Design of Net-learning Systems Based on Experiential Learning
Juan R. Pimentel
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Department of Electrical and Computer Engineering
Kettering University
Flint, Michigan 48504
ABSTRACT
The theory of experiential learning is briefly reviewed and a model of the learning
process is presented. The paper then discusses and characterizes a virtual learning
environment and its relationship to experiential learning and learning styles.
An approach for designing virtual learning environments is presented taking
into account the technology for learning. A prototype for a virtual learning
environment designed and built by the author and known as LeProf is then
discussed along with its application in the design of an educational site for
learning electrical circuits.
KEYWORDS
Experiential Learning, Virtual Learning Environments, Net-learning Systems,
Technology for Learning, Object Oriented Environments, Interactive Environments
I. INTRODUCTION
Net-learning systems, also known as, Asynchronous Learning Networks (ALNs)
are online learning venues that emphasize people-to-people communication combined with
traditional and/or information-technology-delivered learning tools [1].
Researchers and practitioners have long been concerned with three fundamental issues
involving learning. The first issue involves what people learn--the identifiable knowledge
and skills outcomes of learning from accumulated experience. The second issue involves the
process of learning (i.e., just how do we learn?), what are the sequences of events and
activities that cause or facilitate learning? The third issue is a more practical one and
involves a technology for learning (i.e., designing and building learning environments or
learning machines to facilitate the learning process). The fundamental idea behind the
concept of a technology for learning is a simulated situation designed to create personal
experiences for learners that serve to initiate their own process of inquiry and
understanding. The objective of this paper is to analyze virtual learning environments and
to discuss a method for designing Net-learning systems based on the theory of experiential
learning. The paper also discusses a prototype called LeProf along with an application
involving the design of a virtual learning environment for a course on electrical
circuits.
The paper is structured as follows: Kolbs experiential learning theory is
summarized in sections IIA and IIB. Section IIC contains an adaptation of what is known
about the process of learning from autonomous intelligent systems to human learning. The
state of the art of the technology of learning is discussed in section III. Sections IVA
and IVB contain the authors main ideas on how to characterize and design virtual
learning environments and more specifically the relationship among experiential learning,
learning styles and virtual learning environments. To discuss the ideas in a more tangible
fashion the author has designed and implemented a prototype known as LeProf, which is
discussed in section V. Finally, section VI contain the main conclusions.
II. THE LEARNING PROCESS
A. The Experiential Learning Framework
According to Kolbs experiential learning theory [2], learning is the process whereby knowledge is
created through the transformation of experience. In this section we review
the theory of experiential learning. Many thinkers have studied the process
of learning, most notably Piaget, and much of what we know today comes from
their theories. Perhaps the most basic conclusion from these early studies is
that people do learn from their experiences particularly from their mistakes.
One of the most fundamental requirements that facilitates learning is an appropriate
environment where learners can have experiences. Experiential learning
emphasizes the role that appropriate environments and experiences play in
the learning process. In experiential learning the learner is directly in touch
with the realities being studied. It involves direct encounter with the phenomena
being studied rather than merely thinking about the encounter or studying the
experience of others with such phenomena.
The learning process is not identical for all human beings, and
people enter learning situations with a preferred learning style. Associated
with this learning style there is a theory about how people learn, or more specifically,
about how they themselves learn best. Learning environments that operate according
to a learning theory that is dissimilar to a persons preferred style of
learning are likely to be rejected or resisted by that person [2].
Thus an understanding of learning environments is important for educational
environments based on multimedia and the Internet.
There are two structural dimensions or degrees of freedom that
form the basis for any process of experiential learning. As documented by Kolb
[2], learning is best facilitated in an environment where
there is dialectic tension and conflict between immediate, concrete experience
(i.e., reality) and analytic detachment (i.e., abstraction) and this constitutes
the first dimension called prehension. In fact, contributions from psychoanalysis
provide evidence that the left hemisphere of the human brain is concerned with
abstract symbolic representation while the right hemisphere is isomorphic with
reality. The second dimension involves the actions of the learner which transforms
experience into knowledge and ranges from a totally physically active to a totally
passive (i.e., reflective) state and constitutes the transformation dimension.
The prehension dimension ranges from concrete experience to abstract
conceptualization whereas the transformation dimension ranges from active
experimentation to reflective observation resulting in the diagram
of Figure 1. This explains why some learners learn by being active (i.e., by
having a playful spirit) and trying things out to see what happens. These learners
believe in the motto: try it to see if it works. The polarity between
concrete experience and abstract conceptualization explains why some learners,
young and adult, sometimes favor learning methods which combine work and study,
theory and practice resulting in a more familiar and therefore more productive
arena for learning.

Figure 1. Structural Dimensions Underlying the Process of Experiential
Learning
and the Resulting Basic Knowledge Forms.
As depicted in Figure 1, the two perpendicular learning dimensions
are independent from one another and define four learning modes and four knowledge
types. The four learning modes are called concrete experience, reflective
observation, abstract conceptualization and active experimentation,
and the four knowledge forms are called accommodative, divergent,
assimilative and convergent. Individual learning styles can fall
in any of the four quadrants defined by the learning modes resulting in four
styles called accommodation, divergence, assimilation,
and convergence.
As already noted, to effect learning an appropriate environment
is required. Learning environments which support the four learning modes depicted
in Figure 1 are called respectively affectively complex, perceptually
complex, symbolically complex, and behaviorally complex. The
following is a summary of these environments [2].
An affectively complex learning environment emphasizes
experiencing what it is like to be a professional in the field of study. Learners
are engaged in activities that simulate or mirror what they would do as graduates,
or they are encouraged to reflect upon an experience to generate these insights
and feelings about themselves. The information discussed and generated is more
often current and immediate. It often comes from expressions of feelings, values,
and opinions by the learner in discussions with peers or the teacher.
The primary goal in a perceptually complex learning environment
is to understand something: to be able to identify relationships between concepts,
to be able to define problems for investigation, to be able to collect relevant
information, to be able to research a question and similar activities. To facilitate
this, learners are encouraged to view the topic or subject matter from different
perspectives (e.g., their own experience, expert opinion and literature) and
in different ways (listen, observe, write, discuss, act out, think, touch and
smell). If a task is being done or a problem is being solved, the emphasis is
more on how it gets done (i.e., the process) rather than on the solution.
