students’ perception of interactive learning modules
TRANSCRIPT
This article was downloaded by: [University Of Pittsburgh]On: 21 October 2014, At: 20:09Publisher: RoutledgeInforma Ltd Registered in England and Wales Registered Number: 1072954Registered office: Mortimer House, 37-41 Mortimer Street, London W1T3JH, UK
Journal of Research onTechnology in EducationPublication details, including instructions forauthors and subscription information:http://www.tandfonline.com/loi/ujrt20
Students’ Perception ofInteractive Learning ModulesBeaumie Kima, Williams Richardb & John Dattiloc
a The University of Georgiab East Carolina Universityc The University of GeorgiaPublished online: 24 Feb 2014.
To cite this article: Beaumie Kim, Williams Richard & John Dattilo (2002) Students’Perception of Interactive Learning Modules, Journal of Research on Technology inEducation, 34:4, 453-473, DOI: 10.1080/15391523.2002.10782361
To link to this article: http://dx.doi.org/10.1080/15391523.2002.10782361
PLEASE SCROLL DOWN FOR ARTICLE
Taylor & Francis makes every effort to ensure the accuracy of all theinformation (the “Content”) contained in the publications on our platform.However, Taylor & Francis, our agents, and our licensors make norepresentations or warranties whatsoever as to the accuracy, completeness,or suitability for any purpose of the Content. Any opinions and viewsexpressed in this publication are the opinions and views of the authors, andare not the views of or endorsed by Taylor & Francis. The accuracy of theContent should not be relied upon and should be independently verifiedwith primary sources of information. Taylor and Francis shall not be liablefor any losses, actions, claims, proceedings, demands, costs, expenses,damages, and other liabilities whatsoever or howsoever caused arisingdirectly or indirectly in connection with, in relation to or arising out of theuse of the Content.
This article may be used for research, teaching, and private studypurposes. Any substantial or systematic reproduction, redistribution,reselling, loan, sub-licensing, systematic supply, or distribution in any formto anyone is expressly forbidden. Terms & Conditions of access and use canbe found at http://www.tandfonline.com/page/terms-and-conditions
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Students' Perception of Interactive Learning Modules
Beaumie Kim The University of Georgia
Richard Williams East Carolina University
John Dattilo The University of Georgia
Abstract The purpose of this study was to examine perceptions of interactive learning modules (ILMs) developed for use in an undergraduate recreation and leisure studies course. Interpretive analysis of qualitative data using a constant comparative method suggested that some characteristics of the ILMs influenced learning. Data clustered into four overarching categories: (a) contextualized information presented in the ILMs, (b) situated activities provided in the ILMs, (c) learner guidance offered in the ILMs, and (d) technical aspects of the ILMs. Findings of this study have implications for improvement and future development of the ILMs. Further research is encouraged to examine the relationship between characteristics of ILMs and achievements of students. (Keywords: case methods, computer-assisted instruction, experiential learning, higher education, interactive learning modules.)
One purpose of higher education is to prepare people to address the emerging problems of society (Sanyal, 1991). In addition to the content relevant to jobrelated situations, there has been a need to find a teaching method to bridge the gap between formal academic instruction and on-the-job training (Ellington, Gordon, & Fowlie, 1998). Case study methods have been used to provide learners with some indirect practical experience related to the knowledge or concepts from text or instruction, especially in the areas of administration, medicine, and law (Knirk, 1991).
With advancements in technology, it is possible to provide students with experiential activities (e.g., active learner roles, problem-based units of learning, reality of function, consequence of their activities) through computer-based implementations such as interactive learning modules (ILMs) (Gredler, 1994). ILMs are self-contained educational modules that offer experiential learning opportunities; are characterized by being functional and meaningful; and include interactive games, simulations, and drills (Rieber, 1992, 1998; Tennyson, 1994). Generally, researchers have reported that ILMs are effective learning aids, even though ILMs studied to date have widely varying characteristics (Wolfe, 1997). Opportunities for computer-based instruction can facilitate
The authors would like to thank the Department of Instructional Technology at the University of Georgia and the graduate students for developing some of the interactive learning modules. Appreciation is extended to Drs. janette R. Hill and Michael Grey in the Department of Instructional Technology at the University of Georgia, for providing feedback on earlier draft of this article.
journal of Research on Technology in Education 453
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
learning oppom.: .. ::1ities by providing explicit examples of concepts and issues to
which students can relate (Clark, 1994; Jonassen, Campbell, & Davidson, 1994; Kozma, 1994a).
Many instructors use computers to facilitate student learning, and there is a plethora of studies comparing computer-based instruction to traditional instruction (Alessi & Tmllip, 1991). However, there has been limited documentation of the characteristics of ILMs that contribute to learning (Kozma, 1991; Neuman, 1989; Reeves, 1997). There is a need to explore how the characteristics of the ILMs influence learning processes. Specifically, researchers recognize the need to idencfY which specific capabilities of the ILMs contribute to learner engagement (Kozma, 1994a; Neuman; Yang, 1992). Therefore, the purpose of this study was to examine the perceived effectiveness of ILMs and to determine characteristics of ILMs that contributed to their effectiveness.
APPLICABLE KNOWLEDGE
Conventionall:'· learners are responsible for building connections between the knowledge they acquire and the situation in which they are to apply this knowledge (Reeves, 19~1]); however, some learners are not applying much of the knowledge they have gained from learning experiences to real-world situations (Jacobson & Archodidou, 2000; Reeves). Unfortunately, researchers have shown that students wio can effortlessly reproduce acquired knowledge can barely use the same information in contexts of use (Cote, 1994; Hasselbring & Learning Technology Center at George Peabody College, 1991; Jacobson & Archodidou; Reeves). Unless learning occurs in a proper context, acquired knowledge may be inert and unavailable for use (Jonassen et al., 1994). Therefore, attempts have been made to solve this problem using different media and pedagogical tech=.ique~ to encourage learners to apply the knowledge learned in a condition of use in similar contexts (Reeves; also e.g., Cunningham & Thorkildsen, 1996; Jacobson & Archodidou; Johnson & Morris, 1997; Odom & Pourjalali, 199<5).
