Holy COW: Grazing Recent E-Learning Findings and Prophecies for the Future of Business and Education Dr.
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Holy COW: Grazing Recent E-Learning Findings and Prophecies for the Future of Business and Education Dr. Curtis J. Bonk Indiana University and CourseShare.com http://php.indiana.edu/~cjbonk [email protected] Ten Minnie-Myths of E-Learning and the Data to Dispel Them (Corporate) Dr. Curtis J. Bonk Alias: Mickey Mouse President, CourseShare.com Associate Professor, Indiana University http://php.indiana.edu/~cjbonk, [email protected] With supporting Help from: Ms. Minnie Mouse Orlando, Florida [email protected] Corporate ELearning Myths For full report, see: http://PublicationShare.com Myth #1. E-learning will soon go away. Figure 42. Percent of Instructional Time spent training via the Web in the next decade 100% 80% 76-100% 51-75% 26-50% 1-25% 0% 60% 40% 20% 0% 1 Year 2 Years 5 Years 10 Years Myth #2. E-learning can now take place at home and on the road. Figure 49. Location Where Learners Access WebBased Training Other Road Home Office 0 10 20 30 40 50 Percent of Respondents 60 70 80 Myth #3. Everyone is evaluating e-learning but us. Percent of Respondents Figure 26. How Respondent Organizations Measure Success of Web-Based Learning According to the Kirkpatrick Model 90 80 70 60 50 40 30 20 10 0 Learner satisfaction Change in knowledge, skill, atttitude Job performance Kirkpatrick's Evaluation Level ROI Myth #4. Learner completion rate has magical importance. Percent of Respondents Figure 53. Learner Completion Rate in Web-Based Courses 25 20 15 10 5 0 0-25% 26-50% 50-59% 60-69% 70-79% 80-89% 90-99% Learner Completion Rate 99100% Myth #5. Work-related incentives are important in motivating e-learners. Figure 55. Incentives for Successful Completion of WebBased Learning Promotion Salary Inc Job Security Awarding Credits to Degree Public Recognition Inc Job Responsibility None 0 10 20 30 40 Percent of Respondents 50 60 Myth #6. Thiagi has convinced the world of the need for interactivity and social icebreakers. Figure 41. Activities Learners Would Deem Highly Engaging and Useful Ice Breakers/Social Display Products Article Discussion/Critique Role Play/Debates E-mail Pals/Peer Review Voting/Polling Symposia/Panels 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 Myth #7. Watch out…trainers will soon be out of a job. Percenrt of Respondents Figure 19. Purpose of Web-Based Learning in Organization 70 60 50 40 30 20 10 0 Sole source of learning Supplement traditional Follow-up to traditional Alternative to traditional Other Myth #8. Traditional instructional strategies (e.g., lecture, role play, etc.) will not work online. Figure 38. Instructional Strategies Perceived as Fairly Equally Supported by Online and Traditional Classroom Environments 80 Percent of Respondents 70 60 50 40 30 20 10 0 Exploration Student Generated Content Case-Based Guilded Learning PBL Modeling Online Traditional Equal Figure 39. Instructional Strategies Perceived as Better Supported by Online than Traditional Classroom Environments Percent of Respondents 60 50 40 30 20 10 0 Group Prob Solving & Collab Socratic Questioning Role Play & Simulations Discussion Coaching or Mentoring Lecturing Online Traditional Equal Myth #9. Trainers operate alone and do not want to give away trade secrets. Figure 56. Important Features of a Free CourseSharing Resource Community Pre-Rated Web Resources Pedagogical Ideas Stories of instructional experiences Answ ers to Teaching Problems Courses, Catalogs, Products Web Resource Sharing Tools Expert Advice Professional Links Articles and New sletters 0 10 20 30 40 50 60 Percent of Respondents 70 80 Myth #10. Trainers are loyal. Figure 44. Freelance or Adjunct Instructor WebBased Training 100% 80% 60% No Yes 40% 20% 0% Past Experience Future Interest Want a copy of the report, “Online Training in an Online World”??? See: PublicationShare.com Ten Minnie-Myths