Handbook of e-Learning Research

Richard Andrews and Caroline Haythornthwaite (Eds.)
(forthcoming, August 2007)
London: Sage


This work has been supported by the World University Network, UK Economic and Social Research Council, and University of Illinois Research Board.

Current trends in higher education indicate significant investment of time and faculty resources in online e-learning environments, from online support for traditional classes, to online courses, and full online degree programs. Recent estimates report that approximately 68% of 2 and 4-year degree-granting institutions in the US offer or will soon be offering distance instruction, with 90% using the Internet as the primary mode of delivery and with 3 million classweb enrolled (National Center for Education Statistics, 2003). For all this effort, we find little that focuses on key research questions for such environments. While work is beginning to appear that reports on how to conduct online programs, there is little that addresses what research questions should be asked, whose perspectives and disciplinary traditions should be brought to bear, and what practical, policy, and research implications there are for the different forms and practices of e-learning.

A major initiative in this direction began with support from the World University Network (WUN) and the UK Economic and Social Research Council (ESRC) to address what research needs to be done on e-learning. A key part of this initiative has been a series of six seminars, held in 2005 and 2006, Researching Dialogue & Communities of Enquiry in Elearning in Higher Education, organized by Professor Richard Andrews of the University of York. These working group meetings brought together major US and UK scholars with the express purpose of working on the future of e-learning research. A major outcome is the publication of a Handbook of e-Learning Research, co-edited by Richard Andrews and Caroline Haythornthwaite, forthcoming in August 2007 from Sage, UK.
 
The seminars and the handbook explore what we know about e-learning, and how best to research it. While work exists that collects local wisdom on how to create, run, teach and learn in an online environment, there is little that combines non-educational research with educational practice. E-learning is more than educational practices; it is a social and technical phenomenon that changes how we think about relationships among students and between students and instructors, how we construct higher education courses and programs, and how we practice teaching and learning. This project brings a multi-disciplinary perspective to e-learning, opening up how and what we look at and research in e-learning environments, and exploring the complexity that constitutes the whole of e-learning initiatives.

For more on multidisciplinary perspectives on e-learning in work by the co-editors, see:

R. Andrews (2004). The Impact of ICT on Literacy Education. London: RoutledgeFalmer.

C. Haythornthwaite & M. M. Kazmer (Eds.) (2004). Learning, Culture and Community in Online Education: Research and Practice. NY: Peter Lang Publishers.

Handbook of E-Learning Research :: Chapters & Authors

Introduction

1. Introduction to E-Learning Research :: Richard Andrews and Caroline Haythornthwaite


The publication of the Sage Handbook of E-learning Research marks a significant point in studies in e-learning. Although there has been considerable development in teaching and learning, as well as in learning design, there is as yet no coherent view of what constitutes research in the field nor of how best to undertake it. The present volume takes stock of progress in e-learning research, addressing a range of issues from student experience to policy and provides a foundation for further research and development.

By e-learning research, we mean primarily research into, on, or about the use of electronic technologies for teaching and learning. This encompasses learning for degrees, work requirements and personal fulfilment, institutional and non-institutionally accredited programs, in formal and informal settings. It includes anywhere, anytime learning, as well as campus-based extensions to face-to-face classes. E-learning includes all levels of education from pre-school to secondary/high school, higher education and beyond. The potential for this area is broad. For this handbook, the focus is primarily on e-learning in the formal setting of degree-granting institutes of higher education. However, with many kinds of e-learning and computer-assisted teaching entering all arenas of education, from schools to workplaces, examples from other arenas of education enter into and carry important information for the discussion.

The introduction reviews the 'e' and the 'learning'  in e-learning, then situates the current state of e-learning in the theoretical background of rhetorical theory and social informatics. The authors elaborate a co-evolutionary model of  e-learning processes. This elaboration, and a further discussion of the embedding of e-learning in administration, pedagogy, technology, and community contexts, emphasizes the emergent and co-evolutionary impacts of technology on learning and vice versa.

