Learning Solutions Magazine
     [Forgot Password?]
Your Source for Learning
Technology, Strategy, and News
ARTICLES      
RSS feed RSS feed

Applying Instructional Systems Processes to Constructivist Learning Environments

Oxy.mo.ron (n) a figure of speech in which opposite or contradictory ideas or terms are combined (Ex.: jumbo shrimp, constructivist design)

Believe me, this is an article I have approached with trepidation. There is more than a little paradox involved in the term, “constructivist design.” In my most recent articles, I’ve introduced the basic theory behind constructivism and reviewed some of the tools that learners can use to construct knowledge. The essential difference between the constructivist approach to learning and more traditional models is that in constructivism the point is not to precisely transfer knowledge from the instructor to a group of learners, but to facilitate the individual learner’s ability to build on and extend existing knowledge within a given domain. In that sense, it seems presumptuous to speak of designing constructivist e-Learning, in advance, for a mass audience.

However, because the rubber has to meet the road somewhere, pristine theory must inevitably be drawn into contact with squalid practice, and so in this article I shall show how to start designing e-Learning along constructivist lines. I’ll provide links to multiple resources, models, and discussions about this process online and elsewhere. You, Dear Reader, may then resolve the irony in this undertaking for yourself and in your own way.

Similar to traditional design of instruction in which the designer has a choice from among many step-by-step procedures for building a course, in constructivist practice there are guidelines of various kinds that can be followed. Each of these sets of guidelines represents someone’s way of dealing with the paradox of thinking about design while remaining true to a subtly anarchical set of principles.

Probably the most frequently-referenced set of guidelines used to create constructivist-based e-Learning are those provided by David Jonassen for Constructivist Learning Environments, or CLEs. You will find several References to these in the list at the end of this article. However, there are many practitioners who create successful constructivist systems for learners, and whose approaches to design are different in significant ways from Jonassen’s.

It is likely that there will never be a universal constructivist design framework such as ISD (Instructional Systems Design), Gagne’s Events of Instruction, or Dick and Carey’s model provides for the objectivist approaches. However, by paying careful attention to developments within the community of practice and to the body of work done by constructivists, designers can build up their own knowledge and toolkit of the principles that work. My purpose here is simply to open the introduction to the community of practice and to suggest places to start.

Benefits of constructivist design

One of the questions that a designer might reasonably ask is, “Why should I consider a constructivist approach to learning?” Perhaps it would be well to take a little time to give my answer to that question.

First, please be aware that I am not advocating replacing your current design model completely with constructivism. The traditional approaches to designing and delivering instruction (sometimes referred to as the “objectivist approaches”) work quite well for many learning situations, as long as they are appropriately selected and correctly applied. In some cases, either an objectivist approach or a constructivist approach would provide satisfactory results, depending on the maturity of the learners. But there are many situations you face as a designer, when you will find that you need to support learning in domains or for audiences where an attempt to transfer knowledge or skill from a subject matter expert’s head to a learner’s head is doomed to fail. Those are the times to reflect on constructivism and its many benefits, and to ask, “Should we do something different?”

It’s good to reflect that people learn all the time, every day, and that most learning takes place outside of a formal setting. People add to what they know and to what they can do, and for the most part without any “e-” being involved in the learning at all. It’s clear that the mechanisms by which these learnings take place are different from those used to teach in a traditional setting, and that the mechanisms are powerful. Much of constructivism is based on careful study of those “other” mechanisms. In many cases, information and communication technology — the Web, computers, and software — will make it possible for learners to leverage the other mechanisms in ways that are not possible even on the best day in a classroom.

Of course, part of the challenge to this day-to-day learning process is that people also get things wrong, perhaps more often than they “get it right.” They don’t know how to check what they’ve learned for validity, for exceptions, or for application guidelines. A substantial part of constructivist practice has to do with helping people learn how to learn, including how to test, verify, and validate new knowledge and skills and so to increase their own autonomy.

Constructivism is concerned with engaging people in meaningful learning. While there are various details provided by constructivist theoreticians about what makes learning “meaningful,” one of the keys is that meaningful learning is also mindful learning. Ellen Langer (see the list of Resources and References at the end of this article) has introduced this term in a very specific way, drawing from the concept of mindfulness. A mindful approach, she points out, has three characteristics: the continuous creation of new categories, openness to new information, and an implicit awareness of more than one perspective.

There are many benefits of a mindful approach for psychological and physical well-being. The alternative, mindless approach to learning and living can trap people in old categories and in automatic behavior that operates from a single perspective and keeps a person from attending to new signals. There are significant consequences in a changing world to the choice between adopting either mindfulness or mindlessness.

James Atherton says that although constructivism has received more attention in education and the schools for the reasons just given, it is important in two additional ways to those who design for learners in other organizational settings and for “post-compulsory” education. Atherton, a Principal Lecturer in Education at De Montfort University, Bedford, in the United Kingdom, asserts that constructivism provides an excellent approach to facilitate professional development, and to deal with resistance to learning.

Learning through reflection in professional practice

“Continuous learning” has received much attention in the training press in the last decade, mainly in an organizational context. We understand from this attention that many businesses believe that continuous learning can bring competitive advantage in a changing world. However, Atherton points out that, in 1983, the late Donald Schön showed how continuous learning as a result of reflection on one’s actions is one of the defining characteristics of professional practice. Schön was a professor at the Massachusetts Institute of Technology (MIT) when he wrote an important series of books around the processes and development of reflective practitioners. These works provided a close examination of what practitioners in different professions actually do, with the focus being on “an analysis of the distinctive structure of reflection-in-action.” Schön’s work quickly became influential as many educators involved in the development of professionals took it up.

A key part of Schön’s contribution was his insight that “Technical Rationality” — his term for the model of professional training that loads learners up with content while they are students, so that they can apply it when they enter practice — has never been an accurate description of how professionals “think in action,” and that this model is a poor basis for practice in a fast-changing world.

Helping learners discover how to reflect in action (both while doing something and afterward) is an important feature of constructivist practice, and one that has major applications for developing professionals.

(For more information on Donald Schön and his contributions to the theory and practice of learning, see his biography in the Encyclopaedia of Informal Education, at http://www.infed.org/thinkers/et-schon.htm.)

While professionals have an understandable interest in learning to be successful in their practice, other learners are more resistant. Atherton has some insights to offer regarding ways in which constructivism can address failure to learn.

Dealing with resistance to learning

Atherton contrasts “supplantive learning,” which questions current knowledge or skills and then replaces them, with “additive learning,” which simply adds new knowledge or skills to an individual’s current set. He makes the point that, when people fail to learn, the failure

may be due to lack of motivation, lack of ability, lack of aptitude, or to poor teaching. A fourth factor, which he says is often not recognized, is the psychological cost of change. This cost may come into play when an apparently competent, experienced adult is required to change or realizes that change is necessary.

