Enabling Curriculum Re-design Through Asynchronous Learning Networks
Alan Staley, Head of Research
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Niall MacKenzie, Research Fellow
Learning Methods Unit
University of Central England
Perry Barr, Birmingham, B42 2SU
England
Telephone: +44 (0) 121 331 6784
Fax: +44 (0) 121 331 6389
ABSTRACT
This paper considers existing processes in Higher Education and the opportunity
for using Asynchronous Learning Networks (ALNs) to re-design the curriculum. A
curriculum model based upon experiential learning, that explicitly links theory
and practice, is promoted as the basis for considering the application of
technology. The Computer Supported Experiential Learning project at the
University of Central England is explained, and appropriate technologies
considered at each stage of the learning cycle. Fundamental to this paper is the
view that technology should be used to add value to the learning process, and
not to simply automate existing processes. The opportunities for experiential
learning to take place are considered a priority in the curriculum design
process, and the starting point in deciding upon the use of technology.
KEYWORDS
Constructivism, Reengineering, Experiential Learning, Problem Based Learning
I. INTRODUCTION
The main theme of this paper is to campaign for the use of learning
technologies to be used innovatively so that the curricula in Higher Education
can be re-designed, unleashing new opportunities for quality learning.
Unfortunately, many examples to date indicate a more common approach is to
simply automate existing curricula and re-inforce learning processes that have
existed for centuries. English and Yazdani [1 (pp. 2)], for example, suggest
that, "Many universities are recycling existing teaching materials by
putting them on the Web and claiming to be delivering learning through a virtual
university"
There seems to be a parallel between what is currently happening in higher
education and what has already happened with information technology in the world
of business. Hammer [2] commented that investments in information technology
delivered disappointing results largely because companies tend to use technology
to mechanise old ways of doing business, and embed the technology into outdated
and often unsound processes. This paper examines some of the traditional
education processes, and considers current applications of learning technology,
before promoting a particular curriculum model and describing how technology can
be used innovatively to "add value" to the learning process.
It can be argued that information transfer continues to be the predominant model
in higher education, which sees the lecturer transferring an established and
accepted body of information to students [3]. In this approach the lecturer
controls the learning processes by structuring and sequencing the transfer of
information. Teaching methods, therefore, tend to be didactic, and often
lecturing remains the dominant method. The effectiveness of lectures has often
been questioned [4], [5], and while lectures may achieve certain outcomes, we
would suggest that approaches which encourage students to passively absorb
information will not produce graduates with the appropriate skills for the
information age. In particular, Harvey and Green [6] have established that the
skills of being able to learn and adapt to a changing world, together with
communication skills, are frequently more in demand by employers than specialist
subject knowledge. So why automate this approach?
Automation is happening, and as Crook [7] has identified, the dissemination of
hypertext lecture notes is an increasingly common practice. As technology is
advancing, this automation is becoming more sophisticated, so that the
"voice-lecture" presentation [8], in its simplest form as PowerPoint
slides synchronised with an audio recording of the lecture, is gaining
popularity. With increasing bandwidth, the "Holy Grail" appears to be
the streaming of video lectures over the Internet. While such webcast courses
may have a role to play in pure distance learning, the authors suggest that
there is little added value in these developments for mainstream higher
education apart from increasing access and flexibility. Indeed, much would
appear to be lost. Attending face to face (FTF) lectures can often provide the
extrinsic motivation for studying, as well as the much-needed "social
glue." The authors question what is driving these developments, and point
to financial pressures and scarcity of physical resources [9], consumerisation
of education [10], [11], and the seductive nature of technology, rather than
pedagogy.
In stark contrast to these developments in synchronous broadcasts, that automate
the transmission of information from lecturer to student, considerable potential
for new approaches to education may arise through the use of Asynchronous
Learning Networks (ALNs). ALNs are defined as follows:
Asynchronous Learning Networks (ALN) are people networks for
anytime--anywhere learning. ALN combines self-study with substantial, rapid,
asynchronous interactivity with others. In ALN learners use computer and
communications technologies to work with remote learning resources, including
coaches and other learners, but without the requirement to be online at the
same time. The most common ALN communication tool is the World Wide Web [12].