Contexts for Researching E-learning

2. Development and Philosophy of the Field of Asynchronous Learning Networks: Facilitating Collaborative Learning :: Starr Roxanne Hiltz, Murray Turoff, and Linda Harasim

This chapter reviews the history and pedagogical philosophy of the field of Asynchronous Learning Networks (ALN), a major type of e-learning. Asynchronous refers to computer-mediated communication (CMC) systems that allow anytime communication via the Internet, systems such as computerized conferencing or bulletin boards that support threaded discussions. Learning Networks refer to the social network or community of learners that emerges when students and faculty communicate and work together to build and share knowledge. ALN thus integrates social and technical aspects; it depends upon technologies such as the Internet to link together teachers and learners, but it is an effective means of learning only when collaborative social/ pedagogical processes emerge from the communication that is supported by the technology.

The objective of ALN is not just to be 'as good as' traditional classroom-based learning, but to use CMC to encourage and support new forms of collaboration and learning together online. This has led to changes in the roles of both students and faculty. Research on how ALNs change student and faculty roles, and on the nature and effectiveness of collaborative learning within ALNS is reviewed. The chapter ends with a discussion of issues facing higher education as a result of the transformative nature of ALN and other forms of e-learning.

3. On Computers and Writing :: Gail E. Hawisher and Cynthia L. Selfe

In this chapter, we attempt to bring together the research in computers and writing of the past decades by focusing on the many individuals who have shaped current research practices along with the constellation of factors that continue to contribute to e-learning. Overall, the chapter focuses on the need to explore the history of research in computers and writing in order to better understand the present and future of this ongoing, expanding field. In the course of the chapter, we suggest some of the complications inherent in such an endeavor. Although we organize the discussion that follows along broad chronological lines, we do not, for example, want to imply that the field has been characterized by a tidy sequence of investigations that proceeds along a coherently organized timeline. Technologies for composing and digital communication environments emerge as distinct historical innovations, but the community of computers and writing scholars 'as a diverse disciplinary group' actually take up and examine these technologies unevenly, recursively and in many different forms. Therefore, we have tried throughout to resist a deterministic understanding of technology uptake, which would reduce the study of computers and writing to overly simplistic terms. Hence, the chapter "while recognizing that the field has often responded with pedagogical enthusiasm to new technological innovations soon after they have been released" also tries to describe how subsequent research typically helps temper such initial excitement, shifting researchers' focus from the technology itself to the ways in which such technologies shape and are shaped by students and teachers, rhetorical and pedagogical contexts, composing products and composing processes.

4. Digital Divide and E-learning :: Caroline Haythornthwaite

E-learning presupposes access to the Internet including connection via contemporary telecommunications technologies, ownership or borrowed access to computer hardware and software, and the skills to use them all. Too often this kind of access is assumed, particularly in developed countries, with rhetoric about e-learning suggesting it is a way to provide equitable access to education. But is this so? Who can take advantage of e-learning, and who is excluded? What does it mean for e-learning if we continue to assume it is accessible for all learners?

This chapter reviews the state of the digital divide at the time of writing, highlighting the kinds of continuing differences in access, use of computers, and use of the Internet that will continue to have an impact on e-learning even as today's statistics go out of date. The digital divide is more than just whether someone passes the abstract line between being online or not. Use at or for school and work, overall experience, and access to others with experience all affect invididual's contemporary skill and confidence levels. Access, use, confidence, and experience all play into the likelihood that someone will choose e-learning as an option. With increased use and dependence on e-learning strategies for distributed learners as well as e-learning as supplements to on-campus courses, it is important to know who is included and excluded from this new educational environment.

