Computer-Supported Human Cooperation in Electronic Classrooms
Tomasz Müldner
(Jodrey School of Computer Science
Acadia University
Wolfville, N.S., Canada B0P 1X0
tomasz.muldner@acadiau.ca)
Robin A. Nicholl
(Jodrey School of Computer Science
Acadia University
Wolfville, N.S., Canada B0P 1X0
robin.nicholl@acadiau.ca)
Abstract: Recently, there has been growing excitement over
the use of electronic classrooms. This paper provides a carefully
balanced view of the advantages of using various technological
facilities to improve teaching and learning, while recognizing the
continuing need for a human teacher who coordinates and controls the
learning process. In particular, our view is that technology should
not be intrusive and should serve as a "means" towards specific
educational goals, not as an "end" in itself. To illustrate this
view we offer as a "case study" our vision of a course that uses
electronic classrooms to assist teachers and students. Category: K.3.2 [Computers and Education]: Computer and
information science education; K.4.2 [Computing Milieux]: Computers
and Society - Social issues; K.4.3 [Computers and Society]:
Organizational Impacts Key Words: Computer science education, case study, computer
supported cooperative work, education, electronic classrooms,
groupware
1 Introduction
With the increased availability of powerful personal computers and fast
networks there is a growing trend towards learning processes that emphasize
interaction and team work. Groupware or computer-supported cooperative work
(CSCW) refers to computer-based systems that provide an interface to a shared
environment in order to support groups of people working towards a common goal.
[Grudin 94] presents some of the challenges faced by developers of these systems.
[Norman 96] introduces some of the extensive research on using computing
technology to help teachers be more effective. Page 679
Here we use the term "electronic classroom" to mean a setting in which
every student and the teacher has access to a personal computer
(either desktop [Shneiderman 95], or notebook [Acadia 96], [Holmes
96]), and all computers are networked, allowing for various types of
computer-supported interaction. We limit the scope of our discussion
to "physical" classrooms in which the teacher and students share the
same room (i.e. we consider synchronous, face-to-face systems), rather
than distributed, asynchronous, virtual classrooms as used for example
in distance education. So far as areas of teaching are concerned, we
do not limit ourselves to our own field (computer science). On the
contrary, our arguments apply to learning or teaching any material
that has a significant skill component; for example music, computing,
engineering, mathematics, medicine, law, education, management,
natural languages, sport, science (labs), counseling and the like. It has been claimed that CSCW in electronic classrooms provides an
"ideal" teaching environment. However the authors of this paper feel
that much too often a human factor, the role of the teacher, is not
sufficiently appreciated. Therefore our paper will address not only
technological novelties that support new types of learning and
teaching, but also the educational reasons for using the electronic
classroom. This is also the reason we have coined a new name for our
work - namely computer-supported human cooperation (CSHC). We are particularly interested in the following two issues: how the
technology (computers) can help in education, and how teachers should
respond to the new challenges of teaching in electronic classrooms. In
this paper we focus on the first of these questions. Yelon [Yelon 96] identified four common attributes of excellent
teachers who received teaching awards and high evaluations from peers
or students:
- concern about subject matter
- concern about students
- dedication in teaching, and
- putting into practice ten instructional principles (see Appendix).
Our paper presents a hypothetical course in which we set up an
electronic classroom and decide on instructional strategies used to
teach in this classroom. We start by introducing in [Section 2] some
basic terminology. Since our goal is to improve the learning and
teaching environment, we next present in [Section 3] various
objectives for achieving this, using a hypothetical course as a "case
study" to make this more concrete. We describe methods to be used in
our experiment, various observations resulting from our discussions
with students and colleagues, and an evaluation of the results of the
experiment. Finally, in [Section 4] we present our conclusions.
