86,803 research outputs found

    Interactivity in professional online learning: A review of research based studies

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    Over the last few years, the higher education and the vocational education and training sectors have increased the number of online learning courses available for professionals. Yet, research on e-learning opportunities for professionals has not developed at the same pace. This paper describes the results of a systematic search for research based, empirical studies on professional online learning that examined interactivity and other forms of social learning. Based on four selection criteria (online learning course, professionals, interactivity and research study), the search yielded 18 articles. These were examined first in relation to the characteristics and context of the professional online courses under scrutiny, and second in relation to four levels of interactivity focus in the research. The highest level represents studies where the interactivity was planned, supported and implemented successfully, and the lowest level studies where minimal opportunities for interactivity were available. Overall, although some studies were of a high academic and educational quality, there was little evidence of pedagogical innovations that would give this field of educational research and practice a clear direction for the future

    An exploratory study to determine students' perceptions of the value of interaction in an Australian classroom context and the perceived impact on learning outcomes

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    Interaction has long been a defining and critical component of the educational process, whatever the classroom context (Anderson 2003). This paper presents findings of a study to explore the attitudes of students at an Australian university towards various types interactivity in the classroom. The study also investigates students perceptions of how interactivity in the classroom impacts on cognitive, affective and behavioural learning outcomes. In a recent review of the literature Muirhead & Juwah (2003) argue that interactivity is critical in underpinning the learning process in face-to-face, campus based and distance and online education. They say that interactions serve a diverse range of functions in the educational process, which include learner to learner, learner to content, learner to tutor, learner to technology, tutor to content, tutor to technology, content to content. These functions promote and enhance the quality of active, participative learning in a learning environment. However, literature indicates that attitudes towards active learning involving greater interactivity varies across students and between students and lecturers (Billings, Connors, & Skiba 2001). Investigation into student attitudes of the value and effectiveness of interaction is of particular interest for educators who are adapting the learning of a diverse range of students, including oncampus, distance, international, under and postgradute students. Much of the existing research into classroom interaction was grounded in the behaviourist and cognitive sciences approach to learning and teaching, where traditional classroom interaction placed the teacher at the centre of all activities as transmitter of knowledge and co-coordinator of student interaction (McLoughlin 2002). Those studies predate the recent application of constructivism (Bonk and Cunningham 1998) and social learning theory (Bandura (1977), and the emphasis on building life long learning skills. This research will contribute to current discussion about the role of interaction in learning, based on a constructivist approach to developing life long learning skills. This paper will present the findings of an exploratory study of students’ attitudes to various types of interaction in a classroom context. The first step of this exploratory study will employ a focus group approach to gather data from on campus students to identify the key issues that emerge from this data. These findings will be used to design a survey instrument to implement a follow-up research project

    E-Learning Works - Exactly How Well Depends on its Unique Features and Barriers

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    Key Findings: E-learning is comparable to traditional teacher-led classroom instruction in terms of effectiveness. E-learning has specific features that may influence learning: content, immersion, interactivity, and communication. Barriers to e-learning adoption include fraud and cheating, digital divides and their impact on low income and underprepared students, and cost issues

    The use of an e-learning constructivist solution in workplace learning

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    We wished to investigate whether an e-learning approach which uses constructivist principles can be successfully applied to train employees in a highly specialised skill thought to require expert individuals and extensive prolonged training. The approach involved the development of an e-learning package which included simulations and interactivity, then experimental testing in a case study workplace environment with the collection of both quantitative and qualitative data to assess the effectiveness of the package. Our study shows that this e-learning strategy improved the skills of the inexperienced operator significantly. We therefore propose that such programmes could be used as a work based training aid and used as a model system for the training of employees in complex skilled tasks in the workplace. This research demonstrates that the e-learning can be applied outside the traditional learning environment to train unskilled employees to undertake complex practical tasks which traditionally would involve prohibitively expensive instruction. This work also illustrates that simulations and interactivity are powerful tools in the design of successful e-learning packages in preparing learners for real world practical situations. Finally this study shows that workplace learners can be better served by elearning environments rather than conventional training as they allow asynchronous learning and private study which are valued by employees who have other demands on their time and are more comfortable receiving tuition privately Relevance to industry: E-learning using constructivist principles, and incorporating simulations and interactivity can be used successfully in the training of highly specialised and skilled tasks required in the modern workplace