5. Online Communities of Learning: Lessons from the World of Games and Play :: Angela McFarlane

Digital gaming is now a mature cultural activity that ranges from the pattern matching game on a mobile phone that may fill a spare moment on a dull journey to the massively multiplayer online role play game with an economy that outstrips that of many small countries. The commercial global market for gaming exceeded that of film and music in the early part of this century, and the trend continues. At the time of writing the fastest growing demographic for gamers is middle aged women. Clearly the stereotype of the lone, de-socialised, young male gamer, if it ever really existed, is no longer the key actor in the world of digital games. Indeed one of the aspects of gamers that often suprises those who do not game, is that gaming is not a lone activity at all. Gaming is a highly social activity. Even where the actual play takes place at a single access point, by a lone individual, the practice of gaming is a group one. Gamers talk, on and off-line, and share information and experiences about their gaming. Indeed the web based elements of games that are initiated and sustained by fans outstrip those provided by the game makers. In many instances this extends to the creation and sharing of versions of the game a practice known as 'modding' and the artefacts gathered within them. So gaming is a practice that takes place within a community, and involves a range of social and cultural practices that extend far beyond the actual playing of the original game. Moreover many of these practices have been developed with the sole purpose of learning to play the game more effectively.

This chapter considers the ways in which gamers form a community of users, and pay particular attention the evidence of knowledge building practices within these communities. The chapter will not consider games designed to support formal learning as these are not the focus of communities of action in the way that digital games aimed at entertainment have become. It will begin with a review of work that has looked at the learning that takes place as a consequence of playing digital games, especially complex digital games. This will draw particularly on the work of Gee, Steinkuehler and Jenkins. The relevance of some types of game play to formal learning will also be considered, with particular reference to Squire and Kirriemuir. The main focus of the chapter will however be on the activities within gaming communities that have direct relevance to models of collaborative knowledge building. These range from communication based activities devoted to improving game play and design, such as Apolyton University, to those where fans use the game as a starting point for the development of their identity as writers through the production and publication of fan fiction. Particular attention will be paid to the role of language in gaming. The work of Black, Hayes and Robison will be key here. The key themes will be explored through specific cases, each of which illustrates concrete examples of the ideas being explored in action.

In conclusion the implications of these experiences of learning through playing and being a member of a games related community will be considered. In particular this will be compared to common models of computer mediated communication used widely in higher education currently. Can the paradigms emerging in games based communities inform the design of learning opportunities in the higher education sector? If not, how can we reconcile the learning experience and preferences of a significant section of our potential clientele with the requirements of academic study? And finally how can we research gaming communities in order to better understand the answers to both these questions?

6. An Overview of Learning Sciences Theories and Methods for E-learning Researchers :: Christopher Hoadley

E-learning research in the learning sciences blends a variety of theoretical perspectives on learning and methodological and epistemological stances. In this article, I discuss some of the major characteristics of the Learning Sciences and their relationship to the domain of E-learning research. Four goals of E-learning research (theories, tools, activities, and design models) are described, and compared to some of the characteristics of the Learning Sciences. Theories of learning from the twentieth century onward (behaviorism, cognitivism, situated learning, and more modern theories) are presented, and the methods of Learning Sciences (including design-based research methods) are discussed. Some of the definining characteristics of the Learning Sciences such as empiricism, multidisciplinarity, studying learning as a product of context, and designing interventions that work in practice are mapped onto the needs of E-learning research.
Theory

7. From Distance Education to E-learning :: Melody Thompson

To many, the phrase "from distance education to e-learning" reflects evolutionary progress in the complexity and acceptance of technology-based education. However, this change in terminology-and a concomitant exclusion of earlier related research-may actually represent a narrowing of approaches to this activity that can lead to impoverished conceptualizations, marginalization of some populations of students and faculty, and poorly focused resource and research decisions. "Distance" is a concept with relevance for all forms of education; bridging the psychological distance between students and instructors or among students is a universal challenge. "Education," which in the past has been understood to be a complex system of stakeholders, structures, and processes, is hardly co-terminal with "learning." Decades of distance education research resulted in theories, research, and practice of continuing relevance. This chapter argues that, given the current, commonly accepted terminology that obscures the importance of the issues behind these terms, educators must work to maintain an intentional focus on these issues. It also makes connections to earlier distance education theories and research, discusses current epistemological and methodological challenges, and suggests a number of research questions that need to be answered to maximize the potential of e-learning in meeting the needs of all stakeholders.