2 Basic Terminology and Assumptions
We consider only courses where students acquire mastery of one or more
skills in addition to understanding the facts and theories of the
subject matter. Page 680
Although much learning takes place outside classes (typically
two-thirds or more of the time spent on a course), we tend not to
consider activities that take place outside the (physical) electronic
classroom. Also, we do not consider student preparations outside of
classroom, such as reading, studying, researching or calculating. In
this context we distinguish various types of interaction. A class is a regularly scheduled meeting of students and
teacher(s), arranged so that students can learn something from the
presence of the teacher. (Students often learn from each other as
well.) There are several types of class, such as lectures, tutorials
and seminars. In a lecture the teacher must present students with a
coherent picture of some part of the subject matter. Communication
flows primarily from teacher to student, complemented by student
responses to indicate agreement or disagreement, belief or disbelief,
understanding or misunderstanding. A skilled lecturer can communicate
effectively with a large number of students at once. The lecturer is
the focus of attention and must be able to control what occurs. In a tutorial the teacher and students together increase
their understanding of the subject matter by exercising their skills
to apply what has been learned. Many different forms of interaction
occur in different stages of a tutorial; they may even occur
simultaneously. Students may collaborate to perform tasks with or
without teacher collaboration, in response to comments from the
teacher, or prior to the teacher's comments on their work. Tutorials
are most effective when students can all participate and contribute,
so it is important that the number of students be small. A seminar is a class somewhere between a lecture and a
tutorial. As in a lecture, there is some concrete subject matter, but
as in a tutorial, the teacher and students work together. Here, a
studio class, see [Holmes 96], will be considered a seminar rather than a lecture. A classroom is used as a generic term, to mean a room to be
used for a lecture of for a tutorial. We recognize that many teachers find it valuable to offer lectures and
tutorials during the same class, when class size and other
circumstances permit, but we distinguish between lectures and
tutorials because they require different types of computer support due
to the different patterns of communication/interaction. In terms of an operational scope, we consider a fairly conventional
course for full-time students working for a university degree
on-campus; students are assumed to be familiar with basic computing
technology (if not, a preliminary tutorial is probably offered; see
[Acadia 96]). The proposed approach is meant to improve the following three skills:
(1) learning; (2) retaining information; and (3) being able to
retrieve information. We explain our approach using the example of a
hypothetical course in programming, but our arguments equally apply to
other disciplines. Although we do not describe any Page 681
concrete implementation, our approach is certainly "implementable";
and in [Section 3.5] we comment on several existing systems.
3 Case Study: Course
3.1 Objectives
In general terms, the main objective of any course is to produce
educated individuals who are versatile, thoughtful, and able to cope
with a changing environment. In this case study, our objective is to
investigate and describe how computer technology can contribute to
these broad objectives, specifically by creating a class environment
that is conducive to helping students to learn faster and better. We use Yelon's principles (see [Appendix]) to explain what we mean
by "teaching better". For each class, whether lecture or tutorial, it
is essential that students arrive knowing what to expect in this class
(why they will study a new idea and what this idea is about); they
learn during the class; and they leave with an understanding of what
new ideas they have learned, and how to organize these ideas so that
they can be retrieved in the future. Therefore, in a way, each class
consists of a prolog which reviews prerequisites for the class, the
"body" of the class, and the epilog which summarizes the class and
helps to organize its contents and move concepts from a short-term
memory to a long-term memory. In addition, the epilog briefly
describes what will happen in the next class. Regarding objectives for the body of the class, the first and most
important is that students must be motivated: they must have clear
reasons as to why they should study the topics in question. Also,
students must be challenged by the goal of the class. This would help
them to stay alert and remain interested in the outcome of the class.
At the same time, teachers should avoid causing frustration over new
and extraneous issues. Second, students must be stimulated by using
varied instructional tools and techniques, so that they are not bored
and tired by a monotonous class presentation. Next, the organization
of the class must be clearly focused on the goal, and must not be
distracted by discussing peripheral issues (for example topics related
to the use of technological devices). In our opinion, it is absolutely
essential that the teacher maintains close contact with the
students. This contact can take the form of "eye contact", questions,
and other forms of interaction as well as active collaboration with
students. This contact with the students must be open and free of any
kind of intimidation, although the teacher must remain in control of
the class. Finally, the entire class session should not usually be
spent on "doing" rather than listening; listening is one of the most
important skills to be learned and practiced.