In a symbolically complex learning environment a learner
is involved in trying to solve a problem for which there is a right answer or
a best solution. The source of information, topic, or problem being dealt with
is abstract, in that it is removed from the present and presented via reading,
data, pictures, lecture inputs, and so on. In handling such information, the
learner is both guided and constrained by externally imposed rules of inference,
such as symbols, computer technology, jargon, theorems, graphical keys, or protocols.
In a behaviorally complex learning environment the emphasis
is on the active application of knowledge or skills to a practical problem.
For example, the problem need not have a right or best answer, nor does it need
to be something the learner can relate to, value or feel some intrinsic satisfaction
from having solved. This would normally be a "real-life" problem,
case or simulation that the learner could expect to face as a professional.
In solving the problem, the focus is on doing.
Learning a scientific subject such as physics or mathematics requires
an environment that is primarily symbolically and perceptually complex, whereas
learning an engineering subject such as mechanical or electrical engineering
requires an environment that is symbolically and behaviorally complex. Likewise,
learning the humanities requires an environment that is primarily affectively
and perceptually complex, whereas learning management or economic subjects requires
an environment that is affectively and behaviorally complex. The appropriate
environment for learning a specific subject is not discrete but rather semi-permeable
depending upon the learning style of the student.
B. What Do We Learn
How do we find a proper context appropriate for designing Net-learning
systems for all the seemingly huge number of subject areas that one could possibly
learn? One approach would be to organize knowledge as done by universities around
the world, i.e., the sciences, arts, humanities, medicine, engineering and management.
The problem with this approach is that it is not clear how the subject areas
are related to how people learn these subjects. Experiential learning provides
a framework for organizing what we learn. One of the advantages of the experiential
learning framework is that it can also be used for analyzing how people learn
and for designing virtual learning environments.
Kolbs experiential learning theory classifies knowledge into one of
the following four types: accomodative; divergent; convergent; assimilative,
each occupying a quadrant in the concrete/abstract and active/reflective dimensions. Every
conceivable subject can be placed precisely in the structural dimensions of experiential
learning. For example, Figure 2 depicts the concrete/abstract and active/reflective
orientations of several academic fields derived from the Carnegie Commission Study of
American Colleges and Universities [2]. It can be noticed that
the fields of social work, history, electrical engineering and mathematics have distinct
orientations which suggest that learning environments for these fields must vary
considerably.

Figure 2. Experiential Learning Orientations of Several Academic Fields.
C. How Do We Learn
Knowing how we learn is important because learning environments must take
advantage of how learners learn thus optimizing learning. The following is a
summary of the process of learning of human
beings. The summary has been adapted from other contributions of learning in
the context of autonomous intelligent robotic systems [3],
[4].
Learning can be viewed as the continuous (e.g., day by day) permanent
(i.e., involving memory) incorporation of examples, observations, experiences,
situations, rules, concepts and techniques for improving performance in the
execution of tasks. At the beginning of the learning process, the knowledge
and performance of a learner can be rather low depending upon the initial conditions
(e.g., initial knowledge). However, as learners get more experience, it is expected
that their performance improve. With sufficient experience, it is expected that
the performance of a learner becomes satisfactory in a specific knowledge domain.
Building and storing units of experience in learners can be accomplished
through a combination of:
-
The human sensory system which can be a combination of various
media;
-
Initial knowledge or transferred knowledge; (An example of
transferred knowledge is the process of reading to learn new things.)
-
Building new experiences through an assessment of past experiences.
In addition to building and storing units of experience, learning
involves reasoning that enables learners to perform better with more experience.
Reasoning also helps the learning process to deal with discovery, understanding
and problem solving which have been identified to be closely related
to learning [3]. Thus, designing a virtual environment to effect learning
is not a trivial matter.
From the foregoing, the following terms are particularly important
when discussing learning: mission (involving tasks, subtasks), environment,
situation, action, pleasure level, performance level, experience and lesson.
We next provide a definition of these concepts, adapted and generalized from
Fritz, et al. [5], which deals with learning
in autonomous mobile robots:
-
A sensation, n, is the way a learner perceives
the virtual environment (i.e., through text, image, animation, simulation
and visualization).
-
A situation, s, is a special condition on the
numerical values of a sensation. For example, a particular situation could
be an audio explanation of a particular homework problem or assignment.
-
An action, c, executed by a learner is any activity
that transforms the current situation or state into the next situation or
state. Actions are performed by the learner on the environment thus changing
the situation or state.
-
The state, z, of the learner is the information
necessary to uniquely characterize the learners progress relative
to the execution of a mission.
-
The pleasure level, u, is the measurement of
the pleasure as a result of executing one action or a history of actions.
-
The performance level, P, of a learner while
performing a mission is a set of measures indicating how well the learner
is achieving its mission.
-
A single experience, x, is a tuple of five elements:
current situation, action, pleasure level, performance level and next situation.
-
A single lesson, L, is an abstraction of a set
of experiences as it relates to the execution of the mission. A lesson involves
learning through experiences. The abstraction could be achieved through
generalization or specialization. For example, as a result
of the abstraction, a lesson can be represented as a tuple of four elements:
action, pleasure level, performance level and task.
-
A mission, task, or subtask is to learn
a subject, be trained in a specific function or develop competency in a
specific endeavor.
III. LEARNING METHODOLOGIES
The following summarizes the main learning approaches used by
learners. However, before discussing each learning method we provide the following
definitions:
-
A (learning) rule is a guide for procedures to generate
actions based on the state, situation, and performance. Intelligent beings
construct rules based on pleasure levels, experiences and lessons.
-
An example (of a learning rule) is a record of selected
actions to illustrate a model or a set of cases or patterns.
-
An advice is an abstraction of a set of rules and examples
to cover more general (perhaps unforeseen) situations, performance levels
and pleasure levels.
-
A solution to a problem is a history of records involving
actions, situations, experiences and lessons as it relates to a task including
intermediate sub-goals.
All learning approaches to be discussed next have basically the
same objective: that of learning the rules to execute a given mission
given a set of sensations, examples, advice or solutions
to similar problems. Within the context of virtual environments, generating
rules typically involves obtaining sensations through human senses, identifying
a set of situations and generating the appropriate actions based on the
state and performance of the system. In addition, the virtual environment may
involve pleasure levels, experience or lessons as defined above.