EFFECTIVE LEARNING ENVIRONMENTS AND CASE METHODS
Recent studies indicate that well-designed, task-relevant and experiential learning environments have the potential to support learners in transferring their knowledge :;) real-world problem solving (Brown, Hedberg, & Harper, 1994). Researchers (e.g., Anderson, Reder, & Simon, 1996; Brown, Collins, & Duguid, 1989; \!osniadou, 1996) suggest that the design of learning environments focus on engaging learners in meaningful and purposeful activities and relating what is le:uned in the instructional settings with what is needed in realworld situations. Contemporary learning theorists, especially situated cognition theorists, stipulate that the ability to apply knowledge is largely determined by how knowledge is learned and used in the learning environment (Vosniadou) and emphasize d-_at learning should be specific to the context in which it is to be applied (Anderson et al.; Rieber, 1992).
How knowledge is initially acquired plays an important role in how much it can be used in other contexts (Reeves, 1992). When case materials provide task-
454 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
relevant and experiential learning environments, there are possibilities that the learner will gain meaningful and applicable knmvledge (Reeves). If the learner ide:::nifies necessary information from the case to sclve problems, then the likelitood of successful transfer of their knowledge to real-world situations should be enhanced (Kozma, 1994a). It is helpful if each case serves as a detailed example br appropriate actions when a similar situation occurs (Hudspeth, 1991). According to Jacobson and Archodidou (2000) and Knirk (1991), case methods hav-e been used in several disciplines (e.g., professional education in the medical, business, and legal fields), and use of case-based and problem-based app::-oaches have been identified as being effective (e.g., Curtiss & Hurd, 1980; Diamantes, 1996; Reisman, 1987; Sharf & Poirier, 1988).
DELIVERY MEDIUM AND INTERACTIVE LEARNING MODULES
Kozoa ( 1991) suggested that we should take advantage of the capabilities o:=:- different media to complement instructional methods, even though the methods (e.g., case materials) primarily influence learning. As an example, the Cognition and Technology Group at Vanderbilt (CTGV, 1997) implemented videodisc technology in the Jasper Project to allow students to explore the v~deo and find relevant information to solve problems embedded in a complex social context. This application of a videodisc allowed students to associate their knowledge of solution procedures to real--vvodd-like problem situations (Kozma, 1994a).
There is ample ongoing research and development of case-based learning mater~als exploiting the abilities of different technolo57 (e.g., CTGV, 1997; LeBlanc, 1997; Naidu & Oliver, 1996; Pickrell & Department of Clinical Sciences, Kansas State University, 1995; Ryan & Koschmann, 1994). Media and methods together can help learners construct their knowledge and deduce meanings by providing rich learning environments (Jonassen et al., 1994; Kozma, 1991, 1994b). As one of the most widely used and easily accessible media today, the computer has many intrinsic capabilities that can complement the methods of instruction. The interactivity ofiLMs (e.g., making choices, anEwering questions, and solving problems) is intecded to engage mental processes and to enhance performance and productivi-:y (Jih & Reeves, 1992). The learner using an ILM becomes an active participant in the teaching and learning process (Jih & Reeves).
With the abilities of the computer, ILMs can enable a case-based approach wherein learners encounter realistic problem cases and solve them using appropriate .:(nowledge or concepts (Reeves, 1992). According to Tennyson (1994) and Jacobson and Archodidou (2000), contextual knowledge and skills can be obtained best through problem-oriented, contextual modules. Research and development of computer-delivered, problem- anc case-based learning have evolved recently to provide learners with environrr_ents that enhance effective application of knowledge (e.g., Foster & Bareiss, 1995; Glenn, Koshmann, & Conlee, 1997; Jonassen, 1996; Koshmann, 1995). Some research has already siown the superiority of computer modules compared to case-based teaching in class (e.g., Wolfe, 1997).
Iournal of Research on Technology in Education 455
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
DESIGNING OF ILMS TO INCORPORATE CASE METHODS Rieber (1992) and Tennyson (1994) have identified that the task for the in
structional designer is to offer meaningful contexts and a performance-oriented learning environment. ILMs can be designed to help learners link knowledge to problem situations through active participation (Reeves, 1992). As designers, we need to develop ILMs that involve learners in applying relevant concepts in realistic experiences and assist them with interpreting and conceptualizing their experience (Baker, Jenson, & Ko~b, 1997).
Another task for the instructional designer is to use media to provide realworld-like learning environments (Jonassen et al., 1994). Learning is more likely to transfer when it is situated in environments similar to the setting in which the knowledge and skills will be applied (CTGV, 1997; Dede, 1992). By using computer learning environments, designers can incorporate elements that simulate a real-world challenge for the problem situation and stimulate curiosity to increase emotional involvement (Dede). These efforts can provide a learning environment where the learner constructs and transfers knowledge, even though exact replication of a particular context is impossible (Jonassen et al.).
METHOD This study employed qualitative methods to examine students' perception of
the implementation of ILMs during a semester course. A series of written critiques and a focus group interview were analyzed to provide insight into students' perceptions of the ILMs.