8. E-learning and the Reshaping of Rhetorical Space :: Terry Locke

To some extent the nature of any learning is affected by the discursive (including textual) practices in which it is embedded. It is commonly recognized that no technology is neutral  a simple means of achieving a particular end, such as a particular kind of learning outcome. Rather, technologies and discursive practices have a kind of symbiotic relationship, mutually defining one another.

This chapter begins with the concept of  'rhetorical space'. It draws on and goes beyond the work of Bakhtin to elaborate a general model for describing rhetorical spaces in terms of two dimensions, reach and connection each of which has a number of aspects. It shows how each of these dimensions is susceptible to reconfiguration in the particular context of asynchronous online discussion.

Much of the chapter provides a selective overview of research into the use of asynchronous discussions (or bulletin boards) in the online delivery of courses or as supplementing traditional classroom/lecture room modes of delivery. Each rhetorical dimension, reach (field and company) and connection (duration, participation rate, feedback, convergence/divergence/congeniality and structuration) is shown as related to a particular focus of research. Major findings of a range of research studies are highlighted, particularly as these impinge on the effect/effectiveness of asynchronous online discussion as a medium for learning.

The chapter concludes with some reflections on the overall balance of the research reported on, noting current research emphases as well as research gaps. It lists a range of topics that would benefit from further research and notes a continuing need to address a number of ethical issues raised by the nature of the medium.

9. Researching the Cognitive Cultures of E-learning :: Andrew Whitworth

This chapter discusses the impact of the social shaping of technology thesis and organization theory on the study of e-learning. E-learning is shaped not only by technological and pedagogical concerns, but by the organizational structures within which it is developed, implemented and used. E-learning research needs to account for micro-level, everyday practices and negotiations within those organizations that influence e-learning in education, software development, government and elsewhere.
E-learning researchers must be aware of how their participants' and their own ability to develop, understand and use these technologies is partly generated by, and concealed within, existing technologies, organizational forms, and the vested interests which exploit and rely on them. Neither researchers, participants nor practitioners work in a politically neutral environment. Within organizations, particularly large, fragmented ones such as universities, different cognitive cultures can develop: sets of assumptions, values and goals which guide action but which are not always compatible across the organization. The result is organizational politics in all its various forms sometimes consensual, but as often conflictual or concealed and this influences e-learning just as much as technological or pedagogical considerations. Yet because e-learning is political, e-learning research can potentially provoke not only technological development, but organizational learning and individual emancipation. E-learning and e-learning researchers are not at the mercy of organizational politics, but may be used in positive ways for both organizational and individual learning, and hence, education's ability to adapt to environmental change.

10. A Theory of Learning for the Mobile Age :: Mike Sharples, Josie Taylor and Giasemi Vavoula

Many theories of learning have been advanced over the 2500 years between Confucius and the present day, but almost all have been predicated on the assumption that learning occurs in a school classroom, mediated by a trained teacher. A few educational thinkers have developed theory-based accounts of learning outside the classroom, including Argyris, Friere, Illich, and Knowles, but none have put the mobility of learners and learning as the focus of enquiry.

Our aim is to propose a theory of learning for a mobile society. It encompasses both learning supported by mobile devices such as cellular (mobile) phones, portable computers and personal audio players, and also learning in an era characterised by mobility of people and knowledge where the technology may be embedded in fixed objects such as 'walk up and use' information terminals. For brevity we shall refer to these together as mobile learning.

