A Model for On-Line Learning Networks in Engineering Education
J. R. Bourne
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Ph.D, Professor of Electrical and Computer Engineering, Professor of Management
of Technology
A.
J. Brodersen
Ph.D , Professor of Electrical and Computer Engineering
J. O. Campbell
Ph.D , Research Associate Professor of Engineering Education
M. M. Dawant
M.S., Research Instructor of Electrical Engineering
R. G. Shiavi
Ph.D, Professor of Biomedical Engineering
Center for Innovation in Engineering Education
Box 1570, Sta. B
Vanderbilt University
Nashville, TN. 37235
Reprinted in the JALN with permission of the American Society
of Engineering Education; the original article appears in the Journal
of Engineering Education, Vol. 85, No 3: A Model for On-Line Learning
Networks in Engineering Education, J. R. Bourne, A. J. Brodersen,
J. O. Campbell, M. M. Dawant, and R. G. Shiavi.
ABSTRACT
This paper describes a model for implementing on-line learning in engineering
education. Relationships between traditional learning strategies and network-enabled
engineering education are discussed. The model proposed is based on a
World Wide Web implementation that includes presentation materials, on-line
conferencing, demonstrations, and interactive capabilities that permit
computer-mediated question and answer sessions. An example of a course
implemented using these techniques for a first year engineering course
is given. Guidance for engineering educators who wish to implement components
of the model is provided.
KEYWORDS
learning model,
network model,
on-line course,
networked education
I. INTRODUCTION
Lectures and laboratories are the traditional way of delivering engineering
education. These two methods are efficient, yet neither can be easily
scaled to teach large numbers of students. Large lecture classes found
in many institutions are disliked by students and delivery over television
has proved to be typically dull. Interaction between the student and instructor
is usually minor in either the large lecture or televised class. Laboratory
learning is traditionally achieved in hands-on small-group learning experiences.
We hypothesize that network capabilities will permit creation of engaging
interactive on-line courses. Courses can be created for Internet delivery
that provide high levels of interactivity and are scaleable to large numbers
of students. A key ingredient in on-line engineering education is to provide
interactivity and a feeling (for the student) of being individually tutored.
This paper describes an asynchronous learning model that has a goal of
producing network-enabled learning systems that are engaging, robust,
scaleable and can be easily created and maintained by engineering educators.
We believe that traditional teaching and learning experiences in engineering
education can be mapped to network-based learning. For example, lecture-based
learning can be duplicated in on-line presentations, discussions can be
conducted asynchronously, and laboratories can be offered on-line using
either simulated laboratories or remotely controlled laboratories. If
network-based learning experiences can be shown to be as good or better
than traditional learning methods, engineering education can be offered
to much broader segments of the population, including home learners and
learners seeking continuing education. The asynchronous capability of
learning anywhere and at anytime is a major feature of network enabled
learning. Students should be able to learn at their own pace, and secure
immediate feedback. The current engineering education lecture/laboratory
model will likely continue, and economic pressures will probably dictate
how quickly network-learning strategies are adopted. If network-enabled
learning methods are shown to decrease costs and to increase access, learning,
and student satisfaction, then rapid acceptance of the network-based teaching
and learning paradigm may be expected.
II. BACKGROUND
A. Capabilities That Computer Networks Enable
The current most visible and most used capability that computer
networks enable is the connection of people by electronic mail. E-mail
has become a standard way of communicating in corporate and academic cultures.
Similarly, accessing knowledge using the network rather than using libraries
is quickly becoming as popular as e-mail. For example, the use of the
World Wide Web (hereafter referred to as the "Web") has grown
very significantly during the last several years. In fact, the adoption
of the Web as a medium for communicating graphically and purveying information
has been phenomenal. FTP (file transfer protocol) repositories of programs
and documents, and HTTP (hypertext transfer protocol) Web sites number
in the many hundreds of thousands. These sites are searchable by a variety
of search engines that provide students and faculty the capability to
find information with unprecedented rapidity. Libraries are currently
struggling to meet the challenge of coalescing their collections with
information generated in these new formats. Information found in FTP and
HTTP sites changes very rapidly, yet is the "static" knowledge
of the age. Ephemeral knowledge on the network is found in on-line forums
and discussion groups (e.g., in network-enabled newsgroups). The instant
availability of "static" and "dynamic" knowledge from
world-wide sources presents profound opportunities and challenges for
the educational institutions of the world. There are opportunities to
increase the rate at which change occurs due to increased knowledge consumption
and utilization. It is arguably true that progress is a function of how
fast we learn and discover. By shortening the learning time through providing
knowledge at a more rapid rate, civilization may move forward more rapidly.
Hence, for better or for worse, the advent of networked information transfer
that is taking place in the latter days of the 20th century will have
a dramatic effect on us all. In higher education, there is significant
opportunity to understand what impact these changes will have, and to
create paradigm shifts in the educational processes that are facilitated
by information technology. There are also significant dangers in failing
to do so, as competition to provide knowledge and to facilitate learning
becomes global.
B. Current Teaching and Learning Materials on the Network
During the mid-1990s, literally hundreds of Web sites have appeared
that offer educational materials on-line. Some offerings are free, produced
by government funds or simply made available. Other offerings require
registration and payment of a fee to access the materials. The World Lecture
Hall (http://www.utexas.edu/world/lecture/) contains a listing of courses
from institutions throughout the world. What is striking about the materials
found on-line is the breadth of offerings and of institutions that offer
these materials. Equally striking is the current lack of depth of the
materials. Most course materials found on-line are not complete courses,
but are often syllabi or brief notes. This finding is not particularly
surprising, since the effort to create on-line materials is comparable
to that of writing textbooks. However, once curriculum materials are created
and organized, traditional classroom, laboratory and peer-to-peer learning
methods are likely to change.