of E-Learning and the Data to Dispel Them (Higher Education) Dr. Curtis J. Bonk Alias: Mickey Mouse President, CourseShare.com Associate Professor, Indiana University http://php.indiana.edu/~cjbonk, [email protected] With supporting Help from: Ms. Minnie Mouse Orlando, Florida [email protected] Higher Education ELearning Myths For full report, see: http://PublicationShare.com Myth #1. College instructors are loyal. Interested in Freelance Instruction? Freelance or Adjunct Web-Based Teaching 100% Percent of Respondents 90% 80% 70% 60% Yes 50% No 40% 30% 20% 10% 0% Past Experience Interest in Next 5 Years Myth #2. Young instructors will jump on this. How Old Are Early Web Adopters? Respondent's Age 2% 7% 20-35 36-50 47% 44% 51-65 66+ N=218 Figure 7. Rank of Respondents 10% Professor or Assoc Professor Assistant Professor 5% 8% Adjunct Professor 17% 60% Lecturer Other (e.g., admin plus faculty) Myth #3. Web instruction is an either-or decision (i.e., a Mickey Mouse decision). Figure 18. Online Teaching Experiences Partially and Completely 18% None 24% Completely Online 19% Partially Online 39% Myth #4. Pedagogical tools exist to teach online. Percent of Respondents Online Instructional Activities 70 60 50 40 30 20 10 0 Scientific Simulations Data Analysis Actual Use Lab Performance Critical and Creative Thinking High Usability What Instructional Activities are Needed? Myth #5. College instructors will not put their instruction on display for others to critique. Co ur s th Reasons N = 211 (*Note: Categories are not m utually exclusive.) O th er Fu n G ro w Ex pe rim en t M ar ke tS e el Sh f ar Sh in g ar Im e po Th rta eo nt rie s or St ra te gi es Re qu ire d Num ber of Respondents Why Post to MERLOT or WLH* 120 100 80 60 40 20 0 Pedagogical Ideas Answers to Teaching Problems Expert Advice Class Management Tips Recognition Newsletters Storytelling Percent of Respondents Figure 36. Important Features of Free CourseSharing Community 90 80 70 60 50 40 30 20 10 0 Myth #6. College instructors will flock to sophisticated technologies. Figure 19. Degree of Comfort with Web Skills Courseware Online Discussion File Attachments Chat HTML 0% 20% 40% 60% 80% Percent of Respondents Low Medium High 100% Myth #7. The institution will own the online courses. Online Courses are the Property of an Institution, Not an Instructor (N= 215) Strongly Agree Agree 4% Strongly 12% Disagree 34% Unsure 21% Disagree 29% Myth #8. College faculty just need a little more training to teaching on the Web. Te ch ni In ca st ru lS ct up io po na rt lD Ti e si m gn e to er Le s Tr ar ai n ni ng W eb to Us St e W ud eb en tA cc Ch es at s Ro O om nl in He e lp Re so ur Ece m ai s lC ha ng es In Re st co ru gn ct io itio na n lS tip en Re ds le as e Ti m e Percent of Respondents Any Supports Needed? Supports Needed for Web-Based Teaching By Institution Type 100 80 60 40 20 0 Private Public Myth #9. Profit is the key motivator for most Web initiatives. 60 50 40 30 20 10 0 Strongly Agree Agree Unsure Disagree Profit Learning Access Strongly Disagree Percent of Respondents Figure 23. Primary Insitutional Motives for Developing Online Education Myth #10. Shhh…If you don’t say anything, college instructors will just do this for free. Compensation No Add'l Compensation Other Release Time Recognition Salary Course Royalties Stipends Percent of Respondents Figure 17. Suggested Instructor Compensation for Teaching Online 40 35 30 25 20 15 10 5 0 For a copy of the report, “Online Teaching in an Online World” See: PublicationShare.com Holy COW: Grazing Recent E-Learning Findings and Prophecies for the Future of Business and Education Dr. Curtis J. Bonk Indiana University and CourseShare.com http://php.indiana.edu/~cjbonk [email protected] I. The Research: Are you ready? More E-Learning Myths…. Additional Myth #1: People Know what they are doing. • 83 percent were provided a Web-based platform or courseware system • 22 percent had more than one. • 27 of those