Participants and Researchers Participants (1V = 54; 34 female, 20 males; ages 19-22) were third-year under
graduate students enrolled in an recreation and leisure studies course at the University of Georgia (UGA). Approximately half of the students reported being familiar with learning on computers. Participants completed the ILMs, provided written critique of the ILMs, and participated in the interview. Informed consent was obtained from participants. We collected the critiques during the data collection period and analyzed them for themes and patterns. The third author was the course instructor, and the other researchers had no contact with students other than during data collection. These two researchers conducted the focus group interview.
Intervention The purpose of the course is to teach future leisure service professionals to
understand issues related to disability and inclusion and ultimately to learn to design leisure services that are inclusive of people with disabilities. We developed the seven ILMs used in this study in conjunction with the UGA Department of Instructional Technology using Macro media Authorware (1999) and Macromedia Director (1999) software. Each ILM begins with an opening scenario that describes the situation and assigns the learner certain contextual task(s) as a recreation professional. The ILMs are all similar, in that they reflect both the concepts in the textbook and situations likely to be encountered by lei-
456 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
sure service professionals. However, the ILMs differed according to their specific characteristics.
Plan a Fishing Trip is an ILM with the goal of arranging a variety of people (e.g., people with disabilities, children, staff members) in five different boats (Figure 1). Mter participants complete an arrangement, the ILM offers feedback and an opportunity for modification. Mter final modifications are completed, the ILM provides more precise feedback and a final score. The primary goal of the ILM is to have students apply their knowledge of natural proportions when developing inclusive services.
Choose Words Carefully is a two-part matching game. During the first part, participants read letters and choose the letter that uses sensitive terminology. During the second part, participants are required to place phrases from a supplied list in a letter containing blanks (Figure 2). The ILM gives immediate feedback concerning a participant's choice. The ILM was designed to have students practice using sensitive terminology that demonstrates respect for people with disabilities.
Make Park Accommodations is an ILM that places participants in the role of a park manager who must make decisions regarding accommodations for people with disabilities (Figure 3). An advisory board of experts provides immediate feedback about decisions. Mter an opportunity to change a decision, participants are offered final feedback from the board members from different perspectives (e.g., financial, legal). The primary intent of this ILM is to have students apply mandates of the American with Disabilities Act while balancing concerns about the environment and those of park visitors.
Figure I. Plan a Fishing Trip.
Journal of Research on Technology in Education 457
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
~
with t'f,ln,;jic~~
P~H'l>P~ with diis:ttbiiiltl$;S
!ilP$~th dis.ord$!!'®
with ihfll~rins dl~!;i<rdews
Figure 2. Choose WVrds Carefully.
Ffee Tennl~ Clltllc Park.
mild I'!~$ we~k~n~, wh;~~t~ ~C~®'Wtm!bl!il!, ®Mbl~ng
inf,t;. ·~l?ifl.~Vy~Pr&1P;fir\'~mv~
Figure 3. Make Park Accommodations.
458 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
In Make Play Accessible, participants design a playground by choosing equipment from a catalog (Figure 4). A participant receives feedback after choosing all equipment for a playground. The game contains a status bar that provides information about the budget and the inclusiveness of the playground. Participants can modify decisions during the game and are given final feedback about design of the playgrounds. This ILM is designed to have students apply principles of universal design to a specific recreation context, a playground.
Plan a Camp asks participants to solve problems in the planning of a camp that is inclusive of children with disabilities (Figure 5). Feedback is provided immediately after a participant makes a choice from the supplied answers. The primary goal of this ILM is for students to apply specific strategies that promote social inclusion of individuals into a camp environment.
In Make Adaptations, participants help solve various characters' barriers to leisure participation (Figure 6). Each character has a different disability. Immediate feedback about a participant's choice is provided. The focus of this ILM is for students to make decisions regarding specific ways to make reasonable accommodations that involve modifying the environment, service, or materials.
Be an Advocate requires participants to make decisions about different ways to advocate for people with disabilities (Figure 7). Participants select a reaction to a situation and are provided feedback concerning their selection. Following initial feedback, participants can modify their selection. The intent of the ILM is to require students to take the initiate to advocate for people with disabilities as they encounter various barriers in the community.
Data Collection and Analysis Participants completed seven brief (one or two pages) written critiques
throughout the semester, and they participated in a one-hour group interview conducted toward the end of the semester, once all the ILMs had been completed. For the critiques, participants responded to the following two questions: "What do you recommend we change about the activity to improve it?" "What did you like best about the computer-based learning activity?" The researchers prepared questions and conducted the interview, which was tape-recorded and transcribed.
Data were analyzed using the constant comparative method described by Glaser and Strauss ( 1967). Data were coded and analyzed to help in the development of themes (Leedy, 1997; Taylor & Bogdan, 1984). Themes that emerged for each ILM assignment were compared to themes from all other ILMs. Specifically, words and phrases that students used frequently were underlined (Bogdan & Biklen, 1992). Tables and figures were created using words and phrases that frequently appeared in the data (Yin, 1994). Figure 8 shows an example. Repeated use of certain words and phrases suggested four categories that could be used to organize the data. Data were then sorted into these categories (Bogdan & Biklen).
Because scientific rigor must be established in any investigation (i.e., LeCompte & Goetz, 1982), the criteria of credibility, dependability, and confirmability were employed in this study. Credibility (internal validity) was estab-
Journal of Research on Technology in Education 459
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Figure 4. Make Play Accessible.
Figure 5. Plan a Camp.
460 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Figure 6. Make Adaptations.
Figure 7. Be an Advocate.
