Friday, October 5, 2012

Cool Technology vs. Good Learning Design

An interesting thread in one of my LinkedIn discussions regards a poll. The question was:

Have we strayed from basic adult learning principles in favor of “cool” technology?
Responses as of October 3 were:
  • No, we are enhancing (26%)
  • No, we are on target (10%)
  • Yes, we have strayed (42%)
  • Yes, we are going for cool factor (15%)
  • Don't know (5%)
Jacinta Penn commented in her blog post about the poll that no one brought up the fact that "some people never used good learning principles in the first place." This is true both in face-to-face situations such as academic courses and workshops. No one can tell me that having someone stand in front of a large group of people and drone on and on with an occasional PowerPoint slide of bulleted points  interspersed represents good pedagogy. In these cases, I'm often reminded of Ben Stein's segment in Ferris Beuller's Day Off.



I have seen elearning courses that greatly resemble this approach. They are linear in design, largely text-based, with a few YouTube videos thrown in for good measure. They often include the bullets from the PowerPoint presentations without any explanation. Learners have little choice but to progress from one page of text to the next.

As I develop my online courses and modules, I keep good pedagogy in mind:
  • Chunk information into small pieces
  • Provide a variety of ways for the learner to gain information
  • Built in formative and summative assessment to check understanding and reflect on what they are learning
  • Keep it simple--less text the better
  • Easy to use and navigate--intuitive, accessible design, guidance when necessary
  • Incorporate visual examples
  • Relate to real life--authentic learning usually with scenarios
  • Keep the content relevant and at the right level for the learner
  • Make the learner interact with the screen or make decisions
  • Educational focus--even though may include "game-like" approaches
This approach recognizes the interdependence of ‘design’ (of e-learning materials and environments) and ‘teaching’, in that I am able to incorporate a wide range of learning opportunities in the design. The technology allows me to accomplish my goals. I no longer have to provide a linear  elearning experience.  I have learned a lot from the Articulate Community (E-Learning Heroes) blogs, forums, and award-winning course examples.  Not only does Tom Kuhlman discuss the technical aspects of developing courses, but he also incorporates pedagogical best practices.

Thursday, October 4, 2012

How Long Does it Take to Create ELearning

A colleague recently asked me to ballpark how much it would cost/time it would take to create an elearning course with 40 slides and no assessment. I explained that I didn't have enough information to accurately answer that question. As Sarah Gilbert explains in her recent blog post,  calculating the time is based on a number of variables--the type of project, the developer's content and technology knowledge, the relationship between the developer and the SME, the level of interactivity, existing assets vs creating assets, etc.

I provided a recent interaction that I was working on as part of a larger module started out as four pages of text in Word and became over 30 slide with hyperlinking and level 2 interactivity (just beyond the page-turner format). Even though I started out with a template idea from a previous course, it still took me several days to complete that one section of the module. Adding in additional interactions and extending the branching would add more time.

This SlideShare presentation uploaded by Chapman Alliance contains research collected from 249 respondents about how long it takes to create different formats of learning including instructor-led training materials, Level 1 eLearning (Basic), Level 2 (Interactive), Level 3 (advanced, simulations and games), and blended learning. The research is available as Creative Common meaning you are welcome to share the contents with anyone, as long as you list the source when referencing.


Thursday, August 23, 2012

Inspiration from the Web

The folks at Born4Design agency recently posted a list of 12 free web design resources. The first 8 are available as ebooks and can be downloaded at PDFs for reading on a computer or mobile device. Although these resources are directed at web designers, they can also provide useful ideas for the e-learning course designer.

Tom Kuhlman at The Rapid E-Learning Blog advises that one way to get away from the inherent linear, bullet-point presentation model in many courses and PowerPoint presentations is to create your own templates. One spark of inspiration for his template designs is other Web site designs. He likes to periodically peruse the Web sites of ad agencies and graphic design sites and look at their project portfolios. He not only gets ideas about design elements but also color combinations. Take a screenshot of the site and create an "inspiration collection." You might even consider posting your images to Flickr as Patrick Haney did. You can also collect your clips in an Evernote notebook.