The focus of our investigation is not the learner, nor their technology, but the communicative interaction between these to advance knowing. At a first level of analysis we shall make no distinction between people and technology, but explore the dynamic system that comprises people and technology in continual flux. We shall show how this leads to learning as a conversational process of becoming informed about each other's informings, to cognition as diffused amongst interactions and reciprocally constructed conversations, and context not as a fixed shell surrounding the learner, but as a construct that is shaped by continuously negotiated dialogue between people and technology. We shall indicate how this allows us to understand the ecologies of learning in a world of networked mobility. It also leads to intrinsic contradictions, relating to the ontological status of technology in learning and ownership of the means of communication. We suggest that we can only begin to resolve these contradictions by understanding the relationship between traditional and mobile learning, and by creating a society in which learning as a global conversation can be given a central role in our system of education.

11. Computer Support for Collaborative Learning :: Naomi Miyake

Our society with rapid changes calls for 'community of learners' where learning is expected to sustain over time, across different situations. Research in CSCL allows researchers, practitioners, and other stakeholders design successful practices of fostering the growth of intellectual societies, and build scientific theories of learning, so that the successful practices and robust theory building can feed into each other. In CSCL research, a learner is responsible for creating one's own knowledge through social interaction with other human beings, also by interacting with physical objects, in everyday situations. The theoretical foundation of CSCL explains why collaborative cognitive processes lead to the acquisition of the generative, adaptable pieces of knowledge.

Computers are inevitable component in CSCL because 1) the new type of learning research requires recording and analyzing the processes of learning and 2) designing effective learning environment requires for collaborative learning, which call for making thinking visible, sharable, reflect-able, and modify-able by the participating learners.

The depth and breadth of the theories and practices of CSCL are introduced in three sections. First section describes a brief history of the field. Then some theoretical perspectives on collaboration as the basic form of high quality learning will be given both from socio-cultural and cognitive perspectives. Lastly how computers and networks can support effective collaborative activities will be explained with some concrete research evidence.

Policy

12. Policy and E-learning :: Virgil E. Varvel, Rae-Anne Montague and Leigh S. Estabrook

When program administrators seek to implement e-learning they are often challenged by institutional and governmental policies that proscribe such critical areas as how many credits students may earn at a distance or whether students who do not take courses physically offered on campus are eligible for financial aid. These regulations "adopted with the intent of ensuring educational quality" tend to advantage face-to-face, synchronous instruction. As Chaloux (2003, p. 170) cautions, distance learning may be hamstrung by a myriad of policies and practices that, while effective for a traditional-aged population studying full-time on traditional classrooms are barriers to access in e-learning environments. Simonson & Bauck note that those policy issues can span academic, fiscal, faculty, legal, student, technical, and philosophical realms. (p. 2003, p. 418).

This chapter addresses these areas at two levels: (1) policies set by the educational institutions that affect design and delivery of e-leaning courses and programs; and (2) laws and policies of external regulating bodies that circumscribe the ways e-learning is structured and taught. The area of institutional policy is addressed at a relatively general level because our evidence suggests policies vary widely. To our knowledge no researchers have, to date, collected systematic data about institutional practices at the national or global level. The analysis of the legal framework focuses on the United States.

13. An International Comparison of the Relationship Between Policy and Practice in E-learning :: Gráinne Conole

This chapter considers how e-learning policy directives in different countries affect practice. It focusing on exemplars which demonstrate key rhetoric and attempts to distil out similarities and differences across the different contexts. It reviews policy and practice in e-learning across six distinct settings: the United Kingdom, Mainland Europe, the United States, Australia, China and Africa. It begins by describing the context within which modern education operates, arguing in particular that technology is having an increasing impact on society and that modern society is in a constant state of change and is an increasing globalised, networked society. New technologies are resulting in a shift therefore in education from a focus on information to the processes of finding and critiquing, and from the solo learner to learning in social settings. The chapter goes on to draw out some of the key drivers which arise as a result of this context. It then describes key e-learning policy and its impact in practice in the six countries, highlighting key distinctions in each case. It then concludes by reflecting on the impact of e-learning on higher education and the longer reaching consequences, drawing up a set of ten inter-connected key factors which have emerged from the review.