Supplantive learning becomes problematic when it is forced, or if the individual has a significant emotional investment in the prior beliefs or skills. Where supplantive learning does not create problems, the learner may at least feel a bit demoralized because of a temporary loss of perceived competence. If the supplantive learning does become problematic, the demoralization intensifies, sometimes to “crisis” proportions. This combination makes it difficult to learn, and the learner may well simply go back to the old way of doing things.

Over time, the learner who does not just “give up” will become re-oriented through learning. The reorientation can be sparked in several ways. For example, there may be an external crisis that forces the change. In an extreme case, the individual may have the sense of “bottoming out,” so there is no way to go but up. Or, the learner may find himself or herself in a “facilitating environment,” where the learner is supported and safe, and where the change is not forced.

The function of learning under the constructivist model is to provide that supportive, safe, motivating environment. The designer’s job is to create such an environment.

Guidelines for constructivist design

If you look for a definitive flowchart that shows “how to design constructivist e-Learning,” you won’t find one. That’s because:

  • Constructivism isn’t an approach to learning that can be outlined in a flowchart and applied the same way to all learning, over and over;
  • Constructivism is about how individuals create meaning and knowledge, by extending and modifying current personal knowledge and skills; and
  • Constructivism is not a specific approach to design — it’s a way of thinking about design.

However, you can find plenty of guidelines. These are useful because constructivist ideas can be incorporated into the typical instructional design process without impairing the project management and quality-control functions.

Brent Wilson, James Teslow, and Rionda Osman-Jouchoux provided an extensive set of ideas in their 1995 chapter on the impact of constructivism on instructional design (ID) fundamentals (again, please see the Resources and References section at the end of the article). They also gave a great summary of the theoretical background and research underpinning constructivism, and I recommend reading that summary along with my earlier articles.

Wilson, Teslow, and Osman-Jouchoux make an important observation when they say that, “Traditional ID models succeed largely because they provide for the management of a team of workers engaged in a complex project. ... management goals and design goals are often in tension with each other. For an ID model to work in the real world, it must combine these two critical functions into a workable methodology: effective, creative design on the one hand and efficient management on the other. ... the point is that we need a balanced set of safeguards and constraints that assure careful design and accountability, but which are flexible enough to allow the project to safely ‘fly’.”

Constructivist learning environments

I have already mentioned David Jonassen and his work with the design of Constructivist Learning Environments, or CLEs. A CLE is a framework that provides a supportive, safe, motivating environment in which learners can solve problems, interact with others, and assess their learning. Within a CLE, a designer can provide any resources the learners may need, from problem-based or case-based experiences to microworlds and virtual realities, subject to also taking into account some of the issues in constructivist design to be discussed later in this article.

Sidebar 1, “Attributes of meaningful e-Learning” (below) is a summary of Jonassen’s list of design attributes for meaningful learning, some details of the elements and considerations within each of those attributes, and my ideas about the kinds of technology a designer might provide to support each attribute.

 

SIDEBAR 1 Attributes of meaningful e-Learning

The primary goal of constructivist design is to engage learners in meaningful learning, which has five interdependent attributes. Technology — e-Learning — should support these same attributes.

Attributes

Elements

Technology

Meaningful learning is ACTIVE

Learners are engaged in mindful processing of information, where they are responsible for the result. Learners manipulate objects and parameters of the environment they are working in and observe the results of their manipulations.

WebQuests, Office-type applications

Meaningful learning is CONSTRUCTIVE

Learners integrate new ideas with prior knowledge in order to make sense or meaning. Learners articulate what they have accomplished and reflect on their activity and observations: they construct increasingly complex mental models.

Web logs, mind maps, concept maps

Meaningful learning is INTENTIONAL

When learners are actively and willfully trying to achieve a cognitive goal, they think and learn more because they are fulfilling an intention. Technology should help learners articulate their learning goals, and then support them.

Web logs, WebQuests, concept maps, mind maps

Meaningful learning is AUTHENTIC

Learning tasks that are situated in meaningful real-world tasks or simulated in a case-based or problem-based learning environment are better understood and more consistently transferred to new situations. Technology should support learners in solving complex and ill-structured problems as well as simple and well-structured problems.

Office-type applications, hypermedia

Meaningful learning is COOPERATIVE

Collaboration requires conversation, and technology can support this at any scale. Cooperation and collaboration are the most difficult attributes to support, especially if learning is evaluated on an individual basis.

Wikis, community systems, hypermedia, content maps, course maps,

 

You will find more about the details of CLEs in the online article, “Welcome to the Design of Constructivist Learning Environments (CLEs)” and in Jonassen’s Learning to Solve Problems with Technology: A Constructivist Perspective.

Guidelines (not rules) for designs

Another key element Jonassen provides is a list of the components of CLEs that the designer should try to include:

  • A problem or project context: Learners should receive a clear problem statement, with the context surrounding the problem shown as clearly as if it were real life.
  • A problem or project representation: Simulate the situation in a natural context, and recreate the same type of interesting cognitive problems the main players would face in the real world. Tasks assigned should replicate the actual activity structure, and the physical setting should provide the same constraints and advantages that would exist in the real world, including the tools.
  • The problem or project manipulation space: Learners should be able to manipulate things — tools, product, or environment — in a meaningful way. Learners must be able to test hypotheses about their problems.

Instructional activities will also be necessary in a CLE. Sometimes learners do not possess enough knowledge structure in the domain to begin building or constructing new knowledge. Instructional activities must be supported in three ways: modeling, coaching, and scaffolding.

Modeling is mainly a matter of demonstrating to the learner how (and why) to perform the necessary activities needed to complete a task. In other words, provide one or more examples, and then ask the learner to explain what he or she is thinking about while going through each step.

Coaching involves intervening at critical points in the instruction. Each intervention provides learners with encouragement, diagnosis, direction, and feedback.

Scaffolding adjusts the task for the learner, so that the task is matched to what the learner can do. Eventually all scaffolding will be removed.

The constructivist design team and process

Wilson, Teslow, and Osman-Jouchoux suggest that essentially the same cast of players will be involved in constructionist design as is involved in objectivist (traditional) design. In other words, subject matter experts (SME’s), designers, instructors or facilitators, and learners will all take part. The difference is that all of them are part of each step in the process. SMEs help design the learning experiences. Designers can serve as model learners and teachers. Teachers and students may help define or select content and then design their own learning experience. This mixing of roles requires care in implementation.

The actual design process, from a project management point of view, may not look so different from the steps in a traditional project. Again, Wilson, Teslow, and Osman-Jouchoux provide a breakdown that includes all the major activity steps, from needs assessment to evaluation, with specific tips for incorporating constructivist methodology and concerns in each step.

Online resources

Many designers may find it more useful to start their first project by looking at some of the activity types typically included in a constructivist design. Susan Colaric has created a wonderful resource that will assist in this process. Please see Sidebar 2: Susan Colaric’s Knowledge Base, below, for the details.

