Interactivity in E-learning

Mousumi Ghosh, April 18th, 2008

I’m sure all of us have had first hand experience of attending a long, never ending class room lecture; where the audience hardly gets to speak or interact with the speaker. Such a lecture hardly makes an impact on the audience and they forget what it was all about. But do we realize whether the course/lecture, whether a face-to-face classroom lecture or an e-learning course intended for the target audience gets registered in their minds; or everything sounds hollow? And if we want to make any course engaging and enlightening, how do we do it? Well, in this post I’m going to focus on interactivity used in e-learning. I’ll deal with questions such as:

  • What does interactivity mean to us?
  • Is it really required?
  • If so, what are the different types of interactivities used?

Let’s quickly move to the discussion.

What does Interactivity mean to me?
Interaction means exchange of ideas, a sort of a dialogue. Assume that you’ve joined a cooking class. Let’s say everyday you go to the class and jot down the ingredients of how to make a certain dish. You list down the amount required and the steps you have to follow. But you don’t find it interesting enough because the instructor does not allow you to get a first hand experience of what you learn. To sum it up I can say:

You would like to “Actively Experience” it by cooking rather than “Passively Watching” the dish being cooked. Here is where interactivity comes into play.

What does Interactivity in e-learning mean?
Interactivity is a process that will help you to actively engage with:

  1. Other learners
  2. Instructor
  3. Material being learned
  • Interactivity helps you reflect on the information and to grasp the knowledge being taught
  • It is the foundation to effective learning
  • It helps grab the learner’s attention
  • Helps retain learner’s interest
  • Helps transfer information better
  • Acts as an aid to retention
  • Can be used as an evaluation method - both formative and summative (View References to know more)

Types of Interactivity:

untitled.GIF
Interactivity can be of four types:

1. Learner to Content:
In learner-content interaction the student interacts with the course materials. The learner gains and constructs knowledge by working with the subject matter.

Example: Distance Education

2. Learner to Instructor:
It involves direct communication between the learner and the instructor. In this process the instructor assists students to understand the course content.

Example: Blended Learning (traditional + computer based learning)

3. Learner to Computer/Software/Interface:
In this process the learner merely interacts with any software just by clicking and navigating from one page to the other.

4. Learner to Learner:
In this process the interaction depends on a dialogue between two participants.

Example: In a virtual classroom/ group discussions

What is the difference between Interactivity and Instructional Interactivity?

untitled.GIFYou can achieve interactivity by asking the learner click a button or click a link. However, instructional interactivity is an activity that makes the learners interact with the course. For example, clicking next can be simple interactivity while answering a question can be an instructional interactivity.

Interactivity models used in E-learning:
Flash Cards

  • This model is used when you want the learners to register facts or information.
  • In this model facts are given on Flash Cards in the form of questions or hints.
  • Learners flip the cards by clicking on each of them to learn more.

Example:

 

Flashcard.gif

Roll over Text/Images

  • This model helps the learner to register information.
  • Here learners point the mouse cursor over text/word/images and relevant information is displayed.
  • Hyperlink is one of the examples. For example when you point your mouse pointer over any software application; a tool tip describes its function which is quite useful for any new user.
  • This model is extremely useful when designing a technical course, where you need to give a lot of information about various technical term.

Example:

Rollover-image.gif

Go to the link to view more such examples.

http://teacher.scholastic.com/activities/dinosaurs/dinotimes/flash.htm

Drag and Drops

  • This model is used when you want to test learners’ knowledge on something.
  • In this model you can use a combination of images and texts. Learners drag and drop images corresponding to relevant text or vice versa. For example if you want to check if learners know how to locate different countries on a world map.
  • Display the country name in text form.
  • Allow the learners to drag and drop the country names on the map.

This model is used when you want to test learners’ knowledge on something.Go to the link to try it yourself.