14. Community-Embedded Learning :: Michelle M. Kazmer

Elearners are often imagined as sitting alone at their desks, perhaps distracted by domestic interruptions, but otherwise focused entirely on the computer screen and their online interactions with fellow learners and instructors. Frequently overlooked is that learners when they are at their computers and when they are not  situated in a real world of work colleagues, family, and community. This chapter discusses the learning that is embedded in a local context, in particular in work and knowledge communities that complement online learning. Such community-embedded learning (CEL) occurs among students who already have ties to local communities and stay in those communities while engaging in interactive e-learning. When students who are embedded in communities like this take courses at a distance, they bring what they learn in their courses back to a job and a community that they know well and that knows them. Embeddedness influences the learning outcomes of e-learning, the content of what is learned and the assessment and application of learning. This chapter defines CEL and explains its significant characteristics, including benefits and drawbacks; explains how existing constructs such as situated learning, active learning, and reality-based learning relate to CEL; and discusses emerging trends of research and practice associated with CEL. As e-learning incorporates increasingly hybrid methods of course delivery, and as learners and their technologies become more mobile, understanding the embeddedness of learners is vital for creating appropriate technological infrastructures to support them.

15. The Challenges of Gender, Age and Personality in E-learning :: Konrad Morgan and Madeleine Morgan

Over the past 30 years we have learnt a great deal about how individual differences such as gender, age and personality influence the usability of digital systems. This variation in acceptance and performance based on individual difference is apparent in all digital technology and is of direct relevance when digital systems are used within educational settings.

This chapter will summarize the current state of our understanding of individual differences, such as gender, age and personality and how they influence the optimum design, use, performance and effectiveness of digital learning systems. The chapter will include perspectives for designers, educators and users with the goal of providing clear, structured and concise summaries to aid in both theoretical understanding and practical application.

Language & Literacy

16. Bilingualism and E-learning :: Janina Brutt-Griffler


The most significant linguistic effect of globalization has been neither the dominance of English nor language endangerment but expanded bilingualism. Though much of the world's population has always been bi/multi-lingual, globalization is taking bilingualism from the margins to the mainstream. Bilingualism entails the growth of communicative knowledge, the linguistic reservoir that is frequently required to participate in the new electronic world. E-learning constitutes an integral part of bilingual development. The paper first discusses the cognitive, linguistic, and sociocultural advantages of bilingualism. It subsequently outlines the new developments in societal bilingualism caused by international migrations, urbanization, and global economic competitiveness, both in English speaking nations and non-English speaking contexts. It suggests that global competitiveness will depend on advanced bilingual proficiency. In the context of the changing nature of bilingualism, the paper shows how e-learning can provide solutions to challenges in language education.

The paper subsequently examines the application of technology and e-learning in the teaching of specific language skills. It shows that the current research base on the use of technology in language learning is of an unbalanced nature: the majority of research studies focus on the potential of technology/e-learning and on what is believed to promote language learning as opposed to experimental research that reports the measurement of outcomes. It concludes by outlining future directions on how e-learning can effectively bridge significant resource gaps in bilingual education.

