real-life tasks; and
technology as a tool for learning, communication, and collaboration.
This document details the indicators that educators can use to understand the effectiveness of technology in learning.
The traditional learning model is not
relevant to real student needs
Today's workplaces and communities -- and tomorrow's -- have tougher requirements than
ever before. They need citizens who can think critically and strategically to solve
problems. These individuals must learn in a rapidly changing environment, and build
knowledge taken from numerous sources and different perspectives. They must
understand systems in diverse contexts, and collaborate locally and around the
globe.
These attributes contrast sharply with the discrete, low-level skills, content, and
assessment methods that traditional ways of learning favor. The knowledge economy
requirements for learning are incompatible with instruction that assumes the teacher
is the information giver and the student a passive recipient.
What is effective learning and how can it be measured?
Our framework builds upon a framework developed by Barbara Means of SRI International.
Means identified seven variables that, when present in the classroom, indicate that
effective teaching and learning are occurring.
These classroom variables are:
children are engaged in authentic and multidisciplinary tasks
assessments are based on students' performance of real tasks
students participate in interactive modes of instruction
students work collaboratively
students are grouped heterogeneously
the teacher is a facilitator in learning
students learn through exploration
We took these variables and reorganized them into a set of eight categories of
learning and instruction: vision of learning, tasks, assessment, instruction,
learning context, grouping, teacher roles, and student roles. We then expanded the
definitions of Means' variables with information from recent research on learning and
instruction:
1. Vision of Learning Indicators.
Vision of learning indicators describe
the goals of engaged learning. These indicators underlie the philosophy and theme
that drive all the other indicators discussed here - tasks, assessment, instruction,
learning contexts, grouping, and teacher and student roles. We define engaged
learning in terms of four indicators.
In engaged learning settings, students are responsible for their own learning;
they take charge and are self-regulated. They define learning goals and problems that
are meaningful to them; have a big picture of how specific activities relate to those
goals; develop standards of excellence; and evaluate how well they have achieved their
goals. They have alternative routes or strategies for attaining goals - and some
strategies for correcting errors and redirecting themselves when their plans do not
work. They know their own strengths and weaknesses and know how to deal with them
productively and constructively. Engaged learners are also able to shape and manage
change.
Engaged learners are strategic. They know how to learn and constantly develop
and refine their learning and problem-solving strategies. This capacity for learning
how to learn includes constructing effective mental models of knowledge even though
the information may be very complex and changeable. Strategic learners can apply and
transfer knowledge
to solve problems creatively. They can make connections at different levels.
Engaged learners become energized by learning. They derive excitement and
pleasure from learning. Learning is its own motivator and results in a lifelong
passion for solving problems, understanding, and taking the next step in their
thinking and activities.
Engaged learners are collaborative. They value others and work with them
skillfully. Collaborative learners understand that learning is social, that they must
be able to articulate their ideas to others and must have empathy and be fair-minded
in dealing with contradictory or conflicting views. They have an ability to identify
the strengths of others. Collaborative learners typically value diversity and
multiple perspectives.
2. Task Indicators.
In engaged learning, tasks are authentic, challenging,
and multi-disciplinary. Tasks are authentic when they are important to
learners and learners use their knowledge of the subject matter in much the same way
that real-life practitioners use that knowledge. Students learn authentic tasks in
context, practicing basic and advanced skills together as a means to learning big
concepts. In other words, they learn by doing.
Challenging tasks are typically complex and involve sustained amounts of time.
They require students to stretch their thinking - and often their social skills.
Challenging tasks
are authentic in that they are about real-world problems and projects, build on life
experiences, require in-depth work, and benefit from frequent collaboration.
Multidisciplinary work requires wholly integrated instruction. It blends
disciplines into thematic or problem-solving pursuits, usually in the form of projects
because most work in real life involves multidisciplinary projects.
