Observing the users of digital educational technologies* theories, methods and analytical approaches

Similar documents
Back Onto The Tracks : Convergent Community Boundaries in LibraryThing and Goodreads

Key concepts for the insider-researcher

Parents as Partners in Schooling

10.2. Behavior models

Scenario Design for Training Systems in Crisis Management: Training Resilience Capabilities

VIEW: An Assessment of Problem Solving Style

DIGITAL GAMING & INTERACTIVE MEDIA BACHELOR S DEGREE. Junior Year. Summer (Bridge Quarter) Fall Winter Spring GAME Credits.

1. Professional learning communities Prelude. 4.2 Introduction

Software Security: Integrating Secure Software Engineering in Graduate Computer Science Curriculum

INQUIRE: International Collaborations for Inquiry Based Science Education

CollaboFramework. Framework and Methodologies for Collaborative Research in Digital Humanities. DHN Workshop. Organizers:

The leaky translation process

ADDIE MODEL THROUGH THE TASK LEARNING APPROACH IN TEXTILE KNOWLEDGE COURSE IN DRESS-MAKING EDUCATION STUDY PROGRAM OF STATE UNIVERSITY OF MEDAN

Higher education is becoming a major driver of economic competitiveness

The open source development model has unique characteristics that make it in some

Integration of ICT in Teaching and Learning

Multidisciplinary Engineering Systems 2 nd and 3rd Year College-Wide Courses

PH.D. IN COMPUTER SCIENCE PROGRAM (POST M.S.)

Virtual Seminar Courses: Issues from here to there

TAIWANESE STUDENT ATTITUDES TOWARDS AND BEHAVIORS DURING ONLINE GRAMMAR TESTING WITH MOODLE

ISSN X. RUSC VOL. 8 No 1 Universitat Oberta de Catalunya Barcelona, January 2011 ISSN X

Developing a Language for Assessing Creativity: a taxonomy to support student learning and assessment

An Interactive Intelligent Language Tutor Over The Internet

In the rapidly moving world of the. Information-Seeking Behavior and Reference Medium Preferences Differences between Faculty, Staff, and Students

Using Group Support Systems (FacilitatePro) in a learningcentered negotiation case exercise

James Cook University

Evaluation of Hybrid Online Instruction in Sport Management

Computer Science and Information Technology 2 rd Assessment Cycle

Perceptions of Usability and Usefulness in Digital Libraries

Comparing models of first year mathematics transition and support

Success Factors for Creativity Workshops in RE

Focus on. Learning THE ACCREDITATION MANUAL 2013 WASC EDITION

Towards a Collaboration Framework for Selection of ICT Tools

Integrating simulation into the engineering curriculum: a case study

Research as Design-Design as Research

Inside the mind of a learner

The Common European Framework of Reference for Languages p. 58 to p. 82

The Incentives to Enhance Teachers Teaching Profession: An Empirical Study in Hong Kong Primary Schools

Group A Lecture 1. Future suite of learning resources. How will these be created?

Improving Conceptual Understanding of Physics with Technology

Learning Methods for Fuzzy Systems

Politics and Society Curriculum Specification

ICT in University Education: Usage and Challenges among Academic Staff (Pp )

GETTING THE MOST OF OUT OF BRAINSTORMING GROUPS

UniConnect: A Hosted Collaboration Platform for the Support of Teaching and Research in Universities

Running head: THE INTERACTIVITY EFFECT IN MULTIMEDIA LEARNING 1

Carolina Course Evaluation Item Bank Last Revised Fall 2009

POL EVALUATION PLAN. Created for Lucy Learned, Training Specialist Jet Blue Airways

Evaluation of Learning Management System software. Part II of LMS Evaluation

Show and Tell Persuasion

Greek Teachers Attitudes toward the Inclusion of Students with Special Educational Needs

$0/5&/5 '"$*-*5"503 %"5" "/"-:45 */4536$5*0/"- 5&$)/0-0(: 41&$*"-*45 EVALUATION INSTRUMENT. &valuation *nstrument adopted +VOF

BA 130 Introduction to International Business

Thesis-Proposal Outline/Template

Project title: Ecological, what else? Sustainable schools on the fast lane in Europe! Final evaluation report. 2nd Dicember 2014.