3.2 Nature of the Course
In general terms, the objectives for our hypothetical course are to
teach students while addressing the issues set out in [Table 1]. Page 682
 Table 1: Issues to Address when Teaching a Course that Involves Skills Specifically, our hypothetical course, as a representative skill, is a
course on computer programming - an area where appropriate theories
remain elusive. We can classify the topics to be taught as in the
table above: general description - the need for computer programming languages, and
their specific constructs; the significance of the particular
programming language used in the course facts - the syntax, semantics and pragmatics of the programming
language theories - e.g. how to specify, design and test a computer
program critical thinking - e.g. how to inspect and/or explain a computer
program skills - e.g. how to design, code, specify, inspect, explain, test,
modify, check a program, program component or interface; this includes
individual skills, group participation and the use of tools
(e.g. compiler, linker, editor, operating system shell).
3.3 Methods
Our methods described in this section include both traditional
instructional strategies and novel technological tools. Clearly
computer technology can be used to provide and support facts, data and
information, and examples. It can also support feedback and
evaluation, exercises, problems, demonstrations, help, challenge, and
competition. Therefore, we start with a description of the physical
environment of our Page 683
electronic classroom. Below, we will use the term "participant" when
we do not wish to distinguish between a teacher and a student.
3.3.1 General Description of the Electronic Classroom to be Used
Evidently, to be most effective, lectures require teachers who are
stimulating speakers and knowledgeable in the subject matter as well
as students who are good listeners, are motivated to learn, and
already know something about the subject. The physical setting of the electronic classroom must not be neglected
because it can contribute to students' motivation, stimulation, and
encouragement for active participation. First of all, the class size
should never be larger than 40-50. Tutorial rooms should allow
comfortable interactions within a group of no more than 10-20
students, allowing the focus to change easily from person to person,
but also allowing the teacher to reclaim control when
appropriate. These tutorials allow teachers to establish some personal
contact with students and to reinforce and monitor what has been
learned. Teachers must monitor student progress when they work
independently (individually or in small groups); of course, this
should not be done only electronically. For a studio classroom, which
specifically supports groups of students, a classroom may have a
"café-like" setting, with say four students sitting around each
table. Classrooms used for tutorials will generally require additional
technology related to the specific subject and skill being taught
(e.g. language laboratory, keyboard room, science or engineering
lab). For example, "studio physics" may require analog devices; and
"studio music" may require real, synthesized, or virtual instruments;
computer science may require circuit boards. Room facilities should include various multimedia devices, such as a
sound system, microphones, audio and video recorders, and television
sets. Electronic classrooms also need several large boards (including
white-boards), screens and other display devices. Dynamic display
devices - including computer displays, video players and televisions -
are particularly useful to give substance to more abstract subject
matter. Interactive display devices are important as they allow
participants to mark up the images to highlight important
characteristics. The room layout should focus on the teacher rather than the
technology, and therefore we are opposed to dark rooms with glaring
screens. The teacher will need a console to control various devices,
but must not be hidden behind it; on the contrary, the teacher's place
should be a focal point of the console, see for example [Acadia 96]. Every participant has an individual computer (either a desktop or a
notebook) with all the basic facilities for interaction, such as a
screen and input devices, and access to facilities for permanent
storage and for printing. The computers in the classroom must be
interconnected, forming a local network, and this network may
additionally be connected to Internet. Here, we don't concern
ourselves with the details of physical implementation (for example
whether or not each computer has a separate hard disk, or if there is
a global storage device connected through a physical Page 684
network or through infrared links). It is desirable for teachers to be
able to restrict interactions in the classroom. For example during
lectures students' network access may have to be disabled so that the
teacher can display the same image on all students screens at the same
time. While it is not relevant to us whether or not all students have the
same type of a computer, we do assume that they use compatible
software; for example, that all interactions occur as a result of the
same procedure, executed on identical, or almost identical interface. Effective classes require the active involvement of every
participant. Besides the human participants, we consider another
"participant": the electronic environment consisting of organizers,
data repositories, etc. (for details see below). Therefore, we assume
that the electronic classroom supports the following types of
electronic communications and interactions:
- teacher accessing students (a single student, or broadcast to all
students)
- access within groups of students
- student accessing teacher
- student or teacher accessing the environment (or vice versa)
- teacher taking over input devices of the selected student.