C. The Classroom
In a classroom, the instructor normally presents information
and engages students in discussions. The classroom works well for discharging
the responsibility for transmitting knowledge. That is, a lecture contains
all the ingredients for knowledge transmission. However, few ingredients
to support knowledge reception, use, and creation are present.
This sentence can be easily understood by considering the analogy of a
video broadcast with a lecture --the knowledge goes out, but there is
no guarantee that the knowledge is received, much less used to facilitate
creation of new knowledge. To make the classroom more useful, learners
must be engaged. Most distance education settings attempt to make the
experience interactive --for example, a video broadcast that simultaneously
uses the telephone to permit students to ask questions. Yet this type
of experience only mimics the typically passive lecture experience. In
fact, it is well-known that distance education learners prefer the use
of video tapes of lectures over the real-time-delivered video experience.
In an on-line classroom, interactive capabilities can be made much richer
by providing immediate feedback to learners as they interact with on-line
materials.
D. The Laboratory
In engineering education, the laboratory experience is widely
felt by students to be very valuable. By using actual equipment and engaging
in experiences that involve "hands-on," students are brought
closer to the "real world" --or so it seems. In modern engineering
culture, "hands-on" experience has ceased to exist in some disciplines.
For example, engineering artifacts (e.g., cars, airplanes, electronics)
are always simulated and tested prior to creating an actual artifact.
Hence, the "hands-on" engineering days of building, rebuilding
and cut and try are long gone, replaced by simulation. What does this
paradigm shift in the engineering profession mean for the engineering
student? We hypothesize that it means engineering laboratories should
become more like real life --that is, containing more simulation experiences
and team-related design experiences. On-line laboratories can be created
the provide automated "over-the-shoulder" learning experiences
that also provide team-oriented learning. In an on-line setting, it is
possible that lab experiences can become a much richer experience than
the two-person bench-oriented activities that are now common.
E. Peer-to-Peer/Cooperative Learning
In engineering, as in similar disciplines, peer-to-peer learning
is a major part of a students learning experience. Students engage
in problem solving in small groups and typically complete laboratory exercises
as part of a team. In on-line learning scenarios, these experiences can
be strengthened and improved by providing a broader range of peers with
which to interact.
F. Coaching
Coaching is not thought of as a typical function of the professoriate.
In a lecture model, professors do not coach, they deliver. In a self-directed
study and learning mode or in a team-learning model, the professoriate
could easily become coaches rather than those who simply deliver information.
In on-line learning scenarios, "coaches" will be able to coach
larger numbers of students with the same amount of effort.
G. Learning Taxonomies
To organize materials for on-line teaching and learning, it is
useful to cast discussions about what to teach on-line into a standardized
pedagogical framework. Current Web-based materials are frequently only
presentations of information that do not fit into an intellectual schema
for learning. If we are to create materials on-line, the creation and
presentation of these materials should be driven from a mental model of
what engineering students should learn. What should engineering students
learn? This is not a trivial question. Testing the question on our colleagues,
the most often repeated answer is "the basics," followed closely
by "how to solve problems." These answers, and others like them,
point out that engineering educators rarely think very deeply about what
engineering students should be taught [1]. We--the professoriate--know
what they should be taught, which is, precisely what we learned when we
were students! Actually, the answer about problem solving is correct--engineers
do need to learn on their own, deal with unexpected situations and solve
problems. The answer--"the basics"--is, at best, vague since
the "basics" are a moving target. Certainly fundamental laws,
scientific and engineering thought, problem solving methods, and the like
are learning candidates. However, little significant study has been given
to how to structure the body of material that prepares students for life
long learning. For the purposes of this paper, we propose to classify
the types of things that engineering students should learn according to
well-known taxonomies in education. Barretts taxonomy [2]
proposes that learning should be divided into four categories: literal,
inferential, applicative, and evaluative. Merrills taxonomy [3]
uses a performance-context matrix that includes the actions of remember,
use, or find(create). The content is classified as fact, concept (classification),
procedure or principle. Merrills matrix specifies learning as a
performance-content pair, such as Use Procedure or Find Principle.
Facts are paired only with Remember. The taxonomies appear to be useful
for classifying learning outcomes in engineering and in selecting the
technology required for on-line implementation.
H. Learning Outcomes
Table 1 presents some typical learning outcomes that may serve
as a basis for classification of how we should structure engineering learning
scenarios. These are adapted from the work of both M. D. Merrill [3]
and Barrett [2]. These types of categories are useful
in many areas of learning, including engineering. We give examples in
the right hand column of particular engineering problems in the area of
electronic circuits.
