Emerging Technologies for Learning

Media and technology

From Emerging Technologies for Learning

Contents

Introduction

A transition from epistemology (knowledge) to ontology (being) suggests media and technology need to be employed to serve in the development of learners capable of participating in complex environments.

A quick review of media selection and design-related concerns provides a glimpse of current thinking in media and technology:

  • Cognitive load theory states that brains process different media differently (even by different channels – i.e. audio and images), resulting in "instructional implications of this interaction between information structures and cognitive architecture".[1]
  • A focus on "perception and action rather than memory and retrieval" produces a "very different conceptualization of instructional design".[2] Using technology for active learning requires different approaches than when used for knowledge acquisition.
  • Complexity of situated learning is reflected in the view that "real-world situations are much more complex and ill-structured than most instructional systems reflect, and that these underlying biases and assumptions in the design of instruction lead to poor learning"[3]
  • To be successful in implementing educational technology, designers and educators must balance learning needs, context, and affordances of tools.[4] Selecting one media format over another is not sufficient. Holistic views of media, learners and context are required.
  • Instead of emphasizing media and technology selection (as tied to particular learning outcomes or intended tasks), contextual analysis may be a more critical first task.[5]
  • Problems arise with online learning in universities when there is a "lack of fit between a policy and its context, namely, the organization and the actors within it".[6] Even universities advocating use of technology have a limiting barrier in place (bureaucratic procedures for setting up an online course, limited student support resources, lack of a strategic plan for technology use).
  • The traditional role of education as planned enculturation is at odds with the view that knowledge emerges "as human beings participate in the world"[7]

Media: A vehicle or an influencer?

Theorists have debated media effectiveness from two opposing views:

  1. That media do not influence learning and are "mere vehicles that deliver instruction".[8] Methods employed by designers are of primary importance.
  2. That media do influence learning as they have certain "cognitively relevant characteristics" and may influence the "ways learners represent and process information".[9]

Recent research in multimedia learning suggests that tools do influence learning because the human brain processes different media in different ways,[10] supporting the cognitively relevant characteristics of media and technology.

Affordances

An affordance is the action potential of a technology, where "attributes of something in an environment" relates to "an interactive activity by an agent".[11] This view of media seems to better account for the range of technologies available today and their potential uses.

Transactional control suggests that given a choice in the selection of software and processes, learners, may fulfill "a teacher role of providing control over the learning trajectory".[12] In contrast to designed learning paths, social software that facilitates interaction with peers, has the potential to provide emergent learning paths.

Many media formats are available to designers of learning materials (for elearning, classroom learning, or any stage on the continuum). Selecting media requires determining the most effective manner to presents the learning material and foster interaction in order to achieve intended learning goals.

Process

The following are the steps involved in selecting media type to achieve learning outcomes:

  1. Clarify the learning intent. What will the student be required to do/demonstrate/produce at the conclusion of the lesson/module/unit?
  2. Evaluate media affordances. What is possible with different technologies, given the current context.
  3. Select media based on availability, expense, time, expertise, and general considerations (bandwidth, technology (i.e. do learners have video/sound cards))

In addition to matching the affordances of particular media to the requirements of a particular learning activity, the characteristics (and context) of learners must also be considered.[13]

Media characteristics need to match the requirements of the learning outcome. In some cases, circumstances (time, expense) may not allow the selection of the most desirable technology, but a clear understanding of learning activities and media traits can still ensure quality learning.

Effective learning is linked to media characteristics and learning context. It is useful to remember that sometimes, text is still the best way to learn, and that no tool is perfect for every situation.

Text

Text is the venerable back bone of learning. Paper, digital, manuals, online chats, discussion questions, blogs, and wikis are examples of text. For most learners, this is still the area of greatest comfort (possibly because they’ve spent decades in text-based learning). With elearning, text still remains central but can easily be enhanced through simple graphics and audio. The biggest benefit of text: surveyable and portable. Drawback: it’s overused and abused.

Positives Negatives Uses
Surveyable
Easy to produce
Low bandwidth
Familiar
Many readers
Not much specialization
Overused
Passive
100% learner motivation
Time lag
Simple to complex
learning activities
Suited to synthesis/evaluation
Ideal for reflection

Audio

Audio has been a component in distance education for decades. Many colleges/universities had departments strictly focused on duplicating audio resources for distance learners. Today, podcasts have revived interest in audio for learning. Tools such as Skype are valuable for instructors to hold two-way audio-based learning sessions. Voice-to-text translators allow learners with underdeveloped typing skills to contribute more to text chats. Audio pronunciations (foreign language terms) can also be very useful for learners. Biggest benefit: auditory learners/speed. Drawback: learners can tune out.

Positives Negatives Uses
Two-way interaction
Enrich a text only course
Useful for explanations, accessibility, pronunciations
Great for auditory learners
Speed – faster than typing (and less inhibitive)
Easy to tune out
May need professional "voice"
Extended audio needs to be indexed – time/expense
Across spectrum
Presentation
Explanations
Dialogue
Analysis
Synthesis

Visuals

The Internet is a visual medium, and as bandwidth improves, it will become more so. One of the biggest values of visuals is the ability to liven up existing text through the use of graphics, diagrams ("picture is worth a thousand words"), and digital pictures. Flickr and web-based photo sharing are popular uses of social media. Benefit: visual learning. Drawback: expense/quality trade off.