Journal of Research on Technology in Education 461
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Figure 8. Sample of data analysis.
lished through continuous discussion between research team members facilitated by ongoing dialogue. The use of more than one investigator "in the collection, reduction, confirmation, and interpretation of data is crucial in reducing the potential bias of a single individual" (Stumbo & Little, 1993, p. 289). Coding checks were conducted by having more than one researcher code data from the critiques and interviews (Leedy, 1997). Dependability (reliability) occurred with the audit trail, a process to increase the stability of data. Members of the research team examined the processes of data collection and analysis conducted by the first author along with the transcripts to determine if they agreed with the interpretations. Confirmability (objectivity) was produced by reflexibility as the first author intentionally revealed to members of the research team the underlying epistemological assumptions considered when generating ideas about the interview and associated data. Finally, data were displayed in a spreadsheet under identified categories. Sorting the data by theme facilitated the search for relationships among the themes of the ILMs.
FINDINGS Data clustered into four overarching categories: (a) contextualized informa
tion presented in the ILMs, (b) situated activities provided in the ILMs, (c) learner guidance offered in the ILMs, and (d) technical aspects of the ILMs. When talking about contextualized information in ILMs, participants spoke about three ideas: profiles describing clients, presence of multiple scenarios to which they were to respond, and simulated real-life situations. When discussing
462 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
situated activities in the ILMs, students talked about four topics: their ability to learn through active engagement, assume the role of practitioner, be challenged, and make decisions. Students reflected about learner guidance in the ILMs as they talked about presentation of immediate positive feedback and inclusion of debriefing at the end of the ILM with the chance to try to improve one's performance. Students provided specific comments about three technical features of the ILMs as they discussed their ability to navigate within the ILMs, the presence of sound effects, and the presentation of the graphics. (See Table 1 for a summary of categories and themes.) Detailed comments related to themes are described in the following sections. (Note: Participant names have been changed to protect their identities. Participant quotations have not been edited.)
Table 1. Categories and Themes
Categories
Contextualized information
Situated activities
Learner guidance
Technical aspects
Themes
Client profiles Multiple scenarios Simulated real-life situations
Active engagement Role of practitioner Being challenged Making decisions
Immediate positive feedback Debriefing Chance to improve the performance
Navigation Sound effect Mfective graphics
Contextualized Information Presented in the ILMs Client Profiles
Participants reported that information about the individuals with disabilities presented in the ILM assisted them in applying conceprs during the activities. Sarah expressed appreciation for the characters profiles in Plan a Fishing Trip when she wrote, "The profiles were a good way to add character and realism to the activity. It was helpful to be able to read the profiles while still being able to place people in the boats." In discussing Make Adaptations, Paula related contextual information to decision making: "I did like that it gave detailed profiles on the children. It included parts of their personalities which is very important when making decisions on how to include children in activities."
Multiple Scenarios Several of the ILMs included more than one scenario. Participants reported
that having several scenarios within an ILM helped them understand and apply
journal of Research on Technology in Education 463
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
concepts, and they often expressed interest in having additional scenarios contained within the ILMs. In discussing Plan a Fishing Trip, Lee commented, "I th~nk possibly providing us with more scenarios to complete would aid us in mastering the material." In a comment about Choose Words Carefully, Amy added, "If we were given the opportunity to put ourselves in more than one situation, then we would understand using sensitive terminology in a more precise way." Participants reported that even ILMs with multiple scenarios could have been improved with the addition of even more scenarios that increased in difficulty. Discussing Plan a Camp, Matt remarked, "I feel the activity could be irr_prov-ed by adding more scenarios. In addition, the added activities could require increasing skill, knowledge, and experience with each additional activity."
Simulated Real-Life Situations Students reported that the ILMs were an accurate reflection of real-life situa
tions they expected to encounter and that the ILMs helped them practice appl?ing concepts to real-life situations. In discussing Plan a Fishing Trip, Marie explained, "\Ve were able to apply what we are learning in the classroom to pncciol real-life situation. For me, bringing together classroom and realistic work situations helps me focus on what I need to get out of my time here." Greg added, "I really liked how it used real-life examples of situations. By doing this, it helped me to apply the book, web lesson, and my own personal experiences i.::1 order to make the right decisions."
Although participants generally reported appreciation for the realism of the scenarios with the IL\1s, some participants reported that there should be more real-life aspects in the ILMs. Liz suggested, "Including some 'real life' conflicts and problems that can arise on a trip similar to this one might be a good idea, too. Making each person more dynamic might be a good way to begin considering e1ch individual and their needs." Terri stated, "the activity did not account for those who already were open-minded, or those who were negatively affected by the activity."
Situated Activities provided in the ILMs Learning through Active Engagement
::?articipants reported that hands-on learning using a computer simulation helped them understand concepts. Many participants mentioned that it was fun to do s8mething outside class other than read the textbook. For example, in discussing Plan a Fishing Trip, Amy stated, "The fact that it was so easy to manipulate the boats in a virtually hands-on manner was extremely helpful to me as a spatially oriented learner. I like to do things hands on; the CD ROM activity ofTered essentially that." Peter echoed these feelings in discussing Make Adaptations: "I love doing the hands-on work with the computer-based activities. It is much more beneficial and easier for me to remember things and actually ur:.derstand concepts through these activities rather than sitting down and reading sooe e:J.apters." Brenda reported that, "I feel that these activities are giving me a great deal of practice of finding solutions to barriers. By the time I get out imo the field, there will be fewer barriers that I have not been faced with."
464 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Assuming the Role of Practitioner Being a protagonist in the ILMs seemed to help students feel as if they were
applying what they had learned to a real-world situation. For instance, in discussing Plan a Fishing Trip, Jenny wrote, "It got me involved, and for a short period I actually imagined myself in the situation of being a professional recreation administrator. I felt like it was my obligation to make the fishing trip an enjoyable experience for everybody." In Choose Words Carefully, participants are required to supply their names at the beginning of the interaction and are referred by name throughout. This characteristic appeared to contribute to participant involvement in the ILM. As Kelly explained, "The recreation professional had a personal identity and job title to personalize the situation. As a result, I felt emotionally attached and fully involved in the activity as an advocate for [the character in the ILM]." Laura added, "I really enjoyed the way that the situation was tailored to me. It really put me in the 'hot seat."'