3.3.2 Shared Workspaces
Every participant's computer screen will have a designated area,
called a "Shared Workspace" (SW), which works like a mail box, but is
specifically designed to be used for classroom interactions. When a
teacher submits data to a student, this student will be notified by
the SW organizer. Access within a group of students is organized in a
similar way. When a teacher wants to take control of a student's
machine, the SW organizer will submit a request, and the student would
have to approve it. The SW organizer will have various options
available (for example, to automatically save any submissions). The electronic environment is not exactly a part of an electronic
classroom equipment, but it appears to be useful in saving,
organizing, and retrieving information, and therefore we describe it
briefly here. The SW organizer is an integrated system for dealing
with a repository of information such as:
- specific Internet sites (for example information on mammals)
- local courseware
- any information that was broadcast
- correspondence (electronic mail) with other participants
- articles posted to News groups
- other useful information, including addresses (ftp, URLs, etc.),
dates of tests, and so on.
The organizer allows the participant to maintain information, for
example to update information automatically (e.g. by checking Internet
sites for new information Page 685
or by checking new on-line notes from the teacher). Also, the
organizer can be used to create (explicitly or implicitly) links
between various types of information; for example links between a
specific part of the courseware, information available on Internet,
and notes. Finally, the organizer would provide a revision system, so
that, for example, a participant could compare two versions of
courseware notes or programming examples (code) to see what changes
have been made. It should be noted that the repository should have a user modifiable
structure, which helps to organize and retrieve information. This
structure may be just a tree-like structure so that users can identify
topics, that may consist of sub-topics and pieces of information. As
an alternative, this structure may be organized as a hypermedia
structure, using a system such as HM-card, see [Mayrhofer 96]. In
addition, the repository consists of nodes that are either fixed
(e.g. a part of courseware), or modifiable (created by a student), and
links that again are of the same two kinds. Intelligent agents could help in organizing and retrieving relevant
information. For example, a student working on Java may ask these
agents to seek for any new information on Internet that is related to
Java, assign a high priority to electronic mail on this topic, etc. To support taking on-line notes, and capturing data and on-line notes,
tutorial rooms should have several display devices that allow
presenters (whether teacher or student) to show, for example
previously stored examples or incomplete work being done during the
tutorial, and to provide some form of shared work space in which the
presenter can collaborate with other participants to make changes.