| Typical Engineering Knowledge |
Barrett |
Merrill |
Sample Problems |
| What is . . . (identification) |
Literal |
Remember fact |
What is the unit of resistance?State and explain Ohms law. |
| Recall characteristics |
Literal |
Remember concept |
State the characteristics of each of the types of filter circuits we have
studied. |
| Describe a process |
Literal |
Remember process |
Describe the way a Chebychev filter operates. |
| How to do something (e.g., a procedure) |
Literal |
Remember procedure |
List the procedure to solve a circuit equation. |
| Set up a problem using guidelines |
Literal |
Remember principle |
State the guidelines to design a low pass filter. |
| Recognize types of components and circuits |
Inferential |
Use a concept (classify things into categories) |
Given these five circuits, identify which ones are oscillators. |
| What will happen if |
Inferential |
Use principle |
What will happen if you add a 100 Ohm resistor at this point in the circuit
designed as a 6 KHz low pass filter? |
| Apply a learned pattern or sequence |
Applicative |
Use procedure |
Using the procedure practiced in class, set up a 5V, 1 KHz sine wave on
the function generator, and measure both frequency and amplitude
with the oscilloscope. |
| Linkage between theory and practice |
Applicative |
Use principles (laws and heuristics) to solve a problem |
Use Kirchoffs law to solve this problem. Use a schematic and oscilloscope
to measure voltages in this circuit. |
| Linkage to real world complexity (e.g., detecting artifacts) |
Applicative |
Use principles |
This circuit is not performing as expected. Here is the output. What is
your hypothesis for the unexpected result? [there is a 60 Hz artifact
in the circuit] |
| Creating specifications and implementing |
Evaluative |
Find principles |
Evaluate this robotics problem, then design and build a circuit to implement
the control strategy. |
| Finding out (analyzing) |
Evaluative |
Find principles |
Create a set of guidelines to determine the source of harmonic ringing
in a circuit. |
Table 1: An Example of Typical Learning Outcomes In Electrical
Engineering
A well-rounded engineering education imparts knowledge in each
of the taxonomic categories. Table 1 shows that there is a clear correspondence
between traditional educational classification methods and the way we
teach engineering. Next, we examine what types of learning constructs
should be provided and how these constructs can be made available in network
learning models.
III. NETWORK LEARNING MODELS
A. General Concepts
This section deals with linking learning needs for engineering
education to the prospective capabilities of network learning systems.
The focus is on the "art-of-the-possible," not the proven and
tested. We wish to understand if (1) we can provide education similar
or better in quality to what we do now, (2) if cost and total time requirements
for teaching and learning can be decreased, while improving student understanding
and satisfaction and (3) if there are new possibilities for assisting
engineering education that can be accomplished with a network learning
model that could not be achieved with the traditional learning model.
Figure 1 presents a high-level model for an asynchronous learning network
(ALN). The model is divided into three parts: clients, servers and the
instructor interface. The general concept is to provide clients with information
from multiple Web servers and to provide an interface for the instructors
for monitoring the interactions of students with the servers. Servers
contain course materials including hypertext, simulation programs, questions,
graphics, etc., and capture what students do with the course materials.
Traditional materials such as the course syllabus, information about individual
topics, notes about homework, frequently asked questions and other common
learning materials can be easily included. The less obvious things that
be done with this architecture that cannot be done in a traditional classroom
setting are discussed next.

Figure 1: The General Model for an Asynchronous Learning Network
B. Non-traditional Modalities for Instruction
Table 2 displays some learning modalities that can be provided
in an on-line teaching and learning model that are difficult or impossible
to provide in traditional educational models.
| Capability |
Explanation |
| Accessing and searching for materials (digital library) |
On-line access is quicker and better than for typical library materials |
| Interacting with students at multiple institutions |
Capability not available in traditional settings |
| Learning from stored anecdotal knowledge |
Such as from stored conversations in newsgroups |
| On-line laboratories |
Conduct a laboratory from a dormitory room |
| Immediate feedback/comparison with other students |
Not currently available in traditional settings |
| Immediate reports of class performance to instructor |
Not available in traditional settings |
Table 2: Modalities of Instruction Enabled by ALNs
Each of the capabilities have their own features. Libraries
have traditionally provided all the reference materials needed for students.
However, as students need and demand up-to-date materials, the traditional
library model must change. On-line digital libraries can, and likely will,
provide students with on-line resources in addition to course materials
that are available on the network. Student interaction has traditionally
been only within an institution; we suspect that this will change as physical
barriers to communication, learning and understanding fall. Likewise,
the use of anecdotal knowledge can become much more important when knowledge
contributors are global. This latter case is amply illustrated by the
discussions among individuals that use newsgroups and forums on the network.
Instant assessment about ones state of knowledge is normally not
available to students except in one-on-one interactions with other individuals.
Typically, students must take exams at widely spaced intervals to secure
feedback about their performance in a course. In the on-line model, feedback
can be given virtually instantaneously by providing problems, answers,
and exercises in on-line materials. Likewise, when students use this type
of assessment, the information secured about their performance can be
rolled-up in reports for instructors who can then tailor their course
planning based on accurate information about the progress of their students.
Both asynchronous and synchronous methods may be needed to accomplish
on-line education. Asynchronous means not at the same time (e.g., e-mail).
Synchronous means at the same time, for example, talking on the phone
or viewing a shared video presentation. Some of the ways of providing
information in both modes are examined next.
C. Asynchronous methods
The best known and used method for transmitting asynchronous
information on the network is electronic mail (e-mail). E-mail permits
relatively rapid interchange of messages with no synchrony requirements.
Conferencing systems provide similar capabilities (e.g., [4]-[6]])
permitting posting of notes in designated on-line conferencing areas that
people can read and reply to. Listservs and newsgroups provide similar
capabilities. Listservs are perhaps the oldest conferencing method. The
distinct advantage to Listservs is that anyone with e-mail can participate.
In a listserv, any person that subscribes to the listserv sends a message
to the server, which, in turn, rebroadcasts the message to everyone in
the group via e-mail. In contrast, newsgroups capture messages on a server,
then forward messages to designated sites (e.g., universities) where the
news can be read by anyone. Newsgroups are perhaps the most used of the
conferencing/news systems. Newsgroups permit students, faculty and others
to read common postings. Private conferencing for discussion is also popular.