This model is used when you want to test learners’ knowledge on something.Go to the link to try it yourself.

http://www.rethinkingschools.org/just_fun/games/mapgame.html
http://www.webwasp.co.uk/tutorials/A_IntAct-02-drag-drop/index.php

Flow Diagrams

  • This model is best suited when you want to teach process steps.
  • The steps of a process as a flow diagram can be shown at the same time providing explanation for each step in detail. For example, you can teach the process of evaporation or say how to retrieve a phone number from a contact database.

This model is best suited when you want to teach process steps.

Show Me

This model is best suited when you want to teach process steps.

  • This is an advanced interactivity model.
  • It is used for product demos. For example when you are teaching learners how to use an application or product, you can capture the actions on screen take screen shots of those actions and teach the learner.
  • This model proves beneficial, more effective and easy to remember as compared to plain text based manuals.

http://www.suddenlysmart.com:80/examples/Computer_ports/player.html
This is an advanced interactivity model. Go to the link to learn about the different ports in a laptop. This example does not test your knowledge rather teaches you how quickly can you take the test.
Characteristics of Good Interactivity
Stimulates the brain and helps the learner think
Example: http://dsc.discovery.com/fansites/mythbusters/puzzles/puzzles.html
Puzzle.gif
Encourages and motivates learners to learn effectively
Example: http://www.learningplanet.com/act/fl/aact/index.asp

 

Fig-1.gif

Builds confidence by providing the necessary feedback
Characteristics of Bad Interactivity

  • Allows learner to perform activities that do not aid learning.
  • Too many activities in a screen; making the screen look cluttered and increasing the cognitive load.
    Example:

Fig-2.gif
Fig-3.gif

Sample Interactivity
Assume that all this while you were using yahoo mail but now you’ve switched to gmail. As you are new to this interface, you don’t know how to compose mail.

We will try to recall the prior knowledge of the user. Like in any other mail this one has the same field as “to”, “subject”, “content area” and a “send” button. Take a screenshot of gmail and then allow the learner to explore and learn. Highlight the required fields in order to show and then instruct the user to practice the same as shown in the figure.Sample.gif
Conclusion
To conclude, I would say that interactivity is required because:

  • It boosts learning.
  • People learn faster.
  • Learners are able to apply what they learn.
  • Unlike traditional instruction, which pushes information into your head interactivity pulls you into the instruction and engages you.

References
http://writersgateway.wordpress.com/2007/03/29/innovating-interactivity-models-in-e-learning/

http://www.elearning.b2bmediaco.com

Formative Assessment: It is used to check the progress of the learner in the form of questions and by providing constant feedback. Small activities are included to ensure that learning is taking place.

Summative Assessment:It kind of summarizes the whole learning. Generally a test (question bank sort of a thing) is taken by the learner at the end of the course to check its efficacy.

Motor Skills:”Motor skills” refers to movement or motion.

  • It is skill that requires an organism to utilize their muscles effectively.
  • An example would be to click the mouse button in order to navigate from one slide to the other.

“Motor skills” refers to movement or motion.

Cognitive Skills:

  • The word “cognition” is defined as “the act of knowing” or knowledge.” It is a process of obtaining knowledge through thought, experience, and the senses.
  • Cognitive skills refer to those skills that make it possible for us to know.
  • All cognitive skills must be taught.

Most important cognitive skills are:

Concentration: paying attention for a prolonged period.

Perception: act of interpretation.

Memory: ability to recall stimuli.

Logical Thinking: reasoning used to solve problems and arrive at a conclusion.

Do Games Help In Enhancing Learning Experience?

Sowdamini , April 2nd, 2008

Do you think games help in enhancing the learning experience? Yes, they definitely work. Games have a high presence in non-formal and informal segments of learning. Unfortunately, in formal education, games are seldom considered a serious activity. The big challenge is to make your learning objective integral to game play. Once you’ve done that, you can use games to:

  • Make learning fun
  • Liven up your classroom
  • Motivate your students to learn outside the classroom

Why Use Games to Teach?

  • Games bridge the digital generation divide by engaging people across age groups
  • Games help people learn from their mistakes


What are the features of game based learning(GBL)?

Features of game-based learning (GBL):

  • GBL uses competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better.
  • Games often have a fantasy element that engages players in a learning activity through a storyline.
  • In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning.