Unit 7 Data analysis and design

Requirements-Gathering Collaborative Networks in Distributed Software Projects

NC Global-Ready Schools

P. Belsis, C. Sgouropoulou, K. Sfikas, G. Pantziou, C. Skourlas, J. Varnas

Is M-learning versus E-learning or are they supporting each other?

Aligning learning, teaching and assessment using the web: an evaluation of pedagogic approaches

Using Moodle in ESOL Writing Classes

The Evaluation of Students Perceptions of Distance Education

Delaware Performance Appraisal System Building greater skills and knowledge for educators

On the Combined Behavior of Autonomous Resource Management Agents

Positive turning points for girls in mathematics classrooms: Do they stand the test of time?

Web-based Learning Systems From HTML To MOODLE A Case Study

EECS 571 PRINCIPLES OF REAL-TIME COMPUTING Fall 10. Instructor: Kang G. Shin, 4605 CSE, ;

Modeling user preferences and norms in context-aware systems

Individualising Media Practice Education Using a Feedback Loop and Instructional Videos Within an elearning Environment.

MAINTAINING CURRICULUM CONSISTENCY OF TECHNICAL AND VOCATIONAL EDUCATIONAL PROGRAMS THROUGH TEACHER DESIGN TEAMS

Protocols for building an Organic Chemical Ontology

On the implementation and follow-up of decisions

University of Toronto

Students assessing their own collaborative knowledge building

PEDAGOGICAL LEARNING WALKS: MAKING THE THEORY; PRACTICE

ABET Criteria for Accrediting Computer Science Programs

Math Pathways Task Force Recommendations February Background

Maximizing Learning Through Course Alignment and Experience with Different Types of Knowledge

THREE-YEAR COURSES FASHION STYLING & CREATIVE DIRECTION Version 02

PHD COURSE INTERMEDIATE STATISTICS USING SPSS, 2018

LEADERSHIP AND COMMUNICATION SKILLS

An Introduction and Overview to Google Apps in K12 Education: A Web-based Instructional Module

Evaluation of Usage Patterns for Web-based Educational Systems using Web Mining

Evaluation of Usage Patterns for Web-based Educational Systems using Web Mining

Course Specification Executive MBA via e-learning (MBUSP)

P-4: Differentiate your plans to fit your students

New Venture Financing

Knowledge Management: Why Learning from the Past Is Not Enough!

Physics Experimental Physics II: Electricity and Magnetism Prof. Eno Spring 2017

Educational Technology: The Influence of Theory

WHY DID THEY STAY. Sense of Belonging and Social Networks in High Ability Students

DOCTORAL SCHOOL TRAINING AND DEVELOPMENT PROGRAMME

Media Literacy in the Information Society. Cyprus, 4 February 2011

Introduction to Information System

Introduction to Moodle

Ruggiero, V. R. (2015). The art of thinking: A guide to critical and creative thought (11th ed.). New York, NY: Longman.

Speak Up 2012 Grades 9 12

e-portfolios in Australian education and training 2008 National Symposium Report

GALICIAN TEACHERS PERCEPTIONS ON THE USABILITY AND USEFULNESS OF THE ODS PORTAL

Transcription:

New Review of Hypermedia and Multimedia, Vol. 13, No. 2, December 2007, 8791 Observing the users of digital educational technologies* theories, methods and analytical approaches Digital technologies are used in a variety of educational settings, ranging from K-12 (primary and secondary) schools, colleges and universities, to home education, libraries, museums, zoos, art galleries, and other contexts. They include web sites, multimedia objects, digital libraries and repositories, wikis, blogs, games, and authoring tools, and they are accessed on devices varying in size from handheld PDAs to desktop computers. They are used synchronously and asynchronously to support individuals and groups, such as students, teachers, parents, curriculum developers, administrators, and others. Digital technologies are used to reinforce face-to-face instruction, individual student learning, educator professional development, distance learning, and many other educational activities. There is ongoing debate as to the effectiveness of digital educational technologies. Journals and conferences report many cases of the successful use of digital tools in educational settings. This success can be qualified: Waxman et al. (2003) for instance reviewed 42 studies covering 7,000 students and reported a modest, positive effect of teaching and learning with technology on student outcomes, while a recent report to the US Congress (Dynarski et al. 2007) on the effectiveness of reading and mathematics software, which looked at 33 districts, 132 schools, 439 teachers and 9,424 students using 16 different software products, found that test scores were not significantly higher in classrooms using selected reading and mathematics software products. These varying conclusions on the effectiveness of educational technologies are reminiscent of the so-called productivity paradox of office computerization in the 1980s and 1990s, which claimed that large-scale investment in office technological infrastructure was failing to increase productivity (Brynjolfsson 1993). More recent research has indicated that computerization did indeed support office productivity gains, although these gains were not as high as hoped for, and occurred only after new practices had been learned, and complex long-term social and organizational changes had worked themselves out (Brynjolfsson and Hitt 1998). As Brown and Duguid (2000) put it, the changes that follow the introduction of a new technology proceed in a series of feedback loops along with developments in the technology...[this is] a matter not of society catching up with a technology, but of society adjusting technology to its needs. The implementation of technologies (digital educational technologies included) involves not so much learning how New Review of Hypermedia and Multimedia ISSN 1361-4568 print/issn 1740-7842 online # 2007 Taylor & Francis http://www.tandf.co.uk/journals DOI: 10.1080/13614560701795100

88 M. Khoo to use a new technology out of the box, but rather users adopting, shaping and fitting new technologies into their existing daily practices, practices which are also simultaneously shaping and adapting to the shifting forms of that new technology (Kling 1999). The point of drawing this parallel between office computerization in the 1980s and digital educational technology use in the 2000s is two-fold. First, as argued above, if digital educational technologies are indeed in the relatively early stages of adoption, then this is one reasonable explanation of why it is possible to identify individual instances of success, while at the same time evidence of some of the wider institutional and systemic gains has yet to emerge. Pflaum (2004), for example, describes the on-the-ground implementation of computers in American schools as a mosaic of computer use, misuse, and nonuse, a process that depends critically on the consideration given to the use of new technologies in the context of existing complex practices and habits, and which (as his cases show) can easily be derailed by a host of organizational, technical and other unexpected obstacles. Second, and consequently, the parallel suggests the need for research that investigates the longitudinal dimensions of digital educational technology implementation and use in real world settings. A significant challenge here is that as digital educational technologies vary widely in form and function, the process of implementation is often theoretically under-determined: that is, we lack detailed accounts of all the variables associated with digital educational technology use that would allow us to isolate and study the impact of the technologies themselves. One theoretical and methodological response here is to approach digital educational technologies as sociotechnical systems - that is, as networks of people, practices, institutions, technologies and other variables related in emergent ways (Van House et al. 2003) - which require, in turn, multifaceted evaluation approaches that combine and triangulate a mix of quantitative and qualitative methods (Marchionini et al. 2003). Such systemic and multifaceted approaches move from considering summative evaluation questions, such as did it work? to examine more formative evaluation questions, such as how is it working and how might it be improved? The call for this special issue therefore requested qualitative and mixed method studies that considered digital educational technologies as complex mixtures of people, practices and technologies, embedded in a range of institutional, technological and social contexts: in other words, case studies which considered digital educational technologies and their users in the wild. The accepted papers describe a wide range of technologies and contexts, and emphasize: longitudinal studies that followed users for weeks or months; mixed methods approaches that combined and triangulated data from observations, interviews, surveys, analyses of communication, webmetrics and data logs, and analyses of artifacts produced by users; grounded theory approaches that built up analyses from iterative reviews and codings of data; integration of research into cyclical and iterative development, with the research

