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Holy COW: Grazing Recent ELearning Findings and Prophecies for the Future of Business and Education

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Title: Holy COW: Grazing Recent ELearning Findings and Prophecies for the Future of Business and Education


1
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 cjb
onk_at_indiana.edu
2
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,
    cjbonk_at_indiana.edu
  • With supporting Help from
  • Ms. Minnie Mouse
  • Orlando, Florida
  • Minnie_at_disney.com

3
Corporate E-Learning Myths
For full report, see http//PublicationShare.com
4
Myth 1.E-learning will soon go away.
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Myth 2.E-learning can now take place at home
and on the road.
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Myth 3. Everyone is evaluating e-learning but us.
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Myth 4.Learner completion rate has magical
importance.
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Myth 5.Work-related incentives are important in
motivating e-learners.
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Myth 6.Thiagi has convinced the world of the
need for interactivity and social ice-breakers.
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Myth 7.Watch outtrainers will soon be out of a
job.
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Myth 8.Traditional instructional strategies
(e.g., lecture, role play, etc.) will not work
online.
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Myth 9.Trainers operate alone and do not want
to give away trade secrets.
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Myth 10.Trainers are loyal.
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25
Want a copy of the report, Online Training in an
Online World???See PublicationShare.com
26
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,
    cjbonk_at_indiana.edu
  • With supporting Help from
  • Ms. Minnie Mouse
  • Orlando, Florida
  • Minnie_at_disney.com

27
Higher Education E-Learning Myths
For full report, see http//PublicationShare.com
28
Myth 1.College instructors are loyal.
29
Interested in Freelance Instruction?
30
Myth 2.Young instructors will jump on this.
31
How Old Are Early Web Adopters?
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Myth 3.Web instruction is an either-or decision
(i.e., a Mickey Mouse decision).
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Myth 4.Pedagogical tools exist to teach online.
36
What Instructional Activities are Needed?
37
Myth 5.College instructors will not put their
instruction on display for others to critique.
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Myth 6.College instructors will flock to
sophisticated technologies.
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Myth 7.The institution will own the online
courses.
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Myth 8.College faculty just need a little more
training to teaching on the Web.
45
Any Supports Needed?
46
Myth 9.Profit is the key motivator for most Web
initiatives.
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Myth 10.ShhhIf you dont say anything, college
instructors will just do this for free.
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For a copy of the report, Online Teaching in an
Online WorldSee PublicationShare.com
51
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 cjb
onk_at_indiana.edu
52
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I. The Research Are you ready?
54
More E-Learning Myths.
55
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.

56
Additional Myth 2.Instructors can just teach
the same way they always have.
57
Vanessa Dennens (2001) Research on Nine Online
Courses (sociology, history, communications,
writing, library science, technology, counseling)
Poor Instructors Good Instructors
  • Little or no feedback given
  • Always authoritative
  • Kept narrow focus of what was relevant
  • Created tangential discussions
  • Only used ultimate deadlines
  • Provided regular qual/quant feedback
  • Participated as peer
  • Allowed perspective sharing
  • Tied discussion to grades, other assessments.
  • Used incremental deadlines

58
Additional Myth 3. Only the big companies are
doing this.
59
Additional Myth 4. We need to catch up,
everything is going online.
60
Additional Myth 5. No worriesthe administrators
are there to support you teach.
  • Campus-technology leaders say they worry more
    about administrative-computing systems than about
    anything else related to their jobs. (survey by
    Educausean academic-technology consortium)
    Chronicle of Higher Ed, June 22, 2001, A33,
    Jeffrey R. Young

61
Problems Faced
  • Administrative
  • 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.
  • Pedagogical
  • 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.

62
Additional Myth6. Learning is not improved
when using e-learning.
63
Brains Before and After e-Learning
After
Before
64
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/nosignificantdiffe
    rence/

65
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.

