The ABC’s of
E-learning
by Larry Zaleski
The
introduction of affordable computers
and high-speed electronic networks has
made interactive distance learning
possible. Strictly speaking,
distance learning includes books and
other instructional texts, which have
been used for centuries, since both
these means allow for separation in
space between instructor and student.
When most people think of "distance
learning" today, however, they picture
instruction delivered electronically.
The
techniques of modern distances
learning are collectively called
electronic learning, or more simply
e‑learning. E-learning includes
a variety of approaches to
instructional delivery ranging from
webinars and video teleconference
(VTC), delivered by live instructors
over the internet or telephone, to
self‑paced, computer‑based training
(CBT), delivered by computer over the
internet, compact disk, or other
storage device.
The
use of e-learning is growing rapidly,
spurred primarily by economics
(Kornacki). In both government and the
private sector, budget cuts drive
managers to adopt e‑learning to reduce
travel costs and to provide
just‑in‑time training.
Similarly, in higher education,
reduction in state support for public
colleges and universities, rising
tuition, competition, and the need to
reach working students who cannot
attend classroom-based courses drive
educators to adapt.
E-learning has both supporters and
detractors. While some see it as
progressive, structured, and
effective, others see it as tedious,
likely to cause students to drop out,
and even an economic threat.
Comparative studies routinely conclude
that e‑learning is as effective as the
classroom. Some proponents
suggest that e‑learning is the most
significant development in the way we
conduct training since the invention
of the alphabet and chalkboard
(Horton, E-learning). TV
advertisements and news reports are
replete with stories of university
e‑learning programs (Lewin).
One
example is the Massively Open On‑line
Course, or MOOC, such as the
artificial intelligence (AI) course
delivered for free by Stanford
University, in which 160,000 students
participated in a single offering.
MOOCs pose a serious question: how do
colleges compete with "free"? At the
same time, however, MOOCs are
notorious for their high dropout
rate. Only 14 percent of
participants completed the Stanford AI
course; still, those 23,000 graduates
constitute more students than were
educated by the world’s remaining AI
instructors combined (Rosen).
Nonetheless, some public education
programs are reconsidering their
commitment to e‑learning. Maine,
New Jersey, and North Carolina, for
example, placed a moratorium on new
virtual schools due to sub‑par
performance (Lawrence).
In
this paper, I will examine the reality
of e-learning by answering four
questions:
- What is
e-learning?
- How is it
made?
- Which
methodology is best?
- What makes
instruction effective?
What is E-Learning?
E-learning is simply instruction
delivered electronically. The
methodology for designing course
content for e-learning is identical to
that used for classroom
instruction. Consequently, the
content for both methods should be
similar. Only the development
and delivery methods differ widely.
E-learning takes three forms:
1. Synchronous
instruction – Synchronous
refers to the simultaneous
participation of both student and
instructor, who are separated by
location, but not time.
Synchronous instruction is delivered
live.
2. Asynchronous
instruction – Asynchronous
refers to the separation of the
instructor and student by both
location and time. Asynchronous
does not require the simultaneous
participation of either party because
asynchronous instruction is
pre‑recorded.
Blended
learning – Blended learning
consists of a mixture of delivery
methods including synchronous,
asynchronous, traditional classroom
and on‑the‑job training as needed.
Synchronous Instruction uses
two main delivery systems: webinar and
video teleconference (VTC).
Webinars are live, two-way, web-based
seminars. They resemble
traditional classroom instruction, but
typically, students receive audio by
telephone through a conference call
while viewing a PowerPoint
presentation over the Internet.
Students usually hear, not see the
instructor. The software for
presenting webinars contains features
for asking students questions,
including multiple choice and short
answer, and for evaluating student
response in real-time. Students
can ask questions by phone or e-mail
and can download class materials.
Class size is limited to about 25
students. Beyond that, the
system slows.
VTC is a live, two-way video and audio
presentation. Designed for
teleconferencing, VTC is much like
watching the instructor on TV.
Instructors are seen while speaking
and can display PowerPoint and
graphics. VTC uses high capacity
broadband telecommunication coupled
with computers and video
compression. Through a
multipoint control unit or "gateway,"
multiple sites with different
equipment can participate.
Students can answer and ask questions
and download class materials.
VTC is suitable for government,
corporate, and university use at
expensively equipped sites. VTC
is complex, requiring technical
support.
Asynchronous instruction uses
both primary and support delivery
systems.
Primary
delivery systems include
computer-based training CBT and
recorded lecture.
CBT
is self-paced programmed instruction
delivered by computer. The
instruction may be delivered over the
Internet, from compact disk, or from
other storage media. CBT ranges
from simple checklists and
page-turners to highly interactive
lessons providing audio, video, text,
questions and feedback, using the full
range of instructional design and
presentation tools. Most CBT
courses provide the student with
control over the pace and the order of
presentation.
Recorded lecture is like a
pre-recorded webinar. Most such
presentations permit students to
rewind and repeat parts of the
lecture.
