The Expanding Role of Collaborative Technologies as the Future Becomes the Present Curt Bonk, Ph.D. Indiana University CourseShare.com http://php.indiana.edu/~cjbonk [email protected].

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Transcript The Expanding Role of Collaborative Technologies as the Future Becomes the Present Curt Bonk, Ph.D. Indiana University CourseShare.com http://php.indiana.edu/~cjbonk [email protected].

The Expanding Role of
Collaborative Technologies as the
Future Becomes the Present
Curt Bonk, Ph.D.
Indiana University
CourseShare.com
http://php.indiana.edu/~cjbonk
[email protected]
Activities Learners Would Deem Highly
Engaging and Useful
Students Leading
Discussion
Electronic
Guests/Mentoring
Group
Projects/Teams
Brainstorming
Cases or Job
Reflections
0
10
20
30
40
50
Percent of Respondents
60
70
Future of E-Learning Survey
Most Important Emerging Technologies:
1. Knowledge Management
2. Wireless Technologies
3. RLO
4. Peer-to-Peer
5. Mentoring
6. Language Support
Most Appropriate Training Methods for Your
Organization in Next 24 Months
Other
Sync Instructor-Led
Personal Online Coaching
Problem-Based Learning
Async Instructor-Led
Mentoring
Team-Based/Peer Collab
Self-Paced Learning
Instructor-Led
0
5
10
Number of Respondents
15
Bonk’s 5 Level Electronic
Collaboration Taxonomy
Level 1. Email Collaboration
Level 2. Asynchronous
Technologies
• Asynchronous or Threaded Discussions:
Sitescape Forum, FirstClass, Blackboard
• Training the Trainer
Asynchronous Possibilities
1. Link to peers and mentors.
2. Expand and link to alternative resources.
3. Involve in case-based reasoning.
4. Connect students in field to the class.
5. Provide e-mail assistance
6. Bring experts to teach at any time.
7. Provide exam preparation.
8. Foster small group work.
9. Engage in electronic discussions & writing.
10. Structure electronic role play.
Level 3. Synchronous Technologies
(Karrer, 2001, Online Learning Conference)
• Virtual Classroom: NetMeeting,
Placeware, Centra, HorizonLive, WebEx
• Training the Trainer
• Web-Casts, Whiteboards, Chats, Live
Surveys, Polls, Reports, Web Browsing,
File Transfer, Application Sharing,
Archives, Break-Out Rooms
Types of Synchronous Activities
1. Webinar, Webcast
2. Guest speaker or expert moderated (or open) Q&A
forum
3. Discussion plus expert chat
4. Instructor-led discussion or training (general or
private discussions, testing, and tutoring)
5. Peer Dialogue or Team activities or meetings
6. Panels, Press Conferences, Symposia
7. Role Play or Electronic Séance
8. Quick Polls/Quizzes, Voting Ranking, Surveys
9. Brainstorming ideas, What-Ifs, Quick reflections
10. Graphic Organizers in Whiteboard (e.g., Venn)
Use Signals for Tech Checks & to Clarify Tasks
Level 4. Collaborative Writing Tools
(Bonk, Medury, & Reynolds, 1994)
Level 5. Cooperative Hypermedia and
Multimedia
(Karrer, 2001, Online Learning Conference)
• Virtual Classroom: NetMeeting,
Placeware, Centra, HorizonLive, WebEx
• Web-Casts, Whiteboards, Chats, Live
Surveys, Polls, Reports, Web Browsing,
File Transfer, Application Sharing,
Archives, Break-Out Rooms
The Future
Note: any predictions are bound to
be too conservative!!!
14 Collaborative Technologies?
1. Human Resource
Portals/Business
Development Resources
2. Communities of
Practice
3. Electronic Books
4. Instructor/Trainer
Portals
5. Knowledge
Management
6. Intelligent Agents
7. Online Language
Support
8. Online Mentoring
9. Online Simulations
10. Peer-to-Peer
Collaboration
11. Reusable Knowledge
Objects
12. Virtual Worlds/Virtual
Reality/AI
13. Wearable Computing
14. Wireless Technology
1. Human Resource Portals/Business
Development Resources
• Dial a job
• Job matching
• Resume sharing
• Contract workers
=============
• E-Learning Courses
• E-Learning Instructors
• Secure New Business
But What About RPF Matching Sites?
2. Communities of
Practice
• Awareness of who is in the space
– Roster of who belongs
– Roster of who is currently viewing materials;
• Customization of the space for the group
– a customized identifying banner
• Ability to interact in multiple synchronous
and asynchronous ways.
• Place for a community to identify who they
are
– charter, principles, membership, goals, etc.
Community Space at Eli Lilly
• an electronic environment designed
around expected community behaviors
and attributes; the three B's of
community: believing, behaving, and
belonging.
“The space is continuing to evolve, but the intention
is to create a place that feels like you are with
other people …CommunitySpace works best
when we have spent time building a community
environment as opposed to using the technology
in isolation. Building of relationships is critical to
community success and we have found this
difficult to do on-line alone.”