Observing the users of digital educational technologies 89 producing recommendations for future iterations of the systems under consideration. Markovic et al. in Pervasive learning game: A comparative study, describe a pervasive game on the subject of digital economies that is played using mobile phones and text message-based games in the real world. Students receive text messages that direct them to various real world locations, where they have to react to the questions and problems posed by the game. In doing so, they also compete against the other student teams. The authors analyze the game using Csikszentmihalyi s (1990) concept of flow, the state in which people are so involved in an activity that nothing else seems to matter, deriving and modeling a series of variables that can be used to describe the flow experience, and using these variables to compare the more positive learning experiences of a gaming group with those of a non-gaming control group. A study of teachers use of online learning resources to design classroom activities by Recker et al. addresses the subject of professional development workshops for educators. Adopting a teaching as design approach, they use the Design Capacity for Enactment framework of Brown and Edelson (2003) - which posits a continuum of curriculum adoption and use by educators that ranges from straightforward adoption through to free improvisation - to examine how educators integrate digital educational technologies into their existing practices in professional development workshops. Comparing data from surveys, observations, interviews, webmetrics, and content analysis of the projects produced by educators in a series of workshops in which educators used an educational digital library and an educational resource design tool to create their own teaching resources, they show how the knowledge of digital educational technologies acquired by the educators in the workshops contributed positively to their attitudes towards using technology (including volunteering to run their own workshops). Kerne and Koh (Representing collections as compositions: visual forms, procedural generation and human manipulability support distributed creative cognition and situated creative learning) examine the importance of creativity in learning from the point of view of situated learning (Lave and Wenger 1991) and distributed cognition (Hutchins 1995). Integrating these theories with a creative cognition approach (e.g. Finke et al. 1992) they develop models of distributed creative cognition - ideation processes that occur in distributed environments of participants, artifacts, context and practice - and situated creative learning - learning processes in which goals go beyond pre-defined learning skills and methods to develop new creative forms and products. They use these concepts to analyze undergraduate student design teams using the authors combinformation tool to search for, represent, and manipulate collections of digital resources in support of their design assignments. In Designing for privacy in personal learning spaces, Narjafian and Iverson examine the privacy and trust dimensions of educational social software. One important need the users of social software tools have is to understand the privacy functions of the tool, in order to manage comfortably the ways they

90 M. Khoo work and communicate. Users often assume that it will be easy to understand privacy settings and permissions, but in practice this can be a frustrating experience that can reduce engagement with and use of a tool. The authors study of a group of K12 students using an educational social software tool reveals the complex and situated nature of the users privacy models; and they warn against the problems that can arise when social sites use a one-size-fitsall privacy policy. In Collaborative learning in a wiki environment: experiences from a software engineering course, Minocha and Thomas describe the use of wikis to support an online course in requirements engineering in which students work through a typical requirements engineering cycle. The technological and social design of the wikis was informed by the Salmon (2002, 2004) 5-stage model for teaching and learning through online interaction. An inductive analysis of a series of reflection assignments produced by the students as part of their assignments reveals the ways in which the wiki supported the students distributed collaboration and learning, as well as some of the social and technical barriers to using the wiki. In REASE: The repository for learning units about the Semantic Web, Diederich et al. report on an evaluation of a repository of digital learning objects on the subject of the semantic web. The authors examined a range of components of the repository using questionnaires, user studies, and transaction log analysis; and they triangulate between these approaches to derive a picture of users and usage that is being used to inform the design of the next iteration of the tool. Finally, in a technical note Seekers, sloths and social reference: Homework questions submitted to a question answering community, Gazan looks at how the members of an online question answering community reacted to students who posted their homework questions to the site. The analysis reveals the emergence over time of community norms and practices that seem able to distinguish between lazy students who just want the answer, and who are generally brushed-off by the community, and other inquirers who seem prepared to make some effort to engage in dialogue and learning, and who were as a result treated in a more friendly and constructive fashion by the community. The articles in this special issue represent a timely and engaging crosssection of ways of understanding exactly how a wide range of users are engaging with sophisticated digital educational technologies. They illustrate the wide range of tools, contexts and uses that fall under this description, as well as the complexities, opportunities and also sometimes problems that arise when digital educational technologies are integrated into daily life and practice. They also reinforce the importance of carrying out ongoing in-depth mixed method evaluations and assessments of digital educational technologies, as a prerequisite to iterating and improving these tools. I wish to express my thanks to the Editors for proposing and supporting this special issue; to all the authors who submitted articles in response to the call; and also to the reviewers who provided thoughtful and detailed feedback on the original submissions.