In
addition to the primary delivery
systems just mentioned, asynchronous
instruction uses three support
systems: threaded discussion,
voiceboards and e‑mail. Threaded
discussions simulate classroom
discussions. Students post
written content to a discussion topic
and react to postings from other
students. Threaded discussion
boards are common on the Internet.
Voiceboards also simulate classroom
discussions, but use recorded voice
postings and text rather than text
alone. E‑mail allows both instructors
and students to communicate (assign
work, ask question, provide feedback,
and share information).
Blended Learning
combines delivery methodologies as
needed to address the content, drawing
on all of the methods described
above. It permits course
designers to use e-learning to reduce
costs, where appropriate, while
preserving the advantages of more
traditional approaches.
How is It Made?
Courses are developed and delivered
using software and hardware, depending
on the type of e-learning used.
CBT,
for example, is typically developed
using an authoring system.
Authoring systems do not require
programming for course development;
most authoring systems function
similarly to PowerPoint and either
create Flash slides (Flash is a
multimedia platform developed by Adobe
Systems, used to add animation, video,
and interactivity to web pages ["Adobe
Flash"]) or convert PowerPoint slides
into Flash. Authoring systems allow
the addition of interactions,
simulations, and branching. Two
examples of commercial authoring
systems that use Flash are Adobe
Captivate.™
and Articulate.™
Webinars and VTC are developed using
Microsoft PowerPoint™ or similar
presentation software. PowerPoint and
similar applications enable developers
to assemble instructional text,
graphics, photos, videos, and sound in
a single, easy to use package.
Attachments are developed in a word
processor for students to download
beforehand. Webinars can be
recorded and then used asynchronously
as well.
CBT,
Webinars, and VTC are often delivered
through a Learning Management
System. Learning
management systems are LAN-based
software that organize on‑line courses
and provide various features such as
space for students to access stored
courses, post their assignments, and
receive grades and feedback from
instructors. Learning management
systems also provide virtual meeting
rooms, allowing students to use tools
like chat, whiteboard, note, and
more. One example of a learning
management system is "Moodle," a free
source system for use with the
Internet ("Moodle").
Asynchronous e‑learning can also be
mailed on compact disk or provided
through a web-site. Developers
have many options.
The combination of
software and hardware gives e‑learning
most of the capabilities of classroom
instruction and curriculum
presentation. Given this
similarity, the question arises: which
is better, classroom learning or
e‑learning?
Which Delivery
Methodology is Best?
This, of
course, is a trick question. The
short answer is "all of them"
(classroom, CBT, recorded
presentation, webinar, and VTC).
As a
practical matter, instructors can use
any delivery media (chalkboards,
computer screens, lecture, books,
video, and audio) to teach any
topic. Delivery methods such as
CBT and classroom presentation are
simply instruction using different
media. When used in combination,
they become multimedia.
Richard E. Clark – an Educational
Psychologist from the University of
Southern California and a prominent
researcher – writes that "media are
mere vehicles that deliver instruction
but do not influence student
achievement any more than the truck
that delivers our groceries causes
changes in our nutrition" (22). Clark
further points out that studies
repeatedly show that necessary
teaching methods can be designed into
a variety of presentation media. As
evidence for media equivalence, Clark
cites the more than 70 years of
research that have failed to find
evidence that media influence learning
in any essential and structural way
(28). Additionally, studies repeatedly
show that both CBT and web-based
presentations produce results equal to
the classroom (Knebel; U. S.
Department of Education 51).
Equivalence in results, however, does
not mean that all media are
interchangeable. Depending on
the nature of the subject, one medium
may be preferred over another.
For example, most would probably not
want their eye surgeon to be trained
by CBT alone. The ability of the
medium to adequately simulate the
behaviors being taught matters.
Consequently, developers should select
media based on their ability to convey
key behaviors economically.
Despite a history of success,
e‑learning (and classroom) courses
sometimes fail. If media are not
the key, then what makes instruction
effective, and what does
"effectiveness" look like?
What Makes
Instruction Effective?
Learning occurs regardless of how
effective (or defective) the
instruction is and occurs even when
there is no instruction. People
learn by observation of random events,
from workplace experience, from both
positive and negative examples—by
listening, seeing, and touching.
No one can stop a motivated person
from learning because humans are wired
to learn.
Conversely, no instructional method
can make an unmotivated person learn,
because such a person mentally shuts
down: "It’s too hard," "It’s too
boring," "I’ll never use that," I’d
rather be somewhere else."
Additionally, replacing false,
half‑truth and dysfunctional
information can be a challenge if that
information is deeply ingrained.
Effective
instruction is instruction that
achieves the goal of transferring
information to long‑term memory efficiently—that
is, optimizing the time needed to
learn and maximizing
retention. But what
information should be transferred
and why so? The answer is
critical because most adults are
interested in learning useful
information, not wasting time.
Useful information is that which
promotes desired accomplishments and
behaviors.
Accomplishment.