 

SIDEBAR 2 Susan Colaric’s Knowledge Base

Susan Colaric, now an assistant professor at East Carolina University, created a knowledge base covering the instructional systems process, as a component of her doctoral examinations at Penn State University. This knowledge base is available on a Web site and it can be an extremely useful resource for designers who are learning about different approaches to learning. The URL for the portal to this resource is at http://www.soe.ecu.edu/ltdi/colaric/KB/index.html (verified June 26, 2004). The knowledge base incorporates 427 files, 213 pictures, and 2088 internal hyperlinks. Among the resources that will be of interest to readers are eleven articles relating to constructivist design.

Topic

URL

Constructivism

http://www.soe.ecu.edu/ltdi/colaric/KB/Constructivism.html

Problem-Based Learning

http://www.soe.ecu.edu/ltdi/colaric/KB/PBLs.htm

Case-Based Reasoning

http://www.soe.ecu.edu/ltdi/colaric/KB/CBR.htm

A Web-Based Case Library to Support Learning

http://www.soe.ecu.edu/ltdi/colaric/KB/CBRarticle.htm

Anchored Instruction

http://www.soe.ecu.edu/ltdi/colaric/KB/AnchoredInstruction.htm

Scaffolding

http://www.soe.ecu.edu/ltdi/colaric/KB/Scaffolding.htm

Goal-Based Scenarios

http://www.soe.ecu.edu/ltdi/colaric/KB/GBS.html

Situated Learning

http://www.soe.ecu.edu/ltdi/colaric/KB/SituatedLearning.htm

Cognitive Flexibility Theory

http://www.soe.ecu.edu/ltdi/colaric/KB/CogFlexibility.htm

Constructivist Learning Environments (OLEs) - Jonassen

http://www.soe.ecu.edu/ltdi/colaric/KB/CLEsJonassen.html

Open Learning Environments (OLEs)

http://www.soe.ecu.edu/ltdi/colaric/KB/OLEs.html

 

As you use the various resources, take a minute to read over the article by Joseph Petraglia, “The Real World on a Short Leash: The (Mis)Application of Constructivism to the Design of Educational Technology.” Petraglia teaches at the Georgia Institute of Technology, and he makes some important points about how to design problems and task environments for learners.

Examples

Another way in which many designers learn is to look at examples of the work of other designers. While I was unable to find any complete constructivist programs on line, I did find several articles that may be useful to you.

  • Mahnaz Moallem has provided an outstanding example of the way in which his team combined elements of traditional instruction and constructivist environments in order to deal with a learning situation in which part of the answer required prescriptive solutions, and part of it required learner control of the environment. Mahnaz is Associate Professor of Instructional Technology at the University of North Carolina at Wilmington.
  • Mark Guzdial, at Georgia Institute of Technology, created CaMILE (Collaborative and Multimedia Interactive Learning Environment) as a Web-based collaboration tool for use by students. Mark is also responsible for development of the Swiki, another anchored collaborative learning environment.
  • Brent Wilson and May Lowry, both professors of Information and Learning Technologies, University of Colorado at Denver, compiled a very useful set of links, including links to actual projects, in their paper “Constructivist Learning on the Web.”
  • Finally, the IBM Watson Research Center has published a number of papers from its Collaborative eLearning projects, and these name actual organizations involved in workplace training programs that make use of collaborative learning on the Web.

How to get started

Many designers find it easier to start adding collaborative elements one at a time to course designs, rather than to try to design a complete constructivist model all at once. I would recommend starting with a simple case-based approach in a single module. Susan Colaric’s Knowledge Base has enough information in it to make that possible.

Another way to begin would be to add a WebQuest to a synchronous e-Learning program, following the guidelines on Bernie Dodge’s WebQuest page. Then have the learners work together to create their own WebQuest, based on the model you have provided. I also recommend looking over all of the Web sites mentioned here, and contacting the authors.

This summer, we will also be publishing an article on Problem-Based Learning that you will not want to miss. Problem-Based Learning is one of the most effective of the constructivist methodologies. In the meantime, good luck with your efforts!

References

Atherton, James S. 2003. “Learning and Teaching: Constructivism (Online).”Retrieved May 20, 2004 from http://www.dmu.ac.uk/~jamesa/learning/constructivism.htm.

 

Atherton, James S. 2003. “Learning and Teaching: Reflective Practice (Online).”Retrieved May 20, 2004 from http://www.dmu.ac.uk/~jamesa/learning/reflecti.htm.

 

Atherton, James S. 2003. “Learning and Teaching: Resistance to Learning(Online).” Retrieved May 20, 2004 from http://www.dmu.ac.uk/~jamesa/learning/resistan.htm.

 

Brandon, Bill. 2004. “How Do People Learn? Some New Ideas fore-Learning Designers.” Learning Solutions Magazine, June 1, 2004. Retrieved from http://www.learningsolutionsmag.com/articles/301/how-do-people-learn-some-new-ideas-for-e-learning-designers

 

Brandon, Bill. 2004. “Constructing Knowledge: Tools for Learners.” Learning Solutions Magazine, June 14,2004. Retrieved from http://www.learningsolutionsmag.com/articles/298/constructing-knowledge-tools-for-learners


Colaric, Susan. 2000-2001. “The Instructional Systems Process.”Retrieved May 25, 2004 from http://www.soe.ecu.edu/ltdi/colaric/KB/index.html.


Dodge, Bernie. “The Web Quest Page.”Recovered May 28, 2004 from http://webquest.sdsu.edu/.


Guzdial, Mark. 1997. “Anchored Collaborative Learning Environments.”Retrieved May 19, 2004 from http://www.cc.gatech.edu/gvu/edtech/CaMILE.html.


IBM Watson Research Center. 1999.“Project: Collaborative eLearning.”Retrieved May 28, 2004 from http://domino.research.ibm.com/cambridge/research.nsf/0/682fc431da5f2eb38525698a0066aada?OpenDocument.


Jonassen, David H. 2002. “Components of CLEs.” Retrieved May 19, 2004 from http://tiger.coe.missouri.edu/~jonassen/courses/CLE/documents/comps.shtml.


Jonassen, David H. 2002. “Instructional Processes in CLEs.” Retrieved May 19,2004 from http://tiger.coe.missouri.edu/~jonassen/courses/CLE/documents/insp.shtml.


Jonassen, David H. 2002. “Welcome to the Design of Constructivist Learning Environments (CLEs).” Retrieved May 19,2004 from http://tiger.coe.missouri.edu/~jonassen/courses/CLE/main.html.


Jonassen, David H.; Howland, Jane; Moore,Joi; Marra, Rose M. Learning to Solve Problems with Technology: A Constructivist Perspective. 2003 (2nd Ed.). MerrillPrentice Hall. ISBN 0-13-048403-2.


Langer, Ellen J. The Power of Mindful Learning. 1997. Addison-Wesley Publishing Company, Inc. ISBN 0-201-48839-6.


Moallem, Mahnaz. 2001. “Applying Constructivist and Objectivist Learning Theories in the Design of a Web-Based Course: Implications for Practice.”Retrieved June 1, 2004 from http://ifets.ieee.org/periodical/vol_3_2001/moallem.html.