3.3.3 Specific Methods
This section describes methods used to achieve our objectives for a
specific, one-term course on computer programming. For the sake of
discussion, we assume that the Java language is studied. First, we
describe specific methods for lectures and then methods for tutorials. Students attend regular lectures, interleaved with tutorials. Both
lectures and tutorials are given in electronic classrooms, as
described above. Before the beginning of a term, a complete courseware on Java is made
available for students to install on their own computers. Students
also have access to the SW organizer, including the repository which
allows them to create personalized information. To help students
acquire the necessary knowledge to use courseware and SW, a tutorial
on these applications is given at the beginning of the course. In
general, to avoid cognitive overhead all courseware used has the same
interface and uses the same conventions. Our basic assumption is that an electronic presentation (courseware)
used in the class is readily available to students, who can review it
at their own time and pace. We also assume that this presentation
consists of two basic parts: one which can't be Page 686
modified and another which can be customized. This assumption is based
on our belief that there is no single type of learner; students learn
in a variety of different ways and so should be provided with the
means to customize class presentations to their learning needs and
preferences. Therefore even the part that cannot be modified can still
be annotated, and hyper-linked with other parts; perhaps from the
repository described above. A prolog of every class is created by the teacher and made available
to students before the class. This prolog briefly recalls the most
recently learned topics, and provides some short examples. Familiar
examples from previous courses, from the text, and from lectures
(especially those that students have previously discussed or studied)
are used to relate new material to the students' current knowledge. Similarly, an epilog of each class is made available before the class,
possibly with additional annotations created by the teacher at the end
of a class. This epilog lists topics covered in this class, provides
references to these topics (examples, bibliography, etc.), and
announces topics to be covered in the next class. The body of the lecture consists of a presentation of courseware by
the teacher. This presentation is shown on a large screen, but
students can also see its copy on their personal computers. The
lecture which merely concentrates on a presentation that is available
off-line, would be boring and would not stimulate students. Therefore,
it is expected that during the lecture the teacher makes verbal
comments on the presented topics, and students may choose to record
these comments in a form of margin notes or other types of annotations
in their copies of the presentation (depending on facilities
available, students will have to type these comments, or record parts
of them through the classroom's audio system). Later, students can use
the SW organizer to incorporate new information into their
repositories. In addition, the teacher presents additional examples,
some of which are created interactively with the help of
students. Specifically, for our case study, the teacher would prepare
examples of Java code. The teacher may choose to write the code which
is complete and correct, or not quite complete and ask students to
comment or to provide the missing part of the code. Another
possibility is that the teacher poses a problem (for example, a
specification of a programming problem) and asks students to design a
solution, or even write the code which implements a solution to the
given problem. Of course, students wouldn't have to manually copy
anything that is provided by the instructor on-line; instead they can
use the SW organizer to electronically copy such material. It should be noted that no meta-issues related to technological
aspects of the lecture should ever be mentioned during this lecture;
otherwise, students would be distracted and wouldn't focus on the
actual subject in question. As we mentioned above, students are
supposed to learn how to use courseware and its environment before the
beginning of the term; and if there is a need for any update, this
need should be addressed by special workshops. For each user, SW maintains a complete history of each lecture. Then,
a specific user may wish to incorporate parts of this history in her
or his repository. For Page 687
example, the teacher may decide to include some of the examples
discussed in the recent lecture in a global repository available to
all students, or store them in the courseware itself for use in future
editions of this course. In order to stimulate students, varied techniques and instructional
tools will be used. First, students will be encouraged to actively
participate in the lecture. There are many ways in which this
objective can be accomplished. For example, the teacher will reinforce
lecture material with immediate practice of skills; in our example,
programming or design skills. The teacher may frequently interact with
students by asking questions. To avoid intimidation, sometimes it may
be best to use anonymous comments or questions. Most of this activity
is rather informal and takes place outside the classroom - for
example, during private study, in discussions with students and
teachers, in libraries, in residences or on the Internet. This is made
easier when class material is also available outside the classroom
(hence some "data capture" facility and some networking). The tutorials are designed so that every student can also participate
actively in a more formal setting, gain confidence and skill in
expressing ideas, in asking questions, in listening to and
understanding others, and thereby become a more active listener and a
more active participant in lectures. In our opinion, it is essential that the lecturer regularly teaches
(at least) one of the tutorial classes; this has important benefits
for the lecturer and for the students. (Even if circumstances dictate
that some tutorials must be taught by other professors or by teaching
assistants.) The lecturer needs to know what has actually been covered
in all tutorials, so it is convenient if this is recorded
"on-line". Similarly "tutors" need to know what was covered in
lectures! Tutorials provide the teachers with an opportunity to monitor closely
how students are learning and hence allow remedial steps to be taken
when necessary. Attendance at tutorials is required and suitable
interaction is encouraged in tutorials (and in lectures). In
particular, during tutorials students critique solutions that have
been offered previously, perhaps by the teacher, or by other
students. It is important to show, comment on and/or improve on work
that has been done by students outside class.