17. Second Language Learning and Online Communication :: Carol A. Chapelle

The potentials of e-learning are likely to be explored for many years to come in view of some of its obvious logistical benefits for learners and apparent financial incentives for institutions. One would hope that such exploration of teaching practice would have a parallel research program to investigate the nature and effects of dialogue and communities of enquiry in e-learning in higher education. The common sense approach to this issue is to compare outcomes of e-learning with those of classroom learning, but this approach has proven to be too simplistic to satisfy those attempting to understand the characteristics and potentials of e-learning. As Garrison and Anderson (2003) put it, Why would we expect to find significant differences if we do exactly the same thing [in the two modes of learning]? (p. 6). They conceptualize the changes prompted by e-learning as more radical than what can be captured through assessment of outcomes and comparisons with outcomes from classroom learning. At the core of the issue, in their view, is that education is about ideas not facts, and that e-learning provides more than access to information; it affords opportunities for communication and interaction. But how does one assess how well learners are formulating ideas through communicative interaction in e-learning activities?

18. Literacy, Learning and Technology Studies: Challenges and Opportunities for Higher Education :: Illana Snyder


This chapter argues that the literacy, learning and technology research, located mainly but not exclusively in the Preschool to Grade 12 (end of secondary education) (P-12) sector, has relevance for the field of e-learning in higher education. Although there are significant differences between school and tertiary education, such as the funding models, the organisational structures, the resources, the age of the students, the pedagogical approaches and the language used to denote key constructs, there are terms, theoretical perspectives and questions useful for research in all sectors. It seems reasonable, therefore, that research knowledge from one sector may be extrapolated with care to help understand another.
The chapter begins by considering the terms used to define and shape research work. After some attention to e-learning, the focus turns to four words: literacy, learning, technology and critical. Although common in everyday usage, these words are understood in different ways by different people. Further, they are highly contested and value-laden, which means that any explanations are unlikely to be accepted by all readers. However, despite these difficulties, the concepts are integral to understanding the research that has concentrated on young people's in- and out of-school literacy practices since computers were first introduced into schools en masse in the early 1980s.
After a discussion of these key terms, questions and theoretical perspectives that have informed research are considered, followed by a thematic analysis of the literature. The chapter concludes with a discussion of the challenges facing the field of e-learning and some questions to guide future research.

19. Problems of Researching E-learning: The Case of CALL :: Zhao Yuan

This article, examines the problems remaining in researching e-learning, with a special attention to language acquisition. The article starts with the discussion of how the computer can best be used in language teaching. It is suggested that effects of e-learning environment on language acquisition much rely on how to design a curriculum with the advanced technology available. The second section discusses respectively three approaches self-access, instructed and semi-instructed. Each approach has specific methods to employ computer technology in language teaching, but problems arise in terms of the choice of material, the ways of delivering the curricula and the interactive relationships among teachers, students and computers. In the final section the article focuses on problems in choosing and applying research methods. It gives a good insight into the difficulties of accessing target students and programmes and the constraints of various research methods, such as questionnaire, interview and e-mail.


Design

20. New Conceptions of Community Design :: Bronwyn Stuckey and Sasha Barab

Over the last decade we have seen more and more instructional designers work towards crafting something like community. A fundamental premise of these designs is that through these community designs groups of individuals will come together with the goal of developing relationships in which all members struggle with and construct the notions of what constitutes meaningful practice with respect to the core practices of the community. However, in general, we are still in our infancy in terms of understanding the dynamics that characterize and drive internet-supported communities of practice, especially one intentionally designed to support learning. Educators need to adopt new conceptions of what it means to design for community if they are to succeed in capitalizing on what community affords.

Many attempts to build online community may have failed because of the very design efforts meant to facilitate them. These efforts unduly focused on the implementation of a fine grained design and highly structured web architectures while neglecting the social infrastructure that is at the heart of any community. Experience clearly shows that good design in socially- oriented environments is neither held as a prelude to community nor enough in and of itself to stimulate and support community. Designers, managers and facilitators need to build more than a tolerance for the messiness inherent in social systems, they must learn to leverage it. Issues of improvisation and balance arise as we consider how to plan for, and accommodate, sociability, emergence, participation and ownership.