3. Assessment Indicators.
Assessments that promote engaged learning ask
students to demonstrate their knowledge and skills in authentic tasks, projects, or
investigations. Performance-based assessments are meaningful, challenging
experiences that involve planning, development over time, presentations, and
debriefings about what students learned. Students should take part as much as
possible in planning the unit in which the assessment occurs, the criteria for
evaluating the assessment, and various forms of self-assessments such as keeping
journals.
Performance-based assessments are also generative. Students construct their
knowledge
and develop real products and services, perform in some way, organize events such as
conferences, create artistic works, and the like for an audience that cares.
At its best, performance-based assessment is seamless and ongoing. That means
that the plans, standards and criteria, products, performances, presentations, and
debriefings are all instruction at the same time that they are assessment. And vice
versa. Movement from one to the other is transparent to the student. Students
generally perceive a well-designed hands-on assessment as a challenging and meaningful
learning activity.
Performance-based assessments raise issues of equity and standards. It is critical to
have equitable standards - ones that apply to all students. Parents and
students, as well as teachers, should be familiar with those standards and be able to
evaluate the performance of an individual or group against them.
4. Instructional Model Indicators.
The most powerful instruction is
interactive and generative. Interactive instruction actively engages the
learner with the resources and learning context to construct new knowledge and skills.
Generative instruction, like generative assessment, brings learners with
different perspectives together to produce shared understandings. While learning in
traditional instruction is a two-person situation (the teacher and the student), in
generative instruction learning is a three-person situation (the teacher, the student,
and others). Thus, in generative learning, there is co-construction of knowledge;
learning occurs as the result of interactions among the learner, the teacher, and
others.
Some Generative Instruction
Strategies
Generative approaches to instruction use a wide range of instructional strategies,
including:
Socratic dialogue
individual and group summarizing
mechanisms for exploring multiple and differing perspectives
techniques for building upon prior knowledge
brainstorming and categorizing
debriefing
general and content-specific problem-solving processes
team teaching
techniques for constructing mental models and graphic representations
All of these strategies encourage the learner to solve problems actively, conduct
meaningful inquiry, reflect, and build a repertoire of effective learning
strategies.
5. Learning Context Indicators.
Classrooms that foster engaged learning
let students learn collaboratively. They are knowledge-building learning
communities. Such communities create empathetic learning environments that
build on diversity and many perspectives. These features are especially important in
classrooms where there are marked differences in students' prior knowledge. In such
classrooms, knowledge-building strategies - such as brainstorming - pool the knowledge
and experiences of the group, thereby creating more equitable learning conditions for
everyone and giving everyone access to the aggregate knowledge.
Focus on Collaboration
Truly collaborative classrooms encourage all students to ask hard questions; define
problems; take charge of the conversation when appropriate; participate in setting
goals, standards, benchmarks, and assessments; have work-related conversations with
various adults in and outside school; and may engage in entrepreneurial activities.
This vision contrasts sharply with classrooms in which students respond to questions
posed by the teacher. Collaborative classrooms also contrast with cooperative
learning settings, which involve highly structured tasks and student roles defined and
controlled by the teacher. Collaborative work may be most powerful when it involves
flexible, learning-centered investigations that bring students together with
practicing professionals and community members. Such collaborations may occur
electronically or in work outside the school.
6. Grouping Indicators.
Collaborative work that is learning-centered often
involves small groups or teams of two or more students within or across classrooms.
Although each student's roles and tasks may be different, all members of the group
collaborate to accomplish a joint goal or project. When a project is complex or
creative, it is often beneficial to use heterogeneous grouping. Groups that
include males and females and a mix of cultures, learning styles, abilities,
socioeconomic status, and age bring a wealth of knowledge and perspectives to
authentic, challenging tasks.
Many teachers use flexible grouping, configuring and reconfiguring small groups
of students according to specific instructional purposes. This flexibility lets them
make frequent use of heterogeneous groups and to form groups according to common
interests or needs, usually for short periods of time.
Flexible grouping with recurrent use of heterogeneous groups is one of the most
equitable means of grouping and assuring that all students have opportunities to
learn.