Figure 3 depicts a model for the learning process showing the relationship of
the aforementioned concepts.

Figure 3. A Model for the Learning Process.
A. Learning Approaches
1. Rote Learning
Rote learning is synonymous with fact memorization and does not involve reasoning,
discovery, understanding or problem solving.
2. Advice Taking
This is also known as learning from instruction or learning by being told. The
learner is required to transform the knowledge of the entity giving advice into
an appropriate form to be of effective use and will incrementally augment their
knowledge. Learning from taking advice basically involves translating the advice
into a set of learning rules. This method parallels most traditional
education methods as provided by schools and universities.
3. Learning From Examples or Evidence
Given a set of examples and counterexamples of learning actions, the learner
induces actions that will hopefully include all of the positive examples and
none of the counterexamples. The source generating the examples may include
a teacher or the virtual environment. Thus this system generates a set of learning
rules given a set of human generated examples. The examples available
can include only positive examples or both positive and negative examples.
4. Learning by Exploration or Observation
Nature provides the best example of this paradigm for learning through the generation
of some actions and consequent survival of beings. Learning by observation does
not include a teacher and consists of a number of processes such as:
- creating classifications of given observations;
- discovering relationships and laws governing a process;
- forming a theory to explain a given phenomenon. [4]
A learning system that is built based on this technique is
not provided with any sets of instances or examples of a concept. In addition,
the learner may have to deal with a number of observations that represent several
concepts rather than just concentrating on a single concept at a time. In the
learning approach based on exploration or observation, a learner proceeds in
an autonomous fashion for generating its learning rules and appropriate
examples. This is the learning approach emphasized in experiential learning
and in this paper.
5. Learning by Analogy
This involves the solution to a new problem by adapting a known solution to
a similar problem. The learner generates a set of rules for solving the new
problem.
III. TECHNOLOGY OF LEARNING
All the theories of how one learns a specific subject matter are
not useful unless virtual learning environments are designed and implemented
in a way that learners can start learning. The design and implementation of
a virtual learning environment is technology dependent. We live in an exciting
period in the history of technology as we are beginning to have key technological
developments in place to design truly effective learning environments which
could potentially change the way we impart education in fundamental ways and
are likely to remain for a long time. With the appropriate technology and tools,
it is possible to design virtual learning environments that make use of new
methods, paradigms and approaches for teaching and learning.
Because of its nature, the technology for learning environments
involves advances in electronics, personal computers, multimedia, the Internet
and information technology. Although the technology is not yet mature, the following
short discussion involves the most powerful technological elements that significantly
affect the quality of learning environments.
A. Multimedia Personal Computers
Perhaps the most significant development for virtual learning environments
is that learners can interact with the environment not with just textual information
as in the past, but also using images, voice, video, touch and graphics thus
utilizing a media rich interface. Significant advances in the theory of signal,
video and image processing, graphics, hardware and processor technology in the
past few decades have produced practical and relatively inexpensive devices.
These include personal computers, tools for image, voice and video capture,
signal processing, rendering, compression and transmission of information over
a network. The processing power of multimedia personal computers (PCs) has increased
and will continue to increase in the foreseeable future. All of these advances
make it possible to design a media rich virtual environment where learners,
for example, can interact with a simulated view of a process, mechanism or device
being studied. Most Net-learning systems are required to run on multimedia PCs.
B. Internet and Intranets
Although the Internet was developed in the late 60s, its widespread
use did not occur until 1994 when the first Web browser Mosaic was made public
at the University of Illinois. The significance of the Internet for Net-learning
systems is that it allows users to geographically transcend the boundaries of
a campus, institution, city, state, province or country. Content can be accessed
and available to anyone where there is an Internet connection thus providing
a learn anywhere feature. Although some components (e.g., videoconferencing)
can be accessed synchronously, the Internet also allows learners to access the
virtual environment at any time, i.e., asynchronously. To provide the
learn anywhere, anytime feature, currently all Net-learning systems are
required to be Internet based.
Transmitting content of virtual environments places stringent
requirements on the network (Intranet or Intranet) and more specifically voice
and video. Two critical Internet issues affect the performance of virtual learning
environments: communication devices and protocols. Latest advances in communication
devices such as asynchronous transfer mode (ATM) with speeds of 155 to 622 million
bits per second, 100 million bit per second Ethernet and Gigabit Ethernet (one
billion bits per second) will help improve performance. Unfortunately, most
Internet protocols in use today were not designed to transmit real-time information
which is useful for synchronous content and for transmitting rich content. More
appropriate protocols (e.g., multicast protocols) are being developed by the
Internet Engineering Task Force (IETF) and they are expected to be widely used
in the next few years. Although the Internet is made up of many protocols, Table
1 shows the protocols that are significant for designing and implementing virtual
learning environments. Other emerging Internet protocols that are relevant for
virtual environments are discussed briefly in section IIIK.
| Supported Application |
Protocol Acronym |
Protocol Name |
| Sending/Receiving mail |
SMTP |
Simple mail transfer protocol |
| File manipulation |
FTP |
File transfer protocol |
| Remote computer access |
TELNET |
Virtual terminal network protocol |
| Sending/Receiving web pages |
HTTP |
Hypertext transfer protocol |
| Sending/Receiving raw data unreliably |
UDP |
User Datagram Protocol |
| Sending/Receiving raw data reliably |
TCP |
Transmission Control Protocol |
Table 1. Internet Protocols Useful for Designing Virtual Learning
Environments.
C. Client-server Systems
A client-server system is the most used method of organizing software within
computers connected to the Internet. A client-server system is basically a system
where components called servers have resources and information that other
components called clients wish to access. Clients connect to a server
to obtain the desired resources or information and when the information is obtained
they disconnect, like using a telephone. The significance of client-server
systems is that they work with the Internet in a synergistic fashion thus
allowing clients and servers to be geographically dispersed. Many of the elements
of Net-learning systems are best designed using the client-server paradigm.
Client-server systems have become so pervasive that much of the current Internet
technology is classified as client technology or server technology.
Client technology tools are significant for learners because they are the tools
that learners are expected to acquire, buy and use. Server technology tools
are important for designers and institutions providing the virtual environment
as they support the infrastructure needed to effect Net-learning systems.