Petraglia, Joseph. 1998. “The Real World on a Short Leash: The (Mis)Application of Constructivism to the Design of Educational Technology.” Originally published in Educational Technology Research and Development, Vol. 46, No. 3, 1998,pp. 53-65. ISSN 1042-1629. Retrieved May 30, 2004 from http://tiger.coe.missouri.edu/~jonassen/courses/CLE/documents/authen_2.pdf.


Schön, Donald A. The Reflective Practitioner:How professionals think in action. 1983.Basic Books. ASIN 046506874X.


Schön, Donald A. Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions(Jossey Bass Higher Education Series).1987. John Wiley and Sons, Inc. ASIN1555420257.


Schön, Donald A. 1987. “Educating the Reflective Practitioner.” Address to the1987 meeting of the American Educational Research Association.Retrieved June 15, 2004 from http://educ.queensu.ca/~russellt/howteach/schon87.htm.


Schön, Donald A. The Reflective Turn: Case Studies in and on Educational Practice.1990. Teachers College Press. ISBN0807730459.


Smith, Mark K. 2001. “Donald Schön:learning, reflection and change,” The encyclopedia of informal education.Retrieved June 15, 2004 from www.infed.org/thinkers/et-schon.htm


Wilson, Brent and Lowry, May. 2000.“Constructivist Learning on the Web.” For inclusion in Burge, Liz (Ed.), Learning Technologies: Reflective and Strategic Thinking. Jossey-Bass, New Directions for Adult and Continuing Education, 2001.Retrieved May 20, 2004 from http://ceo.cudenver.edu/~brent_wilson/WebLearning.html.


Wilson, Brent; Teslow, James; Osman-Jouchoux, Rionda. 1995. “The Impact of Constructivism (and Postmodernism) on ID Fundamentals.” In B. B. Seels (Ed.),Instructional Design Fundamentals: A Review and Reconsideration (pp. 137-157). Educational Technology Publications. Retrieved May 20, 2004 from http://ceo.cudenver.edu/~brent_wilson/idfund.

 


Learning Solutions Magazine
hello: Garrick Lee   Log Out   Your Subscription
Your Source for e-Learning
Technology, Strategy, and News
ARTICLES      

Constructing Knowledge: Tools for Learners

“In a time of drastic change it is the learners who inherit the future. The learned usually find themselves equipped to live in a world that no longer exists.”

—     Eric Hoffer

Learning happens, according to some philosophers and researchers, when there is a change in meaning, new ideas, or concepts constructed from prior knowledge and experience. Individuals construct knowledge — they learn — as they solve problems, usually through collaborating with other people.

In times of change, people learn by dealing with hard problems in the real world. These are nearly always ill-formed problems, where it is probable that no one answer will satisfy everyone, and pat “school” answers will satisfy no one. This is where the constructivist approach introduced in my previous article in The Journal (“How Do People Learn? Some New Ideas for e-Learning Designers,” June 1, 2004) may be extremely useful in supporting the learning process.

For an e-Learning designer considering whether to adopt a constructivist approach for a particular project, there are a few issues to deal with:

First, the constructivist design perspective is quite different from “learning as usual,” in that the goal of design is to support the learner in building and creating knowledge, not to support the efficient transmission of knowledge from a teacher, text, or tutorial to the learner. Furthermore, the perspective on technology in a constructivist design is not “e-Learning as usual,” wherein a layer of technology packages and then presents knowledge to the learner. The role of technology is to help the learner solve problems — as David Jonassen observes, it’s the thinking that mediates learning, not the technology.

The specific technology used when applying constructivism in an online setting — the applications, the online environment, the social engineering — includes new software. It also involves using familiar software (such as spread-sheets, databases, browsers, and graphics editing) in different ways. This creates a new learning curve for the designer and for the development and information technology teams.

With the point of view that, “Thinking mediates learning. Learning results from thinking,” the roles of designers, instructors, and learners change in ways that require having more trust in the learners, developing more flexibility and facilitative skill in the instructors, and calling for more creativity in the designers. The language used to describe the steps in the design and engagement processes also changes, involving unfamiliar terms (such as “engagement” instead of “delivery”) and some shifts in our understanding of what is being done in each of these processes.

In addition to a different set of concerns for the engagement stage (when the learners are actively using technology to solve problems), the design stage is more concerned with creating a useful environment to support exploration, collaboration, and knowledge creation. The evaluation stage is far more concerned with demonstrating knowledge creation and problem solution than with retention of facts or with the ability to carry out procedures by rote.

This is too much to deal with in a single article. Future articles will deal with design, engagement, and evaluation. This article picks up where I stopped in the previous overview of constructivism and in the comparison with the way most e-Learning programs are now designed — for transmission of knowledge rather than for its creation. Mainly, though, I want to introduce you to some of the software that is especially useful in constructivist applications. Think of it as a trip to a hardware store, where you went in looking for a hammer and along the way you saw some new power tools and began to understand what you could do with them.

Dealing with hard problems

The number and kind of ill-formed problems we have to deal with in organizational life today continues to increase. Consider the challenges inherent in topics such as ethics training or in helping managers to understand how to deal with inappropriate behavior. Constructivism is an appropriate way to support learning to deal with these “grey areas.”

You may already be familiar with other methods for teaching far transfer tasks that rely on principles and on mental models, and on guided discovery and exploratory architectures. If you are not, I highly recommend Ruth Clark’s book, Building Expertise (see the Reference list at the end of this article). The constructivist approach and the cognitivist approach to dealing with tasks or problems that require a different approach each time are similar, yet not the same. It is not a matter of one approach being right and one being wrong. In part, it’s a matter of point of view. Both approaches work, in different contexts. I will address this further in an article on constructivist design, but for now, it’s enough to point out that a number of factors affect outcomes.

What are the challenges to adopting constructivism as the basis for your e-Learning design? Here are some factors that may be relevant to different settings:

  • Age of the audience. Very young children and very old people might need more support than is provided by constructivist design.
  • Field dependence/independence of the audience. This is related to age, in part. Field dependent individuals tend to have a global point of view, to accept structure, to pay attention to social information, and to prefer being externally directed. Field independent individuals are analytical, generate structure, tend to be inattentive to social cues, and prefer to direct themselves. See Jonassen and Grabowski’s Handbook of Individual Differences, Learning, and Instruction for more information.
  • Relevance of independent thinking to goal(s) of group members, or of the organization.
  • Corporate culture and attitudes about risk, about discovery, or the amount of control senior executives feel they need over outcomes. A company’s reliance on Research and Development is also important. In other words, anything in corporate culture that interacts with the seven basic “framework” values for constructivism (collaboration, personal autonomy, generativity, reflectivity, active engagement, personal relevance, and pluralism) will affect the outcome.
  • How competitive is the idea of “learning” with other options for spending time (and is “learning” an acceptable option?).
  • Education setting vs. “work” setting vs. individual initiative (development).
  • Ability of teacher/facilitator/whatever-we-call-the-person-who-initiates to let go of the “sage” status and become a guide.
  • Anything that impedes the ability of individuals to work together online.