7. Teacher Role Indicators.
In classrooms where
students engage in learning, teachers are more than information givers. Teachers are
facilitators, guides, and co-learners. As facilitators, teachers provide rich
learning environments, experiences, and activities; create opportunities for students
to work collaboratively, to solve problems, do authentic tasks, and share knowledge
and responsibility.
Teachers play complex and varied roles as guides. They mediate, model, and
coach. When mediating student learning, teachers must constantly adjust the level of
information and support according to students' needs and help them link new
information to prior knowledge, refine their problem-solving strategies, and learn how
to learn. Teacher modeling involves thinking aloud and demonstrating, when needed.
Coaching involves giving hints or cues, providing feedback, refocusing student
efforts, assisting students in the use of a strategy, and providing procedural and
factual knowledge when needed. As guides, teachers rely heavily on active listening
skills and Socratic questioning techniques.
Given the diverse opportunities and challenges present in education, teachers are
often
co-learners and co-investigators right alongside students. That is, as
teachers and students participate in scientific and other investigations with
practicing professionals, they increasingly need to explore new frontiers and become
producers of knowledge in knowledge-building communities. Indeed, there will be
times, especially as technology advances, when students are the teachers and teachers
are the learners.
8. Student Role Indicators.
Students who engage in learning are
explorers. They discover concepts and connections and apply skills by
interacting with the physical world, materials, technology, and other people. Often
students jump into an activity with little prior instruction in order to stimulate
their curiosity, become familiar with the instructional materials, and formulate early
understandings of the task. Students can then reflect upon ideas and revise,
reorganize, and expand upon their understandings with further knowledge, exploration,
and debriefing.
Reflective thinking is also essential for students as cognitive apprentices.
In cognitive apprenticeships, learning is essentially formative, with daily feedback
on many aspects of a complex problem or skill. Learning takes place when students
observe, apply, and - through practice - refine their thinking processes so that they
increasingly formulate more powerful questions, problems, and solutions, moving toward
greater expertise. By reflecting across a diverse range of tasks, students come to
identify common elements in their many experiences. This enables them to generalize
their skills and transfer their learning to new situations.
For some situations, most often when students must be teachers, students need
summative learning experiences. These experiences help them to integrate and
holistically represent what they have learned intensely over a period of time and to
develop the social skills needed to help others learn.
Similarly, students produce knowledge. They generate products for themselves
and the community that synthesize and integrate knowledge and skills. Through
technology,
students are increasingly able to contribute to the world's knowledge.
What defines high technology performance
and how can it be measured?
There is strong consensus in the research community that technology and
technology-enhanced programs can promote engaged learning. Researchers have
identified many features of technology that are important to learning. This section
presents indicators for identifying effective, high technology performance, organized
within six categories:
access that a school has to diverse technologies and resources,
both within its own classrooms and beyond the school;
operability of the technology;
organization of the technology in terms of its location and
distribution;
"engagability," or the capacity of the technology to engage students
in challenging learning;
ease of use; and
functionality, or the technology's capacity to prepare students to use
a variety of technological tools.
For each of these six categories of technology performance, the following indicators
of high performance promote engaged learning:
1. Access Indicators.
Access indicators address how physically accessible
technology is to the school. A technology or technology-enhanced program has high
access when it has connectivity, ubiquity, and interconnectivity. Further, the
technology should be used equitably.
Connectivity refers to the technology's ability to access rich resources
within and beyond the school because it is connected to those resources. Connections
between a school and a telecommunications source must be in place if the school is to
benefit from the wealth of
free and low-cost resources on the information highway.
In terms of ubiquity, the ideal situation would be for all students to have
their own networked computer. Since that probably won't be the case anytime in the
near future, technology is considered ubiquitous when computers, printers, media
technologies, and other equipment are easily and readily available to teachers and
students for problem solving, communication, collaboration, and data exchange. Simply
having a computer or multimedia lab in every school is not ubiquitous, because
students and teachers have to physically go somewhere and perhaps wait for some length
of time before they can use the equipment. Networks of computers and other equipment
- especially printers - throughout the school indicate high technology performance.