When we design a course, we are asking our learners to spend their valuable time take that course. These are some tips that will help you design courses that look good.  Combine inviting design elements that with sound instructional design and you’ll have courses that hook your learners from the start and never let them go.

Wednesday, August 22, 2012

Teaching to Fail

I was reading an article with the above title written by Edward Burger and published in Inside Higher Ed today. Burger's assertion that we need to teach students that it is okay to fail and that all human ideas are derived from a "natural, thoughtful, and (ideally) unending journey" that involves a process of iterative deep thinking. That sometimes we moved backward or hit a dead end before we can move forward. As educators, we need to explicitly (key word here) highlight those dead ends and mistakes. In other words, we need to teach students the power of failure and how to fail effectively.

Burger calls this the "quality of failure" and even includes a place in his grade book that represents how each student grew and learned from taking risks, making mistakes, reflecting, and growing from those failures. This view of assessment is completely counter to the long-held view of assessment as a summative, judgmental evaluation of how much as student knows and doesn't know.

Burger states, "If we foster an environment in our classrooms in which failing is a natural and necessary component in making progress, then we allow our students to release their own genius and share their authentic ideas — even if (or especially when) those ideas aren’t quite polished or perfectly formed." In other words, we foster an environment in which assessment is not only OF learning but also FOR and AS learning. We recognize that the primary focus of assessment is on improving learning and teaching process. Formative assessment, often viewed as Assessment FOR Learning or Assessment AS Learning, provides students with feedback so they can judge their progress and the efficacy of their study methods. Instructors also receive feedback on student performance in order to modify and improve their teaching and assessment strategies.


An underlying principle guiding the use of assessment FOR learning is the idea that we, as instructors, are obligated to ensure that our students not only know the facts and concepts but that they know them in meaningful ways in order to be able to use that knowledge in authentic situations and to solve real-world problems. They are not only equipped with the facts, but they are also able to gather and evaluate additional information if needed. In other words, memorization is not enough; knowledge must end up in practice and doing.


Assessment AS Learning involves students in the process of looking at their learning and reflecting on their own abilities and progress. With guidance from the instructor and through focused activities, students are encouraged to think about and assess their learning. The self-assessment process is ongoing and tied to the learning outcomes. It aids students in becoming aware of how they learn, solve problems, and make decisions. Assessment AS Learning involves self-monitoring and self-evaluation which helps focus students’ efforts and encourage responsibility for their learning. Its purpose is to enhance learning through the process of writing and thinking about the learning experience.

At the end of the semester, Burger asks his students to write a one-page reflective essay describing their productive failure over the period of the course and how they grew as a result of those experiences. I have incorporated similar narrative responses in several of my courses as a means of gathering data from the students as well as a way to get students to look back and reflect on what they had learned in the course. Although I have never explicitly tried to teach my students about the "benefits" of failure, I have tried to instill in my students that when they try something new, they may meet with obstacles and frustrations (especially when trying out new teaching methods and incorporating new technologies in their teaching practice)--and that this is okay and expected to some degree. It's how we respond to these obstacles that makes the difference.   If you get on a bicycle and don't fall off you already knew how to ride and learned nothing -- it is only by falling that you learn. I also reminded my education students that according to Dewey, knowledge is formed by the process of combining experience and previous learning with ideas presented which causes a state of disequilibrium for the learner. In order to learn, we essentially must be "off-balance."

In my Educational Technology course, I incorporated a reflective blog assignment in which I asked students to reflect on what they were learning--how it related to their career goals, how they could use the new knowledge in their personal lives, how did they solved a problem or made a decision. Their classmates were to provide comments. My intent was to make their learning more authentic, to provide context.

I always had trouble trying to figure out how to grade these reflective assignments. How can you put a grade on someone's thinking? I wound up judging the level of reflection and growth over time using a holistic rubric. Burger asked his students to conclude their essays by providing their own grade on how they had grown through their failures (from 0 – meaning "I never failed" or "I learned nothing from failing" to 10 – meaning "I created and understood in profound, new ways from my failed attempts"). After reading their narratives and reflecting on their class participation, he generally awarded the grade they had suggested.