If you can accept that constructivism might be an answer to your requirements, then what’s involved?

Selecting tools and software to support knowledge construction

As I’ve indicated earlier in this article, we are going to explore constructivist design in later issues of The Journal, but right now we are going to look at some tools and software. This may seem a little “backward,” but bear with me. I believe that most of the readers of The Journal are more familiar with information technology than they are with constructivism — so it seems to me that it will be quicker to bridge to the new design approach if I show you some tools first, and talk a little about ways they can be used. If this doesn’t work for you, you can always wait a few weeks, read the design article, and then come back to read this issue.

But first, there are just a few basic principles to keep in mind when thinking about this new way of supporting learning.

Knowledge creation

George Washington Carver wrote, “I know of nothing more inspiring than that of making discoveries for one’s self.”

First, constructivism is concerned with creating meaningful learning. Meaningful learning happens when people are making meaning. I realize that sounds redundant, but consider the point. If a learner does not come to realize a change in meaning, new ideas, or concepts constructed from prior knowledge and experience, has any meaningful learning taken place?

We can support meaningful learning by using technologies to help people learn how to recognize and solve problems, to comprehend new phenomena, to construct mental models of those phenomena, and to set goals and learn how to learn.

Problem-solving

I believe that the most critical task in that list and the one that will relate most directly to organizational needs (in order to show value) is to engage people in learning through problem solving.

Functionally, problem solving requires four kinds of activity:

  • Information searching
  • Modeling tasks and content
  • Decision-making
  • Designing

Have you ever heard anyone claim that Google is the most-used e-Learning tool? That might be right, or it might not be, depending on the intentionality of the searchers. Whether what they find is worth the time spent finding it and worth learning about is another question entirely. Within the information search, it is important to understand that merely searching for and finding information is not learning, unless it is done with the intent of finding information needed to solve a problem. This means that the searcher needs to know what information is required, needs a plan for finding the information, needs to evaluate the relevance and credibility of what is found, and needs to triangulate information sources (is the same information found in more than one independent source?). This is an important understanding, and it differentiates constructivism from some other approaches to learning.

Technology exists to support each of these activities. In helping learners to construct meaning and knowledge, though, it is the learners who will be using the technology to do these things, not an instructor. But learners also need support for collaboration.

Collaboration

Why collaboration? Isn’t everybody supposed to “do their own work” when they’re learning, so they can be tested for their ability to do the job without help?

Jonassen asserts that rather than imposing prepackaged instructional requirements, “... emphasis should be placed on the social and cognitive contributions of a group of learners to each other, with students collaborating and supporting each other toward commonly accepted learning goals.” Remember, we want to develop skills for dealing with ill formed problems in the real world, which may not fit well in the “pre-packaged” answer — why should learners be required to make their problem fit someone else’s solution?

Learning communities and communities of practice are important supports for collaboration in the real world. After all, just look at The eLearning Guild! We are learning that, done right, such communities can be self-supporting and self-sustaining.

Learning activities and technology to support knowledge construction

There are six different groups of software tools that are commonly used in constructivist designs to support knowledge creation, particularly through problem solving activities. These are, in no particular order, software tools that:

  • Represent mental models as concept maps and mind maps (semantic networks)
  • Enable Web publishing without requiring extensive HTML knowledge (e.g., weblogs or “blogs”)
  • Support online communities (e.g., Wiki)
  • Support “office” activities (e.g., spreadsheets, databases, presentation software)
  • Support creation of hypermedia
  • Provide content management and administrative functions

These groups, and their application to collaborative problem solving, are shown in Table 1, below. Notice that each of the software types has some potential for application in each of the problem solving functions. This is not to imply that every tool will be used for every problem, or that six different tools will be used together in every stage of problem solving. Making the appropriate selection is the job of the designer. In some cases, the content management system selected (for example) will include tools for Web publishing and support for community discussions.

Table 1 e-Learning Category Selection

(Note: This table refers to uses by learner(s) to solve problems, not by instructors or facilitators to present information or knowledge. In any given learning engagement, not all of the tools will necessarily be used.)

Problem-solving functions (after Jonassen)

Software tool categories

Concept and mind maps Web publishing Community systems Office-type applications Hypermedia applications Content and course mgt.

Intentional information searching

  • Plan — what are the learners looking for and why
  • Report and evaluate what is found as to relevance and credibility
  • Develop strategies for searching
  • Triangulate sources
  • Discussions
  • Social space for conversation, collaboration, and consensus-building
  • Web searches with browsers
  • Design and execute WebQuests
  • Email for contacts not on the community system
  • Data collection
  • Presentation of search results
  • Modeling and communicating
  • Administration

Modeling tasks or content

  • Build representations of mental models
  • Present ideas about content and models
  • Discussions
  • Brainstorming
  • Social space for conversation, collaboration, and consensus-building
  • Financial modeling
  • Presentation
  • Knowledge bases
  • Presentation of models
  • Modeling and communicating
  • Administration

Decision-making

  • Model the alternative solutions
  • Predict outcomes
  • Evaluate consequences
  • Present alternatives or proposals
  • Discussions
  • Brainstorming
  • Social space for conversation, collaboration, and consensus-building
  • Presentations
  • Model outcomes
  • Presentation of alternatives and criteria
  • Modeling and communicating
  • Administration

Designing solutions

  • Model the selected solutions
  • Present the design
  • Discussions
  • Brainstorming
  • Social space for conversation, collaboration, and consensus-building
  • Presentations
  • Financial modeling
  • Presentation of solutions and results
  • Modeling and communicating
  • Administration
. . . . . . . .
. . . . . .
. . . .
. .
See complete table

 

In the discussion that follows, some of the tools and their associated learning activities will be briefly discussed. Some learning activities (WebQuests, in particular) are potentially important enough within the constructivist framework that an entire article will be devoted to them at a later time.

Concept maps and mind maps

Concept maps and mind maps are used to represent mental models. In the problem solving process, they can also be used to map existing knowledge for a learner or group of learners, as an aid in deciding what information needs to be obtained by intentional searching. Another use of maps is for modeling alternative solutions in order to predict outcomes or evaluate consequences. Finally, a map of the completed mental model can be an important part of presenting and testing the selected solution.

A concept map visually represents how ideas within a given domain (field of activity) relate to each other. A learner can connect new knowledge, as it is acquired, to what is already known by adding the new ideas to the concept map.

Physically, a concept map is a diagram consisting of hierarchically arranged nodes or cells. Each cell is indicated by a box or a circle that contains a concept, an item, or a question. Cells are linked to each other with arrows that indicate the direction of the relationship. Each arrow is labeled with a word, symbol, or phrase describing the relationship. (For an example, see the article by Joseph Novak, listed in the References section at the end of this article.)