In industry, Notes [4] has been very successful in providing
knowledge organization Likewise, FirstClass [6] has been
adopted by many industries. Both commercial systems have the look and
feel of a hierarchical messaging system --that is, one can post information
and people can reply to the posting. The hierarchy comes from showing
the threads of a discussion as indented items in a list of main topics.
Some colleges of engineering use industrial conferencing systems to provide
access to course materials (e.g., [7]). In engineering
education, as in most other areas of higher education, one function of
conferencing systems can be to facilitate discussion about topics in a
course. For example, a discussion about a set of homework problems, a
laboratory or a chapter can be constructed and monitored by the instructor
and/or teaching assistant. In most teaching experiences, instructors answer
the same question many times. The use of a conferencing system permits
an instructor to answer a question one time and have all the students
taking a class see the answer. This type of communication is a time saver
for both student and teacher. Frequently asked questions (FAQs) can then
be created, displayed and used to modify the course materials. An ideal
conferencing system is easy to use, works on many computer platforms,
provides threaded conversations, permits figures to be embedded in messages,
alerts users when new messages arrive, is easy to manage and is affordable
and scaleable. The conferencing systems that are available today provide
some, but not all, of these characteristics. Easy to use systems normally
build on user interface paradigms that are already available. For example,
a conferencing system that looks, works and feels differently from a Windows
platform, Mac platform or Unix platform isnt likely to find numerous
adherents in todays marketplace. By creating or selecting software
that conforms to norms, barriers to use can be avoided.
D. Synchronous Methods
If multiple individuals need to consider a problem that requires
continuous instantaneous discourse, nothing can improve on face-to-face
synchronous discussions. However, when groups of individuals cannot meet
together, face-to-face meetings can be replaced by commercial video conferencing.
Currently, this methodology does not provide results that are as good
as face-to-face meetings. In the on-line ALN model discussed in this paper,
synchronous methods similar to commercial video conferencing methods are
possible using several different technologies including several network-enabled
modalities. These options include technology such as the MBone [8]
and CuSeeMe [9]. The Mbone (a virtual network) permits
multicast transmission of video and audio. CuSeeMe does the same using
reflector sites that accept video and/or audio information and reflect
(e.g., bounce) images to recipients. Both methodologies currently provide
slow frame rates compared to point-to-point video conferencing systems.
Synchronous text discussions can be easily accomplished on the network
using Internet Relay Chat (IRC) or similar methods. Using IRC, individuals
can join a "channel" and discuss real-time topics simply by
typing. Various models of IRC are available, including Windows and text-only
versions. Students find the use of IRC quite entertaining; however, there
has been little use of IRC for educational purposes. Synchronous sharing
of non-text information, including video, audio and common graphics, may
introduce unacceptable delays if network bandwidth is limited. However,
it is reasonable to assume that most bandwidth restrictions now encountered
will disappear in the relatively near term as the commercial telecommunication
carriers that support the Internet upgrade their service speeds. A significant
issue is which media are most useful for engineering education. Possibilities
include video, audio, hypertext, data, graphical information displays
and executable files. In engineering education, it is hypothesized, more
emphasis should be placed on graphics, data, and hypertext than on audio
and video. Learners in engineering typically engage in common activities
such as sharing and discussing engineering drawings such as schematics.
Sharing, discussing, observing and understanding these types of documents
is much more important in learning engineering than, for example, watching
an instructor present a lecture. There are various products currently
available in the marketplace for sharing graphics, that include the capability
of synchronous drawing by multiple on-line participants (e.g., see research
on whiteboards: [10]).
E. Semi-Synchronous Methods
Somewhere between asynchronous and synchronous communications is the domain
of semi-synchronous communications. An example given to support the use
of synchronous video is the showing of an experiment which contains moving
images. If that demonstration is taped and played at a later time, the
synchronous nature of the communication is lost. Is learning lost through
the loss of the synchronous experience? Probably not! We might well refer
to this playback of synchronous materials as semi-synchronous. For on-line
engineering learning, playback of a video or an animated demonstration
is likely to be perfectly adequate.
F. Interactive Learning
A significant need in on-line engineering education is the availability
of continuous interactive dialog with students, the ability for the student
to self-check his or her knowledge level at any time (e.g., no waiting
for classroom tests), the capability of interacting with on-line experiments
that provide immediate feedback, and access to on-line coaches and to
other students for discussion and group reflection. These capabilities
can be provided on the Web.
G. The Instructor Interface
For on-line asynchronous engineering education, it is essential
that the systems designed and implemented provide a robust interface for
the instructor. Detailed on-line roll-ups (e.g., distilled information)
that include information about what each student has done on-line (e.g.,
"who has done the problems in chapter 2?"), what information
sources students have visited and who students have interacted with are
important to the instructor in forming an opinion about the progress of
individual students. With this information on hand, it is likely that
the instructor will be able to guide a class more easily. We recognize
the need to distill and in some cases to report this information only
by exception (e.g., when a student is consistently misunderstanding some
principle), to avoid drowning instructors in data.
IV. A DETAILED COURSEWARE DELIVERY MODEL
A. The Model
Figure 2 presents the detailed courseware delivery model for
the proposed on-line system for engineering education which elaborates
the sparse model in Figure 1. The basic client in our model is a Web browser
that provides basic hypertext capabilities. The most used client today
is Netscape which is available from various ftp sites [11].
Other browsers provide similar capabilities but currently are not as well
developed. These include: Mosaic [12] and Cello [13].