Positives Negatives Uses
Abundance
Low cost (if using clip art/digital camera)
Versatile – use for any learning task
Low bandwidth (if done right)
Enrich learning material
Can be poor quality
Motion/animation can be expensive
Time consuming
Involved if using graphic artist
Digital pictures
Graphics – Internet
Graphic artist – designing
Enriches text – "picture is worth a thousand words"
Animations

Video

Digital, streaming, and two-way video over the Internet offer distance education opportunities to improve the quality and personalization of the learner experience. Services such as YouTube and blip.tv allow instructors to easily share video introductions to new courses or demonstrations of lab setups, etc. Benefit: visual/personal. Drawback: can be expensive, especially if professionally produced.

Positives Negatives Uses
Visual
Personal medium
Many viewers/large audience
Detail complex tasks
Ability to review
Increased variety – CD, Streaming
Specialized team – i.e. producer, editor, camera
Expensive
Not easy to modify
Sequential, difficult to survey
Passive
Demonstrations
Explanations
Lecture
Complex – i.e. whiteboard – physics problem solving
Two way (expensive) – instructor observes student

Games and Simulations

Games and simulations promise effective, engaging, and situated learning. Benefit: re-usable, self-paced. Negative: simulations are expensive to create and virtual worlds (such as Second Life) can be complex, requiring time for new users to acclimate.

Positives Negatives Uses
Simulation
Self-paced
Re-usable
Team based
Memorable
Game-like – "edutainment"
Expensive
Time consuming
Complex to design
Team based
Added complexity for learners
Demonstrations
Knowledge
Broad knowledge
Practice complex skill in safe environment
Synthesis

Lectures: F2F or Online

Classroom lectures are a prominent fixture of education. Now with the tools such as Elluminate, Articulate, Camtasia and Adobe Connect, similar interaction can occur over the Internet. Benefit: effective and familiar. Drawback: expense.

Positives Negatives Uses
Highly interactive
Familiar – students and instructors
Effective
Proven history
Can incorporate other media
Only synchronous
Expensive
No "knowledge" trail (classrooms)
Limited audience size
Not surveyable
Full spectrum of learning
Main determinant of success is the skill of the instructor

Integration

Each media type and format has its own strengths and weaknesses. Yet, using the media with affordances that are mismatched to intended learning tasks can be a frustrating experience for the learner. Proper integration of media formats presents students with rich, varied learning, and minimizes the weaknesses of each format.

Positives Negatives Uses
Combine best features, minimize weaknesses
Enriched learning
Asynchronous
Synchronous
Instructors have to combine tools to achieve outcomes
"Ideal" elearning tool doesn’t exist yet
Complexity
High skill required
Various learning and opportunities

References

  1. Paas, F., Rankl, A, Sweller, J. (2003). Cognitive Load Theory and Instructional design: recent developments. Educational Psychologist. 38(1), 1-4.
  2. Young, M. F. (1993). Instructional design for situated learning. Educational Technology Research and Development, 41(1), 43–58.
  3. Amirault, R. J. & Branson, R. K. (2006). Educators and Expertise: a brief history of theories and models. In K. A. Ericsson, N. Charness, P. J. Feltovich, & R. R. Hoffman (Eds.), Cambridge handbook of expertise and expert performance (Paperback, pp. 69–86). London: Cambridge University Press. (p. 83)
  4. Bower, M. (2008). Affordance analysis: Matching learning tasks with learning technologies. 59 Educational Media International, 45(1), 1–15.
  5. Tessmer, M., & Richey, R. C. (1997). The role of context in learning and instructional design. Educational Technology Research and Development, 44(2), 85–115.
  6. Mitchell, B., Geva-May, I. (2009). Attitudes affecting online learning implementation in higher education institutions. Journal of Distance Education, 23(1), 71-88.
  7. Osberg, D., & Biesta, G. (2008). The emergent curriculum: Navigating a complex course between unguided learning and planned enculturation. Journal of Curriculum Studies, 40(3), 313–328. doi: 10.1080/00220270701610746.
  8. Clark, R. E. (1983). Reconsidering Research on Learning from Media. Review of Educational Research (53)4, 445-459.
  9. Kozma, R. B. (1991). Learning with Media. Review of Educational Research. 61(9). 179-211.
  10. Fadel, C., & Lemke, C. (2008). Multimodal learning through media: What the research says. Retrieved February 20, 2009, from http://www.cisco.com/web/strategy/docs/education/Multimodal-Learning-Through-Media.pdf
  11. Greeno, J. G. (1994). Gibson’s Affordances. Psychological Review. 101(2), 336-342
  12. Dron, J. (2007). Designing the undesignable: Social software and control. Educational Technology and Society, 10(3), 60–71
  13. McLaughlin, A. C., Rogers, W. A., Sierra, Jr., E. A., & Fisk, A. D. (2007). The effects of instructional media. Identifying the task demand/media match. Learning, Media, and Technology, 32(4), 381–405.


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