Concept mapping has its basis in the work of David Ausubel on the ways that individuals learn from presentations in a school setting. In other words, strictly speaking, Ausubel’s ideas relate to reorganization of existing cognitive structures, not to development of new structures (which is a constructivist concept). However, Joseph Novak at Cornell University, who in 1983 originated the theory underlying concept maps, notes that concept maps are useful in the contexts of cooperative learning in schools, of curriculum planning in higher education, and of problem solving in businesses. This is very similar to constructivist ideas, and concept maps can be used to support learning through problem solving.

Mind maps are a similar idea, with a slightly different implementation. A mind map has only one main concept, while a concept map can have several main concepts. Another way to think of this is that a mind map can be represented as a tree, but a concept map may require a network-type diagram to visually describe the relationships between concepts. For an example of a mind map, see http://www.mind-map.com/_metacanvas/attach_handler.uhtml?attach_id=160&content_type=image/png (Editor's Note: As of February 8, 2010, this article appears to have been removed from the Web.).

The originator of mind maps, Tony Buzan, conceived of them as an aid to memory as well as for problem analysis and problem solving. While the memory aid role is of limited use in more advanced learning applications, the problem solving features are certainly of interest in constructivist applications.

Traditionally, mind maps are used in instructor-led activities as a means of taking notes, and have probably been most popular as a tool for “accelerated learning.” However, there is no reason why they could not be used as a systematic way to document knowledge creation.

Knowledge construction: Concept mapping software

Concept mapping software has been available online in academic settings for several years. One of the early tools, KMap, originated in 1995 at the University of Calgary but is no longer available; see the article by Brian Gaines and Mildred Shaw in the References section at the end of this article for more information. KMap used a client-server arrangement. The concept map was maintained on the server, and viewed on a Mac with a client application. CMTool is a Java applet and server system originally developed by Roberto Flores at the University of Calgary in 1996 and has now been adapted by the Virginia Tech Entomology department as a means for students to assess their progress in learning. If development of a similar applet is of interest, you can obtain information on CMTool at http://neo.isis.vt.edu/~benjy/cm/help/CMTool.html.

Other concept mapping software is more generally available and is offered under license. Three of the better known applications are Cmap Tools, SMART Ideas, and Knowledge Manager, and these are summarized along with another application, The Brain, in the top half of Table 2.

 

TABLE 2 Concept and mind mapping software
Type Application Web site Notes
Concept maps CmapTools http://cmap.ihmc.us/
  • Software toolkit
  • Proprietary license
  • Windows, Linux (Intel), Solaris (Sparc)
SMART Ideas http://www.smarttech.com/products/smartideas/index.asp
  • Independent use or classroom use with SMART Board Interactive Whiteboard
  • Exports finished maps to MS Word or to HTML documents
  • Proprietary license
  • Windows or Mac OS X
Knowledge Manager http://www.knowledgemanager.us/
  • EU product
  • Designed specifically for knowledge construction
  • Application required in order to read finished maps
  • Proprietary license
  • Windows
The Brain http://www.thebrain.com
  • Optimized for collection and linking of information from a wide variety of sources.
  • Personal and enterprise versions
  • Proprietary license
  • Windows
Mind maps FreeMind http://freemind.sourceforge.net/
  • Requires Java 1.4 or higher
  • Open Source (GPL)
  • Windows, Mac OS X, Debian Linux, SuSe (9.0) Linux
Inspiration http://inspiration.com/home.cfm
  • Does outlines and mind maps
  • Proprietary license
  • Windows, Mac OS X, Palm OS
MindGenius http://www.mindgenius.com
  • Based directly on Tony Buzan’s Mind Mapping®
  • Separate versions for business, education, and home use, plus a complementary brainstorming product called Brainbloom
  • Requires application or viewer to open completed maps
  • English and German versions
  • Proprietary license
  • Windows
Visual Mind http://www.visual-mind.com/
  • Maps very similar to MindGenius
  • English, Danish, Norwegian versions
  • Proprietary license
  • Windows
MindManager http://www.mindjet.com/us/
  • Marketing not primarily aimed at the e-Learning market, but it is positioned as a problem-solving support tool
  • Proprietary license
  • Windows, Pocket PC versions

 

CmapTools

CmapTools is a software toolkit for building knowledge models and for manipulating concept maps. With it, users can create, navigate, and share knowledge models represented as concept maps. Concept maps saved to CmapServers on the Internet can be linked to other Cmaps, transformed into Web pages, and simultaneously edited by users online. Readers can view an example knowledge model at http://cmex.coginst.uwf.edu/CMEX/Map%20of%20Maps.html (Editor's Note: As of February 8, 2010, this article appears to have been removed from the Web.).

SMART Ideas

SMART Ideas is concept mapping software originally intended for classroom use. SMART Ideas integrates with the SMART Board Interactive Whiteboard in the classroom for touch control, handwriting recognition and more. Learners can use it independently to brainstorm, to create concept maps, and to export finished concept maps to Microsoft Word or HTML documents.

Knowledge Manager

In spite of the name, this is a concept mapping tool. It runs under Windows only, and Knowledge Manager must be loaded on a computer in order to view the concept maps that it produces. Unlike the other concept mapping tools in this article, Knowledge Manager is a European product headquartered in Italy. Knowledge Manager is more oriented toward constructivist applications than the other products. There is a good discussion of techniques for its use in collaborative learning and in personal development (“life-long learning”) on the Web site. Many of these ideas would be useful with other mapping applications.

The Brain

The Brain is a concept mapping product that is optimized for collection and linking of information from a wide variety of sources. For most of its history, The Brain has been presented as a knowledge management tool, but it produces concept maps. Its main power is that it allows the user to link items across concepts, to provide additional context and meaning.

The Brain comes in two versions: PersonalBrain is intended for individual use and allows integration of personal content with Web content. PersonalBrain was used in creation of this article, for example. I was able to organize my notes and capture Web content and URLs in a PersonalBrain file during the research phase. The other version of The Brain is BrainEKP (Enterprise Knowledge Platform), which supports online collaboration to produce a single concept map.

Knowledge construction: mind mapping

Software for mind maps is easy to find online, both as Open Source and as commercial products. Most of these are virtually identical in their functionality, with the main differences being price, platforms supported, and language support. In my unscientific review of comments left in online forums and weblogs, FreeMind and Inspiration get the highest marks from users. All of the applications offer some kind of free trial, so it should be possible to decide which one comes closest to meeting your needs. The five applications listed here are summarized in the lower half of Table 2 on.

FreeMind

FreeMind is a free mind mapping application written in Java. Similarly to The Brain, the authors of FreeMind primarily promote the application as a personal knowledge base, to do list, or prioritizer. However, its operation makes it a clear member of the mind mapping group. FreeMind is said to be a very fast application.

Inspiration

Inspiration is probably known to many readers, due to its long history, and its association with the Mac platform. It is designed for use in education, but many writers and businesses use it as well. Inspiration is a bit different from the other applications here, in that it does both outlining and mind mapping. As such, one of the common uses for Inspiration is for learners to plan their own presentations or problem solution implementations.