D. World Wide Web
The development of the World Wide Web (WWW) has allowed the Internet to
be useful for all society sectors rather than just scientists, engineers and
professors, which was the case before its introduction in 1994. The Web is simply
a way to access resources using the uniform resource locator (URL) located anywhere
on the Internet with the use of hyperlinks and a user-friendly graphical user
interface called a Web browser. The two major components of the WWW are hypertext
transfer protocol (HTTP), the protocol used to access the resources, and hypertext
markup language (HTML), a language to encode hyperlinks and other content.
The WWW has made possible the distribution and publishing of online
educational materials. The WWW is significant for the design of Net-learning
systems because HTML acts as the glue that holds the elements of the system
together and links related information. Although a simple and straightforward
language, HTML allows the use of more complex tools (e.g., Java applets and
other software plug-ins) to handle more sophisticated and complex functions
(e.g., visualization, animation and simulation).
E. Computer Based Training
Computer based training (CBT) consists of sophisticated educational and training
systems that predate the Web and have been useful for developing content with
a high degree of simulation, animation, visualization and interaction. CBT systems
are important in that much of their functionality is desired in Net-learning
systems, and virtual learning environments are just beginning to provide this
functionality in an integrated fashion. Much can be learned from CBT systems
and the challenge is to integrate their functionality in virtual learning environments.
F. Conferencing
Conferencing is an asynchronous tool that had its beginnings with network news
groups based on the network news transfer protocol (NNTP). Virtual learning
environments require that conferencing systems be Web based, allow several threads
of discussion and that content be organized by date and subject.
G. Audio and Video
Some content could benefit immensely if audio and video were added to textual
information. The technology of audio and video for virtual learning environments
is totally digital, very different from that used in traditional broadcast radio
and television. There are basically two ways that one can render audio and video
in a PC: streaming or playback. Streaming data sources include broadcast media,
multicast media and video-on-demand (VOD). Playback involves playing the audio
or video from local files in a way similar to playing a VCR. Incorporating audio
and video content in virtual learning environments is challenging because current
bandwidth limitations imposed by communication devices make streaming video
impractical and the requirement to download and install proprietary browser
plug-ins (and their update) to receive audio and video is not easy or desirable
for most learners.
H. Object Oriented Software
Object oriented systems constitute one of the most powerful and
recent paradigms of complex software design and implementation. The main advantage of an
object oriented system in the design and implementation of educational software is that it
reduces the details first orientation that can cause designers to get so immersed
in details that it becomes extremely difficult to develop adequate larger modules of
instruction. Using an object-oriented methodology, the modules developed should be easily
reusable or modifiable [6], [7].
There are several object- oriented environments and languages such as Smalltalk, C++,
Visual Basic and Java. All of the elements of Net-learning systems can be designed and
implemented using the object oriented paradigm and software.
I. User Interface
The user interface is important because it is the way learners
interact with the virtual learning environment. Traditional graphical interface
technologies are X-windows and Microsoft windows. Java also provides a more powerful and
user-friendly graphical interface at a higher level, which translates into X-windows or
Microsoft windows depending upon the platform.
J. Java
Java is a powerful programming language and object development
framework developed by Sun Microsystems for integrating multimedia elements in an Internet
environment [8]. One of Javas main advantages is that it
provides the capability to build systems and components which are platform independent
(i.e., open), object-based and modular. Java simplifies the design and implementation of
systems which are scalable and based on reusable components. It allows a high level of
interactivity and has a graphical user interface (GUI) to support simulation, animation
and visualization. Sun continues to add application program interface (API) to the
language. One of the newest additions is APIs for audio and video, 2D and speech. The
importance of Java for virtual learning environments is that it provides an appropriate
technology for adding multimedia functionality to web content and allows for the creation
of more sophisticated user interfaces within a browser.
K. Emergent Technologies and Standards
The main emerging technologies that will impact virtual learning
environments involve communication devices/infrastructure and more appropriate protocols
to support multimedia communications. Regarding the communication devices/infrastructure,
in addition to Asynchronous Transfer Mode (ATM) and 100 Mbps and Gigabit Ethernet, the
development and deployment of Asynchronous Digital Subscriber Line (ADSL) and cable modem
technology will be important [9]. These technologies will
provide the necessary bandwidth to transport multimedia traffic to residential areas.
Regarding more appropriate protocols to support multimedia communications, the traditional
Internet protocols (see Table 1) were designed for applications that require high
reliability but not real-time operation that is required when voice and video are sent
over the network. For applications requiring streaming voice and video an emergent
protocol known as real time protocol (RTP) and its companion real time control
protocol (RTCP) is gaining popularity [10]. It is expected
that the next-generation of WWW browsers will also use RTP for live video and audio
streams [11]. These new protocols are called multimedia
protocols and are designed to handle a variety of media types and encoding schemes
(e.g., H.263, H.323, MPEG and JPEG).
Another important emerging technology involves multicast protocols
which are crucial for group communications and collaboration. Once all key protocols and
infrastructure are in place, it will be easy to design and implement videoconferencing
component tools which could be easily integrated within virtual learning environments.
Table 2 depicts the network architectures of the traditional Internet and the emerging
Internet supporting audio and video streams.
L. Technology Integration
A Net-learning system is an interconnected system of learning
tools that is constructed using various technologies. As a result it is necessary to
integrate these tools using an appropriate software and development environment.
| |
AUDIO AND VIDEO CODECS |
FTP HTTP TELNET SMTP |
RTP RTCP |
TCP UDP |
TCP UDP |
IP |
IP |
LINK TO PHYSICAL |
LINK TO PHYSICAL |
|
Traditional Internet Architecture |
>Emerging Internet Architecture for Audio and Video
Streams |
Table 2. Network Architectures of Traditional and Emerging Internet.
IV. VIRTUAL LEARNING ENVIRONMENTS
Up to this point I have been summarizing Kolbs experiential
learning theory, adapting what is known about the process of learning from autonomous
intelligent systems to human learning, and discussing the state of the art of
the technology of learning. The remainder of the paper contains the authors
main ideas on how to characterize and design virtual learning environments and
more specifically the relationship among experiential learning, learning styles
and virtual learning environments. To discuss the ideas in a more tangible fashion
the author has designed and implemented a prototype known as LeProf ,
which is discussed in section V.
