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Collaboration, Design, and Technology: Themes in the Architecture of Interactive Learning Environments.


INTRODUCTION TO A SPECIAL JILR JILR Journal of Interactive Learning Research  ISSUE

During a recent ED-MEDIA conference a number of participants discussed that while we often share our experiences of using educational technology and the relationship between technology and learning, there were few resources that provide insights (both technical and theoretical) into the developments of such learning environments. We were particularly interested in the software requirements needed to build interactive learning environments; issues related to stability, flexibility, and platform independence; mechanisms to facilitate effective dialogues between educators and developers; use of formative evaluation Formative evaluation is a type of evaluation which has the purpose of improving programmes. It goes under other names such as developmental evaluation and implementation evaluation. ; and identification of appropriate software tools. While the selected articles in this special issue all address one or more of these issues, a number of common themes are also evident. In this introduction we would like to identify these themes in order to gain a deeper understanding of the issues involved in the development, deployment, use, and evaluation of interactive learning environments.

Barney Dalgarno identifies five classes of highly interactive learning resources (simulations and microworlds, guides or intelligent agents, cognitive tools, practice tools, and scaffolding tools) that he uses to analyse an·a·lyse  
v. Chiefly British
Variant of analyze.


analyse or US -lyze
Verb

[-lysing, -lysed] or -lyzing,
 web-based learning environments. Barney argues that this analysis could help designers develop appropriate learning material. This article explores components available for the deployment of web-based learning tools and suggests practical approaches that promote active learning through different forms of interaction, or types of learning environments. He distinguishes between learner-to-learner, learner-facilitator, and learner-to-machine collaborations, focusing on the role of learner-to-machine collaborations. We could argue that the development of the knowledge society is not solely driven by the free flow of information, but rather by the technologies that allow collaboration. The development of intelligent agents and cognitive tools are steps in the evolution of collaborative systems. T his first paper includes all three themes--collaboration, design and technology--that are the foci of this Special JILR Issue.

Evaluation of synchronous Refers to events that are synchronized, or coordinated, in time. For example, the interval between transmitting A and B is the same as between B and C, and completing the current operation before the next one is started are considered synchronous operations. Contrast with asynchronous.  computer-mediated communication Computer-Mediated Communication (CMC) can be defined broadly as any form of data exchange across two or more networked computers. More frequently, the term is narrowed to include only those communications that occur via computer-mediated formats (i.e.  (CMC (Common Messaging Calls) A programming interface specified by the XAPIA as the standard messaging API for X.400 and other messaging systems. CMC is intended to provide a common API for applications that want to become mail enabled.

1.
) systems by C. Candice Chou provides insights into the use of this type of collaborative tool in a learning environment. Candice argues that such systems should require low-bandwidth; be easy to navigate (1) "Surfing the Web." To move from page to page on the Web.

(2) To move through the menu structure in a software application.
, accessible, non-intrusive, fun and pleasurable pleas·ur·a·ble  
adj.
Agreeable; gratifying.



pleasur·a·bil
, humanizing and sensitive; provide positive feedback; have good audio-visual quality; support knowledge construction tools; and play a role in community building. CMC systems are not just for social collaboration but should also play a role in scaffolding and development of cognition cognition

Act or process of knowing. Cognition includes every mental process that may be described as an experience of knowing (including perceiving, recognizing, conceiving, and reasoning), as distinguished from an experience of feeling or of willing.
.

John Hedberg and Rod Sims speculate that "new types of design dialogues are important" to effectively combine the skills of instructional designer, subject matter expert, and programmer (1) A hardware device used to customize a programmable logic chip such as a PAL, GAL, EPROM, etc. See PROM programmer.

(2) A person who designs the logic for and writes the lines of codes of a computer program.
. They propose that the learner could play the role of an actor who is part of a narrative encounter in the design framework that includes the different components of the development team. Such collaboration and interaction is a critical component for the success of learning environments and "may provide a higher level of engagement and learning than previously realised." Here successful learning requires collaboration between the development team members and also among the team and the learner. Therefore the learner-developer interaction is another important collaboration component.

What about instructional designers who need to work with unfamiliar content? Mike Keppell proposes the use of the Content Production Process where the construction of knowledge maps helps designers to "think carefully about unfamiliar content," acts as a useful "communication prop," and provides the foundation for clarification through a "teachback" procedure that can further develop understanding. Here a cognitive development tool supports the design process and acts as a communication device.

In the case study of the development of a web/CD hybrid application, Rob Phillips explores the relationships between educational design, software design, project management, and formative evaluation, leading to a set of general principles that inform the development of interactive learning environments. Success of such projects appears to be heavily dependent on documentation, use of standards, accessibility, quality assurance, and project management skills. Here collaboration is intrinsically in·trin·sic  
adj.
1. Of or relating to the essential nature of a thing; inherent.

2. Anatomy Situated within or belonging solely to the organ or body part on which it acts. Used of certain nerves and muscles.
 bound to the retrieval of information and use of technological tools (i.e., developer-developer and developer-computer collaborations).

Adventure style games offer the opportunity to develop many different learning and cognitive skills cognitive skill Psychology Any of a number of acquired skills that reflect an individual's ability to think; CSs include verbal and spatial abilities, and have a significant hereditary component . However, the relationship between educational theory and game design is complex. Alan Amory proposes a model that directly links these two elements and provides insights into the development of such complex virtual learning environments. What is of interest here is that modem object-orientated programming principles are used to formalize the relationships between abstract educational concepts and the practical implementation, thus bridging the gap between computer science and education that lays a foundation for the development of cognitive tools.

A web-based assessment system that supports cognitive development, is student-centred, and follows an objectives-based model of teaching and learning is presented by George Fernandez who argues that to encourage deep learning such systems should include evaluation and feedback In intelligence usage, continuous assessment of intelligence operations throughout the intelligence process to ensure that the commander's intelligence requirements are being met. See intelligence process.  cycles (learner-machine collaboration). This article also describes the technology used in the development of one such assessment tool that is customized for science and engineering languages.

The management of assessment is just one aspect of the management of learning. Steve Hansen Steve Hansen is a rugby union coach. He was the head coach of the Welsh national team. He became the ninth Welsh coach in 13 years, after Graham Henry parted company with the Welsh Rugby Union (WRU) in 2002.  and Graeme Salter salt·er  
n.
1. One that manufactures or sells salt.

2. One that treats meat, fish, or other foods with salt.

Noun 1.
 report on the complex collaborations that are needed to design appropriate learning management systems on a university-wide basis. The design is only the first step; we then need to work at having the majority of staff adopt and use such technological systems effectively. All three themes of collaboration, design, and technology are addressed in this article on organisational issues.

The last article in this series is by Gerrit Hiddink, and discusses the architecture of database-supported learning where software components provide dynamic, instead of static, information. The design of databases and use of specific technologies, such as Extensible Markup Language See XML.

(language, text) Extensible Markup Language - (XML) An initiative from the W3C defining an "extremely simple" dialect of SGML suitable for use on the World-Wide Web.

http://w3.org/XML/.
 (XML XML
 in full Extensible Markup Language.

Markup language developed to be a simplified and more structural version of SGML. It incorporates features of HTML (e.g., hypertext linking), but is designed to overcome some of HTML's limitations.
), need to be carefully planned to facilitate successful machine-to-machine collaboration. The technical details discussed here clearly demonstrate the complexity of interactive learning environments and provide insights into the design of such systems.

The outcome of this exploration of the relationship between technology and learning could be summarised simply: the success of educational technology is totally dependent on collaboration between all parties that includes learners, facilitators, designers, and technological tools. The five classes of highly interactive learning resources, different GMC GMC

See: Guaranteed Mortgage Certificate
 systems, games, and assessment tools, and so forth can all be described as different faces of the communication revolution.

We trust that this collection of nine papers from authors on four continents will add to our global understanding of how to build effective interactive learning environments.
COPYRIGHT 2001 Association for the Advancement of Computing in Education (AACE)
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2001, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Article Details
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Author:AMORY, ALAN
Publication:Journal of Interactive Learning Research
Article Type:Editorial
Geographic Code:1USA
Date:Jun 22, 2001
Words:1053
Previous Article:Online Learning: From Information Dissemination to Fostering Collaboration.(Internet/Web/Online Service Information)
Next Article:Technologies Supporting Highly Interactive Learning Resources on the Web: An Analysis.
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