Categories of games that can be adapted for learning include:

Digital game-based learning

Board and card games

Let us understand more about digital game-based learning (DGBL).

DGBL is emerging as the next generation of e-learning. Digital game based learning is a medium where learners learn with the help of games through digital media.

For example The Age of Empires games are real strategic games where you can know the history and culture of various civilizations.

http://en.wikipedia.org/wiki/Age_of_Empires

Organizations are adopting this approach for many reasons: games provide an immersing and engaging way to learn, provide a safe environment in which to fail, and can give learners incremental challenges and control over their progress.

What makes games such a powerful platform for standards training?
Games are structured using proven and effective learning.
Take Monopoly for example - Monopoly is played for fun, but it can also be used to teach economics, accounting, or property management. The learning that comes from these games is informal or implicit. The players don’t think about how they are acquiring knowledge or skills - they simply react to the situation at hand.

What makes DGBL great for learning?

Good games are naturally designed with the principles of adult learning in mind, and DGBL is no exception.

  • Adults need reasons to learn something.
  • Their motivations are inter related on practical and personal basis related.
  • They need to know why they are learning something, how it relates to them personally and what they will get out of it.
  • Adults need to have a sense of autonomy and choice over their learning.
  • They need help and support but they also need to feel respected and valued.

DGBL addresses adult learner needs in several important ways:

The interactive nature of games enables the player to actively engage with the subject matter. How many times have you sat through a video or a lecture and forgotten most of what was taught? Most people will absorb less than 5% of information presented to them if they are just passively listening. However, being actively involved in an activity or exercise increases knowledge retention significantly.

Practical examples are situated in a familiar setting

Situating the game in a realistic setting - a workplace - enables us to use practical and meaningful subject matter examples to which the player can relate.

Practice environments support the building of new knowledge

New knowledge needs to be built on previous knowledge and experience in a supported and incremental way. Just like a building needs to be supported until it can stand on its own, learners need support until they have a sufficient understanding of the subject matter.

DGBL provides incrementally increasing challenges

As we learn new skills, we crave new challenges. Once we’ve learned to break the code of ‘tic-tac-toe’, it ceases to be interesting for us. Our games are designed to offer incrementally increasing learning challenges that build on previous experience.

Learners are in control

Adult learners should feel that they have control over their choices. They should be able to play the game wherever and whenever they want to and be able to access the same information in several different modes. Careful design of the game ensures that any choice the player makes will lead to a meaningful learning outcome. This also ensures that the players’ learning experience is tailored to their learning needs.

Games make learning more fun

People play games because they are fun, and this feature of DGBL is the key to motivating learners. Adding humour and a touch of suspense and drama to serious games is what makes them come to life.

Games provide a safe environment for learning

DGBL transcends e-learning because there is no need to fear failure, which can be very intimidating for many adult learners.

Do users really learn what they are supposed to?

Users are constantly evaluated as they progress through a practice environment, and feedback tells them what they did right and where they need to improve. By using proven pedagogical principles and making the game content accessible and relevant, DGBL aligns what we learn with how we learn.

I can still vividly remember the way our teacher used to help us learn different subjects with the help of games. She was actually involving us with the subject at an emotional level.

Check this link to know more about games.

Darfur is Dying is a browser game about the crisis in Darfur, western Sudan.
The game begins with the player choosing a member of a Darfuri family that has been displaced by the conflict. The first of the two modes of the game begins with the player controlling the family member, in follow mode, from the camp to a well and back, while dodging patrols of the janjaweed militia. If captured, the player is informed what has happened to their selected character and asked to select another member of the family and try again. If the water is successfully carried back to the camp, the game switches into its second mode - a top down management view of the camp, where the character must use the water for crops and to build huts. When the water runs out the player must return to the water fetching level to progress. The goal is to keep the camp running for seven days.