The challenge to the characterization and design of Net-learning
systems is that they must provide an effective learning environment. Although
most educators agree that to improve the learning process we must have appropriate
learning environments, there is not yet a universal definition of a learning
environment and more specifically of a virtual one. Perhaps schools, universities,
and other educational institutions are the best learning environments that have
been invented so far. For some subjects, all that is needed to constitute a
learning environment is some buildings, classrooms, faculty offices, faculty
with whom students can interact, a library and fellow classmates. For other
subjects (e.g., engineering) this is not enough. There must be laboratories,
adequate equipment and components, and a well-designed set of laboratory experiments.
Engineering students will learn more from a set of laboratory experiences than
from simply reading a book or talking to others who have read the book.
What constitutes a virtual learning environment for one educator
may not be such for another. Educators, whose area of expertise involves a knowledge
type, tend to view a virtual learning environment as one supporting just that
knowledge type. For the purposes of this article, we define a virtual learning
environment as one that allows learners to perceive the environment, assess
situations and performance, perform actions and proceed through experiences
and lessons that will allow them to perform better with more experience on repetition
of the same task in similar circumstances. This definition of a virtual learning
environment emphasizes the importance of learning. Learners in a virtual
environment are expected to make use of and include examples, observations,
experiences, situations, rules, concepts and techniques in a continuous (e.g.,
day by day or week by week), permanent (i.e., committing knowledge into memory)
fashion to improve the performance of the execution of tasks.
Designing effective virtual learning environments is not a trivial
task. As Bourne has pointed out in [1], there are
two challenges: 1) How to design an environment to enable students to learn
better and 2) how to design an environment that will enable learning outside
the classroom and provide improved learning experiences for the students. Experiential
learning more precisely enables the characterization of a virtual learning environment
and helps in designing virtual learning environments to meet the challenges
outlined above. More specifically, we can identify the main features of the
four learning environments defined by experiential learning and use these features
to design virtual learning environments. Table 3 lists the features of each
of the four learning environments.
? Indicates a fundamental feature, Indicates an
auxiliary feature
Table 3. Environmental Features of the Learning Environments Defined by
Experiential Learning.
The features of the environment, the situations, actions, experiences
and lessons differ depending upon the subject matter. What is appropriate for
one environment may not be appropriate for another environment. For example,
for graduate M.B.A. architecture students the learning environment feature of
providing personalized feedback has a correlation coefficient of 0.45
(helpful) when the learning style is concrete experience and a correlation
coefficient of 0.47 (not helpful) when the learning style is abstract
conceptualization [2].
A. Learning in Virtual Environments
To optimize learning, learners must perform the following activities:
-
Perceive the environment
-
Assess situations, state and performance
-
Perform actions
-
Link actions, situations, state and performance
-
Assemble experiences and lessons
Learners perceive the virtual environment through the multi-sensory
nature of a multimedia client computer, i.e., through images, text, graphics,
sound and video in an interactive fashion. The perception of the environment
is enhanced using animation, visualization and simulation. Once learners
perceive an environment they are in a position to assess various situations
and the learner state. In the field of electrical circuits, a situation could
be characterized in terms of values for voltages and currents in certain circuit
elements. The state can be the learners knowledge, relative progress,
and test scores on a specific course topic. Actions involve activities such
as accessing a conference system, posting a message, working a homework problem
and choosing to visualize the solution to a problem. Linking actions, situations,
state and performance requires that the learner make a concerted effort involving
understanding, discovery and problem solving. The final step involves assembling
and organizing experiences and lessons for future reference.
The challenge is to design appropriate environments with rich
experiences to effect learning. Actions that involve hands-on activities, performed
by the learner, require that the environment provide a high level of interactivity.
The lessons are conclusions formed in the mind of learners associating experiences,
actions and performance. One can think of a lesson as the correlation that the
human mind makes relating an action to a task and how well the action contributes
to the completion of a task. Thus, the environment does not provide a lesson
in an explicit fashion, rather it is something that humans do naturally. The
environment simply provides the means for lessons to be learned. Once a learner
goes through all the activities aforementioned in the order indicated it will
result in the creation of knowledge, i.e., learning is effected. Table 4 lists
some examples of situations, states, pleasure levels, performance levels and
actions in a virtual learning environment.
| Situations |
Audio explanation of a problem
Visualization of solution to a problem
Receiving various degrees of help and feedback
Being encouraged to think and reason
A high resolution image
Viewing answers to questions or problems
Being close to completing a course
A videoconferencing session |
| States |
Learner is behind homework schedule
Learner is deficient in some of content background
Learner understands concepts but has difficulty
applying them in applications. |
| Pleasure levels |
Discomfort in repeatedly making mistakes
Discomfort while submitting incorrect answers
Discomfort as a result of being clueless on solving Problems
Happiness in gaining insight through multimedia
Happiness on submitting a correct answer to a question or problem
Happiness on fast progress |
| Performance |
Grades on homework, tests and exams
Submission of work on time
Learning progress made to date
Percent of course completed to date
Degree of participation in discussion forums |
| Actions |
Submit input to a discussion forum
Input answer to questions.
Request various degrees of help.Request suggestions
Choose to visualize concepts, answers
Choose to perform a simulation
Probe cause-effect relationships through simulation
Request to view grades and other performance
Interactively solve a problem step by step |
Table 4. A Sample of Situations, States, Pleasure Levels, Performance
Levels and Actions.
B. Design of Net-learning Systems
The design of Net-learning systems must take into account the various learning
environments summarized in Table 3 (i.e., what people learn), appropriate experiences
that can be constructed from situations, states, pleasure levels, performance
levels actions as listed in Table 4 (i.e., how people learn), and the technology
of learning as summarized in section III. Given a subject matter to be learned,
designing a Net-learning System involves developing appropriate learning experiences
and a virtual environment to provide such experiences making use of appropriate
technology.
There is not yet any universal definition identifying the component
elements of a Net-learning system [1]. J. Bourne has divided
the major elements of Net-learning into 50% self-learning (CBT and online
materials) and 50% learning with others (conferencing and synchronous
communication). The objective of this section is to identify the main components of
Net-learning systems and to discuss main design approaches.