The last two paragraphs of Burger's article struck home and are worth repeating:

To my skeptical colleagues who wonder if this grading scheme can be exploited as a loophole to reward unprepared students, I remind them that we should not create policies in the academy that police students, instead we should create policies that add pedagogical value and create educational opportunity...

Beyond the subject matter contained in the 32 to 48 courses that typical undergraduates fleetingly encounter, our students’ education centers about the most important creative feat of their lives — the creation of themselves: Creating a mind enlivened by curiosity and the intellectual audacity to take risks and create new ideas, a mind that sees a world of unlimited possibilities. So we as educators and scholars should constantly be asking ourselves: Have I taught my students how to successfully fail? And if not, then: What am I waiting for?


Monday, December 5, 2011

Adding Off-the-Shelf Games into Classes

Event: Webinar
Date: Monday, December 12, 2011
Starts: 4:00 pm (GMT-5) Eastern Time (US)
To participate in the webinar, go to http://www.instantpresenter.com/edweb3 on December 12. (No pre-registration required.)

The best educational curriculum seamlessly integrates content, interaction, and assessment into meaningful learning experiences built upon inquiry-based, student-centered, and authentic problem-solving instructional strategies. As it happens, that is exactly what many commercial games do, making their use for education an obvious choice. But this is easier said than done. In our community’s next webinar, the University of North Dakota’s Richard Van Eck will provide a practical overview of how to integrate commercial off-the-shelf (COTS) games into the classroom. Richard will provide an overview of the NTeQ technology integration model, which is compatible with inquiry-based curriculum that COTS games. He will discuss how this model has been used by elementary, middle, and high school teachers to integrate games into the curriculum while meeting the requirements of real-world classrooms. Join Richard for an interactive, one-hour webinar on December 12th for this model and other practical tips for integrating COTS games into the classroom.

Saturday, December 3, 2011

"Bring Your Own (BYO)" Webinar

The Impact on Pedagogy and Professional Development
December 8, 2011
1:00 EST
Sponsored by: ClassLink

 Bring Your Own technology initiatives are top of mind with school administrators everywhere this year. Whether big or small, schools across the nation want to leverage the benefits of student and teacher owned technology devices in the classroom. Specifically, schools expect BYO to improve learning and better prepare 21st century citizens. When surveyed, schools that had successfully implemented BYO programs universally agree that improvement to classroom instruction (pedagogy) is an "essential element" for success.

Learn from the panelists on how the BYO movement is transforming classroom instruction and professional development.
Elliot Soloway, University of Michigan
Cathleen Norris, University of North Texas
Cary Harrod,  Forest Hills Local Schools
Berj Akian, CEO, ClassLink

To learn more and/or to register for this free webinar, click this link:  http://www.classlink.com/eml/final/leadership/leadership28.html









Thursday, November 10, 2011

High School Teachers Make Gaming Academic

High School Teachers Make Gaming Academic
(US News & World Report, Nov 1, 2011)

Many parents are concerned that their children are spending way too much time on video games as it is. What happens when those video games are brought into the classroom? Many parents have expressed objections.  "I don't send my kids to school to play video games," says Sara Sroka, who has three video-game loving boys in her Iowa home. "There are better ways to learn."

However,research is showing that videos games in the classroom open many opportunities for reaching today's digital student. Katie Salen, professor of design and technology at Parsons the New School for Design and executive director of the Institute of Play, talked about many positive social aspects of gaming, just like Snehal did in the webinar entitled "How Can Games Create Social Learning Opportunities for Students? presented by edWeb.net.  She noted that "The trick to using gaming in the classroom is not forcing a lesson into the game, but drawing from the natural lessons the game offers."

[Read four tech tips for parents to embrace digital education.]

Wednesday, October 19, 2011

Games-Based Learning

Games are becoming a pervasive part of everyday life, and our notions of what constitutes a game are changing as fast as the applications of games themselves. These games have defined learning outcomes. Generally they are designed in order to balance the subject matter with the game play and the ability of the player to retain and apply the subject matter in the real world.