making a decision had more than one. • 10 percent had access to three courseware systems or conferencing tools. Additional Myth #2. Instructors can just teach the same way they always have. Vanessa Dennen’s (2001) Research on Nine Online Courses (sociology, history, communications, writing, library science, technology, counseling) Poor Instructors • Little or no feedback given • Always authoritative • Kept narrow focus of what was relevant • Created tangential discussions • Only used “ultimate” deadlines Good Instructors • Provided regular qual/quant feedback • Participated as peer • Allowed perspective sharing • Tied discussion to grades, other assessments. • Used incremental deadlines Additional Myth #3. Only the big companies are doing this. Figure 2. Size of Respondent Organizations Percent of Respondents 30 25 20 15 10 5 0 1 to 30 31-100 101 to 500 501 to 1,000 1,001 to 5,000 5,001 to 10,000 Number of Employees 10,001 to More than 100,000 100,001 Additional Myth #4. We need to catch up, everything is going online. Figure 12. Methods Used to Deliver Training in Organization Other Paper-Based Correspondence Videotape Multimedia Internet/Intranet Instructor-Led Classroom 0 20 40 60 80 100 120 Additional Myth #5. No worries— the administrators are there to support you teach. “Campus-technology leaders say they worry more about administrativecomputing systems than about anything else related to their jobs.” (survey by Educause—an academic-technology consortium) Chronicle of Higher Ed, June 22, 2001, A33, Jeffrey R. Young Problems Faced Administrative: Pedagogical: • “Lack of admin vision.” • “Lack of incentive from admin and the fact that they do not understand the time needed.” • “Lack of system support.” • “Little recognition that this is valuable.” • “Rapacious U intellectual property policy.” • “Unclear univ. policies concerning int property.” • “Difficulty in performing lab experiments online.” • “Lack of appropriate models for pedagogy.” Time-related: • “More ideas than time to implement.” • “Not enough time to correct online assign.” • “People need sleep; Web spins forever.” Additional Myth… #6. Learning is not improved when using e-learning. Brains Before and After e-Learning Before After Basic Distance Learning Finding? • Research since 1928 shows that DL students perform as well as their counterparts in a traditional classroom setting. Per: Russell, 1999, The No Significant Difference Phenomenon (5th Edition), NCSU, based on 355 research reports. http://cuda.teleeducation.nb.ca/nosignificantdifference/ Online Learning Research Problems (National Center for Education Statistics, 1999; Phipps & Merisotos, 1999; Wisher et al., 1999). • • • • Anecdotal evidence; minimal theory. Questionable validity of tests. Lack of control group. Hard to compare given different assessment tools and domains. • Fails to explain why the drop-out rates of distance learners are higher. • Does not relate learning styles to different technologies or focus on interaction of multiple technologies. Evaluating Web-Based Instruction: Methods and Findings (41 studies) (Olson & Wisher, in review) Number of Studies Year of Publication 12 10 8 6 4 2 0 1996 1997 1998 1999 Year 2000 2001 Bob Wisher’s Wish List • Effect size of .5 or higher in comparison to traditional classroom instruction. Web Based Instruction Average Effect Size Number of Studies CBI Kulik [8] CBI Liao [18] 31 . 32 . 11 97 46 . 