NOT FOR REPRODUCTION OR DISTRIBUTION Observing Interactivity in Learning Objects Patricia McGee Department of Interdisciplinary Studies & Curriculum and Instruction The University of Texas at San Antonio USA pmcgee@utsa.edu Abstract. Educational metadata designed to support reusability and accessibility also reflects pedagogy, specifically through interactivity descriptors. This paper discusses design influenced by epistemology, the nature of technology-mediated interactivity and how interactivity may be interpreted and designed grounded in deeper learning principles. Discussion about, and the development and distribution of learning objects have exploded in government, industry, and higher education. Although much has been written about what a learning object is (see Downes, Wiley, and others), how they should be designed (see Dodds, Downes, Longmire, Wiley) and how they should be organized and accessed (see IMS) there are still many unanswered questions, particularly in the area of pedagogical design and utilization. By definition1 learning objects are designed to support learning and to be accessed and to be used more than once. Earle (2002) stipulates that instructional design comes from epistemology and argues for a pedagogically neutral approach to the design of learning objects that can be used with systems that are grounded any epistemology, e.g. behaviorism, cognitive theory, constructivism, etc. Wildman and Magliaro (2003) believe that instructional methods should be determined by content rather than learning theory building on what research reveals about learning as behavior building (behavior), learning as mind building (cognition), and learning as membership building (cultural participation). There is evidence that different disciplines approach instruction differently (Donald, 2002) and these approaches may or may not reflect learning theory but rather a disciplinary-situated belief system. This article briefly examines beliefs situated in metadata descriptors and explains how interactivity is a pedagogically universal criterion for learning which may inform both the design and use of learning objects. Educational Metadata A good deal of learning object literature begins with references to technical standards such as Dublin Core, IEEE, or SCORM since, as noted by Dodds (2001), conceptualization of learning objects focus on issues that are embedded in systems. Metadata serves several functions most importantly to help an object be located and functional within systems, as well as to denote ownership and permissions for use (Robson, 2001). Metadata standards have been challenging to implement. Robson notes that the dilemma is twofold: locating the material and the content design, which may limit practical usability. How content is presented may not reflect accepted heuristics of the discipline or pedagogical expectations of the user (instructional designer, teacher, or student). Creating metadata for educational elements that are universal in meaning across disciplines and learning contexts are open to interpretation. For example, in higher education learning requires that an objective is achieved and that the learner is assessed. Yet most educational metadata does not include attributes for evaluation, suggesting that documentation of learning occurs outside of the learning object experience. One can argue that although metadata descriptors are designed for identification and descriptive purposes, the more closely they reflect the language and epistemology of the user, the more useful they will be. Within the classification of metadata elements there are descriptors that clarify their meaning in a universal manner so that a designer or instructor can discern which can be best combined in a learning sequence. The educational category groups the educational and pedagogic characteristics of the learning object (LTSC, 2000). Educational metadata elements vary between standard typologies (see Figure 1, An Example of Educational Metadata Defined). Wiley (2000) argues that there is a lack of instructional design information that specifies sequencing and therefore may facilitate a “clip art” approach to learning object use. The challenge is to embed meaning that is clear to the range of experience and knowledge of the potential users. 1 Although there are many interpretations of a learning object most agree that a learning object is an resources that supports a learning objects and can be re-used in different environments, 1 NOT FOR REPRODUCTION OR DISTRIBUTION A common and highly visible concern of designers, instructors, learners, and theorists is the nature of interactivity within a virtual learning environment. Metadata as a descriptor requires explicit meaning that is clear to the potential end user’s (author, manager, learner, teacher) culture and understandings; shared operational definitions2 that all parties find meaningful. IEEE descriptors for interactivity involve two components, type and level. Type reflects pedagogy: active, expository, mixed, and undefined. Active interactivity indicates that the learner is actively engaged with the content and possibility other learners. Expository interactivity means that the learner proceeds through carefully organized material in a more a passive but efficient overview of content. A mixed approach would combine both active engagement and an intentionally organized path while undefined interactivity would not fit into any of the other categories. Level indicates a quantitative measurement: very low, low, medium, high, and very high. A learning object may incorporate individualized feedback loops and data collection and analysis along with interactive media and be considered high. However, others may define level in terms of interactive actions alone. These concepts leave much up to the interpretation of the designer and have different meanings in different settings. Figure 1 An Example of Educational Metadata Defined IEE LOM3 Descriptors SCORM Classes Interactivity type Learning Resource Type Active, Expository, Mixed, Undefined Diagram, Exam, Exercise, Experiment, Figure, Graph, Index, Narrative Text, Problem Statement, Questionnaire, Self Assessment, Simulation, Slide, Table Interactivity Level Very Low, Low, Medium, High, Very High Semantic Density Low, Medium, High. Very High End User Learning Context Author, Learner, Manager, Teacher Primary Education4, Secondary Education, Higher Education, University First Cycle, University Second Cycle, University Post-Grade, Technical School First Cycle, Technical School Second Cycle, Professional Formation, Continuous Formation, Vocational Formation, Other Language Typical Age Range Difficulty Very Easy, Easy, Medium, Difficult, Very Difficult Typical Learning Time Description Reeves (2002) articulates pedagogical dimensions that relate directly to interactivity type. Epistemology dimension that ranges from objectivism (knowledge exists outside of the learner), to constructivism (knowledge is within the learner). The pedagogical philosophy dimension ranges from instructivist (learner as recipient) to constructivist (learner as creator). The underlying psychology dimension is based on a learning theory continuum behavioral (learner responds to stimuli) to cognitive (learner creates mental models). Interactivity type as illustrated in Figure 1 reflects an instructivist and behavioral approach to learning that may not reflect the scope of learning that does or can occur with learning objects. Essentially, metadata attributes serve to describe how a learning object can serve as a commodity but do not explain how learning objects support learning. The Educational Technology Expertise Center at the Open University of the Netherlands has developed Educational Modeling Language (EML) that describes the types of learning contained in learning objects and provides descriptors that allow for a range of epistemological systems (Koper, 2001) however, use of EML is still limited. Metadata of course does not and should not drive instructional design but if, as repository development suggests, instructors or learners search for objects that may or may not reflect their epistemology or learning needs, metadata may be the most direct way to identify those objects that reflect the preferred approach to framing content. 2 3 interpreted and used in the same way by all users. Institute of Electrical and Electronics Engineers Learning Object Management. . IEE uses SCORM Classes. 2 NOT FOR REPRODUCTION OR DISTRIBUTION For example, if a learner prefers or requires highly interactive content that can be manipulated as opposed to a didactic presentation, metadata could be used to help differentiate between types of objects that meet this specific need and enhance authentic interactivity. Of metadata descriptors, interactivity relates most directly to pedagogy that may be embedded within a learning object or in the environment within which the object is used. Learning theory informs us that to learn there must be some type of interaction: between learner and content, learner and learner, or learner and instructor. Technology-mediated communication adds yet one more type of interaction. The look and feel of technologymediated interaction is grounded in pedagogical design decisions. Pedagogy As online learning environments have become increasingly sophisticated, there has been a corresponding focus on course and interface design that supports a more learner-centered experience (Thompson, 1998). Learning environments should, it is argued, be designed so that they adapt to the learner rather than expecting the learner to adapt to the environment. Most work in computer-based adaptive learning has addressed the needs of a wide range of learning needs across a variety of content areas and focused on intelligent learning systems in which knowledge is transferred from the computer to the learner (du Boulay & Goodyear, 1992; McCalla, 1992). Increasingly there is a shift away form knowledge transmission to knowledge constructions (Derry, 1992; Jones, Greer, Mandinach, du Boulay, & Goodyear, 1992), requiring support for cognitive processes (Woolf, 1992). In this approach, the computer guides the learner toward understanding, soliciting metacognitive reflection about what they know and understand. The system then can more authentically respond to the unique and individual needs of the learner (Laurillard, 1992). Agencies, institutions, and organizations that focus on the nature and delivery of distance learning promote practices that reflect pedagogical beliefs about interaction. The American Distance Education Consortium (2001) states, “Learning experiences should support interaction and the development of communities of interest” and makes recommendations that course design should: foster meaning-making, discourse; move from knowledge transmission to learner-controlled systems; provide for reciprocal teaching; be learner-centered; encourage active participation, knowledge construction; be based on higher level thinking skills -- analysis, synthesis, and evaluation; promote active learning; allow group collaboration and cooperative learning; provide multiple levels of interaction; and, focus on real-world, problem solving. Although the IEEE metadata does describe learning resources which imply constructivist behaviors on the part of the learner (e.g. simulations) these are not framed as interactive elements and therefore require that to design for interactivity one must find a way to combine elements to provide interactivity that supports knowledge construction. ARIDIANE and EML do a better job of articulating the type and degree of interactivity but are still lacking in helping to describe how the object can best support deeper learning. Although current discourse and literature all point to deeper learning as a desired outcome (see Carmean & Haefner, 2002; Weigel, 2002; APA, 1997) what actually happens may not reflect these principles. We know little about how faculty adapt to teaching within online systems and even less about how faculty pedagogy evolves over time. The disparity between research-based principles and faculty or designer pedagogical beliefs may be deeper than what we observe in actual practice. For example, IMS educational metadata descriptors point to an instructivist and behaviorist approach to teaching and learning in contradiction to the deeper learning principles that reflect active engagement with both content and other learners. Here two trends, both suggestive and influential in their own right, are seemingly at odds with each other. Hannafin and Hill (2002) argue that epistemology and psychology are embedded in the actions of the designer, thereby situating pedagogy within a grounded design process that may result in a limited if not inappropriate instructional design. Wiley argues re-usability of content-driven learning objects may not be useful or even practical, not just for content reasons but for the learning processes embedded in them that may be inappropriate or unsatisfactory in different contexts (e.g. considering the needs of the learner, content, or the learning environment). Designer and faculty members may not be able or willing to create learning objects that are pedagogically neutral which would increase their reusability but probably reduce their quality, if they are to satisfy the principles of deeper learning that necessitate a breadth and depth of interactivity. Pedagogical Interactivity Pedagogical interactivity is derived from the application of learning theory