66
Evaluating Web-Based Instruction Methods and
Findings (41 studies)(Olson Wisher, in review)
67
Bob Wishers Wish List
  • Effect size of .5 or higher in comparison to
    traditional classroom instruction.

68
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 addl online courses.

69
Evaluating Web-Based Instruction Methods and
Findings(Olson Wisher, in review)
  • Variables Studied
  • Type of Course Graduate (18) vs. undergraduate
    courses (81)
  • Level of Web Use All-online (64) vs.
    blended/mixed courses (34)
  • 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)

70
Three Phases of AC3-DL
  • Asynchronous Phase 240 hours of instruction or 1
    year to complete must score 70 or better on
    each gate exam
  • Synchronous Phase 60 hours of asynchronous and
    120 hours of synchronous
  • Residential Phase 120 hours of training in 2
    weeks at Fort Knox

71
Overall frequency of interactions across chat
categories (6,601 chats).
72
Overall frequency of interactions across chat
categories (6,601 chats).
73
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)

74
Study of Four Classes(Bonk, Kirkley, Hara,
Dennen, 2001)
  • TechnicalTrain, early tasks, be flexible,
    orientation task
  • ManagerialInitial meeting, FAQs, detailed
    syllabus, calendar, post administrivia, assign
    e-mail pals, gradebooks, email updates
  • PedagogicalPeer feedback, debates, PBL, cases,
    structured controversy, field reflections,
    portfolios, teams, inquiry, portfolios
  • SocialCafé, humor, interactivity, profiles,
    foreign guests, digital pics, conversations,
    guests

75
Network Conferencing Interactivity (Rafaeli
Sudweeks, 1997)
  • 1. gt 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.

76
Week 4
Starter Centered Interaction
Scattered Interaction (no starter)
77
Hara, Bonk, Angela, 2001
78
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

79
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

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Unjustified Statements (US)
  • 24. Author Katherine
  • Date Apr. 27 312 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. 28 147 PM 1998
  • I feel technology will never over take the role
    of the teacher...I feel however, this is just
    help us teachers...
  • 26. Author Daniel Date Apr. 30 011 AM 1998
  • 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

83
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

84
The Intraplanetary Teacher Learning Exchange
(TITLE) Project
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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

87
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.

88
II. The Future Note any predictions are bound
to be too conservative!!!
89
Research Still Needed
  • 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

90
Role Play
  • List possible roles or personalities (e.g.,
    coach, questioner, optimist, devils 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 rolestry to refer to different
    personalities in peer commenting

91
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.

92
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.

93
16 Technologies of the Future
  • Online Mentoring
  • Games Simulations
  • Assistive Technologies
  • Peer-to-Peer Collaboration
  • Reusable Content
  • Virtual Worlds/ Reality
  • Wearable Computing
  • Wireless Technology
  • Digital Portfolios
  • Communities of Learners
  • Electronic Books
  • Instructor Portals
  • Sync Courseware
  • Intelligent Agents
  • Online Language Learning
  • Online Exams and Gradebooks

94
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.

95
3. Electronic BooksMetaText (eBooks)
96
5. Synchronous Instructor-Led Tech(Horizon Live,
WebEx, Centra, etc.)
97
7. Online Language Support and Translation
(pronunciation, communication, vocabulary,
grammar, etc.)
98
9. Online Mentoring and Adventure Learning
99
10. Games and Simulations
100
12. Peer-to-Peer Collaboration(Global Knowledge
Centers--Peer Shared Document Sites)
  • Possibilities
  • Data Sharing (www.napster.com)
  • Resource Sharing (www.intel.com/cure/overview.htm)
  • Workgroup Collaboration (www.groove.net)

101
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

102
14. Virtual Worlds/Reality
  • Avatars--representations of people
  • Objects--representations of objects
  • Maps--the landscape which can be explored
  • Bots--artificial intelligence

103
15. Wearable Computing
104
16. Wireless Technology
105
Final advicewhatever you do
106
Ok, who wants a TICKIT?And, who has a
TICKIT?http//www.iub.edu/tickit
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