The game has been the focus of debate on its nature and impact. Academics interviewed by the BBC on the game varied between those stating that anything that may spark debate on Darfur and issues surrounding it is a clear gain for the advocates, to those who thought that the game oversimplified a complex situation and thus failed to address the actual issues of the conflict.

http://www.darfurisdying.com/


Scenario-Based eLearning

Archana Narayan, March 7th, 2008

Let us consider a situation. You need to teach learners about Internet Fraud. The possible two ways of doing this are:

  1. You get right to the business and tell the learners about Internet Fraud. In this approach, you define the concept, then list the types of fraud, and then explain how to avoid such frauds.
  2. You describe a scenario with a fraudster in action. Then you show several scenarios using the fraudster to help learners understand about Internet Fraud and the types of frauds. Using similar scenarios, you also explain how learners can avoid such frauds.

What according to you sounds more interesting? Which approach do you think will increase learner motivation to learn more? Which approach do you think will ensure effective learning? The first approach is a traditional approach to teaching a concept while the second approach is a scenario-based teaching approach. Remember, none of these approaches are a single solution to designing effective courses. Depending on the learner profile and learning objectives, you need to see which approach will be most effective. The main aim of this article is to help you understand the effectiveness of scenario-based learning. We know how traditional approach works. What is the difference between the two approaches?

Traditional Learning Scenario-Based Learning
1. The mode of instruction is deductive and theoretical in nature. 1. The mode of instruction is inductive and practical in nature.
2. The course becomes text heavy as there is a lot to read. The biggest challenge is to ensure that it does not become a page turner. 2. The course can use different forms of media, such as audio, visual graphics and animations, and text. The biggest challenge is to ensure that the theme does not take over the learning.
3. The learner may have trouble relating to the content due to lack of practical examples. 3. The learner can clearly relate to the scenarios/situations and are able to understand the concepts better.
4. The approach tends to become more content-centered. 4. The approach tends to become more learner-centered.
5. Unnecessary stress is given on definitions and concepts. (Is it really important for your learner to know the definition of Internet fraud or would it suffice to know what it means?) 5. The learning is more holistic as the learner can relate to how these concepts are connected to his/her daily life.
6. The assessments tend to be extremely direct, simple, and forced. 6. Assessments are fun and provide an opportunity for the learner to explore the concepts in greater detail.
7. The course is less realistic and highly structured in nature. It can tend towards passive learning. 7. The course is more realistic and fluid in terms of structure. It can tend towards active learning.
8. The focus is on knowledge gained. 8. The focus is on knowledge applied.
9. This is most effective when the learners are self-motivated and prefer information upfront. 9. This is most effective when the learner motivation is low and the learner does not have the patience to learn.

So what exactly is scenario-based learning?

Scenario-based learning is learning based on situations or contexts. Scenario-based learning is based on situated cognition. This means that learning happens within a defined context. Situated cognition is the relationship between the learner and the context or the situation. Scenario-based learning aims to make eLearning as realistic as possible. This can be accomplished using a series of situations to explain the concepts, decision trees or branching stories, or simulations. It is important to understand that context is very different from content. Context is the environment or framework within which the content is taught. The context should be familiar to the learner such that he/she can make the necessary connections to aid learning.

How to design scenario-based learning?

  1. It is extremely important to keep the learning objectives and learner persona in mind while designing the context.
  2. Brainstorm to come up with a list of contexts that may work for the course. Keep the Bloom’s level in mind to ensure that this is met and the learner does not learn more or less.
  3. Identify the context that best suits the learner persona. During brainstorming, argue out to see which contexts will hold for the entire course. Choose the context that makes the learning process easier and pleasant. Drop the contexts that will not support the course or the learning objectives.
  4. After you identify the context, ensure that you have the SME’s support to ensure that the context is water-tight and realistic.

You can use analogies, associations, characters, and games that the learner will be able to relate to. Learning is most effective when the context is realistic and well-defined. Always keep in mind learner’s experience and environment. Also, be sensitive to cultural differences. Use humor wisely. This context helps establish and reinforce relationships.