Observing the users of digital educational technologies 91 References J. Brown and P. Duguid, The Social Life of Information, Cambridge MA: Harvard Business School Press, 2000. M. Brown and D. Edelson, Teaching as Design: Can We Better Understand the Ways in Which Teachers Use Materials so We Can Better Design Materials to Support Their Change in Practice?, (Design Brief), Evanston, IL: Center for Learning Technologies in Urban Schools, 2003. E. Brynjolfsson, The productivity paradox of information technology, Communications of the ACM, 36(12), pp. 6777, 1993. E. Brynjolfsson and L. Hitt, Beyond the productivity paradox. Computers are the catalyst for bigger changes, Communications of the ACM, 41(8), pp. 4955, 1998. M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience, New York: Harper and Row, 1990. M. Dynarski, R. Agodini, S. Heaviside, T. Novak, N. Carey, L. Campuzano, B. Means, R. Murphy, W. Penuel, H. Javitz, D. Emery and W. Sussex. Effectiveness of Reading and Mathematics Software Products: Findings from the First Student Cohort, Washington, DC: US Department of Education, Institute of Education Sciences, 2007. Available online at: http://ies.ed.gov/ncee/pubs/20074005/. R. Finke, T. Ward and S. Smith, Creative Cognition, Cambridge, MA: The MIT Press, 1992. E. Hutchins, Cognition in the Wild, Cambridge, MA: The MIT Press, 1995. R. Kling What is social informatics and why does it matter? D-Lib Magazine 5(1), 1999. Available online at: http://www.dlib.org/dlib/january99/kling/01kling.html. J. Lave and E. Wenger, Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge University Press, 1991. G. Marchionini, C. Plaisant and A. Komlodi, Chapter 6: The people in digital libraries: multifaceted approaches to assessing needs and impact, in Digital Library Use: Social Practice in Design and Evaluation, A. Bishop, N. Van House and B. Buttenfield, Eds., Cambridge, MA: The MIT Press, 2003. W. Pflaum, The Technology Fix: The Promise and Reality of Computers in Our Schools, Alexandria, VA: The Association for Supervision and Curriculum Development, 2004. G. Salmon, E-tivities. The Key to Active Online Learning, London: Taylor & Francis, 2002. G. Salmon, E-moderating: The Key to Teaching and Learning Online (2nd edn), London: Taylor & Francis, 2004. N. Van House, A. Bishop and B. Buttenfield, Introduction: digital libraries as sociotechnical systems, in Digital Library Use: Social Practice in Design and Evaluation, A. Bishop, N. Van House and B. Buttenfield, Eds., Cambridge, MA: The MIT Press, 2003. H. Waxman, L. Megn-Fen and G. Michko, A Meta-Analysis of the Effectiveness of Teaching and Learning With Technology on Student Outcomes, Learning Point Associates/North Central Regional Educational Laboratory (NCREL), 2003. Available online at: http://www.ncrel.org/tech/effects2/.