3.4 Observations
These are the observations we made while "teaching" our hypothetical
course. Some of these might be considered to be "teething problems"
caused by our lack of prior experience in using electronic classrooms,
while others show the difficulty in predicting the consequences for
learning and for teaching of using electronic classrooms. We assess
the significance of these observations in section 3.5. Students varied widely in their previous experience with computing
technology; this posed problems for the teacher in deciding what could
be assumed and what must be taught. Page 688
In several classes students had to perform some tasks mechanically
("parrot-like") without understanding what they were doing; this was
caused by lack of familiarity with the specific hardware and
software. This was particularly true for classes at the start of term
and at the start of a few individual classes later in the term. Occasional failures of the (external) computer network caused serious
disruptions of several classes. In this case the "backup" system is
the (human) teacher, but without access to the prepared teaching
materials. Classrooms had to be set up at the start of each class; sometimes this
was problematic. These problems contributed to tension in teachers,
who were concerned that they would be perceived as incompetent
teachers if they could not easily reset or reconnect some pieces of
computer equipment. At times the technology distracted teachers from
their teaching and added to their discomfort. True equipment failures
compounded this problem, since teachers had a tendency to feel guilt
if they could not get the equipment to work correctly. We were surprised to discover that students actually found it
monotonous when all notes were made available electronically; they
also missed the opportunity to highlight things that they considered
to be important but the professor (providing the notes) did not. On
the other hand, students clearly felt freer to participate in class
questions and discussion when they realized that records were being
kept automatically and were available to them afterwards. Attempts to create highly interactive lectures were generally
unsuccessful. The number of students was simply too large for
effective participatory work; there was too much interaction! For the
same reason it was not usually practical to deal with anonymous
questions during lectures; and dealing with them conscientiously after
lectures also placed a great burden on teachers. It did seem that some
students chose to ask questions that they really should have answered
for themselves (with a little thought). However anonymous questions
were a useful indicator to the teacher when several students expressed
difficulty with the same topics. Professors developed various techniques to improve the situation
without cutting off interaction in lectures, but tended to place great
importance on interaction in tutorials. Students learned to use
tutorials to evaluate, refine and extend (i.e. analyse critically)
solutions that had been presented in lectures, and to explain and
defend their own solutions. This increased their confidence in dealing
with the material and allowed them to exercise skills that had not
been exercised previously. Predictably, students responded in various ways to the changed
teaching environment. Those students who felt comfortable in the new
environment did become more active participants in class and this
increased participation in the course extended to their out-of-class
learning as well. Other students continued to participate reluctantly
and/or infrequently and attempts to force them to participate led to
considerable student discomfort. Finally there were a few students,
perhaps the more Page 689
independent learners, who found the classroom interaction distracting
and preferred to study the material away from the electronic
classroom. Some professors were not prepared for the amount of additional time
that was needed to use the technology to prepare notes and other
materials before the course began and for the additional interactions
that took place between classes. However professors were able to
demonstrate some phenomena in class more effectively than ever before,
most notably the use of computer simulation to demonstrate the
dynamics of a process in action. Some students had similar difficulty coping with the additional
workload of independent study and interaction that professors
demanded. Although university administrators were quite willing to spend money
on physical equipment such as computer hardware, they proved much more
reluctant to spend money on the software required to make best use of
this equipment. The university's technology support ("help") system was not adequate
for assisting instructors and/or students with the technology, both
inside and outside the classroom. The projection system required the room lights to be dimmed during
class; this made it harder for participants to interact. The
projection system also made it difficult to display effectively the
output of some software, particularly due to small fonts.