Being Challenged Participants reported that they enjoyed being challenged. When ILMs were
perceived as challenging, participants described that they needed to concentrate more on concepts relevant to the situation. For instance, Bill commented about Plan a Fishing Trip that, "I liked the fact that it was difficult. It really made me sit back and think about every aspect that I probably would have done otherwise. I wanted to go back and rearrange them again until I got it perfect." Conversely, if an ILM was perceived as simple, participants reacted negatively. Heather explained about Choose Words Carefully, "This activity can be improved by making it a little more challenging. I felt that reading and selecting the correct answer did not require much thought." Making a general statement about all of the ILMs, Adrian said, "The scenarios were easy. I think it would be better if more of the answers were more closely related so that more thought has to be put into choosing which was correct."
Making Decisions Students stated that having the opportunity to make decisions during IU\1s
helped them understand, apply, and reflect on concepts. In the following comment about Choose Words Carefully, Jim identified decision making as a characteristic that helped the ILM seem more realistic and similar to a real-world situation. "It let me make decisions as though I was the director of a leisure service. It helped me understand the importance of using the proper terminology." In a statement about Make Park Accommodations, Amy expressed how decision making helped her reflect on the concepts presented in the ILM. "Not only did I have to make a good decision, but also I had to make a decision that was pleasing to the majority. I liked the fact that it made me think about how others would react to my decision before I made one." In Make Park Accommodations, participants commented that they enjoyed the immediate feedback received from the characters in the ILM relative to their decisions. Karen stated, "I enjoyed toying around with the decisions I made and seeing which members liked and disliked my decisions. I found it interesting to see the various opin-
Journal of Research on Technology in Education 465
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
ions of the board members and I enjoyed practicing the skills I am learning in a decision-making context."
Some participants reported that making decisions in some of the ILMs using only text-based information impaired their ability to learn. For example, when talking about Make Park Accommodations, Tony stated, "I would have liked to see examples of the modifi::ations that were suggested. Maybe plans or pictures would have helped me better visualize the changes that were proposed to take place." In contrast, participants were supplied visual information in Make Play Accessible and expressed that they enjoyed using the visual information in decision making. Eli stated, "I enjoyed purchasing the equipment for the playground from the catalog and trying to facilitate accessibility." Susan added, "I like the fact that you could pick each item and then see the benefits as well as how much it costs."
Participants reported that being supplied several solutions from which to choose helped in decision .::naking and understanding concepts. Commenting on Plan a Camp, Mike wrote, "When there are a few things to choose from, it gives me a better idea of what may work, what may not work, or what may work with some modificacons." Participants expressed that making decisions from a restricted range of choices helped them apply concepts from other sources. Clayton commented, "I enjoyed the activity's multiple choice capability in being able to evaluate and make decisions based on the knowledge obtained from the book and Web le.,son." However, the restricted range of potential solutions to problems presented in the ILMs was a concern for some participants and appeared to reduce their ability to make decisions. In discussing Make Park Accommodations, Olivia stated, "The only thing that I do not like about this activity is that you are just given the options. There is no opportunity for coming up with own solutions." Similarly, Joe commented, "I recommend the opportunity to present personal solutions to the scenarios. I feel that if students could provide their own sclutions it would be more challenging." It appeared that participants would have preferred a format for the ILMs that would have been less tightly controlled and that allowed for individually designed solutions.
Learner Guidance Offered in the ILMs Immediate Positive Feedback
Participants appeared to value immediate and accessible feedback. In Make Play Accessible, feedback remained on the screen during the activity. Lucy commented, "The feedback table regarding accessibility effectiveness and cost were also very helpful in remincing me to try to make the best choice." Participants valued receiving positive feedback from the ILMs. Joe stated, "I had the feeling of satisfaction when 'Gooc Job' flashed up on the screen. I almost felt like I was really doing something to better someone's quality of life in the activity." Tracy remarked, "I enjoyed the feeling of doing something good to help those with disabilities to become more accepted and celebrated in the community."
Conversely, when participants believed they did not receive enough guidance because of a lack of immediate feedback, they voiced concern. In discussing Plan a Fishing Trip, Tonya remarked, "It could have given a little more direction and
466 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
criticism when the boats were full instead of waiting or the trip to be completed for evaluated." It appears that participants would have preferred guidance to facilitate the application of concepts in the ILMs. Greg remarked, "I think you should only have a certain number of attempts and then a tutorial assists with the areas that you could not come to some sort of conclusion about."
Debriefing at End of ILM and the Chance to Try Again Participants expected a debriefing at the end of an ILM and reported that,
when present, debriefings were helpful in understanding concepts presented in the ILMs. For example, Leigh commented about Be an Advocate that "the idea of having a review at the end comparing both your answers and the most correct answer was beneficial to my learning." In contrast, the absence of debriefing appeared to impair the ability of participants to understand concepts presented in the ILMs. In discussing Plan a Fishing Trip, Tonya stated, "I feldike there was not an ending, a conclusion of why I had just done the activity. I feel that there should be some sort of debriefing about the activity." Wendy reflected a similar opinion about Plan a Fishing Trip when she said, "I feel as though there needs to be a debriefing of the activity to make it more effective. The student completing the activity will have a better understanding of why they have done the activity." Participants reported that the timing of the feedback was important. Some students suggested that some feedback provided during the activity would be more effective if provided at the end of the activity. For example, Blake explained, "I might move the part where you get advice to the end of the activity. By doing this, you can see how well you can make the playground accessible on your own."