In the upcoming years, there will doubtless be new browsers that have
enhanced capabilities.

Figure 2: The Courseware Delivery Model
B. Browsing/Searching
For browsing, following links in hypertext works well. Many excellent
search tools are provided on the Web (e.g., [14]) which
assist students in discovery learning.
C. Interaction
One of the most significant capabilities that can be supplied
to users is interaction. Presentation of text and graphic materials in
hypertext form is indeed useful; however, Web-based materials are significantly
more interesting when they are interactive. For example, a common technique
is to add forms to html documents so that when viewed on a client, the
user can interact with the Web page. In an on-line classroom setting,
this type of capability will be very useful for creating surveys, tests,
and shared materials. Shared materials are, for example, materials that
are created dynamically as a class responds to a question. One example
is our first year engineering class in which we ask students to respond
to the question: "Why did you decide to attend engineering school?"
After each student answers the question on-line, a page is returned containing
all the answers given. This technique improves student interest in engaging
in the on-line exercises. As an added bonus for first year students, it
helps students to get to know each other. Other types of capabilities
are also useful. For example, animation, tutorial systems, and access
to bulletin boards, provide additional capabilities. With a Web browser,
it is very simple to embed access to FTP sites or Gopher sites. Thus,
if there are files that students need to download, this capability can
be embedded directly in the HTML document.
D. Server Components
The capabilities described for the client (the users viewpoint)
are dominantly supplied by servers. Figure 2 show several different things
that can be supplied by servers. To supply HTTP (HyperText Transfer Protocol)-based
materials, an HTTP server is needed. HTTP server capabilities can be supplied
on a variety of software platforms including UNIX, MAC-OS and Windows
NT platforms. Other transfer protocols that are provided via servers include
FTP, WAIS (Wide Area Information Server) and Gopher. Learning software
(for example, simulations) can be supplied via an FTP server. As indicated
in the figure, other useful components include a chat/discussion server,
and perhaps an on-line instrument server. The concept of an instrument
server is to provide collections of physical instruments that may be controlled
remotely. Thus, for engineering education, one can provide on-line access
to instruments to provide an "almost hands-on" learning experience.
E. Interface Components
The box at the bottom of Figure 2 is the interface to the instructor
in our model. This interface should provide roll-ups of information collected
by the servers. For example, as servers collect information about the
number of accesses to a particular piece of information, a back-end program
(see below) can be written that summarizes how the servers are used. As
an example for an on-line course, informative tables can be created before
each class meeting that show how many students have accessed the assigned
lesson or completed the assigned homework problems.
F. Relating Outcomes to Model Components
Table 3 displays the types of desired education outcomes and
how these outcomes can be facilitated by different components in our model.
| Engineering Education Outcomes/Learning Strategies |
Model Component |
| 1. Easy access to knowledge |
Web, FTP sites, library access, hypertext knowledge |
| 2. Learning to work in a team |
Conferencing systems |
| 3. Design discussions/ Design |
Synchronous on-line methods |
| 4. Immediate feedback |
Common gateway interface (CGI) programs in html (discussed below) |
| 5. Continual monitoring and self-evaluation |
CGI programs |
| 6. Laboratory experiences |
On-line labs, simulated labs |
| 7. Demonstrations, Lectures |
Hypermedia demonstrations, video on-line |
Table 3: Engineering Education Outcomes and Model Components
Each point in the table is discussed below.
- The Web greatly facilitates access to all kinds of knowledge stored on FTP
sites, in libraries, and on HTTP servers that can greatly facilitate
an engineering students search for information.
- Working in teams has become the norm in the engineering industry. Further,
teams are often constituted from individuals who are not in the same
location. With excellent network capabilities, teams of individuals
with specific expertise can be easily brought together electronically
to rapidly accomplish a task. In engineering education, we need to emulate
this environment so that students can have preparatory experiences that
will mimic the real engineering environments that they will encounter
after graduation.
- Design can be facilitated using on-line discussions among teams of student
designers at different institutions.
- Providing immediate feedback to instructors and students alike is an essential
component of the proposed ALN model. The common gateway interface (CGI,
described in more detail below), of HTTP servers permits writing programs
that can access and manipulate data supplied from Web clients.
- CGI permits doing such things as monitoring which students access
materials, determining when and where students use materials, accessing
the state of knowledge of a class continuously, providing homework grading,
feedback and on-line testing.
- The lecture and laboratory can be more easily combined using on-line methods.
Current courses that are on-line provide lecture materials and interactive
questioning. Laboratories can be provided either via simulation programs
(e.g., http://ciee.vuse.vanderbilt.edu:/els/simul/els.html) or via demonstration.
We feel that combining lectures and laboratories is useful for on-line
education.
V. IMPLEMENTATION STRATEGIES
This section of the paper discusses several strategies for implementing the
model discussed in the previous section. Client capabilities are discussed
first followed by server capabilities.
A. Client capabilities
Many types of client software can be used to browse the Web.
Netscape and Mosaic are the two most popular Web browsers. Both provide
similar capabilities. Netscape and Mosaic are currently free to educational
institutions and to individuals. Lynx [15] is a text-only
Web browser that can be used with any computer that does not support graphic
browsing. The hypertext markup language (HTML; see [16]
for a description) that is used for writing Web pages is continuously
under development with new features frequently added. Hence, when creating
course materials, engineering educators would benefit from reviewing current
features prior to starting on large courseware development efforts.