41 Evaluating Web-Based Instruction: Methods and Findings (Olson & Wisher, in review) “…there is little consensus as to what variables should be examined and what measures of of learning are most appropriate, making comparisons between studies difficult and inconclusive.” e.g., demographics (age, gender), previous experience, course design, instructor effectiveness, technical issues, levels of participation and collaboration, recommendation of course, desire to take add’l online courses. Evaluating Web-Based Instruction: Methods and Findings (Olson & Wisher, in review) Variables Studied: 1. Type of Course: Graduate (18%) vs. undergraduate courses (81%) 2. Level of Web Use: All-online (64%) vs. blended/mixed courses (34%) 3. Content area (e.g., math/engineering (27%), science/medicine (24%), distance ed (15%), social science/educ (12%), business (10%), etc.) Other data: a. Attrition data collected (34%) b. Comparison Group (59%) Three Phases of AC3-DL I. Asynchronous Phase: 240 hours of instruction or 1 year to complete; must score 70% or better on each gate exam II. Synchronous Phase: 60 hours of asynchronous and 120 hours of synchronous III. Residential Phase: 120 hours of training in 2 weeks at Fort Knox Overall frequency of interactions across chat categories (6,601 chats). On-Task Social Mechanics 70% 60% 50% 40% 30% 20% 10% 0% Month 1,2 Month 3,4 Month 5,6 Overall frequency of interactions across chat categories (6,601 chats). Mechanics 15% Social 30% On-Task 55% Research on Instructors Online • If teacher-centered, less explore, engage, interact (Peck, and Laycock, 1992) • Informal, exploratory conversation fosters risktaking & knowledge sharing (Weedman, 1999) • Instructors Tend to Rely on Simple Tools – (Peffers & Bloom, 1999) • Job Varies; Four Key Acts of Instructors: – pedagogical, managerial, technical, social – (Ashton, Roberts, & Teles, 1999; (McIsaac, Blocher, Mahes, & Vrasidas, 1999) Study of Four Classes (Bonk, Kirkley, Hara, & Dennen, 2001) • Technical—Train, early tasks, be flexible, orientation task • Managerial—Initial meeting, FAQs, detailed syllabus, calendar, post administrivia, assign email pals, gradebooks, email updates • Pedagogical—Peer feedback, debates, PBL, cases, structured controversy, field reflections, portfolios, teams, inquiry, portfolios • Social—Café, humor, interactivity, profiles, foreign guests, digital pics, conversations, guests Network Conferencing Interactivity (Rafaeli & Sudweeks, 1997) 1. > 50 percent of messages were reactive. 2. Only around 10 percent were truly interactive. 3. Most messages factual stmts or opinions 4. Many also contained questions or requests. 5. Frequent participators more reactive than low. ======================================== 6. Interactive messages more opinions & humor. 7. More self-disclosure, involvement, & belonging. 8. Attracted to fun, open, frank, helpful, supportive environments. Starter Centered Interaction: Scattered Interaction (no starter): Week 4 Level of Cognitive Processing: All Posts Both 12% Surface 33% Surface Deep Deep 55% Both Hara, Bonk, & Angela, 2001 Social Construction of Knowledge (Gunawardena, Lowe, & Anderson, 1997) • Five Stage Model 1. Share ideas, 2. Discovery of Idea Inconsistencies, 3. Negotiate Meaning/Areas Agree, 4. Test and Modify, 5. Phrase Agreements • In global debate, very task driven. • Dialogue remained at Phase I: sharing info Collaborative Behaviors (Curtis & Lawson, 1997; Kim & Bonk, 2002) • Most common were: (1) Planning, (2) Contributing, and (3) Seeking Input. • Other common events were: (4) Initiating activities, (5) Providing feedback, (6) Sharing knowledge • Few students challenge others or attempt to explain or elaborate • Recommend: using debates and modeling appropriate ways to challenge others Unjustified Statements (US) 24. Author: Katherine Study #3. Fall, 1997 Date: Apr. 27 3:12 AM 1998 I agree with you that technology is definitely taking a large part in the classroom and will more so in the future… 25. Author: Jason Date: Apr. 28 1:47 PM 1998 Unsupported I feel technology will never over take the role of the teacher...I feel however, Social this is just help us teachers... Justified 26. Author: Daniel Date: Apr. 30 0:11 AM 1998 Extension I believe that the role of the teacher is being changed by computers, but the computer will never totally replace the teacher... I believe that the computers will eventually make teaching easier for us and that most of the children's work will be done on computers. But I believe that