From Table 3, we distinguish fundamental features (marked with
?) and several auxiliary features (marked with ) per learning environment.
Tables 5 through 8 list only the most relevant (fundamental and auxiliary) features
in each learning environment.
| Fundamental |
Small group discussion |
| Auxiliary |
Lecture notes
Slides, text
Slides, text with audio
Slides, text with audio and video
Case studies
Feelings are shared
Teacher as model of profession
Expert talk/seminar
Learner experiences being a professional
Conferencing
Synchronous broadcast |
Table 5. Affectively Complex Learning Environment Features.
| Fundamental |
Focus on process |
| Auxiliary |
Lecture notes
Slides, text
Slides, text with audio
Slides, text with audio and video
Theory readings
Exercises, homework, quizzes
Visualization
Animation
Simulation
Teacher as task master/guide
Self directed (autonomous) learner
Learner thinks alone
Information focus on tasks and their completion |
Table 6. Perceptually Complex Learning Environment Features.
| undamental |
Symbolic Tool |
| Auxiliary |
Lecture notes
Slides, text
Slides, text with audio
Slides, text with audio and video
Theory readings
Exercises, homework, quizzes
Visualization
Animation
Simulation
Teacher as task master/guide
Self directed (autonomous) learner
Learner determines own criteria of relevance
Information focus on tasks and their completion
Performance judged right or wrong |
Table 7. Symbolically Complex Learning Environment Features.
| Fundamental |
Step by step solution to problem |
| Auxiliary |
Lecture notes
Slides, text
Slides, text with audio
Slides, text with audio and video
Case studies
Peer feedback
Personalized feedback
Apply skill/solve problem activity
Teacher is coach/helper
Teacher is expert/interpreter
Information source is here and now |
Table 8. Behaviorally Complex Learning Environment Features.
Based on the previous tables we distinguish four virtual learning
environments each having a fundamental feature and several auxiliary features
as listed in Table 9. The features will be supported by appropriate modules.
| Learning Environment |
Fundamental Module |
Auxiliary Modules |
| Affectively Complex |
Collaborative |
Course content
Media Library
Synchronous |
| Perceptually Complex |
Process |
Course content
Media Library
Assessment
Course navigation |
| Symbolically Complex |
Symbolic |
Course content
Assessment
Course navigation |
| Behaviorally Complex |
Guidance |
Course content
Media Library
Collaborative
Applications |
Table 9. Fundamental and Auxiliary Modules and Virtual Learning
Environments.
From the previous tables we identify the following fundamental
modules: Collaborative, Process, Symbolic and Guidance and the following
auxiliary modules: Course content, Media Library, Synchronous (Video
Conferencing), Assessment, Course navigation (e.g., schedule and homework) and
Applications (where learners apply their skills or solve problems). The virtual
learning community has identified the collaborative fundamental module as crucial
and many commercial and non-commercial environments support this feature. There
are several collaborative component tools available that could be easily integrated
with other tools to form a more complete environment. The remaining fundamental
modules (Process, Symbolic and Guidance) have not been explicitly recognized.
Designing and implementing these three modules are not trivial, as they are
complex and highly dependent on content. The author is not aware of any commercial
examples that can be cited for these three modules.
A Process Module focuses on the approach taken while analyzing
a subject or solving a problem and has to be highly interactive with rich content.
The Symbolic Module provides context, formalism, tools and mechanisms to deal
with highly technical issues. This module has similar functionality of tools
such as Mathcad, Matlab, Maple, Mathematica, and Saber which are highly specialized
analysis, simulation and design tools for electrical and mechanical engineering
subjects. However one solution that is beginning to be used to provide the functionality
of the Symbolic Module is to provide links to the aforementioned tools (e.g.,
to Mathematica) and in this way to integrate the tool with the virtual learning
environment. Progress in this area will benefit from emerging standards such
as Mathematical Markup Language (MML). Conceptually, the Guidance Module is
less complex but needs to provide many details while guiding a learner on a
project or how to solve problems. Another difficulty in designing this module
is that to be useful it has to include a large number of cases to cover a subject
with enough depth and breadth.
To support a rich set of experiences, virtual environments must
also support the following features: total immersion, interactivity, animation,
visualization, simulation, immediate response and information rich (to allow
learners to determine their own criteria of relevance). Thus content of virtual
learning environments must also include modules supporting the aforementioned
features.
In addition to providing all the modules in one of the four learning
environments (depending on the subject matter), a virtual learning environment
should provide some modules in the remaining three learning environments. The
reason for this is based on Kolbs experiential learning theory where learners
may have learning styles that could benefit from modules in the other three
environments. Based on the decision of whether to build a virtual environment
from its constituent components or use an already developed virtual environment,
we have the following two approaches for designing a Net-learning System:
1. Design Based on Using an Already Developed Virtual Environment
This approach involves acquiring and using a turn-key system having most or
all of the desired features in a given learning environment and is suitable
to educators who do not have time, interest or knowledge to deal with individual
constituent components. The modules and tools offered in the virtual environment
are fixed and the designer has to create appropriate content and learning experiences.
The advantage of this design approach is that it is relatively simple as the
designer concentrates on content and experiences and not on integration of components
or designing new components from scratch. However the disadvantage is that there
is no turn-key system comprehensive enough to support the four learning environments.
An example of an integrated tool to support an affectively complex learning
environment is LearningSpace, of the Lotus Development Corporation,
which is highly effective because it is based on a collaborative learning tool
which is a fundamental module for this learning environment.
2. Design Based on Building a Virtual Environment From its Constituent
Components
This approach involves integrating third party and locally developed components
into a single system. Depending upon the number of components used and degree
of integration required, this approach requires some knowledge and experience
on the part of the designer(s). The motivation for using this approach is that
the technology is not mature enough and thus the designer has considerable freedom
to use novel ways to perform the integration or to design brand new components
from scratch. The main advantage of this approach is that it is possible to
design learning environments that effectively support any learning environment
with advanced features to improve learning.
V. LEPROF
LeProf is a virtual learning environment that has been designed
based on building the environment from its constituent components. Some components
are commercial while others are locally developed because of their unavailability
as third party tools. LeProf primarily supports a symbolically complex learning
environment but it also includes modules from other experiential learning environments
to enhance student learning with various types of learning styles. Thus, LeProf
can be used to teach subject content in the category that belongs to the symbolically
complex environment such as engineering and physics. More modules need to be
developed to enable LeProf to support the remaining three learning environments.