3.5 Evaluation and Suggestions for Improvement
Extensive introductory tutorials are required before electronic
classes start so that all students have the same basic knowledge and
experience in using the computers and related software (such as SW)
that will be used in the classroom. Also, there is a need for
workshops for faculty, especially for those faculty members who have
never taught in electronic classrooms. These workshops should be
conducted by faculty members who were successful in teaching in
electronic classrooms (possibly measured by student
questionnaires). Introductory tutorials should continue for the first
two or three weeks of classes to help those who get behind the others. There is a clear need for equipment which is reliable and whose use
does not become an issue in teaching. For example, an unreliable
network that tends to crash will distract students' attention to the
point where it may be better to switch back from an electronic
classroom to a traditional one. It may be worthwhile to install a
local server in each classroom, so that problems in a university-wide
LAN need not disrupt the classroom presentation (provided, of course,
that no access to Internet is required). Electronic classrooms which provide a network of computers, with a
separate computer for every student are not sufficient. What is really
essential is to create the possibility of interactions with
students. It is extremely useful to ask students to Page 690
perform a certain task, and then to take over control of one student's
computer, project its screen onto the large screen and annotate the
student's solution. However, our initial claim that these interactions
should, among other things, support copying on-line notes so that
students do not have to retype instructor's notes, turned out not to
be true. First of all, note taking is an important skill which
students need to exercise. Secondly, students who type their own
notes rather than merely copy them, have a chance to customize these
notes; that is type more or fewer details depending on their
needs. Finally, some note taking gives students a chance to actively
participate in the class and avoid boredom. Electronic classes with say 50 students do not give enough time for
many interactions with students. Therefore, it is very important that
these classes are interleaved with tutorials for smaller groups of
students. During tutorials students must have a chance to do exercises
related to recent classes to make sure that they understand the
material and master various topics. We realize that this requirement
may be difficult to implement because now not only an instructor is
needed but also a tutor, nevertheless we strongly believe that this
component is essential. Well structured help is an absolute necessity. Both, instructors and
students must know where they can go if help is needed. Sometimes
there is an urgent need for a solution and this may require a phone or
access to a person who can help. In other cases, help through
electronic mail is quite satisfactory. It is unlikely that one person
would be able to answer all questions, thus we recommend various
levels of help, and additional a "mediator" who can direct a person
who is not sure what help is required. A very good projection system which doesn't force all lights to be
turned off is a necessity. We confirmed our initial claim that the
instructor must be a focal point of the classroom, and that the human
interactions between the instructors and the students can not be
replaced by electronic interactions between computers. A good teacher
will likely be even a better teacher in an electronic classroom, and a
poor teacher will not become an excellent teacher just because of the
use of technology.
4 Conclusion
We have reported "teaching methods", "observations" and "evaluation"
of a course that has not really been offered. How seriously should
these be taken? In fact our observations are firmly based on the
actual experiences of ourselves and our colleagues, and these have
informed our opinions on how to improve the situation. For example, we
are currently investigating how to change our current first year
programming course to resemble the model described in this paper; we
would like to have fairly large electronic classes (up to 100
students) taught for 2 hours a week with additional tutorials for
small groups of 10-15 students. Currently we have experience in
teaching this course using electronic classes of up to 60 students for
3 hours a week with no additional tutorials or lab classes. There is no doubt that our hypothetical course could be
implemented. All of the necessary hardware facilities exist. The only
missing component is software like Page 691
the SW described in [Section 3.3.2]. While some interactions can be
implemented through hardware links and switches (for example, see
[Shneiderman 95]), we believe that a software solution is cheaper and
more flexible. We tried to find such software and failed. Microsoft's
NetMeeting came close. Unfortunately this system seems to be quite
unsuitable for teaching purposes because any student can take control
of the classroom interaction simply by moving the mouse. Lotus Notes
has several useful features, such as the pre-loading of Internet
pages, but it does not support all of the interactions that we
consider essential. We believe that students' motivation, ability and knowledge on entry
to the course play a vital role in how they perform. Clearly, students
who don't know much about basic computer operations and aren't able to
learn enough about them in the initial tutorials will suffer many
disadvantages. For example, they will be easily lost when using
internet browsers, SW, or other software tools. Regarding students'
motivation, we are of the opinion that it significantly influenced by
the teacher: students who initially are not motivated may become
enthusiastic whereas students who initially are motivated may become
discouraged. Finally, the students' ability must be taken into
account. Some students initially choose to study a discipline that
really doesn't quite suit them. For example, as many as 10% to 20% of
students who enter Computer Science may switch to a different
discipline during their first year at university: some find it too
difficult, others simply find it boring. The percentage of students
who fail (or drop) a first year course in an electronic classroom does
not, by itself, imply a failure of electronic classrooms. It is our strong belief that electronic classes are the future for
teaching. However, we can see no intermediate step that leads towards
this style of teaching. Instead the teacher must fully commit all
available resources and time to try to provide the ideal
environment. Even small glitches, which can be disregarded in a
traditional environment, may become extremely frustrating in an
electronic class. In the case where there is no adequate software to
support human cooperation, it may be better to reduce dependence on
computer technology and limit computer use to tutorial or laboratory
classes, rather than integrating computers into "electronic" classes.