Examples of scenario-based learning

Example 1:

This course was designed for supervisors and managers working in a oil and chemical based factory. We were required to help the managers spot safety performance issues, take actions to correct these, and provide corrective feedback. We designed a scenario-based learning for this course. The task was defined upfront and the learner was required to face a series of events. We provided hints, background information and expert advice. To make it a little more interesting we devised a points mechanism to give it a game element.

Tasks for the Day

  1. Identify safety performance issues among team members.
  2. Take actions to correct these performance issues.
  3. Provide corrective feedback to check performance issues.

History

Joe Tucker has been working with the company for the last seven years. He is a skilled fork lift truck driver. His work record is good except for two minor incidents for which he was warned.
Joe Tucker
“I don’t know what happened. I put the truck in reverse and crashed into the board. I think I need a break!”
Q. What is the reason for this performance issue?
Option 1: Lack of skill
Option 2: Lack of knowledge
Option 3: Lack of desire
Steve is the expert. He can either give you a hint or state the solution. (Based on what the learner selects points are awarded or deducted.)
Hint: According to the history, Joe is an experienced and skilled worker.
Solution: We already know that Joe has both the skill and knowledge to perform his task safely. Joe lacks the desire to perform his task safely.
Correct Answer: Lack of desire
Feedback for incorrect answer: Are you sure? Joe has both the skill and knowledge to perform his task safely. The reason for this performance issue seems to be lack of desire on Joe’s part to perform his task safely.
Feedback for correct answer: You are right. Joe has both the skill and knowledge to perform his task safely. The reason for this performance issue seems to be lack of desire on Joe’s part to perform his task safely. You have won yourself a gold coin.Example 2:

This course was designed to help managers carry out a detailed performance appraisal process among their team members. We used a case study to explain the organizational structure, team members, and their respective backgrounds. At exercises points, we designed scenario-based questions, which required the learner to make a decision.
During performance observation, the manager has to identify the commitment and competence gaps. Based on this, the manager has to analyze the employee’s performance.
Observation notes on Gautam
  • Not been on his seat 2-3 times
  • Left office at 4 pm twice without informing
  • Stepped out 3-4 times to take calls during project meetings
  • Was tense and quiet during the meeting
  • Was entering cafeteria hurriedly at 2:30 pm
  • Comes unshaved to office these days
Observations notes on Sidhant
  • Karan stated the following in his exit interview:
    • Organization not ensuring learning and growth
    • Job role not interesting and enriching
  • On speaking to Tamana, she had an odd query, “Does the organization have a gender diversity policy?”; Was unable to clarify
  • Sidhant argued with QA manager and Mohit
  • During project meetings, he brings Amit along to answer technical queries
What do you think Vikram should do next to ensure an appropriate diagnosis?
  • Wait for a week to confirm his observations
  • Hold one-on-one meetings with Gautam and Sidhant
  • Discuss with Mohit about how to handle this situation
  • Send Sidhant for technical trainings
  • Do management by walking around
  • Conduct project level meeting and reviews
  • Call a team meeting, including the software engineers
Correct answers:
  • One-on-one meetings with Gautam and Sidhant
  • Send Sidhant for technical trainings
  • Management by walking around
  • Conduct project level meeting and reviews
  • Call a team meeting, including the software engineers

Feedback for correct answers: You have helped Vikram identify all the appropriate steps he can take to ensure an accurate diagnosis.
Feedback for incorrect answers: You seem to have missed a few vital steps that Vikram can take to ensure an accurate diagnosis. Vikram should not escalate the issue by discussing it with Mohit. Also, Vikram has already spent time observing and taking notes. It is now time to take some actions to rectify the situation. Vikram should take the following actions:
  • Hold one-on-one meetings with Gautam and Sidhant
  • Send Sidhant for technical trainings
  • Do management by walking around
  • Conduct project level meetings and reviews
  • Call a team meeting, including the software engineers

Example 3:

The following course was designed for students learning consumer behavior. The following question was designed to make the learners reflect on the role of motivation in consumer behavior. The learner is asked to think as a consumer and state his/her choices.
Role of Motivation
In this exercise, you will reflect on the role of motivation in consumer behavior. Think about the soft drink that you prefer. Why do you prefer this drink over all the others?
  1. It quenches your thirst and you like its flavor.
  2. Your favorite celebrity endorses the drink.
  3. You like to be seen drinking it because of the associated glamour.
  4. You find the drink appealing due to its innovative ads.
  5. It is priced favorably as compared to other drinks in the same category.
  6. You prefer the soft drink brand.
Think about the car that you either own or aspire to buy. Why do you prefer this over others?
  1. It suits your style and reflects your personality.
  2. It increases your social standing.
  3. It is comfortable and practical.
  4. Your favorite celebrity endorses the car.
  5. You like its low maintenance costs.
  6. You prefer the brand name of the car.
Think about your favorite restaurant. Why do you prefer this restaurant over all the others?
  1. You like its innovative and original cuisine.
  2. You like to be part of the upmarket crowd that patronizes the restaurant.
  3. You like the value for money that is offered at the restaurant.
  4. You like its efficient and prompt service.
  5. You like the ambience and location of the restaurant.
  6. You prefer the brand name of the restaurant.

Summary:

Reflect on your responses for a moment and see how several factors, such as ads, brand, price or product characteristics, make a product personally relevant to you. The extent of personal relevance leads to each individual’s own set of motivations that mould his or her preferences and purchase decisions.

Example 4:

This course was designed for entry level managers working in the financial sector. The following scenario was designed to help the learner reflect on the concept of product profitability.

Rachel Shields and her team are reviewing the profitability on an existing product in student loans. They first separate Federal Stafford loans from the overall portfolio for student loans. The team takes into consideration the revenues, costs, and profit of one single loan over its lifetime. They also take into account the general corporate expenses with relation to this product. Which one of the following models is being used by Rachel and her team to check profitability? Select the correct option and click Submit.
  • Annual Budget Process
  • Product Profitability Model

Correct answer: Product profitability model

Feedback for correct answer:

That’s Correct. The product profitability model separates the portfolio to evaluate each product’s profitability. The results are then analyzed at two levels: direct contribution and net contribution.

Feedback for incorrect answer

Not Quite! The annual budget process considers the overall business profitability. Product profitability model separates the portfolio to evaluate each product’s profitability. The results are then analyzed at two levels: direct contribution and net contribution.

Example 5:

This course was designed for counselors and was aimed to help them understand how to carry out the counseling process efficiently and as per organization standards. The learner faces different types of customers and is required to handle them accordingly. The learner was given a situation and asked to respond to the situation in the most appropriate way. The learner gets to learn through the consequences of his/her actions.

You have explained that Naveen needs to take the self assessment to understand his current level. He now knows that using this information you will be able to suggest a suitable course that will fulfill his requirements. Naveen now understands the need to take theself-assessment. He takes the self assessment and is looks at you expectantly. What should you do next?

c1: You hand over the ‘Key’ and help Naveen score himself. You also explain the mistakes made. Accordingly, you suggest a course to Naveen.

c2: You correct the test and inform Naveen about the score. You recommend a course accordingly.

c3: Since you know the test answers like the back of your hand, you glance through Naveen’s answers and suggest an appropriate course.

Feedback for c1: Excellent choice! Let us move on to the next task.

Feedback for c2: Expert: You have only informed Naveen about the score. Naveen needs to reflect on his mistakes so that he is convinced about the course being recommended.

Feedback for c3: You may be sure of Naveen’s level but Naveen needs to see where he is to be able to appreciate your course recommendation. You must let Naveen score himself so that he is aware of the mistakes he has made.

These examples give a glimpse of how you can design simple scenarios to make the course more interesting and easy to relate for the learners. They will be able to see how the content that you are teaching are directly linked to their day to day work. Bad elearning has burnt a few bridges and these kind of courses help break the myth and convince the learner that learning can be interesting, valuable, and worth their time. It provides them with an opportunity to explore the consequences of their own actions. It gives them the feeling of control over their own learning. Remember, our goal is to ensure that we created courses that are fun to learn and that enrich the learning experience!