Computer Mediated Communication (CMC) tools, such as e-mail, mailing lists,
and conferencing underpin ALNs. In particular, the online conference enables
students to interact with others and learn collaboratively. Students post
messages to the conference for the entire group to see, unlike the
private e-mail communication between student and tutor. Such tools
offer considerable potential for re-designing the curriculum and enabling the
transition to a more constuctivist approach. Constuctivism [13],
[14] promotes
the view that learning is an active process in which learners construct meaning,
going beyond the information given and discovering principles for themselves. It
recognises that knowledge and social context are closely linked and that
students should engage in active dialogue with each other, reflecting upon
experiences and co-operating in the investigation of problems and worthwhile
issues. The role of the tutor is to create the learning environment that
promotes active learning and to facilitate the learning process.
These communication tools can supplement FTF dialogue to good effect and add
considerable value to the students learning. In particular the
"faceless" nature of the medium has been found to promote a more
democratic approach to group discussions [15], [16], allowing less dominant
students to contribute, and sensitive issues to be discussed without the
immediacy of peer pressure in the classroom. The asynchronous nature of these
tools also brings the advantage of being able to reflect upon a comment, pause,
possibly investigate the issue further, and then write a considered reply. This
is lost in the "rapid fire" of FTF communication and the other
synchronous tools.
Such advantages need to be offset by the fact that the text based medium lacks
the physical and social cues that are inherent in FTF communication - eye
contact, gestures, body language and tone of voice [17]. This, coupled to the
permanent nature of contributions, hence the fear of exposing one's ignorance,
often leads to a lack of contributions from some students. The
"lurking" phenomenon (reading messages but not replying or posting new
ones) leading to low levels of activity is well documented [18]. However, the
authors' experience suggests that while problems may stem from the limitations
of the medium, the major concern is how the medium is used. While ALNs can
function in a variety of ways, a common approach is to rely heavily upon the
online seminar. Again, are we seeing an automation of an unsound process? The
traditional seminar has been defined by Gibbs [19] as a "monologue by a
reluctant student to a small reluctant audience on a topic of interest to
neither." In practice, the presenter of the seminar paper does most of the
learning by way of preparation, then the discussion is dominated by a small
number of students whilst the majority say nothing. In the online seminar, where
the students read assigned material, prepare summaries of the main issues, and
then lead discussions, the outcome can be the same. A series of monologues can
result instead of real dialogue.
The online lecture and seminar discussed so far, may assist learners to
conceptualise particular topics, but do little to encourage students to apply
these theories to "real world" situations or to reflect upon
experience. In essence, the technology is being used to reinforce the view that
theories are taught at university and "real" learning happens in the
workplace. The authors propose that instead of replicating traditional
approaches, the technology can be used to explicitly link theory and practice,
and therefore bridge the academia/workplace divide. Adopting a constructivist
approach to education, we believe that the technology can be used to enable
experiential learning online.
II. THEORY AND PRACTICE
The Kolb Learning Cycle [20] is a well established curriculum
model that explicitly links theory and practice, and is relevant to a wide range
of educational contexts from continuing professional development to vocationally
oriented undergraduate courses. The model recognises that it is insufficient to
simply learn new concepts (abstract conceptualisation), just as it is
insufficient to have an experience (concrete experience). The learner must make
the link between theory and practice by planning how theories will be put into
action (active experimentation), carry out that action, and then reflect upon
it, relating what happens back to theory (reflective observation). Students
learn experientially by systematically performing learning activities at each
stage in sequence.
The authors' view is that courses in traditional higher education often focus
primarily on abstract conceptualisation with little opportunity for planning,
experience or reflection. Figure 1 suggests that effective experiential learning
will take place when all three of the following are prevalent; knowledge and
skills, a willingness on behalf of the student to apply theory to practice, and
most importantly the opportunity for this to happen.
(An Adaptation of Honey and Mumford's Learning Opportunities [21])
Figure 1. Conditions for Effective Experiential Learning.