To enable students to learn better and to provide improved learning
experiences, an appropriate set of experiences needs to be designed and incorporated
into the virtual environment. This step requires that the actual subject matter
be specified and this constitutes the application context. The initial
version of LeProf supports an introductory course on electrical circuits for
non-majors. Once the application context is defined, one can design a comprehensive
list of situations, states, pleasure levels, performance and actions such as
those listed in Table 4. To enable learning outside the classroom, the learning
environment has to be self-contained, meaning that all modules and tools need
to be comprehensive, complete, and contain a high level of detail to ensure
that students can successfully navigate and complete their course work mostly
on their own. The initial content on electrical circuits is intended to support
an on-campus course but other content could be developed to support learning
outside the classroom (off-campus version). Table 10 lists the modules currently
implemented by LeProf along with corresponding tools and other components.
| Modules |
Tools and other components |
| Symbolic |
Link to analysis and simulation tools (Mathematica) |
| Course Content |
Summaries, lectures, references
General information course objectives, course schedule
Learning involving total immersion, simulation, visualization, animation
Learning involving audio and video clips |
| Assessment |
Grading of true/false, multiple choice,
design, analysis questions
Electronic gradebook |
| Course Navigation |
Activities schedule, Homework and quizzes |
| Collaborative |
Discussion forums, e-mail |
Table 10. LeProf Modules, Tools and Other Components
A. LeProf Implementation
LeProf was built by integrating locally developed components and third
party components in a client-sever architecture. The symbolic, course
content, and course navigation modules are implemented on an NCSA
web server, the assessment module is implemented in Java on an NT server,
and the collaborative module is implemented using the MS FrontPage server
extensions. One advantage of this distributed implementation approach is that
if one server goes down, students can still access the modules on the other
servers. The implementation technology used in each tool or component is listed
in Table 11. All modules and tools are linked through HTML in appropriate pages
of a course site.
| Tools and other components |
Implementation Technology |
| Link to analysis and simulation tools (Mathematica) |
HTML, Mathematica plug-in |
| Summaries, lectures, references |
HTML |
| General information, course objectives,
course schedule |
HTML |
| Learning involving total immersion, simulation,
visualization, animation |
HTML, Java applets |
| Learning involving audio and video clips |
Java applets, Java Media Framework
(JMF 1.02) |
| Grading of true/false, multiple choice,
design, analysis questions |
HTML and Java applets |
| Electronic gradebook |
Java applets, Java networking, client-server |
| Activities schedule |
HTML |
| Homework and quizzes |
HTML, Java applets |
| Discussion forums, e-mail |
MS FrontPage server extensions |
Table 11. Implementation Technology Used in LeProf Tools and
Components.
Two important implementation issues taken into account in the
implementation of LeProf were scalability and openness. These implementation
requirements are met by using the Java language and Java environment. By designing
reusable object based components, the system is scaleable. The Java virtual
machine is hardware independent thus providing an open framework for running
LeProf. Indeed, it has been successfully used in MS Windows as well as Unix
environments. Playing audio and video clips is done using the JMF1.0.2 API.
The JMF 1.0.2 API models the controls of a VCR or CD player. A Java application
or applet using this API can synchronize the simultaneous operation of several
Java Media players. The 1.0.2 version of JMF does not transmit (in a streaming
fashion) audio nor video over the Internet. It simply allows a client side to
playback audio and video which could be pre-fetched from the internet or stored
in a local file. The playback is done either using the HTTP or RTP protocols.
Table 12 lists all media types currently supported by JMF1.0.2.
| Audio |
AIFF, AU, DVI, G.723, GSM, IMA4, MIDI,
MPEG-1 Layer 1/2, PCM, RMF, WAV |
| Video |
Apple Graphics (SMC), Apple Animation (RLE)
Cinepak, H.261, H.263, Indeo 3.2, Motion-JPEG, MPEG-1, Uncompressed |
| File Formats |
AVI, QuickTime, Vivo |
| Protocols |
File, FTP, HTTP, RTP (RFC 1889/1890) |
Table 12. Media Types Supported by Java Media Framework (JMF
version 1.02).
As noted, LeProf makes extensive use of Java and its object oriented
features. Table 13 lists some Java Classes and their Methods in the current
version of LeProf. The Element and Circuit classes are used in
the course content module whereas the AcceptGrade, UploadGrade, and AccessGrade
classes are used in the assessment module. The Element class has
methods to draw individual circuit elements (e.g., resistors, voltage or current
sources and generic elements). The Circuit class has methods to draw
entire circuits, visualize variables in the circuits (e.g., voltage and currents),
solve the circuit, check answers entered by students in an interactive fashion,
print feedback messages or status and display the values of current variables.
The uploadGrade and accessGrade classes are used in client hosts whereas the
acceptGrade class is used in the server. Methods sendGrade and readGrade are
used by Java Applets to send a grade to the server and read grades from the
server respectively. Method writeGrade is used by the server to update students
grades accordingly.
| Java Classes (Objects) |
Methods (Functions) |
| Element |
DrawResistor, drawSource, drawGenElement |
| Circuit |
draw, visualize, solve, checkAnswer, printStatus,
displayVar |
| AcceptGrade |
WriteGrade |
| UploadGrade |
SendGrade |
| AccessGrade |
ReadGrade |
Table 13. A Sample of Some Java-based Classes and Methods used
in LeProf.
B. Comparison with Similar Environments
Although LeProf supports mainly a symbolically complex learning environment, some features
of the other three learning environment are useful for learners with different learning
styles. In the following we compare the features of LeProf with other similar virtual
environments which primarily support a symbolically complex learning environment. The
other environments are: Circuit Tutor, Cyberprof, and Computer-Assisted Personalized
Assignment (CAPA). Circuit Tutor is a CBT tool for electrical circuits implemented using
an early version of ToolBook from Asymetrix. Cyberprof is a web based environment
developed at the University of Illinois, and CAPA system is a tool for managing
assignments developed by Michigan State University. In Table 14, we compare the features
of the aforementioned environments with LeProf in terms of all features identified in
Table 3.