Expert Chat: Java Programmers
3. Electronic Books
4. Instructor/Trainer Portals
http://www.utexas.edu/world/lecture/
5. Intelligent Agents/AI
6. Knowledge Management
7. Online Language Support
(pronunciation, communication, vocabulary, grammar, etc.)
Instructor-Led Training
(e.g., GlobalEnglish)
GlobalEnglish
(Instructor-led and self-paced)
Typical Features (e.g., Englishtown
(millions of users from over 100 countries)
•
•
•
•
•
•
•
•
•
Online Conversation Classes
Experienced Teachers (certified ESL)
Expert Mentors
Peer-to-Peer Conversation
Private Conversation Classes
Placement Tests
Personalized Feedback
University Certification
Self-Paced Lessons
8. Online Mentoring
Expert mentors novice
from remote location
Carnegie Mellon Univ.
Adventure
Learning
Purpose: engage in adventurous
study of the global environment.
(e.g., Telepresence or virtual fieldtrips,
ask an expert forums, cross-classroom
collaboration, debate forums,
MayaQuest)
Peer Questions & Team Meeting
Peer Questions & Team Meeting
Peer Feedback System
9. Online Simulations (SimuLearn)
SimuLearn’s Virtual Leader
Components
1. Power: explores the effects of informal (i.e.,
expertise and recognized alliances) and formal
(e.g., title) power
2. Ideas: explores effective strategies for
generating ideas
3. Tension: looking at how tension affects
performance
• Once the 3 ingredients are aligned and
balanced, the leaders commit to a course of
action. (fosters creativity, role play, DM’ing)
Florio: simulation to see connection between
individuals actions and overall corporate
performance
Wisdom Tools: Time-Revealed Scenarios
(TRS)
Scenario Components
1. Story-Based: a contextually-rich format.
2. Distributed: accessed anywhere, at any time.
3. Collaborative: active sharing of ideas among
users.
4. Facilitated: raises probing issues, responds to
questions.
5. Integrated. embed work tools to overcome
the disconnect between work and learning.
6. Global and Diverse. characters customcreated to reflect company's culture & values.
eDrama (Front Desk Hiring)
Indeliq
Ninth House: Management Scenarios
10. Peer-to-Peer Collaboration
(Group-enabled Project Management)
Possibilities:
1. Data Sharing
(www.napster.com)
2. Resource Sharing
(www.intel.com/cure/overv
iew.htm)
3. Workgroup Collaboration
(www.groove.net)
Grove creates a shared space to explain
problems, receive assignments, post course
updates, hold group meetings, write and edit
papers, and teach students research methods.
Collaborative Project Management
Software
Collaborative Web-Based Survey
Research
11. Reusable Knowledge
Objects
Figure 28. Organizational Interest in Knowledge
Objects
Strongly
Agree
25%
Strongly
Disagree
3%
Disagree
11%
Unsure
17%
Agree
44%
“Appealing to the attention-deficit
society…online learning will only be
taken up by employees as part of
continuous professional development
if it is engaging, highly relevant and
available in small doses.…A fiveminute “learning object” can be
digested in between phone calls or
meetings.”
Sarah Murray, Dec 2001, Financial Times.com;
interview with Terry Nulty, President, Element K
Displaying Learning Objects
Stephen Downes, New Tolles, New Media
“Consider the impact of a resource like
Martindale’s Health Science Guide, a
resource center listing 60,000 teaching
files and 129,000 medical cases. Such a
resource if made available to medical
schools around the world, would greatly
facilitate the creation of courses in
medicine….” (as well as sustainable
revenue for the center)
What is a Learning Object?
• “Learning Objects are small or large
resources that can be used to provide a
learning experience. These assets can be
lessons, video clips, images, or even
people. The Learning Objects can
represent tiny "chunks" of knowledge, or
they can be whole courses.”
Claude Ostyn, Click2Learn
12. Virtual Worlds/Virtual Reality
Avatars--representations
of people
Objects--representations of objects
Maps--the landscape which can be explored
Bots--artificial intelligence
Possibilities for Corporate
Training
• Virtual seminars and presentations,
with distant colleagues interacting
within a virtual conference hall
• Demonstration of new building
designs that people can explore,
discuss and modify
• Demonstrations of processes or
models that are difficult to
understand with static
graphs/charts
Virtual Worlds
Advantages
Disadvantages
• Reliable and scalable
technology exists
• Save travel time, expense
b4 implement
• Ability to simulate objects
• Thousands of worlds and
users
• Built in links to Web sites
• Time/expense of start-up,
development,
customization
• Unfamiliar, awkwardness
of non-3D interfaces
• Requires a change in
thinking we may not be
ready for
13. Wearable Computing
Keyglove
Build it yourself
Contacts on fingers allow
to type by touching
fingers
“chorded” keyboard
Mouse on back
Next version wireless to
control up to 6 devices
IBM VisionPad
IBM Wearable ThinkPad
Created as a small laptop
Applications will determine
how close it meets our model
14. Wireless Technology
Wireless Training
“The best kind of Performance
Support keeps employees knowledge
“fresh” and always within reach.
Wireless technology makes that
possible in ways that have never
been possible before, and an area
which presents completely new
training and performance support
options for companies.”
Collaborate or
die!!!