MindGenius

MindGenius is probably the most direct implementation of Tony Buzan’s concept of mind mapping. One potential drawback to MindGenius is that either the application or MindGenius Viewer is required if you want to open a mind map file. MindGenius Viewer cannot edit Mind-Genius files.

Visual Mind

Like the other mind mapping applications, Visual Mind is designed for use in education and in business. It is very similar, visually, to MindGenius.

MindManager

MindManager has had some attention in the computer press in the last few months, and as with the concept mapping and the mind mapping group, it has been promoted as a “visual tool for brainstorming and planning.” The feature set is the same as for the previous mind mapping tools.

Web publishing tools

At the individual level, one of the important ways that we have to tell whether someone has truly learned something is by how well they can articulate meaning. This is also a key skill in problem solving, as individuals report their evaluation of information they obtained during a search, present their ideas about models, lay out alternatives or proposals for solutions, or present a final design.

In the Web, we have recently seen the rapid growth in the number of weblogs (sometimes referred to simply as “blogs”). While it is true that many of these weblogs are fairly superficial in their depth, intellectually immature, and evanescent, it is also true that many of the most serious thinkers today communicate important ideas and discoveries, ask for comments and input, and propose actions through a weblog.

Weblogs have already found a home in education, especially in teaching writing skills at the secondary level and in colleges. This trend in learning through Web publishing (for that is what weblogs are) will continue to grow. Weblogs are easy to use; they require no knowledge of HTML and only the most basic mastery of a Web browser will allow a learner to both publish ideas and findings and to read the ideas and findings of others.

Kathleen Gilroy, of The Otter Group, commented on May 10, 2004 that her company has been using weblogs successfully as the “course management” system for e-Learning programs this year. She reports, “We are getting much more discussion on the weblog than we had on our course discussions system. I think the reason for this is that people get exposure on the weblog that they did not get on the email discussion list; therefore they are much more motivated to participate. We also have found that the weblog is better at capturing what is going on [at] the level of peer-to-peer than other tools we have used. In fact, I think the distinction between e-Learning and KM disappears when you re-frame them both as peer-to-peer learning and knowledge tools.” (See the entire conversation at http://billives.typepad.com/portals_and_km/2004005/since_the_begin.html (Editor's Note: As of February 8, 2010, this article appears to have been removed from the Web.). Incidentally, this site is hosted on TypePad, one of the hosted individual weblogs discussed below.)

If you are unfamiliar with weblogs and their use in facilitating learning, I recommend the articles by Brian Lamb and Maish Nichani listed at the end of this article.

There are two basic types of weblogs, and I have summarized information about several of each type in Table 3.

 

TABLE 3 Web publishing tools

Hosted individual Weblogs

Application

Web site

Notes

Blogger

http://www.blogger.com

Email posting permitted; supports audio posts and photo weblogs. No client application required.

Radio

http://radio.userland.com/

Email posting permitted; supports audio posts and attachments, including movies. Photos may be included in posts. Can organize content by category. Also includes an outliner tool, the ability to post static content ("articles"), and a newsreader. Client must be installed on user’s computer in order to create and edit entries and to use other features, but weblog and articles are visible in any browser. Client is Windows-only.

TypePad

http://typepad.com/

Supports photo albums. Access can be password controlled. No client application required.

Weblog community content management systems

Application

Web site

Notes

Manila

http://manila.userland.com

Browser-based interface. Other features similar to Radio.

Movable Type

http://www.moveabletype.org/

Weblog pages may be based on standard templates or users may create their own designs. Features similar to those supported by TypePad. Supported operating systems include Linux, BSD, Windows Server, and Solaris/Unix. Web servers supported are Apache, IIS, and Netscape. Databases supported are MySQL, PostgreSQL, SQLite, and Berkeley DB (Sleepycat). Drivers are available for Oracle and Microsoft SQL Server. Weblogs are visible in any standard Web browser.

Drupal

http://drupal.org

Platform and content management system for building dynamic websites ranging from personal weblogs to large community-driven sites. Open Source.

PostNuke

http://www.postnuke.com

Weblog and content management system designed for high-volume environments. Open Source.

 

Hosted individual weblogs, especially Blogger weblogs, are probably already familiar to you. Most of these weblogs use a browser-based interface, which means that the user does not need any software other than a browser running on her machine. They can be edited and read from anywhere. The exception is Radio, which offers more features than most of the others in this category and requires a client application in order to add new posts, edit existing posts, and use the various tools. Notwithstanding, Radio is enormously popular.

The other group is what I have referred to in Table 3 as weblog community content management systems. These are actually systems for managing web sites and content, and they normally run on your servers. Whether they are publicly accessible from the Web is controlled by you; many companies operate “internal weblogs” on their intranet using one of these systems. Of the four listed, Drupal and PostNuke are the most powerful. Drupal also supports various configurations. For example, Drupal can be set up so that users can moderate discussions by voting on individual posts. If a user acts badly on the board, other users can vote and the bad actor’s posts will no longer appear on the board (an administrator can reverse this). An implementation of Drupal specifically for e-Learning purposes, called DrupalEd, has been made available in the last week, and can be found through the Drupal site.

Community systems

One of the most natural ways that people work together to solve problems and achieve goals is through communication. This activity also helps to form communities, including communities of practice.

As you might expect, there are some thriving learning communities on the Web, and (maybe not surprisingly) most of them have no real connection with any formal training organization or institution of higher learning. Along with The eLearning Guild, Perl Monks (http://www.perlmonks.org) and Wikipedia (http://en.wikipedia.org/wiki/Main_Page) are examples of such communities.

Perl Monks is, of course, the product of a lot of script and probably not the kind of community system you would want to have to create from scratch. On the other hand, Wikipedia is a Wiki, and many different varieties of Wiki are available and relatively easy to set up.

Wikis are a little hard to describe, but their key feature is that anyone can change anything at any time. There are some safeguards against vandals and irresponsible users, but for the most part these are not needed. Maintenance of a large Wiki can be a challenge, however, since people do make well-intentioned (but unwise) changes.

If the somewhat anarchic structure of a Wiki worries you, consider coWiki, which is designed to be more secure. In either case, I suggest visiting the Web sites listed in Table 4, and also Wikipedia, to become more familiar with the way these communities function. A number of educational establishments have started to experiment with Wikis and report varying levels of success. I am aware of two companies that are using Wikis internally as part of their knowledge management efforts.

 

TABLE 4 Community systems

Application Name

Web site

Notes

WikiWiki

Basic information http://www.c2.com/cgi/wiki?WikiWikiWeb

Choosing a Wiki http://www.c2.com/cgi/wiki?ChoosingaWiki

Many Wikis are Open Source, but not all, and very few are “freeware” — almost all of them require a license, even if there is no fee for their use.

coWiki

http://develnet.org/

Creates a collaborative website, with features of both weblogs and Wikis. Designed to be more secure and more structured than a Wiki.