This chapter presents, from the authors' vast experiences, a set of critical considerations to move the reader toward a practical new conception of community design. Specifically, we draw on a number of experiences as well as those from the literature, to communicate a change in focus that web-supported community design requires from that associated with traditional instructional design: Content Transmission to Engaged Participation; Mandatory Participation to Voluntary Participation; Pre-Defined Content to Distributed Content; Focus on Tool to Focus on Systems; Concern with Usability to Concern with Sociability; Instructional Design Process to Participatory Design Process; Ethically Neutral to Socially Committed. These seven foci can be thought of as design tensions that designers should balance if there focus is to develop web-supported communities. These tensions operate not as opposites but as tensions or dualities with the challenging being to establish an intervention that appropriately straddles both aspects of each design tension.

21. Researching the Impact of Online Professional Development for Teachers :: Wynne Harlen and Sue Doubler

E-learning is less commonly used for professional development of teachers' subject knowledge and pedagogical practice, the subject of this chapter, than for developing the use of the internet in classroom teaching. The first part of the chapter reviews research studies of the process and outcomes of on-line professional develop for teachers. The review finds that moving from traditional to on-line learning requires a considerable change in lecturers' relationship with their teacher learners; it is not merely a new way of ‘delivering’ traditional courses. In particular, there has to be a reduction in learners' dependence on lecturer response and an increase in learning through interaction among learners. It is also necessary to modify assessment procedures.
The chapter then considers the challenges of providing for teachers on-line course which have sound pedagogical principles built in and which provide good examples of practice as effectively as face-to-face courses. How these challenges can be met is illustrated through the description of a program of professional development in inquiry-based science education for elementary and middle school teachers. There is an outline of research into how this program developed from scratch for on-line learning compared in practice with an on-campus version set up for the research. The results of assessing the process and outcomes of the teachers' learning in the two forms of the course reveal some advantages and disadvantages of e-learning for professional development of teachers. Particular advantages followed from communication through the written word, requiring greater precision in language and the clarification of an idea or observation in order to convey it effectively. Asynchronous communication provided time for reflection and gave opportunity to pursue a point in several exchanges without preventing other threads of discussion. It also provided the space for asking and answering higher cognitive level questions that require time to process.

22. Exploring E-learning Community in a Global Postgraduate Programme :: Ellen Roberts and Jane Rostron

Higher education institutions are increasingly interested in the potential of e-technologies to enable teaching and learning, for both strategic and pedagogic reasons. One of the issues that has attracted attention as a result is that of the 'learning community'. How can a 'learning community' be enabled and fostered when teaching and learning take place at a distance through e- technology? What helps and hinders? How can these issues best be researched, and what issues should form the research agenda? And, more fundamentally, how can we assess the importance of the issue, and what are the measures of success?
This paper is a contribution to exploring these issues. It begins by examining the definitions of “learning community”, an apparently elastic term which requires practitioners and researchers to identify the meaning that they attach to it. The paper then sets a theoretical context through a review of concepts relevant to understanding the formation and development of e-learning communities and discusses challenges in researching the notion.
The discussion is contextualised within a description of a postgraduate programme of professional development: the University of York's e - Masters in Public Policy and Management, addressing the importance of “community” within it, reviewing early indicators from delivery of the programme to date, relating these back to the theoretical context and finally drawing some conclusions about the future research agenda.

23. Making The Moving Image: The Place Of Digital Video In The Curriculum :: Andrew Burn

This chapter reviews research literature exploring the use of digital video production in schools. It proposes three broad distinct (but overlapping) categories in which digital video production work with children has been researched: in the contexts of media education, of arts education more broadly, and of different school subjects across the curriculum. It emphasizes findings and conclusions which point to the need for educators to recognize the moving image as a cultural form with its specific semiotic conventions. It seeks to distinguish aspects of the research which clarify the new affordances of the digital medium. It concludes by arguing that schools have inherited a perception of ICT as information-processing, whereas digital video (and other recent applications) need to be understood as cultural and representational technologies.