    Interactivity within IMS Learning Design and Question and Test Interoperability

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    We examine the integration of IMS Question and Test Interoperability (QTI) and IMS Learning Design (LD) in implementations of E-learning from both pedagogical and technological points of view. We propose the use of interactivity as a parameter to evaluate the quality of assessment and E-learning, and assess various cases of individual and group study for their interactivity, ease of coding, flexibility, and reusability. We conclude that presenting assessments using IMS QTI provides flexibility and reusability within an IMS LD Unit Of Learning (UOL) for individual study. For group study, however, the use of QTI items may involve coding difficulties if group members need to wait for their feedback until all students have attempted a question, and QTI items may not be able to be used at all if the QTI services are implemented within a service-oriented architecture

    When the Course Management System Isn\u27t Enough

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    Many articles have been written extoling the need for interactivity in the online classroom. Zundel (2006) states that not only should interactivity be effectively integrated, but that it is essential for enhancing the learning in online courses just as interactivity is essential for on-campus learners. Mabrito (2004) contends that success is enhanced in online courses by engaging students as active learners rather than passive participants. Mabrito goes on to state that this engagement should include ample opportunities for students to interact with not only the course content, but also with the instructor and fellow classmates

    Learning interaction patterns using diagrams varying in level and type of interactivity

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    An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learners’ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learners’ cognitive abilities and representational preferences

    Learning and interactivity in solving a transformation problem

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    Outside the psychologist's laboratory, thinking proceeds on the basis of a great deal of interaction with artefacts that are recruited to augment problem-solving skills. The role of interactivity in problem solving was investigated using a river-crossing problem. In Experiment 1A, participants completed the same problem twice, once in a low interactivity condition, and once in a high interactivity condition (with order counterbalanced across participants). Learning, as gauged in terms of latency to completion, was much more pronounced when the high interactivity condition was experienced second. When participants first completed the task in the high interactivity condition, transfer to the low interactivity condition during the second attempt was limited; Experiment 1B replicated this pattern of results. Participants thus showed greater facility to transfer their experience of completing the problem from a low to a high interactivity condition. Experiment 2 was designed to determine the amount of learning in a low and high interactivity condition; in this experiment participants completed the problem twice, but level of interactivity was manipulated between subjects. Learning was evident in both the low and high interactivity groups, but latency per move was significantly faster in the high interactivity group, in both presentations. So-called problem isomorphs instantiated in different task ecologies draw upon different skills and abilities; a distributed cognition analysis may provide a fruitful perspective on learning and transfer

    Flexibility and Interaction at a Distance: A Mixed-Model Environment For Language Learning

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    This article reports on the process of design and development of two language courses for university students at beginning levels of competence. Following a preliminary experience in a low-tech environment for distance language learning and teaching, and a thorough review of the available literature, we identified two major challenges that would need to be addressed in our design: (1) a necessity to build sufficient flexibility into the materials to cater to a variety of learners' styles, interests and skill levels, therefore sustaining learners' motivation; and (2) a need to design materials that would present the necessary requisites of authenticity and interactivity identified in the examined literature, in spite of the reduced opportunities for face-to-face communication. In response to these considerations, we designed and developed learning materials and tasks to be distributed on CD-ROM, complemented by a WebCT component for added interactivity and task authenticity. Although only part of the original design was implemented, and further research is needed to assess the impact of our environment on learning outcomes, the results of preliminary evaluations are encouraging
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