Online games for single users are also popular, though access to them is often blocked in the K12 environment. There are many free games designed for K-12 students that are accessible via a web browser and require no installation, such as The Potato Story (http://www.thepotatostory.co.uk), a UK-based game that teaches kids where food comes from

Open-ended, collaborative games also play out as alternate reality games (ARGs), in which players find clues and solve puzzles in experiences that blur the boundary between the game and real life. Recent examples of large-scale ARGs include the educational games World Without Oil and Superstruct, and the promotional game I Love Bees. The Tower of Babel, an ARG designed by the European ARGuing Project, was used in schools as well as by learners of all ages. It was developed to engage students in learning languages other than their own.

According to the 2010 Horizon Report: K12 Edition, another promising area is the development of educational Massively Multiplayer Online (MMO) games. As yet, there are few examples of these games designed specifically for education. Early efforts include Mithril, a multiplayer online role-playing game developed by students at Stanford University. Mithril draws on the look and feel of MMOs but is math-based. Students must master mathematical concepts in order to cast spells, defeat foes, and progress in the game.


Software in corporate training and higher education
According to there website, "In a Virtual Heroes world, textbooks and lectures are replaced with complete interactivity, excitement and serious fun!  Our Advanced Learning Technology (A.L.T.) platform has re-invented the way medical, military and corporate professionals can enhance performance and unleash potential. Our technology facilitates the linkage of learning objectives to measurable performance outcomes."

Founded in 1998, BreakAway, Ltd. is a leading developer of entertainment games and game-based technology products. We create entertainment experiences that enable people to master skills and concepts in virtual worlds, and transfer this expertise to develop tools that provide game-based solutions for real world problems. Their platform, the mōsbē™ desktop development studio, is a strategy-based platform designed to enable military, homeland security, medical, and corporate customers solve real-world problems with the situational realism and experiential engagement of game-based simulation.


Edutainment
The term "edutainment" describes an intentional merger of computer games and educational software into a single product. The term describes educational software whose primary focus entertainment, but can be used for educational purposes as well. "Software of this kind is not structured towards school curricula, does not normally involve educational advisors, and does not focus on core skills such as literacy and numeracy" (Wikipedia).

These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide simulations of different kinds of human activities or historical recreations, allowing players to explore a variety of social, historical and economic processes.
For example:
  • City-building games such as the SimCity series (1989–2003) and Caesar (video game) (1993–2006) invite players to explore the social, practical and economic processes involved in city management;
  • Empire-building games such as the Civilization (video game) series (1991–2005) and the Europa Universalis series (2000–2007) help players to learn about history and its political, economic and military aspects;
  • Railroad management games such as Railroad Tycoon (1990–2003) and Rails Across America (2001) illuminate the history, engineering and economics of railroad management.
  • Geography games such as PlaceSpotting (2008–2009) help players to find locations on earth according to some hints.

Tuesday, October 18, 2011

Google and Pearson Announce New LMS Option

Last week Google and Pearson announced that they were entering the learning management system marketplace with a totally innovative product stating, "OpenClass is a new kind of learning environment that goes beyond the LMS, stimulating social learning and the free exchange of content. It’s open to everyone, easy to use, and completely free." There is no hardware to install, no licensing fees, and no hosting costs. That right there would make it a totally new way of approaching how we look at online education.  However, Pearson and Google weren't content to stop there. They wanted to reinvent course interactions and activities to reflect the modern world.

The following is the description from the Google Apps Marketplace:
OpenClass integrates seamlessly with Google Apps for Education, enabling easy setup and single sign-on and includes tools that support the automatic import of content from external sources. Users can launch OpenClass directly from within their Google Apps experience and access their Google applications through OpenClass.

Features
  • Collaborative spaces for students to interact with coursework
  • Ability to create and edit course content directly from within the platform
  • Deep integration to Gmail, Google Docs and Calendar
Data access requirements
  • Calendar (Read/Write)
  • Docs (Read/Write)
  • Email, new messages (Read only)
  • User Provisioning (Read only)
Just the beginning
Out of the box, OpenClass has all the LMS functionality needed to manage courses. But that’s just the beginning. OpenClass actually advances education by leveraging modern social technology to encourage collaboration and communication for students, faculty, institutions, and administrators around the world.