In business and government (a.k.a. the
"real world"), effective people are
those that produce valued
accomplishments: hamburgers prepared
sanitarily, bridges built to standard
and within budget, causes of the
French and Indian War documented,
specimens analyzed, illness diagnosed,
standardized tests passed, legislation
passed, battles won, criminals
captured, perpetrators
sentenced. It is the
accomplishment (the output) of human
effort that we value and pay
for. We expect education to
cause productive behavior resulting in
valued accomplishment (Hyde).
Behavior,
productive or not, is the way people
act in response to a situation. It
comes in two categories: overt and
covert. Overt behavior consists
of activities that can be observed
such as splinting a broken arm or
rebuilding a carburetor. Overt
behavior is external. Covert behavior,
in contrast, consists of behaviors
that cannot be observed such
as deciding how to treat a
wound, or evaluating the
relative impact of factors leading to
the French and Indian War.
Covert behavior is internal.
Covert behavior is mental and can only
be inferred from a person’s actions
(their overt behavior). For
example, you might observe how someone
treated a wound, or read someone’s
essay on the causes of the French and
Indian War, or ask them to describe
their thought process. Usually,
behavior is a mixture of overt and
covert actions.
All
meaningful instruction seeks to alter
behavior. Behavior, however, is
influenced by three broad factors:
skills and knowledge, motivation, and
environmental influences. To
achieve performance, all three must be
addressed. The indispensable first
step—the key to effective instruction,
whatever the media involved—is good design.
Design. Research repeatedly
shows that applying a systematic
approach to instructional design, one
based on laboratory‑tested principles
drawn from what we know about human
learning, results in more effective
instruction (Halpern and Hakel 37-41;
Knebel 5; Clark, "What Works"). The
alternative—unsystematic design—is
more likely to skip steps and ignore
cognitive limits.
Poorly designed instruction fails
primarily for three reasons: loss of
retention due to delayed application
(failure to account for the temporary
nature of working memory, or WM, the
temporary storage space that allows us
to follow directions and learn);
insufficient practice; and teaching
too much at a time.
Early in the design process,
developers identify what to teach
through "needs analysis." Here,
developers identify valued
accomplishments and key
behaviors. This information is
used to document processes, to write
learning objectives, and infer the
necessary supporting
information. Later, developers
use the learning objectives to develop
the instruction, called
strengthening.
Strengthening.
Learning is accomplished through
"strengthening," which reinforces the
learner’s response to stimuli
(signals), thus increasing the
probability that the correct response
occurs, and thus modifying behavior.
Strengthening consists of activities
that promote the transfer of
information from working memory to
long-term memory. Once transferred to
long‑term memory, information can be
recalled when needed.
Strengthening occurs by:
- "Chunking"
information into smaller units to
account for memory limitations.
- Priming
(teaching)—showing the signal and
desired response.
- Linking
new information with existing
information—adding new steps and
placing the information in context
(making associations between old
and new).
- Repeating
information through practice and
feedback in close temporal
proximity to its teaching.
These activities organize the
information so that students can more
efficiently learn, improving
recall and performance (Clark, Don).
Additionally, providing practice in
context (in a manner similar to
the way the learner will perform on
the job) further strengthens long‑term
recall by presenting the signal as
students will encounter it later,
making the appropriate response more
likely.
"Chunks" are elements of memory. A
chunk can be an item, a number, a
phrase or sentence, or a grouping of
information. A phone number, for
example, is easier to remember if you
chunk it into units of 4 or fewer:
"240-529-2977: is easier to remember
than its "unchunked" equivalent,
2405292977. Current research shows
that the size of working memory is 4±1
elements (Cowan). Instructional
designers take advantage of this
concept by limiting the number of
elements in menus, lessons, and topics
to four or fewer, and to groupings of
four or fewer.
Repetition is perhaps the most
important instructional tool.
Repetition is necessary because of the
rapid decay rate of working memory (WM
decays approximately 50 percent after
6 seconds and nearly 100 percent after
18 seconds [IGL]). Repeated passes of
information through working memory,
however, cause physical changes to the
brain, forging new connections between
neurons and increasing the signal
strength (excitability) between
dendrites. These new connections
plus increased excitability results in
long‑term memory (Strouse; Hausser).
Consequently, instruction should
provide repetition and practice soon
after presentation for optimal
strengthening. And practice
should include feedback so students
can self‑correct, further
strengthening memory. Without
practice, information is
forgotten. The longer the delay
between presentation and practice, the
less efficient the transfer.
The following instructional
features—called the "6P model,"
presented in the order shown—take
advantage of the current psychological
and neurological understanding to
efficiently strengthen learning:
- Preview –
Provides an overview and the
context of the behavior.
- Prerequisite
– Provides facts, definitions, and
linkages to previous knowledge
needed to enable and enhance
transfer.
- Prime –
The "teaching" activity. A
demonstration or description of
the skill or knowledge. It
shows the signals students will
encounter and the response they
should make.
- Prompt –
Provide the signal with cues and
ask for the response.
- Perform –
An isolated practice exercise
where the participant conducts a
simulated application of the
behavior. Give the signal
and ask for the response.
- Practice
– An integrated practice, or test,
or simulation at the end of the
lesson that covers all of the
learning objectives.
The "P’s" are assembled as follows, and
repeated for each learning objective: