As part of the RECTO project funded by the Quebec government information
highway program ("Fonds québécois de lautoroute
de linformation"), the distance learning center (Centre collégial
de formation à distance, or CCFD) of the Rosemont CEGEP (a post-secondary
institution located in Montréal, Canada), was given the mandate
to re-engineer a course for its implementation on the Internet.
The course chosen is a pre-university level mathematics course in integral
and differential calculus. In its present form, this course uses new technologies
in a limited way. It is mostly print-based, although it also uses mail,
the telephone and interactive television modules."Re-engineering"
in this context means redesigning a course already offered by the Center
through distance learning to take advantage of the potential offered by
the Internet.
The objective of the project is to facilitate the emergence of innovative
learning and teaching models, based on new instructional approaches. It
has raised several issues. One pertains to the organisation of collaborative
work for designing a distance learning course via the Internet. Another
regards the systematic coordination of the Internet environment relevant
for educators (the designer and the tutor) and learners alike [Stahl et
al., 1995]. There were both presented and discussed at Inet 96 last June
[Chomienne and Potvin 1996]. The objective of the present communication
is to go one step further, by presenting the first results from the pre-trial
stage in the implemention process of the Center's distance collaborative
learning project.
Because of the novelty of the medium (the Internet), an exploratory case
study was chosen as a research strategy. The research question was: How
can the Internet environment be used to offer collaborative learning activities
to students remote from one another? The case concerns a maths course
selected for its high attrition rate. Students had stressed isolation
as a major difficulty in solving their maths problems.
The research team started the project with the following requisites:
they were not supposed to develop new infrastructure material; they had
to experiment with existing tools; and they had to design and implement
collaborative activities and test them in naturalistic settings, that
is with students at home, the usual learning environment of the CCFD client
population.
The developing team also had to test the technologies available on the
Internet so that collaborative activities could be designed in accordance
with the real capabilities of these technologies.
What Is "Collaborative" Learning?: A Definition
That Fits the Characteristics of the
Maths Course Students
Collaborative Versus Cooperative Learning.
In educational sciences, the terms cooperative and collaborative often
share the same meaning. We will follow this shortcut, and use both terms
indistinctly. For a subtle distinction, see the study conducted by the
Centre for the Study of Classroom Process [Abrami et al., 1993] and reported
in [Ricciardi-Rigaud 1993].
Features of Cooperative Learning
[Slaving 1985] defines cooperative learning as an environment where students
from different performance levels work together in small teams towards
a common goal. This definition fits the target population of the course.
Indeed, the target population consists of high school students in initial
training, retraining adults or adults in permanent training. They all
need to reach the same goal -- understanding concepts of integral and
differential calculus -- but they don't share the same cognitive profile,
or the same learning habits.
Following [Salomon 1992; Johnson and Johnson, 1984; and Slaving 1985]
we chose the following constructs as essential characteristics of cooperative
learning: interdependence among members, peer interaction, information
sharing, and constructivist and humanistic approaches to learning.
An Empirical Process: The Analysis of Prior Experiments
Internet for collaborative learning is a relatively new field of study.
As a starting point for our project, we chose to study the corpus of literature
analysing concrete experiments. One recent concept of interest in the
literature is that of "Computer Support for Cooperative Learning",
or CSCL. It is derived by analogy from a previous concept, "Computer
Support for Cooperative Work" (CSCW), which refers to the potential
capabilities of technologies for teamwork processes. One example is group
decision making, which is frequently found in business environments.
Technologies Used for CSCL: Limited Variety
and Lack of Integration
CSCL is based on a rather limited variety of experiments. Most of them
are related to the use of a computer mediated communication, or CMC [Ahern
et al., 1992; Batson 1992; Feenberg 1987; Harasim 1990; Hawisher 1992;
Henri 1992; Hiltz 1988a; Hiltz 1998b; Kemp 1992; Mason and Kaye, 1990;
Ricciardi-Rigault 1993; Lohuis, 1996]. Usually it consists of written
and asynchronous communication. If synchronous, it still runs on print
based communication with the use of a chat function. Sometimes, CSCL is
limited to an analysis of the use by the participants of a mere e-mail
system [Newman 1992].
CSCL has also been studied in cases when students working in teams use
an educational software. It is usually a simulation and the team is composed
of two or three persons [Geban et al., 1992; Kneedler 1993; Resnick 1992;
Roschelle 1992]. In such a situation, the learners are all present in
the same location, and are therefore not separated by distance, but their
interactions are mediated through a computer.
The use of more advanced technologies is seldom reported in the literature
(for example, hypertext or hypermedias, videoconference desktop systems
or groupware software allowing the synchronous transfer of graphics, animated
pictures, or application sharing). Advanced technologies have rarely been
tested for educational purposes because of their high costs as well as
their still scarce availability [Collectif 1993]. Literature about these
newer technologies is more abundant when CSCW is the issue [Schweitzer
et al., 1993; Walther 1996; Dix 1996; Appelt 1996].
However, as [Dybvik and Lie, 1996] found, combining the Web with realtime
multimedia communication, could provide a rich, distributed collaborative
environment. As these tools are progressively integrated into the Internet
network, they will increasingly be seen as a promising source for inexpensive
collaborative work in distance education. Yet, they will still need to
be tested [Fetterman 1996]. Another issue is also the lack of a bandwith
large enough for graphic or animated information to travel within reasonable
time limits.
Six Lessons from the Literature
Our analysis of the literature on prior experiments allowed us to focus
on six issues.
Involvement of Students
The involvement of students and the interaction between peers in a CMC
are issues related to the definition of the role of the teacher. One of
the teacher's main roles is to facilitate the participation of the students
by diminishing their anxiety caused by the lack of direct contacts among
peers [Feenberg 1987]. The teacher is then called a "moderator".
His or her job is then to frequently synthesize the contents of the conference,
to clarify key points in order to reassure the participants individually
and collectivly about the value of their contribution to the task to be
achieved.
The form of the discourse used by the moderator to stimulate discussion
influences the degree of involvement of the students. [Ahern et al. 1992]
found that an informal and conversation-like discourse, as compared to
a formal discourse where the moderator asks questions, generates more
elaborate answers from the students and more interaction among each other.
Moreover, to have them learn how computer-mediated communication works,
the moderator must engage the participants in a reflection on their own
behavior as well as on the problems they face [Feenberg 1987]. [Henri
1992] even suggests that the animator be chosen among the working group
members.
Level of Task Complexity.
The level of complexity of the activities to which the participants commit
themselves is also a factor influencing the success of teleconferencing.
For several authors, among which [Harasim 1990; Hiltz 1988b; Hooper and
Hannafin 1991], teleconferencing is well adapted to activities involving
mental processes of a superior order, among them the learning of scientific
concepts [Goldman, 1992], or training for critical reading [Goodrum and
Knuth, 1991]. Based on these findings, we believe that the resolution
of maths problems like those accompanying the maths course under development
is an activity which we can consider a good candidate for work in small
remote teams.
Working Team Composition
The composition of working teams [Hooper et Hannafin, 1988; 1991], or
the number of participants, are issues directly relevant for collaborative
learning methods, which some authors have discussed in relation with experiments
with NTI's. Student matching is another point of interest. For example,
[Hooper and Hannafin 1991] found that in a computer based collaborative
work environment, the weaker students were those who benefitted most from
heterogeneous groupings. [Gail and Rein 1995] have addressed the question
of pairing the partners.
Form of Participants' Interaction
Interactivity can take the form of a unilateral imposition of procedures.
[Hoyles et al. 1992] have observed that the interactivity among members
of different teams in computer-based tasks on science problems was limited
to a demand for technical help from some students and to the imposition
of procedural directives from some others. There was no discussion of
contentious points likely to lead to the learning of new notions.
Affective and Social Value
Several authors, among which [Gray and O'Grady 1993] or [Riel 1992] and
[Rojo 1991], have highlighted the affective value and the social aspects
of collaborative learning when it is assisted by a new information technology.
[Rojo 1991] even reports that in a computer-based teleconferencing session
at the Ontario Institute of Science Education (OISE), the participants
she interviewed had mostly used the system to send messages to one another
and to socialize.
The Lack of Message Filing Tools
In experiments designed to achieve group activities like writing essays
or syntheses, participants complain they frequently experience difficulties
to retrieve the messages that would be useful to them.
It is based on their knowledge of the potential, problems and limits
of the previous experiments, that the maths course "re-engineering"
team set out to achieve its mandate.
The CCFD Experiment: The Case Of Maths 103
As previously mentioned, this mandate was to use an existing maths course,
already offered by the CCFD in distance education, to develop and test
the design of new collaborative activities taking into account the capabilities
of the Internet. The choice of the course was oriented by the constant
report of the difficulties experienced by the students in solving maths
problems individually. Students had been complaining that they wanted
to work with their peers and discuss with them the steps (correct or incorrect)
they were following while solving problems.
A Team Working Testing Process
The team consists of two content specialists, assisted by an educational
technologist and occasionally by a computer analyst and a programmer.
The members have been interacting on a weekly base for several months
to develop scenarios involving collaborative activities assisted by tools
and technologies avalaible on the Internet.
The team built upon its analysis of the literature on previous experiments.
It also performed abundant testing of the technologies it was planning
for student use. For example, it simulated collaborative learning situations
(teams varying from two to five persons) using the tools avalaible. Content
specialists thus became aware of the technical capabilities of these tools.
They were then able to extrapolate the pedagogical potential of the technologies
tested, and to select the most appropriate technologies and activities
to further design.
Results
The development team tested a great variety of tools and technologies.
The test conditions were intentionally those that were supposed to prevail
in real-life situation, the home of the students. Hardware and software
were those that the team could expect to find in the students' homes.
The team assumed that students would have a PC-computer with a Pentium
micro processor, 16 meg of RAM and a modem 28 800 bauds. Connection to
the Internet would be obtained from a private provider.
The team came to a classification of the technologies and tools relative
to the size of the student groups. It also wound up with principles for
matching technologies with activities. For example, the Internet vidoconferencing
CUSEEMe was found to be able to assume only a social function and to work
with groups of no more than 4-5 persons. The high demand in the bandwith
made the quality of image and sound very poor and unsuitable for didactic
purposes.
It also appeared that students could not solve maths problems on a common
whiteboard, shared with another student, without a graphic tablet. The
problem of writing mathematic equations was solved by having students
handwrite with a pen on the tablet, as on a regular piece of paper.
Table 1 shows which collaborative activities were designed, the fonctions
they were given and the tools and technologies they were using.
Table 1. Collaborative activities, functions and technologies
|
Group Size
|
Technologies and Tools
|
- Large group (entire class)
Functions :
social ("nice to meet you", chatting,
jokes, etc.). No moderator, leave the group to animate this forum.
technical troubleshooting. No animator but a respondent for
technical questions
providing answers to self-learning exercices
about the content. Tutor course introduction, live presentation
to fix meetings
|
Teleconferencing (asynchronous and synchronous, chat), type Exchange
server
Asynchronous Teleconferencing (Exchange server)
FAQ in a forum, read-only mode
Audioconferencing (TeleVox)
Distributed agenda (available with Exchange server)
|
- Medium groups : sub-groups of the entire class (4 to 5 persons)
Functions :
social
about the content. Tutor remedial lectures to a group of
students with similar maths understanding difficulties
to fix meetings
Videoconferencing (CUSEEme)
Audioconferencing
Distributed agenda (avalaible with Exchange server)
|
|
- Teams of two
Functions :
tutor advice
problem solving (exercices resolved by two students.)
to fix meetings
White board and application sharing(InternetConference) and graphic
tablet
Idem
Distributed agenda (available with Exchange server)
|
|
The team also designed, on a more detailed level, the activities that
the tutor-animator must accomplish to animate the teleconferences. Guidelines
include techniques for stimulating active participation, student matching,
group formation, and other activities.
Pre-testing is in progress. Six students selected as volunteers have
been participating for more than one month in bi-weekly synchronous tutoring
sessions. In addition they have to individually learn the content of the
course through HTML pages including text and Java applets. These pages
are linked to Powerpoint lectures, on line exercises or Acrobat documents.
Other exercises have to be solved. Some, solved individually first, are
then commented and discussed with other students either in a computer
mediated conference or in a synchronous activity where two partners share
the same file. Audio communication or chat is available during the sharing.
Data collection tools consist of structured questionnaires, semi-structured
interviews and participant observation. Structured questionnaires are
filled out by each student every time he or she starts a mathematical
learning session. The time spent on the activity, the technical problems
encountered, and the mathematical learning achieved are carefully noted
by the students and the two tutors.
Notwithstanding the very real technical problems we have been faced with,
the emerging results are encouraging. Technology exists that does allow
synchronous activities. Cooperative activities are possible, and students
even report that collaboration feels more real than in face to face situations.
This positive result probably stems from the fact that the activities
of the experiment were carefully prepared, protocols are clear and varied,
each one being specifically adapted to the situation under consideration.
Learning develops through the process of questions and comments that students
address to their partners or to the tutor during the tutoring evening
sessions.
We have found that the technologies employed are not without limits.
One of them is their instability. For example, the audio has not been
dependable at all times. Interestingly however, the students have quickly
compensated by switching to the chat mode of communication. Ironically,
this mode that we had originally tried to avoid, on the belief it could
be tedious, turned out to be a substitute. In a number of cases, audio
and chat were even both used at the same time.
More results related to the composition of the teams, the involvement
of students and other issues are not yet available but will be presented
at the Conference.
Conclusion: What Are The Problems We
Were Faced With and Which Questions
We Are Going to Answer?
During the development phase, the team encountered several difficulties.
Mots of them were resolved by testing and evaluating the technologies.
As can be seen in table 1, we planned to use several tools and technologies.
A major challenge turned up to be their integration in order to harmonize
the learning environment for the students. Special programming had to
be done to link the tools together. This effort of harmonization is also
present at the level of the content of the course. A tutorial, presented
as an introductory session, was designed to familiarize learners with
their new technological environment. In addition, a study guide (hypertext
document) including a calendar, will help students plan their activities.
As the topic is mathematics, the progress of the learner is rather linear.
We had to implement conceptual maps to which students can refer to re-orient
themselves in the environment.
We were also aware of the rapid obsolescence of the tools, the systems
and the technology we have chosen. Our choices however were made according
not to one but to several factors, such as extensive testing, robutsness
of the private providers, product evaluation and comparison across various
specialized magazines.
We also encountered technical difficulties during the pre-testing. For
the learner the variety of technologies available have been an obstacle.
Interfaces varied from one to the next, and users had to learn myriads
of commands. Fortunately, most of them had been using computers for a
few years and were considered to be computer literate. A teleconference
designed to report and solve technical problems has been set up for this
purpose. Its content as well as reports in the interviews and questionnaires
will allow us to classify and quantify kinds of problems and ways of avoiding
them.
First results seem promising, and whathever they will turn up to be,
we must emphasize that we have constantly had the preocupation of the
learner during the entire development phase. Tools and technologies were
tested to evaluate their pedagocial potential; learning activities were
then designed to take the best part of the technologies.
Other questions will remain unanswered. For example, we didn't address
the problem of learner interdependency when comes the time of assessment;
other authors like [Brothen 1991] and [D'Souza 1992] have studied the
effectiveness of evaluation quizzes via an E-mail system. However the
assessment was always individual. We chose to treat the question of evaluation
in a traditional mode. As with most courses offered by the CCFD, a few
exams are take-home exams, except the final exam that is taken under class
supervision. To address such issues, more experiments such as this one
need to be conducted.
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