B. Client Helper Functions
A very important feature of Web viewers is the capability to
include helper functions. A helper function is a program on your computer
that runs when a program that requires its capabilities is brought over
the network. For example, if a Microsoft Word program is designated in
a link on a Web page, when it is downloaded to the client, the .doc extension
(for example in Windows) is recognized and the helper program, word.exe
is run. Many helper functions are available as shown in the examples in
Table 4.
| Capability |
Example Implementation Possibilities |
| Animation |
Toolbook, Visual Basic, MacroMind Director and others |
| Lecture |
CuSeeMe, Mbone |
| Hypertext |
Any Web Browser: Netscape, Mosaic, Cello |
| Audio communications |
NaPlayer or similar |
| Movies |
MPEG players |
| Conferencing |
WebNotes, Notes, FirstClass |
| Face-to-face video |
Intel Indeo Video, others |
Table 4: Implementation of Capabilities Using Helper Functions
in Web Browsers
For example, audio files are frequently downloaded across the
network. One might consider recording lectures; however, downloading of
audio files can be slow. There has been recent progress in compressing
and playing audio files in close to real time [17] on
the Web. The addition of real-time audio to hypertext could provide a
useful way to structure lecture-substitutes. For demonstrations, one can
employ animations that duplicate presentations made on the computer. Movies
can be provided via helper functions using any of several MPEG players
(MPEG is a video and audio compression standard). Likewise, direct face-to-face
communication using video is available.
C. CGI (Common Gateway Interface) Details
Figure 3 displays a graphic for assisting in understanding how
CGI technology works. Each Web client can contain Forms that have textboxes
that students can fill out, radio buttons for selecting between several
alternatives, pull-down lists and other standard Windows-style input metaphors.
If a student fills out a questionnaire and presses a button marked "Submit"
(for example), the information in the questionnaire is sent to the HTTP
server. There it is passed to a "backend" program along with
a name passed from the client. The backend program processes the information
and can, for example, return a message (e.g., "Your input has been
received," or "Thats right"), store the information
in a file, or send an email to the instructor. In Figure 3, information
that is sent between the client and the HTTP server is in Network Virtual
Terminal (NVT) ASCII. That is, characters are sent on this serial link.

Figure 3: Common Gateway Interface (CGI) Technology
An interesting capability is provided in Netscape 2.0 and
higher, the HotJava web browser and other browsers. Java, a computer language
developed by Sun Microsystems [18] permits writing executable
programs that can be downloaded and run by Netscape and other Java-capable
web browsers. Java is a language similar to C++ that is used to write
the programs that the client runs. JavaScript [19] is
a "light" version of Java that permit embedding scripts in HTML
code to implement animations, sound, pop-up windows, etc. These types
of system may have considerable implications for engineering education
materials which will benefit from having simulations and animations implemented
on Web pages. In 1996, there are a number of examples on the Web that
demonstrate the utility of Java for creating educational applications
[18].
1) Server capabilities: Serving HTTP, FTP. Computers selected for ALN
servers should provide HTTP and FTP. These services are typically provided
by software manufacturers, or as freeware/shareware. An HTTP server provides
the capability of serving HTML materials, and an FTP server provides the
capability of serving files. For the model discussed, both are necessary.
Programs to service client forms in the backend of HTTP servers are frequently
written in the PERL (Practical Extraction and Report Language [20],
C, Visual Basic [21] or in other languages. PERL runs
on UNIX and Windows NT operating systems. PERL provides a useful and robust
interpreted language that can manipulate text quite easily. Programming
backends in C is straightforward, as well.
D. Building Courses
To create on-line courses using the model proposed, a process
is needed to provide a development framework. Table 5 shows one organization
for this process.
| Process Step |
Explanation |
| 1. Analyze needs and desired student outcomes from the course. |
Determine content and types of materials that are best suited to course
and learners. |
| 2. Design assessments (e.g., types of exercises, labs, and written tests) |
The assessments guide course design, since they are the clearest description
of what students are to accomplish. |
| 3. Build table of contents and homepage for course |
A single page that gives the user complete information about what is in
the course. |
| 4. Determine strategies and types of components needed to prepare students
for the assessments |
Strategies may include synchronous, and asynchronous activities. |
| 5. Create exercises, labs, text materials and graphics for each item in
table of contents. |
This activity is equivalent to writing a text book. An alternative is
to create on-line slides. |
| 6. Tryout basic skeleton course materials. |
Testing with actual students is very useful for feedback. |
| 7. Add demonstrations, pointers to lab software. |
Demonstrations, access to software that can be run on students machines
will add significant value. |
| 8. Evaluate course with known metrics. |
For example, reduction in student or instructor time required, increase
in student performance and satisfaction; determine using surveys. |
| 9. Revise course materials. |
- |
Table 5: An On-Line Course Building Process
As an example of a course constructed in this general manner,
examine the Engineering Science homepage which is pointed to from the
Vanderbilt Engineering home page: http://www.vuse.vanderbilt.edu.
VI. AN EXAMPLE COURSE
Many, if not most, of the ideas presented above have been implemented
in an on-line course created at Vanderbilt University. This course, Engineering
Science 130 (ES130), is the first course for engineering students at Vanderbilt.
Offered to over 350 students each fall semester, the course focuses on
learning fundamental computer tools that will be valuable for students
throughout their academic careers. Figure 4 displays a view of the ES
130 Web homepage; Figure 5, the contents of the course and Figure 6, the
list of integrated laboratories.