When performance evaluations and debriefings were present in an ILM, participants particularly valued the opportunity to modifY a decision using a final evaluation. In discussing Plan a Fishing Trip, Denise wrote, "I like the opportunity to go back and rearrange the people further. This is important because it allows me to learn more from my mistakes. I could immediately apply information learned from the evaluation." Commenting on Make Park Accommodations, Valerie said, "I really liked how it gave you your results at the end and how you could do it until you got it right." Commenting on the same activity, Jenny stated, "The reinforcement came from the final slide that gave direct feedback to my degree of manageability, satisfaction of the people, and people's attitude toward disabilities. The result was not perfect, reflecting my continual need to improve as a future recreation leader." Commenting on the same characteristic, Paul explained, "Once I got the feedback from my first arrangement, I became interested in how I could improve the results. Before I knew, I had tried about 10 or 12 different combinations, and I was actually having a good time and was intrigued by the learning activity and learning a lot from it."
Technical Aspects of the ILMs Navigational Control
Being able to restart the activity and modifY decisions seemed to play an important role in helping participants understand and apply concepts. Liz com-
journal of Research on Technology in Education 467
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
mented, "I liked the way you could start over any time, or go back in the activity without losing the stuff you had done." Difficulty navigating through the ILMs appeared to impede the ability of participants to learn from the experience, particularly wher_ it was difficult to review earlier parts of the ILMs. Mary stated, "I believe it would be good to include a 'Back' button. At times, I felt it would have been helpf ~1 to go over what I had done and rethink some of my wording." Brenda added, "It would be helpful to have a back arrow while the user is exploring the possible solutions and discussing them with the advice panel. If you want to go back to review any of the solutions you must restart the entire question over."
Presence of Sound Effects Although sound effects may not have directly contributed to learning, they
appeared to be effective in making ILMs enjoyable. Ryan commented on the effective use of sound effects in Make Adaptations: "The part of the CD that I liked best was the fanfcre music that played when a question was answered correctly. I also liked the part when the children cheer because they can participate in the programs due to the adaptations made."
Presentation of Graphics Similar to the role of sound effects, the quality of graphics in the ILMs ap
peared to influence participants' opinions of the activities. For example, Jenny remarked about Make Adaptations, "My favorite part of this activity was the graphics and pictures that were used to depict particular activities." Similarly, Andre commented, "I a.m a very visual person and the more memorable the activity the more likely I am to retain the information."
DISCUSSION The purpose of this ~tudy was to examine students' perception of the influ
ence of the ILMs in hdping them to understand course content and to apply the content to situations that simulate problems present in practice. Participants identified characteristics of the ILMs that influenced their understanding of course material and their ability to apply concepts related to the course. Findings of interpretive analysis of the qualitative data revealed four overarching categories: (a) contextualized information presented in the ILMs, (b) situated activities provided in the ILMs, (c) learner guidance offered in the ILMs, and (d) technical aspects of the ILMs.
When considering tl-_e findings, caution is advised for several reasons. Although a considerable amount of data were collected from participants' written critiques and the focus group interview that allowed for an examination of perceptions of the ILMs, there are no other data sources. The implementation of additional qualitative .oethods such as in-depth interviews could have resulted in richer data and, perhaps, greater insights. Also, student performance measures were not examined; therefore, conclusions about actual student learning are not possible within the confines of this study. In addition, because respondents were students enrolled in an undergraduate course, their comments may
468 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
have been influenced by the fact that the instructor read their critiques. The students may have withheld important information if they believed their grade for the course might have been negatively affected if they identified weaknesses in the ILMs.
Considering the limitations associated with this study, the data suggest that ILMs have the potential to prepare students to understand and apply concepts in real-world situations. Many participants mentioned future use of the knowledge and skills obtained from the ILMs with comments such as Barry's, "Now I have confidence of facilitating individuals with disabilities in these situations," and Emily's, "We will know what to do in the future. It is so true to life." As Reeves (1992) proposes, by responding to problems presented in a scenario, learners should have felt they were developing useful knowledge as opposed to inert knowledge. Nevertheless, some participants seemed concerned that the ILMs downplayed the complexity of real-world situations. Anne explained, "I think it should remind us that just because you place a person with a disability into a boat with people who do not have disabilities, does not mean that attitude will be changed."
Participants reported that the ILMs helped them apply concepts better when multiple situations were presented in the ILMs. Participants discussed the need of having many different situations in ILMs, reflecting Kozma's (1994a) suggestion that computer interactions contain different stories.
Both immediate feedback and a summary debriefing at the end of the ILM appeared to be valuable in promoting student learning. For example, participants explained that receiving reactions about their decisions from the characters in the ILMs provided better insights into the concepts than merely receiving an indication of "right" or "wrong." It was also apparent that debriefing was a form of delayed feedback that helped participants understand concepts learned in the ILM. Through feedback and debriefing, students were able to reflect on what they did and what they could hc.ve done better (Collins, 1991). Receiving the same information in the delayed feedback as in the immediate feedback disappointed some students because they were expecting additional information or further explanations about the results.