there… Overall Major Findings • COW enhanced student learning – provided a link between classroom and field – encouraged learning about technology • COW extended student learning – students got feedback from outside their immediate community – students saw international perspective • COW transformed student learning – students took ownership for learning – students co-constructed knowledge base The Intraplanetary Teacher Learning Exchange (TITLE) Project Overview of TICKIT •In-service teacher education program •Rural schools in southern Indiana •Yearlong, 25 teachers from 5 schools •Primarily school-based •Supported by participating school systems, Arthur Vining Davis Foundations and Indiana University TICKIT Research • Pedagogical strategies have different results • Long-term professional development seems to have an effect on teachers’ levels of technology implementation • Recommend TICKIT experience: “Thank you! A poor tired out “old broad” has a new lease on teaching” “The door is now open. I will continue to try to find technological ways to teach them.” II. The Future Note: any predictions are bound to be too conservative!!! Research Still Needed 1) 2) 3) 4) 5) 6) 7) Variations in Instructor Moderation Forms of Online Debating and Role Play The Impact of Online Mentoring and Tutoring Motivational Activities to Increase Retention Student Perceptions of e-Learning Environments The Development of Online Learning Communities Critical Thinking and Problem Solving in Sync and Asynchronous Environments Role Play • List possible roles or personalities (e.g., coach, questioner, optimist, devil’s advocate, etc.) • Sign up for different role every week (or for 5-6 key roles during semester) • Reassign roles if someone drops class • Perform within roles—try to refer to different personalities in peer commenting Role: Idea Generator Creative Energy/Inventor • Brings endless energy to online conversations and generates lots of fresh ideas and new perspectives to the conference when addressing issues and problems. Role: Slacker/Sloth/Slug/Surfer Dude • In this role, the student does little or nothing to help him/herself or his/her peers learn. Here, one can only sit back quietly and listen, make others do all the work for you, and generally have a laid back attitude (i.e., go to the beach) when addressing this problem. 16 Technologies of the Future 1. Digital Portfolios 2. Communities of Learners 3. Electronic Books 4. Instructor Portals 5. Sync Courseware 6. Intelligent Agents 7. Online Language Learning 8. Online Exams and Gradebooks 9. Online Mentoring 10. Games & Simulations 11. Assistive Technologies 12. Peer-to-Peer Collaboration 13. Reusable Content 14. Virtual Worlds/ Reality 15. Wearable Computing 16. Wireless Technology 2. Communities of Learners • Awareness of who is in the space (roster) • Customization of the space for the group – a customized banner • Ability to interact in synchronous and asynchronous ways. • Place for a community to identify who they are: charter, principles, membership, goals, etc. 3. Electronic Books MetaText (eBooks) 5. Synchronous Instructor-Led Tech (Horizon Live, WebEx, Centra, etc.) 7. Online Language Support and Translation (pronunciation, communication, vocabulary, grammar, etc.) 9. Online Mentoring and Adventure Learning 10. Games and Simulations 12. Peer-to-Peer Collaboration (Global Knowledge Centers--Peer Shared Document Sites) Possibilities: 1. Data Sharing (www.napster.com) 2. Resource Sharing (www.intel.com/cure/overv iew.htm) 3. Workgroup Collaboration (www.groove.net) 13. Reusable Learning Objects? • “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 14. Virtual Worlds/Reality Avatars--representations of people Objects--representations of objects Maps--the landscape which can be explored Bots--artificial intelligence 15. Wearable Computing 16. Wireless Technology Final advice…whatever you do… Ok, who wants a TICKIT? And, who has a TICKIT? http://www.iub.edu/~tickit