Saturday, October 15, 2011

Encourage Learning

The following are tidbits I pulled from Tom Kuhlmann's Blog post: 9 Ways to Encourage Adult E-Learning. I too have written about learning being an iterative process and that we need alternate ways of demonstrating learning.

Recently I spent the day at the beach watching people learning to surf. One of the people learning to surf was a blind girl.  It was very inspiring as she learned to balance on the board.  She probably fell off of the surfboard a few dozen times before she successfully stood and balanced on it.  And when she finally succeeded she let out a cry of joy.

Learning is a funny thing.  It’s not something that can always be neatly packaged.  Real learning isn’t a one-time event (like many elearning courses) where it’s just a matter of getting new information.  Instead it’s an iterative process where you do something, get feedback to evaluate, make adjustments, and do it again.

Adult Learners Don’t Like to Fail

As learners, our culture conditions us to avoid failure.  Typically our grading systems reward successful test taking more than successful learning. Because of this, we’re motivated to pass tests and getting good scores and not always focused on the learning process.

Going back to the blind surfer, it takes a lot to fall down and continue getting up.  I saw plenty of other surfers give up after a few tries.  Few people like to fail and then do so publicly.  This is especially true of adult learners. The blind surfer was motivated to learn and willing to risk failure as she kept falling of the surf board.  She might not have been as inclined to do so if she was only allowed two attempts and then notified that she failed.

The main point in all of this is that elearning presents a unique opportunity to compress time and offer repeatable events where people can practice and get feedback.  But we need to craft an environment that encourages learning (which is not the same as exposure to information).


Wednesday, October 12, 2011

Seven Principles of Learning

Summary of Seven Principles of Learning
(Based on the Cognitive Science of How People Learn)
National Research Council

1.    Learning with understanding is facilitated when new and existing knowledge is structured around the major concepts and principles of the discipline. Knowing disconnected facts is insufficient to produce deep learning or develop expertise.  Expert strategies for thinking and problem-solving are linked to the expert’s understanding of important core concepts of “big ideas”.  This suggests that courses should be organized around helping students understand these big concepts and instructors should focus on helping students understand, explain, and apply these concepts rather than focusing on memorizing large amounts of content.

2.    Learners use what they already know to construct new understandings.
Learners construct interpretations of new information and problems in ways that agree with their own prior knowledge and misunderstandings.  Effective teaching involves engaging what learners already know about a subject and finding ways to build on that knowledge.  It also involves detecting student misconceptions and addressing them. 

3.    Learning is facilitated through the use of metacognitive strategies that identify, monitor, and regulate cognitive processes.
Metacognitive strategies include:  a) connecting new information to former knowledge, b) selecting thinking strategies deliberately; and c) planning, monitoring and evaluating one’s own thinking processes.  Students need to reflect on what they already know and what they need to know for situations.  They must consider both factual knowledge and strategic knowledge (how and when to use what procedures to solve the problem).  Instructors should provide explicit instruction in the use of such skills and opportunities for students to observe others solving problems (including experts) and by making their thinking available to observers.

4.    Learners have different strategies, approaches, patterns of abilities, and learning styles that are a function of the interaction between their heredity and their prior experiences.
Useful concepts here include Gardner’s model of Multiple Intelligences, different learning styles, deep vs. surface approaches to learning, etc.  One size does not fit all.  Some students respond favorably to one approach, others to another.  Educators should be alert to these differences and match curricular material to students’ developing abilities, knowledge bases, preferences, and styles.  Students with different learning styles need a range of ways to demonstrate their knowledge and skills.  One form of assessment will advantage some students and disadvantage others; multiple measures of learning will provide a better picture of how well individual students are learning what is expected of them.

5.   Learners’ motivation to learn and sense of self affect what is learned, how much is learned, and how much effort will be put into the learning process. Internal and external factors motivate people to learn.  Learners’ level of motivation strongly affects their willingness to persist in learning difficult material or challenging assignments.  When students perceive learning tasks as interesting and personally meaningful, and presented at an appropriate level of learning, they develop intrinsic motivation.  Tasks too difficult are frustrating; tasks that are too easy are boring.  There are strong connections between learners’ beliefs about their own abilities in a subject area and their success in that area [attribution theory].  Instructional strategies should encourage conceptual understanding; this tends to increase students’ interest and enhance their confidence about their abilities to learn.