 

Community systems are useful in every aspect of the problem-solving process. If your learners are all located at a distance, a community system (even if it is a Yahoo! Group and not a Wiki) is indispensable. Remember that the community system is there in order to facilitate communication between the learners. A Wiki that is used as a one-way channel from the instructor to the learners will fail. See the weblog entry titled “My Brilliant Failure: Wikis in Classrooms” in the References for a wonderful story about this. (By the way, Kairosnews, where this entry appeared May 21, 2004, is a Drupal-based weblog.)

Office-type applications and hypermedia

It is easy to overlook the usefulness of ordinary office applications as learning tools. Rather than use them only as media to communicate from an instructor to learners, constructivist practice suggests that the designer consider how the learners can use them in problem solving. I have summarized a few of the basic ways in Table 1, but others will appear as you design your e-Learning environments.

Table 1 mentions WebQuests. These will be addressed in a later article, but for the moment, understand that a WebQuest is designed to bridge the transition between teacher-led instruction and self-directed learning by students. WebQuests initially provide scaffolding to support the learners, and both instructors and learners will gain experience in a learning-centered approach. In addition, it is very useful to have learners in groups design their own WebQuests during the planning phase of the intentional information search. In other words, a WebQuest should not necessarily be “one way” any more than a Wiki is. Please see the WebQuest Page for more information.

Content management and community frameworks

Even in a constructivist world, we still need a system to handle the content management and the administrative requirements (“course management”). These tend to be complex systems, and will not be dealt with in any great depth this time. However, I have listed four of the best Open Source systems (and OpenACS, a toolkit needed in order to use .LRN Tools) and summarized their key features in Table 5.

 

TABLE 5 Open Source collaborative environments
Application Name Web site Notes
.LRN Tools http://dotlrn.org Designed to support learning and research communities and communities of practice. Capabilities include course management, online communities, learning management, and content management. Requires OpenACS toolkit.
OpenACS toolkit .http://openacs.org Toolkit for building scalable, community-oriented Web applications. OpenACS is the foundation for many products, including .LRN and other learning-related applications.
Claroline http://www.claroline.net/ Collaborative learning environment, supporting the creation and administration of courses through the Web. Includes group management, forums, document repositories, calendar, chat, assignment areas, links, and user profile administration. Scales up extremely well – Universities in Europe with 20,000 students use it with no problems. Available in 28 languages.
Moodle http://moodle.org/ Course management system for creating quality online courses or Virtual Learning Environments (VLEs). Promotes collaboration, activities, and critical reflection. Suitable for online courses and for supplementing instructor-led classroom instruction. Used around the world, primarily by educators. Available in 40 languages.
Segue http://segue.middlebury.edu/index.php?a ction=site&site=segue Content management system designed for collaborative e-Learning. Supports weblogs, courses, news, journals, peer review, and e-portfolio, and can serve as a portal

 

These are excellent systems and all have outstanding support from the Open Source community. A number of them are in use by business organizations and governments, especially the .LRN Tools (which are affiliated with the Massachusetts Institute of Technology, not with Microsoft’s similarly named e-Learning kit). However, even though they are Open Source, implementation will require as much care, time, and (probably) expense as would any commercial LMS or CMS. Selection of one of these collaborative environments should only be done with the participation of your information technology department.

Conclusion

When I started thinking about these articles, I began by thinking they would be about how constructivism is showing up in e-Learning. It quickly came to me that this was the wrong angle. The real point, it seems to me now, has to be, “How can technology support the development of knowledge?” not “How can we blend these approaches?”

The next article in this series, which will appear later this summer, will open up a discussion of designing collaborative learning environments. In the meantime, I invite you to visit the Web sites listed in the tables and in the References, and to try out the tools. Here’s a timeless quote for your consideration:

“One must learn by doing the thing. For though you think you know it, you have no certainty until you try.” Sophocles (BC 495-406, Greek Tragic Poet)

References

Cognitive approaches

Clark, Ruth. Building Expertise: Cognitive Methods for Training and Performance Improvement. 2003. International Society for Performance Improvement.

Constructivism

Jonassen, David H.; Howland, Jane; Moore, Joi; Marra, Rose M. Learning to Solve Problems with Technology: A Constructivist Perspective. 2003 (Second Edition). Pearson Education, Inc.

Concept maps

Gaines, Brian R. and Shaw, Mildred L.G. Collaboration Through Concept Maps. Retrieved May 25, 2004 from http://ksi.cpsc.ucalgary.ca/articles/ CSCL95CM/.

Novak, Joseph D. The Theory Underlying Concept Maps and How To Construct Them. Retrieved May 25, 2004 from http://cmap.coginst.uwf.edu/info/printer.html.

Individual differences

Jonassen, David H. and Grabowski, Barbara L. Handbook of Individual Differences, Learning, and Instruction. 1993. Lawrence Erlbaum Associates, Inc.

Mind maps

Buzan, Tony. The Mind Map Book: How to Use Radiant Thinking to Maximize Your Brain’s Untapped Potential. 1996 (Reprint edition). Plume.

Publishing tools

Lamb, Brian. What are weblogs, anyway? Retrieved June 5, 2004 from http://www.edtechpost.ca/blogtalk_archive/2003/10/what_are_weblog. html.

Nichani, Maish. How to use weblogs to create engaging learning experiences. Retrieved June 5, 2004 from http://learnscope.flexiblelearning.ne t.au/learnscope/golearn.asp?category= 12&DocumentId=5723.

Community systems

Heather’s Blog. My Brilliant Failure: Wikis in Classrooms. Posted on Kairosnews May 21, 2004. Recovered June 1, 2004 from http://kairosnews.org/node/view/3 794 and from http://kairosnews.org/blog/769.

WebQuests

Dodge, Bernie. The WebQuest Page. Recovered May 28, 2004 from http://webquest.sdsu.edu/ (Portal).

March, Tom. WebQuests for Learning. Retrieved May 30, 2004 from http://www.ozline.com/webquests/design1.html.


(0)
I appreciate this article
                 RSS feed

Comments



(0)
I appreciate this article
 RSS feed

Comments

Login or subscribe to comment

Be the first to comment.

Related Articles

Formal design process gets a lot of attention, but not every problem requires the full treatment. Consider first what your client needs, before you start working on what the process flow chart requires, and when the problem is simple, keep the solution simple. Jane offers the key to remedies for performance issues.
Social interaction has always been, along with experience and practice, a mainstay of learning for human beings. Until recently, this took place primarily in the “informal” arena. The use of online social media to support formal learning has now entered the picture, extending the blended learning paradigm. Here is a set of tips for adding powerful social support for learning.
The typical objection to prototyping in eLearning is that there is neither time nor money for it. Yet, in other fields, prototyping is not only accepted, but expected. There are compelling arguments for prototyping, including dramatically shortened development cycles and improved product quality. Here is a review that may help you find what you need to overcome objections to prototyping.
Advertise Here
Advertise Here
Advertise Here
Advertise Here
Advertise Here