Rather than the starting point for curriculum design being the questions,
"what subject content do the students need to know?" and "how
many lectures and seminars do they need?" we suggest that a more
appropriate question would be, "what opportunities can we create for
students to put theory into practice?" Answering this question, thereby
addressing the experience stage of the cycle first, might be the key to
establishing appropriate uses of technology. In terms of addressing the
students' willingness to apply theory to practice, tutors need to consider how
intrinsically motivating these experiences might be, and also how favourable are
the extrinsic factors, in particular, is this learning assessed in such a way
that the students perceive that it is worthwhile? High commitment results only
when intrinsic motivation is high and the extrinsic motivation factors are
favourable [22].
III. COMPUTER SUPPORTED EXPERIENTIAL LEARNING
The Computer Supported Experiential Learning (CSEL) project at the University of
Central England in Birmingham, United Kingdom [23], considers the appropriate
use of technology at each stage of the learning cycle. Although learning can
start at any point in the cycle, this discussion will start with experience, as
the use of technology to enhance the opportunity for experience to occur is
fundamental to the project. If experiences are to have value then they need to
be planned for and reflected upon. The planning and reflection stages are
therefore considered next, before conceptualisation--the more typical starting
point for curriculum design. The diagrams to illustrate each stage of the cycle
are from Gibbs [24].
A. Experience
Figure 2. The Experiencing Stage of the Learning Cycle.
Opportunities to put theory into practice will vary enormously depending upon
the type of course, level, and in particular, the mode of delivery. The
curriculum designer responsible for a part time post-graduate course in
professional development will be working in very different context to the
curriculum designer responsible for a full-time, Semester One course in a
non-vocational subject. However, this opportunity needs to be created, and
technology may play a part in enabling this.
1. Real World Experiences
In the age of lifelong learning, it is recognised that there is considerable
value in work-based learning. It is at work where theories can be tested and
concepts applied to real situations. Given that students may be working in
different contexts, conflicts may arise between theory and practice that provide
the basis for reflection and sharing of experiences in the next stage of the
cycle. Part-time courses and student placements provide an ideal opportunity for
such experiences, but it must be remembered that the learning comes from
connecting theory and practice--they are not separate. The authors recommend
that if this opportunity exists, then technology will add little value to this
stage of the cycle. Instead, great benefit can be gained by using asynchronous
tools elsewhere in the cycle to plan for this experience, and then to reflect
upon it.
2. Artificial Experiences
Not all courses lend themselves to work-based learning, and even if they do,
there will inevitably be situations in which opportunities for putting theory
into practice will be limited. As an example, many courses in Business will have
modules in Strategic Management, but the opportunity for many students to apply
this will not come until much later in their careers, if at all. In these
situations it is suggested that academic staff create "substitute
experiences" that occur FTF with students. Examples would include
role-plays, mock courts and client briefings. In essence, academic staff time is
being re-deployed--less time spent involved in information transfer, and more
time designing learning activities.
3. Virtual Experiences
Where FTF meetings are not possible as in the case of pure distance learning, or
where real experiences might be too high risk, expensive, or simply not
practical, then the value of technology in creating virtual experiences can be
significant. Without the technology there would be no representation of an
experience at all - learning would take place in the abstract. Highly
sophisticated experiences can be created through computer simulations and games.
There is also considerable potential for bringing case studies "to
life" by incorporating multimedia components, particularly short video
clips, to create shareable representations of real world practices that, again,
provide the basis for reflection and discussion [25]. Wherever possible, a
situated model of learning [26] is recommended--knowledge and skills should be
acquired in contexts that reflect the ways in which knowledge will be useful in
a real life situation. For an account of how this model has been applied to the
design of an interactive multimedia program on medication administration for
nurses, see Stillman, Alison, Croker and Tonkin [27]. Original virtual learning
environments can be found at Clyde Virtual University [28].
As part of the CSEL project, an online spoof university called "Crumpton"
[29] has been established to illustrate a problem-based approach to professional
development for academic staff. Problems faced by the university are situated in
real world contexts using video clips to provide shareable representations of
practice. Examples include a conflict between external examiners, a mutiny in
the staff common room, an employer enquiring about the students' skills,
inappropriate teaching methods and a student rebellion. The intention of this
problem-based curriculum is to provide the motivational context in a humorous
way. Once academic staff have analysed the problems there is a structured study
programme to follow, and then a conference in which to collaboratively discuss
the issues and suggest tentative solutions.