Figure 4: Homepage for Engineering Science 130

Figure 5: Topics in Engineering Science 130

Figure 6: Laboratories in Engineering Science 130
During the fall semester, 1995, ES 130 was offered on-line for
the first time to 360 first year entering engineering students. Surveys
were conducted at the beginning and end of the semester to assess what
the students liked and didnt like. Nine instructors and nine teaching
assistants staffed the course in nine sections. Two lecture sessions per
week were scheduled and one hour and a half laboratory period. Instructors
utilized the Web pages to stimulate discussion in the time allocated for
lecture and students and teaching assistants used the pages to conduct
the laboratories. Each laboratory page had complete instructions and methods,
including demonstrations that the students could follow. The results of
the course surveys revealed that the students liked learning about computers
and having the course materials available to them on-line. Eighty-five
percent of the students thought that the course objectives were accomplished
and 75% would recommend to someone in a nontechnical curriculum that they
should take this course. When asked which feature of the course they liked
best, 50% of the students remarked that they liked the modality of learning
through the Internet the best. Ninety one percent liked having the course
materials on-line. More importantly the percentage of students feeling
comfortable with computers went from 47% at the beginning of the semester
to 90% at the end of the semester. Probably one of the most interesting
statistics is the trend in the percentage of students coming to Vanderbilt
with experience using the Internet. Fifty-four percent claimed to have
some experience in the Fall of 95 compared to 25% of the freshman
who entered in the Fall of 94. Of particular note in this first
on-line offering was that commonality of materials across sections was
exceptional, due to the use of Web pages available on one Web server.
Instructors could easily coordinate the materials and move at about the
same pace. Scheduled lectures quickly became discussion sessions; however,
due to extensive use of on-line materials, classrooms tended to be darkened
most of the time - a factor that did not promote alertness among the learners.
VII. DISCUSSION
A. Why On-Line Engineering Education?: Pressures and Opportunities:
Among engineering educators there is skepticism about the use
of networked learning methods. After all, we have conducted lectures and
laboratories for many decades in an unchanging paradigm - why change now?
The answer rests largely in changing demographics and in competition.
We need to reduce the cost of engineering education, to provide the capability
for learners to secure information anywhere and at anytime. We need to
provide educational experiences that are relevant to modern engineering
practice, including shared and distributed design experiences. There has
been concern about the increased cost of higher education. Cost for tuition
has been increasing at a rate considerably higher than inflation. Should
these increases continue, higher education will be priced beyond the means
of a larger proportion of the population. We see on-line education as
a means to reduce costs while delivering superior education that has a
clear personal service component. We perceive that on-line conferencing,
immediate feedback, on-line materials and demonstrations can provide a
learning environment in which the student feels supported and learns more
easily.
B. Feasibility of Networked Education
Are engineering learning networks feasible? The answer is an
emphatic yes! The technology is currently available and trends indicate
that the student population is acquiring computers rapidly --so much so
that individual computers will become as ubiquitous as calculators in
engineering education within a very short time. The need for more cost-effective
and relevant engineering education is upon us. Hence, it is time to create
on-line courses and design our pedagogy to take advantage of network capabilities.
C. Scale-Up Issues
Scaling up experimental programs from a small number of courses
and small number of schools is one of the central issues facing those
who are successfully innovating in on-line education. We might consider
several courses of action for on-line learning networks. Among these are:
- Create more courses for publishers to disseminate
- Create tools to support large scale management, grading, and reporting for
on-line learning networks
- Create the process and tools to develop and support new courses and performance
support systems
All of these options assume a level of development effort and support for on-line
learning equal to or greater than creating a textbook. The first option
of publishing courses assumes that courses will be either administered
by an instructor independent of the developer, or that courses will contain
sufficient help and information to make them relatively stand-alone. Option
two provides the tools for the developer or others to manage on-line courses,
enabling them to support large numbers of learners. Option three supports
scale-up by providing the processes and tools for developers to create
as well as manage new courses. Option one will likely be developed first
to support learners in traditional learning situations. The creation of
management and development tools will be required, however, for on-line
learning to successfully scale-up. The larger issues of scale-up relate
to jobs, management policies, and especially culture change. There is
already strong competition for market share among undergraduate colleges.
In addition, businesses are setting up their own curricula and universities.
With lifelong learning a basic requirement to stay in business, this is
not a surprise. Businesses already are competitors to traditional academic
universities in some areas. For example, Arthur Andersens main training
facility in St. Charles, near Chicago, trains a very large number of professionals
per year [22. Motorola, McDonalds, Nynex, Federal Express,
IBM, General Motors, and Holiday Inn are only a few of the corporations
that have made major training commitments, often including their own universities.
Some of these are on-line and distributed. Thus, the issue of scale up
is already being addressed in business. Traditional academic universities
must assess what part, if any, of the rapidly growing market for professional
learning they will address. Even the traditional undergraduate may be
working and desire to learn at home. The distinction between the college
years and professional education is disappearing. It is no longer enough
for a business to hire young engineers from college, then spend the next
two years training them. This is especially the case if that training
means unlearning an individual-oriented academic approach and replacing
it with the typically industrial team-oriented approach.
D. Perspectives on the Future of Networked Education
New technologies normally impact educational methods slowly.
For example, the introduction of the overhead projector has not yet completely
replaced the use of chalk in the classroom (a very small change). Hence,
when one suggests that networked education will force the traditional
lecture/laboratory paradigm from existence within a few years, there are
few believers. Indeed, it is doubtful that network technology will cause
a dramatic shift in the way engineering education is delivered unless
there is a financial crisis of some type. Some point to the crises in
medical care and postulate that similar financial crises will occur in
higher education within a decade or less. If a crisis of this type does
occur, learning networks may be a way to cut costs and improve education.