When an ILM was perceived as challenging, participants particularly valued being able to modifY their decisions. Participants used such words or phrases as "challenging," "difficult," "learn from mistakes," and "trial run" to explain their experiences with challenging ILMs that allowed modifications. The word "difficult" usually had positive connotations when the students expressed their opinions. For example, Ben commented, "I liked that it was difficult. It really made me to think." Perhaps because it was difficult and impossible to make perfect decisions, learning what was wrong about the decision and receiving better results after modifYing it encouraged participants to learn from their mistakes. When inappropriate choices are treated as their performance that can be improved rather than simply as incorrect answers, students can learn valuable lessons from their choices (Reeves, 1997). These findings suggest that the level of challenge and a chance to modifY decisions influenced the participants' perceptions of the value of the ILMs.
journal of Research on Technology in Education 469
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
CONCLUSION
This research was focused on determining student perceptions of the characteristics of ILMs. The data suggest that students believed the ILMs could influence their ability to understand and apply concepts in real-world situations. Participants acknowledged that they learned not only theoretical concepts but also how to apply them. The findings of this study offered practical implications in improvement and future development of the ILMs. This is important, because poorly designed ILMs may result in partial use, nonuse, or misuse of the information by learners (Jih & Reeves, 1992). Thus, the ILMs may contribute to the development of an effective and integrated learning environment, as described by Chiou (1992). However, it is apparent that additional research is needed to gain a more thorough understanding of effective characteristics of computer-based learning experiences. In examining the effectiveness of ILMs, future studies could track student performance on material related to the ILMs. Although participants expected future use of the knowledge and skills presented in ILMs, this does not confirm their ability to apply them in real-world situations. Also, verifying the relationships between the characteristics of the ILMs and learner differences would make a significant contribution to theoretical and practical understanding of computer-based learning (Neuman, 1989). •
Contributors Beaumie Kim is doing her doctoral work in the Department of Instructional
Technology at the University of Georgia. Richard Williams is an assistant professor in the Department of Recreation and Leisure Studies at East Carolina University. John Dattilo is a professor in the Department of Recreation and Leisure Studies at the University of Georgia. (Address: Beaumie Kim, 611 Aderhold Hall, The University of Georgia, Athens, GA 30602; [email protected].)
References
Alessi, S.M., & Trollip, S. R., (1991). Computer-based instruction: Method and development (2nd ed.). Englewood Cliffs, NJ: Prentice-Hall
Anderson, J. R., Reder, L. M., & Simon, H. A. (1996). Situated learning and education. Educational Researcher, 25( 4), 5-11.
Authorware 5 [Computer software]. (1999). San Francisco: Macromedia, Inc. Baker, A. C., Jensen, P. J., & Kolb, D. A. (1997). In conversation: Transform
ing experience into learning. Simulation and Gaming, 28(1), 6-12. Bogdan, R. C., & Biklen, S. K. (1992). Qualitative research for education (2nd
ed.). Boston, MA: Allyn & Bacon. Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the
culture oflearning. Educational Researcher, 18(1), 32-42. Brown, C., Hedberg, J., & Harper, B. (1994). Metacognition as a basis for
learning support software. Performance Improvement Quarterly, 7(2), 3-26. Chiou, G. (1992). Situated learning, metaphors, and computer-based learn
ing environments. Educational Technology, 32(8), 7-11.
470 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Clark, R. E. (1994). Media will never influence learning. Educational Technology Resea-rch and Development, 42(2), 21-29.
Cognition and Technology Group at Vanderbilt. (1997). The jasper Project: Lessons in curriculum, instruction, assessment, and professional development. Mahwah, NJ: Lawrence Erlbaum.
Collins, A. (1991). Cognitive apprenticeship and instructional technology. In L. Idol & B. F. Jones (Eds.), Educational values and cognitive instruction: Implications fo-r reform (pp. 119-136). Hillsdale, NJ: Lawrence Erlbaum.
Cote, N. (1994, November). Overcoming the inert knowledge problem in learningftom t!xpository text. Paper presented at the annual meeting of the Mid-South Educational Research Association, Nashville, TN.
Cunningham, T. H., & Thorkildsen, R. J. (1996, April). Effects of combining ca;e-basea' instruction and mindfulness activities on the acquisition, application, and transfer of complex knowledge: An experimental comparison of two multipleca;~e treat;-nents on videodisc. Paper presented at the annual meeting of the American Educational Research Association, New York.
Curtiss, F. R., & Hurd, P. D. (1980). Implementation of case-study, role-playing and small group discussion in a course in pharmaceutical law and ethics. American journal of Pharmaceutical Education, 44( 1), 56-61.
Dede, C. J. (1992). The future of multimedia: Bridging to virtual worlds. Educatior1al Technology, 32(5), 54-60.
Diamantes, T. ( 1996, August). A case for cases: Using the case method in the preparation of administrators. Paper presented at the annual meeting of the National Council of Professors in Educational Administration, Corpus Christi, TX.
Director 7 [Computer software]. (1999). San Francisco: Macromedia, Inc. Ellington, H., Gordon, M., & Fowlie, J. (1998). Using games & simulations in
the classroom. London: Kogan Page. Foster, D. A., & Bareiss, R. (1995, April). Administering the business school
ca~:e method with a goal-based scenario. Paper presented at the annual meeting of the American Educational Research Association, San Francisco.
Glaser, B. G., & Strauss, A. (1967). The discovery of grounded theory: Strategies for qualit~ztive research. Chicago: Aldine.
Glenn, P. J., Koschmann, T., & Conlee, M. (1997, November). Theory presentarion and assessment in a problem-based learning group. Paper presented at the annual rr_eeting of the National Communication Association, Chicago.
Gredler, M. (1994). Designing and evaluating games and simulations: A process approach. Houston, TX: Gulf Publishing.
Hasselbring, T. S., & Learning Technology Center at George Peabody College. ( 1991). An evaluation of specific videodisc courseware on student learning in a ru.ral schuol environment. A research report to Tennessee Valley Authority, Knoxville. Nashville, TN: Learning Technology Center at George Peabody College.