B. Planning for Experience
Figure 3. The Planning Stage of the Learning Cycle.
All too often students fail to see the relevance of theoretical concepts in the
work place or in applied situations, and do not make connections between theory
and practice. The planning stage is important in making these connections
explicit. At a simple level, students can e-mail their online tutor or mentor
with specific plans of how they intend to apply theory to practice or solve a
particular problem.
The CSEL project is also investigating the use of electronic learning contracts
(based upon a simple web form) that can enable individual students to
personalise their objectives, identify appropriate learning strategies, and
consider the evidence that they will need to provide to demonstrate that
learning outcomes have been achieved. This seems a way forward in recognising
and giving credit for valuable learning that takes place in the workplace, or at
least outside of the campus. The approach is also one that fosters learner
autonomy by getting students to take responsibility for their own learning. An
example of an electronic learning contract is shown in Figure 4 [30].
Figure 4. An Example of an Electronic Learning Contract.
Autonomous learning is a highly acclaimed goal for higher education, but one
that requires a high level of motivation on behalf of the students, together
with good time management skills. The electronic contract will eventually allow
learning tasks to be broken down into a series of smaller activities, each of
which can be sequenced and estimated in terms of time. This will allow the
application of project management techniques such as Gantt charts and Critical
Path Analysis to the students' learning.
C. Reflecting upon Experience
Figure 5. The Reflecting Stage of the Learning Cycle.
At this stage of the learning cycle ALNs using dedicated groupware packages or
web-based systems can be very beneficial. The success of ALNs in promoting
dialogue and collaborative learning has led to whole courses being delivered
this way, with subject content (readings) being attached to messages for the
student group to discuss. The benefits of this medium have already been noted.
However, the authors' experience of such courses has identified two potential
problems. Firstly, the readings (often simple text files) may not be
particularly stimulating (compared to a multimedia web page), and secondly
discussion is often primarily concerned with the concepts in the reading, that
is, conceptualisation. Many attempts to use conferencing suffer because of lack
of contributions from the student group, although good practice that can sustain
active dialogue is emerging [31].
In the CSEL project, conferencing is being promoted as a tool to encourage
reflection - not to deliver subject content. According to the Kolb Cycle
reflection follows experience. The intention, therefore, is for learners to
reflect upon their experiences and relate theory to practice. It is envisaged
that students putting theory into practice in the workplace, laboratory or
studio, often in isolation from one another, will share experiences, reflect
upon what has happened, and support each other through dialogue. The authors
expect contributions in this sort of conference to be both more substantial and
meaningful than the more typical "online seminar."
D. Conceptualising
Figure 6. The Conceptualising Stage of the Learning Cycle.
Having designed opportunities for students to put theory into practice, the
curriculum designer needs to consider how students will develop the knowledge
base and conceptualise theories and ideas that are necessary for the experience
to be meaningful. In true constructivist ideology, a problem-based curriculum [32] would encourage small groups of students to actively seek appropriate and
relevant knowledge to solve the problem. Increasing student autonomy, and
developing "learning to learn" skills is very laudable, although some
of the less motivated students and certainly many of the instrumental students
will require considerable help and support. In a traditional higher education
environment it is the lectures that indicate the subject content that the
students should consider. The problem of course is that students often receive
this information passively, and then develop a surface approach to learning,
relying upon simple recall of factual information, and failing to connect and
structure the knowledge base [33], [34].
In applying technology here, the authors recognise that many students will need
guidance to the subject content that needs to be considered, but do not
recommend providing all of the information for students via the Web. The basic
premise of the constructivist approach is that students should "go beyond
the information given," and therefore the approach being suggested at this
stage of the cycle is to use the Web to provide overviews of subject content and
pointers to investigate further. The CSEL project is investigating various
representations of this information, in particular mind maps [35] which may
appeal to a range of cognitive styles [36], [37]. An example of a web-based mind
map is shown in Figure 7.
Figure 7. An Example of a Mind Map in Web Format.