Interconnectivity occurs when students and teachers communicate and collaborate
in diverse ways (exchanging data in different formats and publishing, for example)
using technology.
For a school to be connected and interconnected, and for its technology to be
ubiquitous, means that everyone has access to the best and most extensive resources
the technology has to offer. If a system has home-school connections but no
connections to the local library system or to the Internet, or if only students in
gifted classes or in magnet schools know how to use those connections effectively, the
technology is not being used equitably. Technology in schools should be
available to all students so that everyone has access to rich and challenging learning
opportunities.
2. Operability Indicators.
Operability indicators refer to the ease and
convenience of using the technology. The first operability indicator,
interoperability, is the capacity to easily exchange data with, and connect to,
other hardware and software. To do so, the technology must have an open
architecture. This feature allows users to access data using different
(third-party) hardware and software. It also lets users modify the system - sometimes
dramatically. An example of such a modification is when a user can add his or her own
template to a spreadsheet or desktop publishing program. Interoperability also
requires transparency, which means the capability to move from one format or
program to another easily and unobtrusively. More specifically, in transparent
systems, the user is not - and does not need to be - aware of the process, procedures,
and protocols by which the hardware and software effectively perform their
functions.
Operability Indicators and Engaged
Learning
Technologies or programs that have open architecture and transparency promote engaged
learning because they allow teachers and learners to spend maximum time and energy
enjoying and using the resources they access, rather than spending their time and
energy on learning how to use the technology and/or performing complex and
time-consuming procedures to move from one program or format to another.
3. Organization Indicators.
Organization indicators pertain to questions
such as: Where is
the information stored? How are resources connected? How do new resources get into
the system? Is the transmission asymmetrical (from one source to another) or
symmetrical (having two-way transmission capability)? Who is in charge?
Some schools and technology programs centralize information. Students typically
access it by way of limited-capability, "dumb" terminals that connect to mainframes or
other centralized servers. In such systems, information flows in one direction only -
from the central source to users. The system operator is in charge of what
information and resources go into the system, when they are entered and distributed to
others, and so on.
The Power - and Limits - of
Centralization
Centralized systems are likely to inhibit learning to the extent that they use the
transfer model of learning and instruction. This model assumes that the central
source holds most of the important information and that it is the student's job to
transfer the information from this central source to his or her location and "learn"
it. Such systems may offer rich resources such as a multimedia encyclopedia, or an
efficient management system for assessment and record keeping. These centralized
systems would, by definition, be high performance. However, this high performance may
be very limited. For one thing, learning may not be very engaged because the
educational objectives of this one-way transmission are likely to be a low-level focus
on basic skills.
In contrast to these centralized and relatively closed resource systems,
distributed systems are organized very differently. The premise behind
distributed systems is that the resources that enable and give shape to learning are
spread across many people and places both within the local system and outside it
(e.g., the Internet). To this end, systems that provide wide area networks (WANs)
allow access to many more resources than do systems that provide only local area
networks (LANs).
These networked open systems promote two-way transmissions and user
contributions, thereby encouraging users to become producers. Any number of users
can contribute information, products, and services to a distributed system for others
to share. In these systems, the users control when they make a contribution and what
that contribution is.
Distributed systems typically feature tools that make it possible for users to take
part in collaborative projects and co-investigations. On-line conferences and
bulletin boards, access to remote files and joint products, and the capability to
communicate in real time with other users accessing the same data all promote
collaboration. Users can access programs to work in groups, build consensus,
brainstorm, outline, develop plans, schedule meetings, monitor programs on group
objectives, and develop joint products. All these capabilities help develop
knowledge-building communities.