Table 14. Comparison of Leprof With Other Environments.
C. A LeProf Site for Electrical Circuits
The LeProf environment has been used to build a site for a course on electrical
circuits for non-majors. Figure 4 shows a typical Java Applet used by LeProf
to provide interactivity. As depicted in Figure 4, the site has been implemented
as a typical Web site with a main page that branches to many other pages in
a hierarchical fashion. As currently configured, it offers the following features:
general course information; lesson summaries; detailed examples; learning modules
tied to course outline; high interactivity at all levels; extensive use of simulation
and visualization; integrated communication system (collaborative module); automatic
grading of homework, tests and exams; easy access to grades; random problems
for examples and homework; tests. Additional details of LeProf can be found
in Pimentel [10] or from the site at http://www.kettering.edu/official/acad/ece/ece300/index.html.

Figure 4. Interactive Virtual Environment for a Course on Electrical Circuits.
The primary means to provide learning experiences in the electrical
circuits site is through interactive windows displaying Java applets embedded
in web pages. A list of possible experiences for learners includes solving homework
problems, working through a learning module, submitting an answer to a problem,
obtaining a good (or bad) answer or grade, displaying hints, displaying help
messages with varying degree of detail, watching variables being displayed,
changing simulation parameters, seeing cause and effect relationships and accessing
grades at any time. The actions available to a learner include pressing help
buttons, pressing visualization buttons, selecting simulation options, changing
simulation parameters, answering questions and submitting answers to problems.
Figures 5 and 6 show the feedback obtained when the learner presses the more
help and really lost buttons.

Figure 5. Java Applet Resulting After Pressing the More Help Button.

Figure 6. Java Applet Resulting After Pressing the Really Lost Button.
The course modules have options to change some parameters of the circuit
and see the effect in the circuit in an immediate fashion thus providing a powerful
simulation tool. By using visualization to depict simulation output, learners can more
effectively identify relationship between concepts. For example, Figure 7 shows a
simulation involving a change in value of resistor R1 from 3 (its initial value) to 30
ohms and the corresponding voltage visualization. Whenever possible, all simulation output
in LeProf is communicated to the learner using visualization.

Figure 7. Visualization of Solution After Changing the Value of R1 to 30 Ohms.
The primary perception tool (see Figure 3) is based on visualization
and graphical feedback regarding variables, parameters, conditions, hints, answers
and help messages. Visualization in electrical circuit education is based on
the fact that in a typical circuit problem the most important electrical variables
are currents and voltages. Other variables such as energy and power can be easily
calculated in terms of these fundamental variables. Thus it is important to
have an intuitive way to visualize voltage and currents. Voltage visualization
is done using a pressure differential analogy. Current visualization is done
using a flow analogy. Associated with any vertical branch in an electrical circuit,
the voltage of the element in the branch is depicted as a rectangle whose height
is proportional to the actual voltage value as shown in Figure 7. For a horizontal
branch, the width of the rectangle is proportional to the voltage. In the case
of current visualization, a flow is depicted as rectangles whose width is proportional
to the current in the branch.
The assessment module involves the evaluation of learning by the
learner rather than from the teacher or instructor. Examples or assessment mechanisms
typically used are quizzes and homework. Associated with an evaluation system
there is also a performance level that the learner achieves with varying degrees
of expectations from the viewpoint of the learner. Although assessment mechanisms
are administered by faculty, students use assessment results (e.g., performance)
to enhance learning as depicted in Figure 3. LeProf provides an assessment module
allowing learners to evaluate their own performance and have an appreciation
for understanding content, grades in homework, tests and exams, amount of material
covered, speed at which material is worked on and degree of difficulty in handling
material. LeProf supports all of this in a timely manner.
D. Experience with LeProf
LeProf was used in the course ECE-300 (Electrical Engineering I) during
the Winter of 1998 at Kettering University. This course met four times a week
and typically students spent one meeting per week working with LeProf under
instructor supervision. The main assignment each meeting was to work the course
modules and then do the homework problems. Informal and preliminary feedback
from students reported that the visualization and simulation did help to understand
the subject matter. Although the students were encouraged to use the discussion
forum, its use was minimal. In general it was found that students were not interested
in using any of the tools unless they were getting some credit for it. At this
point we do not have enough data for an in-depth evaluation on the effectiveness
of LeProf as a learning tool.
VI. CONCLUSIONS
Experiential learning and the process of learning provide a powerful
framework for designing virtual learning environments. By using experiential
learning theory we can define learning environments more precisely. We distinguish
four types of virtual learning environments that are similar to the four learning
environments of Kolbs experiential learning theory. The four virtual learning
environments basically define 30 features that are grouped into four fundamental
modules and six auxiliary modules. Designing effective virtual environments
basically involves identifying appropriate features for a specific subject to
construct an educational site while taking into account the various learning
styles of potential learners. So far the virtual learning community has recognized
the collaborative fundamental module. However, the other three fundamental
modules have not been properly recognized or identified as crucial to developing
superior virtual learning environments. Two approaches for designing a Net-learning
system have been identified: 1) Using an already developed virtual environment
and 2) building a virtual environment from its constituent components. Designing
and implementing the Process, Symbolic and Guidance fundamental
modules are challenging.
The technology based on client-server, Internet, HTML and object
oriented systems has proven effective for designing and implementing virtual
learning environments. In particular, HTML is well suited for linking all the
modules and Java has proven to be a powerful environment for providing features
involving a high degree of interaction, visualization, simulation and animation.
The Java language was found to be effective because of its straightforward support
of graphics, web-interface, client-server systems, multimedia integration and
Internet communication. More advances in networking technology are required
to successfully design and implement the other modules currently not offered
by LeProf (e.g., synchronous broadcast). The advances involve faster communication
links and more appropriate protocols to deal with real-time information (e.g.,
voice and video in synchronous broadcast).
ACKNOWLEDGEMENTS
Special thanks go to Arlene Hunt and Martin Rosenberg of Kettering
University, Anthony DeLellis of Virginia Commonwealth University and Maureen
Motter-Hodgson of the University of Calgary for careful reading of an earlier
version of this paper and for providing valuable feedback on content and writing.
The encouragement of James Gover, Head of the Department of Electrical and Computer
Engineering at Kettering, is also acknowledged.
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