If the Web format does not offer any additional value to the learning process
than would be provided by other print-based media, then there seems little point
in converting these resources for the Web.
Of course, conceptualisation involves much more than passive absorption of
information. To engender learner activity and to encourage students to take a
deep approach [33] to their learning, it is important that the web pages contain
learning activities. Some of these activities may take place at the computer
screen, for example, multimedia simulations and objective testing which can be
used to check understanding, provide valuable feedback and a sense of
achievement. An example of a web-based learning activity that can form the basis
of further discussion (FTF or online) is shown in Figure 8. An example of online
objective testing is shown in Figure 9.

Figure 8. An Example of a Web-based Learning Activity.
Figure 9. An Example of Online Objective Testing.
However, fundamental to the CSEL project is the belief that students will need
to "break free" from the computer and perform some tasks in very
applied situations, for example, the workplace, laboratory or studio. Therefore
a central feature of the web pages is a problem-centred curriculum, that sets
the learning context and promotes learning by doing [24].
IV. DEVELOPMENTS AND PROGRESS
The theories that underpin this paper have been conveyed to academic staff
within the University of Central England (UCE) by asking staff to take part in
an online staff development exercise that represents phase 1 of the CSEL
project. The participation of staff in this voluntary exercise has been
described in [23]. The outcome of Phase 1 was to encourage approximately 40
staff to embed the use of learning technology in their own course modules in
Phase 2 of the project. Staff who are teaching a range of subjects are now
experimenting with applying technology to the CSEL model or parts of it, as they
deem appropriate. A variety of technologies are being utilized, and individual
projects may emphasise certain technologies more than others. A systematic
evaluation of these individual projects is being performed by the Centre of
Research into Quality at UCE using a variety of research methods that focus
primarily on the quality of student learning. By comparing the outcomes of each
of these projects it is hoped that the applicability of the CSEL model can be
tested, and the implications of technology enhanced learning be understood more
fully.
The "Problems at Crumpton" project, is at the time of writing, about
to be used in the Postgraduate Certificate of Education, a course for academic
staff within the university. Traditional classroom sessions will remain and the
online component will represent a considerable portion of the staff's
independent learning between formal classes. This project will be evaluated
alongside the other faculty-based projects, but in addition the opportunity will
be taken to research the impact of assessment, as contributions to the
conference will be summatively assessed in accordance with clearly defined
criteria. It is anticipated that analysis of server logs will give some
indications as to how staff have approached learning. Will staff adopt a surface
approach, doing just enough to pass, or will they study deeply, making extensive
use of the Crumpton site?
The electronic learning contract is currently being developed, and once complete
will be piloted with a small group of postgraduate students. The experience of
using this contract will be researched alongside more general research into
work-based learning.
The outcomes from all of these individual projects, and the comparative
evaluations, will form the basis of further research publications.
V. CONCLUSIONS
This theoretical paper has considered the potential for using technology to
re-design the curriculum, and has provided a model to help curriculum designers
and technologists in their attempts to apply technology appropriately. The
authors suggest that automating traditional approaches to higher education via
the Web is unlikely to add significant value to the learning process beyond
increasing access, but promote the view that the technology does offer the
potential to reengineer the curriculum and enable more constructivist
approaches. In particular, it is suggested that Asynchronous Learning Networks
can play an important role in helping students to connect theory and practice,
and increase the opportunity for effective experiential learning.
Applied research and development is currently being carried out in a variety of
contexts to establish whether or not the authors' views can be substantiated.
Results from a number of projects and independent comparative evaluations will
be published to finalise the Computer Supported Experiential Learning project at
the University of Central England in Birmingham, U.K.
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ABOUT THE AUTHORS
Alan Staley is Head of Research in the Learning Methods Unit, and manager of the
Computer Supported Experiential Learning Project (CSEL). His research is
focussed upon using technology appropriately to improve the quality of students'
learning.
Niall MacKenzie is Research Fellow for the CSEL project and also works in the
Learning Methods Unit. He developed the project's web site, maintaining this and
administering the other online technologies on the LMU server. His research is
also focused upon the thoughtful and appropriate use of technology in teaching
and learning.
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