4. Engagability Indicators.
This indicator refers to features in a
technology's design that promote engaged learning. One such design feature is the
technology's capability (e.g., software) to provide challenging tasks,
opportunities, and experiences. For example, the technology could provide:
complex problems and cases;
links to challenging curricula and unique
resource repositories from museums and libraries;
opportunities to examine contrasting events or data sets;
access to experts, peers, community members, and/or other learners who can
guide, mentor, tutor, mediate, broker, share, inform, and involve users in learning in
productive and meaningful ways;
access to rich media resources - three-dimensional images, audio, video,
virtual reality - for data manipulation and for presentations; and/or
tools for interactive browsing, searching, and authoring.
A second design feature that enhances engaged learning allows students to learn by
doing. Tools such as scenarios and simulations provide opportunities to develop
expertise using real-world problems and resources. These tools let the user plan,
reflect, make decisions, experience the consequences of actions, change direction, and
examine alternative solutions and assumptions.
A third design feature that is important to engaged learning is the extent to which
the technology provides guided participation. Various techniques achieve
guided participation:
Socratic questioning
intelligent tutoring
diagnosing and guiding the analysis of errors
adapting the technology or system to respond to student actions
All of these techniques allow users to customize content to suit particular interests
or learning styles. Techniques and tools that help students see how practicing
professionals and others think also enhance guided instruction. For example, students
can use "wizards" - intelligent tools that help users work through a set of complex
procedures - embedded questions, prompts, and coaches. These tools provide learners
with opportunities to anticipate problems and events.
5. Ease-of-Use Indicators.
High performance technology is easy to use.
For example, it should provide effective helps; these should be informative,
clear, comprehensive, readily available, and context-specific. The technology should
be user friendly (accessible and understandable) and encourage user
control. This latter attribute means that the user can access tools,
information resources, experiences, and opportunities on demand and use them to solve
problems, make decisions, and create products. The technology should have a
fast processing speed; it should also provide the user with feedback regarding
any system delays. Training for and supporting technology use are vital; these
services should be available locally as well as be accessible from remote
locations.
Finally, the technology should provide information that is just in time and just
enough. High performance on this indicator means that people with immediate,
pressing needs can easily access simplified, useful information, while people who have
time for reflection and exploration can access more complex and rich data.
Just in Time, Just Enough with Hypertext
Hypertext is a computer-based text retrieval system that lets users access
increasingly more in-depth information about a topic. With hypertext, users point
their cursor and "click" on highlighted portions of text to retrieve additional
information on that topic. For example, say a user opens a document on school
violence and wants to find out more about peer mediation programs. The user simply
"clicks" on "peer mediation" in the text and is instantly provided with an almost
unlimited supply of additional information on the subject. An example of hypertext is
NCREL's Pathways to School Improvement which provides educators and
administrators with the latest research on any issue from assessment to professional
development. Pathways can be accessed at the following Internet address:
http://www.ncrel.org/ncrel/sdrs/pathways.htm.
6. Functionality Indicators.
High functionality ensures, first, that the
technology provides diverse tools - generic and context-specific - fundamental
to learning and working in the 21st century. These tools begin with "basics" like
databases, spreadsheets, and word processing, and move on to such high-level,
context-specific tools as sonar for oceanographic research. Another indicator of
functionality is the extent to which the technology incorporates media such as
color printers, video cameras, audio and video recording and editing equipment, and
graphics.
A third indicator of functionality is the extent to which a technology prepares
students to use tools that create new programs and tools for others. This refers to
opportunities to use wizards, as well as to learn programming and authoring
skills. This indicator contrasts sharply with traditional approaches to
technology that teach students outmoded programming languages as an end in itself.
Functionality also has to do with the technology's capacity to develop skills
related to project design and implementation such as setting goals and benchmarks,
creating and monitoring budgets, conducting research and development, preparing
analyses and presentations, developing dissemination skills, and marketing.
For the next section click here:
| |

Resources for writers, editors, designers, and developers of interactive teaching applications.
Please feel free to comment, correct, or contribute, by sending email to
The Editors
Technology for Teleteaching
Development Team:
Robert MacDonald
Kim Alexander
George Kelso
Louise Waterson
|