We may see alliances among universities, shared course development and
instruction, and other ways to reduce cost through on-line technology.
It is impossible to forecast the future. However, given current trends
we suggest that engineering educators begin to examine how useful on-line
education can be in their domains.
ACKNOWLEDGMENTS
The materials presented in this paper were created with assistance from the
Sloan Foundation, Vanderbilt School of Engineering, the National Science
Foundation, the Hewlett Packard Corporation, and Microsoft Corporation.
Special thanks are given to Dr. Frank Mayadas of the Sloan Foundation
for his encouragement and to Drs. Edward A. Parrish, David V. Kerns and
Sherra Kerns of Vanderbilt University for their continued support on these
projects.
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About the authors
John R. Bourne is Professor of Electrical and Computer Engineering and
Professor of Management of Technology at Vanderbilt University. He is
Director of the Center for Innovation in Engineering Education at Vanderbilt.
His research interests include Asynchronous Learning Networks, Informatics
Engineering and Intelligent Systems. He is the author of over 100 published
papers and three books. Dr. Bourne received the B.E. degree from Vanderbilt
in 1966, and the M.S. and Ph.D from the University of Florida in 1967
and 1969, respectively. He has been on the faculty at Vanderbilt since
1969. In addition, he has been a Visiting Professor at Chalmers University
(Sweden) in 1982 and a Visiting Researcher at Northern Telecom in 1992.
Arthur J. Brodersen received the B.S., the M.S. and the Ph.D. degrees
from the University of California, Berkeley in 1961, 1963, and 1966, respectively,
all in electrical engineering. He was on the faculty at the University
of Florida, Gainesville, from 1966 to 1974. He has been at Vanderbilt
since 1974 and has served as Chairman of Electrical and Biomedical Engineering
and Associate Dean of the School of Engineering. He is currently Professor
of Electrical and Computer Engineering, and co-director of the Center
for Innovation in Engineering Education. In recent years, his research
interests have been centered on the uses of computer and communications
technology to enhance the undergraduate education of engineering students.
J. Olin Campbell is Research Associate Professor of Engineering Education
in the School of Engineering at Vanderbilt University. Dr. Campbell develops
interactive learning that is cost effective, includes collaboration with
others, and leads to certification or a degree. His work emphasizes organizationally
cost-effective strategies for assessment and instruction, primarily using
computer simulations and tutorials. His teams have also developed automated
authoring systems to support rapid, consistent design of instruction.
Content areas include both interpersonal and technical skills. For example,
Dr. Campbells experimental team has significantly improved learner
performance on interpersonal problem solving while cutting instructor
time by two-thirds in relation to a classroom approach. This system uses
tutorials and role play supported by computer and video tools. He is currently
an investigator on a Sloan Foundation project to develop an Asynchronous
Learning Network to provide learning and team problem solving over computer
networks. Prior to this work Dr. Campbell directed a joint Boeing/WICAT
R&D program to increase the productivity of the computer-based training
development process, and directed computer-aided learning programs for
Boeing, AT&T, McGraw Hill, U.S. Army Research Institute, and Westinghouse
Idaho Nuclear. Dr. Campbells background includes teaching at both
the elementary school and graduate levels. He holds a Ph.D from Stanford
in educational psychology, an M.Div in theology from Union Theological
Seminary (New York), and a B.A. in psychology from Yale.
Richard Shiavi received his BE degree in Electrical Engineering from
Villanova University in 1965 and MS and Ph.D. degrees in Biomedical Engineering
from Drexel University in 1969 and 1972 respectively. From 1965 through
1967 he served as a line officer in the US Navy.
Since 1972, Dr. Shiavi has been actively engaged in teaching and research
at Vanderbilt University and the Veterans Administration Medical Center
and is currently Professor of Biomedical Engineering. His main professional
interests are in signal processing and main research interests are in
bioelectric signal processing and signal measurement. Research publications
appear in the biomedical and biomechanics literature and congress proceedings
and he has written book chapters for the "Handbook of Pattern Recognition
and Image Processing" and "Gait and Rehabilitation" and
a textbook entitled "Introduction to Applied Statistical Signal Analysis".
Dr. Shiavi has been an active member of Institute of Electrical and Electronic
Engineers (IEEE), and has served in the Engineering in Medicine and Biology
Society (EMBS) in various capacities. He has served as the Region 3 representative
to the Administrative Committee for the 1986 1987 term and as Associate
Editor on signal processing for the EMBS Transactions from 1986 through
1988, and has held offices of the Nashville EMBS Section. Currently he
is President of the International Society of Electrophysiology and Kinesiology.
Martine M. Dawant received an MS degree in Civil Engineering from the
Université Catholique de Louvain (Belgium). Since1995, she has been Research
Instructor in the Department of Electrical and Computer Engineering at
Vanderbilt University. Her domain of work and research focuses on Asynchronous
Learning Networks. She is currently working on on-line course development
(on the Web) and, on two projects funded by the Sloan Foundation, planning
an on-line newsletter on Asynchronous Learning Networks and research and
trials of an Electronic Laboratory Simulator. For more than five years,
she worked on various projects as a consultant in software development.
The last projects include, for the Electrical and Computer Engineering
department at Vanderbilt, creating tutoring laboratories (electrical circuits)
for undergraduate engineering students; analysis of data in a NSF-funded
study on the Influence of Technology on Engineering Education and co-editing
of a book containing the results of the study; and for Northern Telecom,
development of a Customer Satisfaction Assessment system.
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