6.    The practices and activities in which people engage while learning shape what is learned. The way people learn a particular area of knowledge and skills and the context in which they learn it becomes a fundamental part of what is learned.  This means that when students learn a subject in a limited or narrow context, they often miss seeing the applicability of using that information to solve new problems encountered in other situations.  Course assignments and tasks that ask students to encounter the same concept in various situations, help students develop a deeper understanding of the material.  Coursework should engage students in learning experiences that draw on real-world applications or exercises that foster problem-solving skills and strategies that are used in real situations.  Two examples of this approach are problem-based and case-based learning strategies.

7.    Learning is enhanced through socially supported interactions. Learning is enhanced when students can interact and collaborate with others on learning tasks.  Learning environments that encourage collaboration, similar to those of real-world scientific, mathematical, clinical, or business work, gives students the chance to test their ideas and learn by observing others.  By providing opportunities for students to express their ideas to their peers and hear and discuss others’ ideas, learning can become particularly effective.  Social interaction is also critical to development of expertise, metacognitive skills, and enhancing the learner’s sense of self.


Summarized by the Utah Valley University Faculty Center from:
National Research Council (2003).  Evaluating and Improving Undergraduate Teaching:  In Science, Technology, Engineering, and Mathematics.  The National Academies Press:  Washington, DC.

Tuesday, October 11, 2011

Lessons Learned

As I reviewed my EDU 271 course as well as other courses that I have developed, I started writing down my reflections. I've posted some of the more cogent lessons below. I would welcome comments and other reflections.
  • I have learned that my students are not as technologically literate and savvy as we might think. One student commented that she had never thought to evaluate the information that she found on the Internet until she had an assignment to do so in my class.
  • We need to provide more technology "how-to" support (within the course) if we want to have students utilize Web 2.0 and other emerging technologies to demonstrate knowledge. Several students were still not even familiar with the basic Office Suite of programs--much less blogs and wikis. If we assign technology related projects, then we need to make sure that we provide handouts, videos, tutorials, etc. to help students learn the technology as well. We also need to consider that the students are also learning the technology as well as demonstrating their understanding of the concept/topic.
  • A single course is not enough time to not only expose students (and faculty) to new technologies but to also help them learn how to use the technology and then develop activities and assignments that utilize that technology. Breaking the course into several courses has been suggested; however, the technology component needs to be incorporated across the curriculum. Right now, the students seem to get a smattering of technology depending on who they have as instructors. Therefore, their exposure is uneven.
  • I have also learned that not only do we have to change our teaching paradigm, we need to get students to change their learning paradigm. All too often they expect to be spoon-fed the information (as in lectures) and then to simply regurgitate it on an exam. They have no expectations of ever using the information--even when they are studying to become teachers.
  • Finally, we need to evaluate how we are teaching our teachers to teach. If we expect them to integrate technology in their teaching practices, if we expect them to use collaborative learning in their classrooms, if we expect them to teach their students how to become digital citizens--then shouldn't we be modeling this type of teaching?

Early Education and Technology for Children Conference

March 14–16, 2012
Salt Lake City, Utah

Early Education and Technology for Children (EETC) is an annual conference that brings researchers, policy makers, administrators, educators, and practitioners together to present and discuss research and applications in the areas of preschool through elementary education. EETC welcomes visitors from around the globe who come to learn from other’s expertise and share their own insights on applications that will help make a difference in the education of young children.

Friday, October 7, 2011

Teachers Using Twitter for Professional Development

Teachers are increasingly using Twitter for professional development and collaboration, according to the New York Times blog post by Kathleen Schulten. Each week, thousands of teachers participate in scheduled Twitter “chats” around a particular subject area or type of student. Math teachers meet on Mondays, for instance, while science discussions happen on Tuesdays, new teachers gather on Wednesdays and teachers working with sixth graders meet Thursdays. (Jerry Blumengarten, Twitter’s @cybraryman1, posts this helpful list of educational chats.)

By using hashtags — that is, words or phrases preceded by the # symbol, like “#Scichat” for science educators — users can organize, search and find messages on a particular topic all in one place.