to instructional strategy. Sims (2000) analyzed elements of online interface interactivity through the four key component of any instructional design: learner, content, pedagogy, and context. Although his findings isolated functions from a learning context, they do illustrate that tools in of themselves and without conscious design are to some degree situated within 3 NOT FOR REPRODUCTION OR DISTRIBUTION specific learning theories. For example, a question-answer-feedback activity reflects a behavioral approach to learning. Moore (1993) defines interactivity in terms of pedagogy in which the learner interacts with elements or people and is situated in the belief that knowledge is constructed through this interaction: learner-content involves relating content to learner’s belief and knowledge: learner-instructor involves feedback and guidance to the learner from the instructor; learner-learner involves processes that result in clarifications and knowledge construction; learner-interface is a function of the technology system through which learner may interact with content, instructor or other learner. From Moore’s typology, learning objects would fall into a combined category of learner-content and learner-interface, but neither fall into either interactivity type or level as defined by metadata descriptors. Yacci (1994) identifies specific attributes of instructional interaction by designating as a “message loop” in between sender and receiver to sender. Interactivity is situated within the learner’s perspective so if there is no response, interaction is not completed. The content of interaction must be “mutually coherent” with relevance and meaning to the learner and, more importantly, interactions must not only constitute learning but also have affective outcomes. Yacci suggests that technology adapts to the learner, a process that involves allowing the learner to make decisions about interactivity and approaches to learning, supporting deeper learning principles. Roblyer and Ekhami (2001) devised a continuum for identifying levels of interactivity in Web-based learning environments that have implications for learning objects. In their approach, Web-based learning these behaviors are instructor facilitated and provide student-student interactive experiences. Although perhaps not applicable to learner-computer tutorials, the determinants for each level indicate a progression that is applicable to levels of interaction. Going a step beyond Roblyer and Ekhaml, Bannan-Ritland, Harvey, and Milheim (1998) combine type and level of interactivity in their model that describes six levels of interactivity in Web-based learning environments: (1) Information Delivery; (2) Information Delivery with Pre-Defined Resources; (3) Information Delivery with On-Line Interaction; (4) Pre-Designed Instructional Delivery; (5) Information Synthesis and Creation of Resources; and, (6) Immersive Collaborative Environments. This model addresses elements that may be incorporated into learning objects, if not in their current incarnation possibly in the future. The continuum, as in Roblyer and Ekhaml’s model, helps to clarify what is low or high. Additionally, it is helpful to define the type of learning environment or object. Interactivity is better described once the context of the technology-mediated experience is given parameters. Learning Objects and Interactive Design The approaches to defining and conceptualizing interactivity in online learning provides a foundation for conceptualizing interactivity within learning objects, regardless of their granularity. Earle’s (2002) idea of pedagogically neutral learning objects, a complements Wildman and Magliaro’s (2003) idea that instruction should not be limited to one belief system bur rather designed using research-proven principles that are appropriate for content. To allow for the continuum of epistemology as described by Reeves (2002), the following rubric helps identify how interactivity may be situated in a learning object. Others have identified how learning theory cans guide the use of technology functions to support learning (see Dabbagh, 2003; Reigeluth, 1999) and these guides should be used as a design tool rather than for reflective purposes for which this tool is designed. 4 NOT FOR REPRODUCTION OR DISTRIBUTION HIGH Figure 2 Learning Objects Interactivity Observation Tool Learner manipulates, alters, or produces content through active engagement and with immediate feedback about learning. Technology is click and move with linear navigation. Leaner Interaction Learner manipulates content with periodic feedback and progress. Technology is click and move with linear navigation. Learner responds to prompts and makes choices, with periodic feedback about progress. Technology is click and move with linear navigation. Learner responds to prompts with little or no feedback about progress. Technology is click and move with linear navigation. LOW Learner is passive and clicks through material. Technology is click and move with linear navigation. LOW Learner is passive and clicks through material. Technology provides nonlinear navigation, filesharing. Learner is passive and clicks through material. Technology provides production, automated feedback and support file sharing. Technology Interactivity Learner manipulates, alters, or produces content through active engagement and with immediate feedback Technology provides natural and intuitive feedback, manipulation, production, publication, support, and adaptation. Learner manipulates content with periodic feedback about progress. Technology provides natural and intuitive feedback, manipulation, production, publication, support Learner responds to prompts and makes choices, with periodic feedback about progress. Technology provides natural and intuitive feedback, manipulation, production, publication, support Learner responds to prompts with little or no feedback about progress. Technology provides natural and intuitive feedback, manipulation, production, publication, support Learner is passive and clicks through material. Technology provides natural and intuitive feedback, manipulation, production, publication, support, and adaptation. HIGH The observation tool may be used within a relativist or instructivist design model and be expanded to reflect the specific requirements of that orientation. For example, in an instructivist approach, feedback may direct the learner to a prompt that gives immediate feedback while in a relativist system, the leaner may be prompted with questions, a case, or other prompts that trigger deeper thinking. Interactivity is a key element not only in learning but also in the design of all technology-mediated learning environments. 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