Hudspeth, D. R. (1991). Interactivity and design of case materials. Performance Improvement Quarterly, 4(1), 63-72.
Jacobson, M. J., & Archodidou, A. (2000). The knowledge mediator framework: Toward the design of hypermedia tools for learning. In M. J. Jacobson, & R. B. Kozma (Eds.), Innovations in science and mathematics education: Ad-
journal {}_;+~Research on Technology in Education 471
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
vanced designs for technoiogies of learning (pp. 117-161). Mahwah, NJ: Erlbaum.
Jih, H.]., & Reeves, T. C. (1992). Mental models: A research focus for interactive learning systems. Educational Technology Research and Development, 40(3), 39-53.
Johnson,]. F., & Morris, K . .\1. (1997). Courseware is the key: Bridging lecture and laboratory in general chemistry. Journal of Computing in Higher Education, 8(2), 109-125.
Jonassen, D. H. (1996). Scaffolding diagnostic reasoning in case-based learning environments. journt:d ofC.Jmputing in Higher Education, 8(1), 48-68.
Jonassen, D. H., Campbell,]. P., & Davidson, M. E. (1994). Learning with media: Restructuring the debate. Educational Technology Research and Development, 42(2), 31-39.
Knirk, F. G. (1991). Case materials: Research and practice. Performance Improvement Quarterly, 4(1), 73-81.
Koschmann, T. (1995). Medjcal education and computer literacy: Learning about, through, and with computers. Academic Medicine, 70(9), 818-821.
Kozma, R. B. ( 1991). Learning with media. Review of Educational Research, 61(2), 179-211.
Kozma, R. B. (1994a). \Vill media influence learning? Reframing the debate. Educational Technology Research and Development, 42(2), 7-19.
Kozma, R. B. (1994b). A reply: Media and methods. Educational Technology Research and Development, 42(3), 11-14.
LeBlanc, H. P. (1997, ~\Jovember). Distributed and problem-based learning techniques for the family communication course. Paper presented at the annual meeting of the National Communication Association, Chicago.
LeCompte, M.D., & Goetz, J.P. (1982). Problems of reliability and validity on ethnographic research. Review of Educational Research, 52( 1), 31-60.
Leedy, P. D. ( 1997). Practicai research: Planning and design (6th ed.). Englewood Cliffs, NJ: Prentice-Hall.
Naidu, S., & Oliver, M. (1996). Computer-supported collaborative problembased learning: An instn:.cdonal design architecture for virtual learning in nursing education. journal of Distance Education, 11(2), 1-22.
Neuman, D. (1989). Natura1istic inquiry and computer-based instruction: Rationale, procedures, and potential. Educational Technology Research and Development, 37(3), 39-51.
Odom, M.D., & Pourjalali, H. (1996). Knowledge transfer from expert systems vs. traditional instruction: Do personality traits make a difference? journal of End User Computing, 8(2), 14-20.
Pickrell, J. A., & Departmem: of Clinical Sciences, Kansas State University. (1995). Enhancing large-group problem-based learning in veterinary medical education. Program description. Manhattan: Kansas State University.
Reeves, T. C. (1992). Evaluating interactive multimedia. Educational Technology, 32(5), 47-53.
472 Summer 2002: Volume 34 Number 4
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4
Reeves, T. C. ( 1997). Evaluating what really matters in computer-based education [Online document]. Available: www.educationau.edu.au/archives/cp/ reeves.htm.
Reisman, S. (1987). Selecting educational software for use with textbooks. Technological Horizons in Education, 14(5), 80-84.
Rieber, L. P. (1992). Computer-based microworlds: A bridge between constructivism and direct instruction. Educational Technology Research and Development, 40(1), 93-106.
Rieber, L. P. (1998). The WWILD Team: A resource site for interactive learning modules [Online document]. Available: http://itechl.coe.uga.edu/wwild/.
Ryan, C., & Koschmann, T. (1994, June). The collaborative learning laboratory: A technology-enriched environment to support problem-based learning. Paper presented at the National Educational Computing Conference, Boston.
Sanyal, C. C. ( 1991). Higher education and the labor market. In P. G. Altbach (Ed.), Higher education: An encyclopedia (Vol. 1, pp. 147-168). New York: Garland.
Sharf, B. F., & Poirier, S. (1988). Exploring (un)common ground: Communication and literature in a health care setting. Communication Education, 37(3), 224-236.
Stumbo, N.J., & Little, S. L. (1993). Confirming, interpreting and reporting naturalistic research findings. In M. J. Malkin & C.Z. Howe (Eds.). Research in therapeutic recreation: Basic concepts and methods (pp. 279-298). State College, PA: Venture.
Taylor, S. J., & Bogdan, R. (1984). Introduction to qualitative research methods. New York: John Wiley & Sons.
Tennyson, R. D. (1994). The big wrench vs. integrated approaches: The great media debate. Educational Technology Research and Development, 42(3), 15-28.
Vosniadou, S. (1996). Learning environments for representational growth and cognitive flexibility. InS. Vosniadou, E. deCorte, R. Glaser, & H. Mandl (Eds.), International perspectives on the design of technology-supported learning environments (pp. 13-24). Mahwah, NJ: Erlbaum.
Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation & Gaming, 28(4), 360-376.
Yang, Y. (1992). The effects of media on motivation and content recall: Comparison of computer- and print-based instruction. journal of Educational Technology Systems, 20(2), 95-105.
Yin, R. K. (1994). Case study research: Design and methods (2nd ed.) Thousand Oaks: Sage.
Journal of Research on Technology in Education 473
Dow
nloa
ded
by [
Uni
vers
ity O
f Pi
ttsbu
rgh]
at 2
0:09
21
Oct
ober
201
4