Anyone can participate, and joining is easy: just go to Twitter, search for the hashtag of the chat that appeals to you, and start to read the stream of messages. When you’re ready to add your own thoughts or share resources, just append that same hashtag to your Twitter message. (For more tips, visit The Times' “Nuts and Bolts” and “Resources” lists.)

The blog post also features an interview with the founders of the Edchat, SSchat and Engchat Twitter streams, who talk about the power of the medium.

Thursday, October 6, 2011

Goodbye, Steve

Steve Jobs, the mastermind behind Apple's iPhone, iPad, iPod, iMac and iTunes, has died at the age of 56 after an 8 year battle with pancreatic cancer. In 2005, Jobs provided the following comments to the graduating class at Stanford.


Goodbye, Steve. Your creativity and vision will be missed.


Thursday, September 29, 2011

From “Sage on the Stage” to “Guide on the Side”

Online instructors and course developers face the challenge of reflecting on a philosophical and methodological shift from behavioral to cognitive perspectives and then from objectivist to constructivist perspectives.

The familiar teaching paradigm primarily derived from objectivist and behaviorist learning perspectives considers learning as a passive process in which the teacher’s expert knowledge is transferred to the students, who are empty vessels waiting to be filled. This view assumes that being knowledgeable is determined by the accumulation of a large number of facts. Students are classified by grade levels and then sorted into ability groups. The standard classroom features the teacher at the front of the room with her back to the class, writing information on the chalkboard. The students are arranged in straight rows and work individually to complete worksheets and questions from the textbook. They are to sit silently, passive and in competition with each other. Another scenario has the teacher, again standing at the front of the class, yet this time he is pontificating and dispensing his vast knowledge base to his students. The assumption is that anyone with expertise in his/her field can teach. Standardized tests with multiple choice, short answer, and true/false options provide quantitative measures of learning.


Research into how the brain works and theories which state that we construct knowledge from our social interactions and experiences challenge the traditional approach. The constructivist paradigm represents a student-centered approach that entails a shift in roles both for the teacher and for the student. Knowledge is actively constructed, discovered, transformed, and extended by the students. According to Piaget, learning is more than the accumulation of content; learning involves different kinds of activity to help learners construct links between new content and their prior knowledge. The teacher’s role is to support and develop students’ competencies and talents. Vygotsky asserted the importance of social interactions in learning—engaging and dialogue with others and gaining assistance from others. Instead of impersonal relationships among students and between teachers and students, education should be a personal transaction among students and between students and teachers as they work together. Instead of an individualistic and competitive learning environment, cooperative learning in the classroom and cooperative teams among faculty should be the norm. Learners construct their own knowledge by being actively immersed in a situation that provides social interactions, tools, content, and other information allowing them to explore, invent, create, and synthesize in an increasingly autonomous manner. Therefore, assignments represent more authentic, real-world applications such as case studies, problem-based or project-based learning, simulations, and cognitive apprenticeships. There is acknowledgment that teaching is a complex application of theory and research that requires considerable training and continuous refinement of skills and procedures.