Computers are intended to support and extend this cooperation; they
will be an obstacle rather than an aid if they cannot be used
efficiently. Finally, the role of the human teacher has not
disappeared. Teachers continue to be the most important part of any
class, determining much more than the technology used how much their
students actually learn.
References
[Acadia 96] Acadia University: "Acadia Advantage",
http://www.acadiau.ca/
[Grudin 94] Grudin, J.: "Groupware and Social Dynamics: Eight
Challenges for Software Developers"; Communications of the ACM, 37, 1
(1994), 93-105.
[Holmes 96] Holmes, M., Porter, D.: "Student Notebook Computers in
Studio Courses"; ED-MEDIA'96 Conference, AACE Proceedings, Boston
(June 1996).
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[Mayrhofer 96] Mayrhofer, H., Scherbakov, N., and Andrews K.:
"HM-Card: A New Approach to Courseware Production"; ED-MEDIA'96
Conference, AACE Proceedings, Boston (June 1996).
[Mühlhäuser 96] Mühlhäuser, M., Borchers, J.,
Falkowski, C., Manske, K.: "The Conference/Classroom of the Future: an
Interdisciplinary Approach"; ED-MEDIA'96 Conference, AACE Proceedings,
Boston (June 1996).
[Norman 96] Norman, D.A., Spohrer, J.C.: "Learner-Centered Education";
Communications of the ACM, 39, 4 (1996), 24-27.
[Rubin 89] Rubin, Neal L.: "A System for Example-Based Programming";
Proc. CHI, ACM Press (1989), 63-67.
[Shneiderman 95] Shneiderman, B., Alavi, M., Norman, K, and Borkowski,
E.: "Windows of Opportunity in Electronic Classrooms"; Communications
of the ACM, 38, 11 (1995).
[Yelon 96] Yelon: "Powerful Principles of Instruction"; Longman
(1996).
Appendix
10 Principles of Instruction [Yelon 96]
- Meaningfulness. Motivate students by helping them connect the
topic to be learned to their past, present, and future.
- Prerequisites. Assess students' level of knowledge and skill and
adjust instruction carefully, so students are ready to learn the
material at the next level.
- Open Communication. Be sure students find out what they need to
know so they can focus on what to learn.
- Organized Essential Ideas. Help students focus on and structure
the most important ideas, to be able learn and recall those ideas.
- Learning Aids. Help students use devices to learn quickly and
easily.
- Novelty. Vary the instructional stimuli to keep students
attention.
- Modeling. Show students how to recall, think, act, and solve
problems so that they are ready to practice.
- Active Appropriate Practice. Provide practice to recalling,
thinking, performing, and solving problems so that students apply and
perfect their learning.
- Pleasant Conditions and Consequences. Make learning pleasing, so
that students associate comfort with what is learned; and make
learning satisfying, so that students keep learning and using what is
learned.
- Consistency. Make objectives, tests, practice, content, and
explanation consistent, so that students will learn what they need and
will use what they have learned outside of the instructional setting.
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