Wednesday, September 28, 2011

Strategies for Designing Courses for Adult Learners

The rewards and challenges of teaching adult learners are similar to those of teaching traditional students; however, the adult learners' needs in an online environment may vary slightly due to age, life experiences, and technology skill set. Effective instructors initiate and maintain a positive student-teacher relationship and seek ways to present course content that is meaningful to all learners. In the words of Daniel Willingham, Professor of Psychology at the University of Virginia, "Good teaching is teaching." Adult learners may need a little more consideration, especially in the online learning environment, in order to be academically successful and to achieve their academic goals.
  • Present information in chunks instead of one entire piece. Chunking reduces cognitive load and allows the learner to process the information more efficiently.
  • Make sure students can move through the material at their own pace. Remember, adult learners like to feel that they are controlling the education process.
  • Students need access to past materials so they can review on a regular basis. Therefore, don’t limit access to prior week’s modules and materials.
  • Students may not always see the "big picture," so help them understand how each chunk will help them progress toward their overall goal.
  • Provide timely feedback. Let the adult learner know what is being done correctly, as well as what needs improving. Grade assignments in a timely manner so the adult student receives feedback before the next assignment is due. This will give them an opportunity to make any needed corrections or ask questions.
  • State each assignment's purpose and its relevance to the course. If you can relate an assignment to a job the student may have when she graduates, even better!
  • Give the learners options and flexibility in assignments.
  • Keep the course requirements in perspective. Remember, adult learners have commitments outside your course. Make sure each activity is used to judge fulfillment of a course objective.
  • Make sure the adult student has the necessary technical skills to succeed in the course. Include detailed instructions related to any technology-related tasks. These same instructions can be used in other classes, as well.
  • Bend the rules when necessary. Empathize with the adult learner.
  • Make sure you demonstrate clarity and articulate well with adult learners. They have high expectations, and you will lose credibility if you communicate with slang.
  • Remember, adult learners sometimes have physical limitations. Use easy to read fonts and a clear organizational structure. Sans serif fonts such as Ariel and Tahoma are easier to read on the computer. Serif fonts such as Times Roman are easier to read in printed materials.
  • Use a variety of strategies to present concepts, such as graphic organizers. For more information on graphic organizers visit this Web site: Write Design Online
  • When possible, present the material in different formats to accommodate different learning styles. These modes can include text, graphics, audio, and/or video.
Additional Resources:
The Ultimate Educator: Achieving Maximum Adult Learning Through Training and Instruction
Adult Learners
Characteristics of Adult Learners
Building A Bridge: Supporting Online Adult Learners (YouTube video)
Spotlight on Malcolm Knowles (Youtube video)

Tuesday, September 27, 2011

Profile of Adult Learners

As the economy worsens, and employers concern about the lack of skilled workers increases, adult learners are flocking to community colleges. Most of these adults were taught in a traditional and passive classroom, and the online learning environment is a new realm for them to explore. They can be successful but need your help.

According to the National Center for Education Statistics, “nontraditional” students have several traits in common. These traits can include:
  • Attend college part time
  • Work full time even while taking college classes
  • Are financially independent
  • Have a family and other commitments
  • May be a single parent
  • Lack standard high school education
  • Delayed enrollment into college
Even though most adult learners are voluntarily entering the education process, their responsibilities (families and jobs) and situations (transportation, child care, and the need to earn an income) can create obstacles in their progress. The aging process itself may present another obstacle for the adult learner. Psychomotor skills are acquired more slowly than younger students. It may be harder for the adult student to manipulate the mouse or to spend time reading material online. Images and text may be more difficult to see on the computer screen. The adult learner may also have emotional barriers to online education. Many adult learners did not grow up with computers, so the technology is new and different, which presents an added obstacle to learning the actual content of the course. However, it isn’t all gloom and doom! Most adult learners are highly motivated and task-orientated which helps them overcome some of these obstacles.

Pedagogy vs. Andragogy or Directed vs. Facilitative Learning
Most of us have heard the term pedagogy, the art or science of teaching. More specifically, pedagogy refers to the art or science of teaching children. However, the techniques and strategies used to teach children do not always lend themselves to teaching adults. Therefore, we employ the term andragogy, the methods or techniques used to teach adults.



Friday, September 23, 2011

Tailoring Teaching Style to Learner's Needs

As you plan to meet your learners’ needs and educational objectives you will broaden the range of teaching methods and learning strategies that you can offer them. In considering which teaching method to use, you will be asking yourself the following questions:
  • What am I trying to achieve, what are my objectives?
  • What are the learners’ objectives?
  • Is this the best way of achieving them?
  • What other ways are there of achieving them?
  • What are the strengths of the way I have chosen?
  • What are the potential weaknesses that I will have to be on the guard for as facilitator?
  • How will I know that this way is the most appropriate way – for me and my learners?
  • How will I assess whether the objectives have been achieved?
Some teaching styles fit better than others with the various approaches to teaching and methods of learning.



Although you may initially build the class around the techniques that you have determined best fit your teaching and learning styles, you are never committed to using just those styles. If you determine that your students are not responding well to your style, then don’t be afraid to try something new. Remember the best teaching style is one that accommodates the student’s needs and makes them successful learners.