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Virtual Classroom: a ModelRationale:
While attending various conferences devoted to online teaching and learning I noticed that many of the individual experiments and implementations presented there, different as they were, had many elements in common. This article is my attempt to step back from the implementation level and gather these common elements into a comprehensive model of online classroom, which, hopefully, will be applicable in different settings. Strictly speaking, it is not a theoretical model but rather a practical blueprint, hence it contains multiple examples of, and references to actual tools that fulfill the various requirements of the model.
1. IntroductionWhat constitutes a classroom? When confronted with this
question, what often immediately comes to mind are the elements of the
physical infrastructure from classrooms we spend so much of our lives
in: a blackboard, rows of desks, cabinets full of instructional materials,
an overhead projector... This is quite legitimate and not surprising,
as it is the image our brains are most likely to evoke when we close
our eyes and try to imagine "a classroom". Yet this way of thinking
about it has profound limitations, because, at the most basic level,
classroom is a space where structured and planned teaching and learning
happens, and this can happen under a palm tree, in a tent in the
middle of a desert, and in many other places, where most or all of the
infrastructure of a Western-style classroom is simply not available.
In most of those places this could, of course, be changed by building
a school and bringing in the needed equipment, but in one environment
this will never be possible: the online "virtual classroom". Here it
is not merely a matter of deprivation, to be alleviated by more resources;
quite the opposite: online learning requires an extensive - and often
costly - infrastructure of its own and so it is, at least at the moment,
a domain of the well-to-do nations. Growth in global prosperity will
not make it disappear (as it may be the case of open-air classrooms
in remote villages) but rather contribute to its expansion. Therefore,
when attempting to create a model of a classroom in the online environment,
it is no longer useful to think in terms of blackboards, backpacks,
textbooks, and desks; instead, one needs to look at its essential elements
from a very different angle. In my own attempt I chose to focus on what
is happening in a classroom and divided it into five distinct categories,
which thus became part of the universal model, applicable (I hope)
to both the physical and the virtual environments:
2. PresentationLive presentation is probably the most common method
of knowledge dissemination in the world of structured learning. Its
forms and its place in the classroom underwent significant changes in
recent decades, but it remains an important tool in any teacher's arsenal,
and, if done well, a powerful one. In today's classrooms presentation
is no longer limited to lecturing from behind a lectern or to simple
show-and-tell, but can be augmented with rich multimedia elements made
possible by slide projectors, VCRs, CD players, television, and, most
recently, computers. Although some critics decry the overuse of multimedia
and dismiss it as "edutainment", its contribution to the learning process
can be quite significant, and, for better or worse, students now expect
it as naturally as their parents expected the squeak of chalk on a blackboard.
While it may be at least a decade before we may be able to offer our students the sensation of touching a fish or smelling sulfuric acid online, most visual and aural experiences available in a "real" classroom can fairly easily be recreated in the virtual world. In fact, the World Wide Web, which initially consisted mostly of hyperlinked text files spiced with occasional images, has evolved into a world where images and sounds are becoming the primary conveyors of meaning (to the dismay of the advocates of the disabled). Gains in modem speed and improvements in compression algorithms have enabled most users to view high quality, full color images; to listen to audio broadcasts or download music clips; to view real-time or recorded video; to be entertained or informed through interactive animation. 2.1 Text and imagesAs it is no longer possible to experience the Web on
a text-only browser like Lynx, it would make little sense to limit our
choice of media for presenting content in a virtual classroom. Making
text and images available to the students is incredibly easy these days.
Each of the dominant OS platforms (Unix, Windows, MacOS, Linux) has
at least one good Web (or HTTP) server available for free or at a very
reasonable price. Among the best and most popular are: FastTrack,
Enterprise,
Internet
Information Server, and WebSite
Professional. They are relatively easy to setup and administer,
in most cases providing the webmaster with a browser-based, visual interface
and a good selection of tools, including fine-grained access control.
Publishing content onto one of those servers has also become easier;
FastTrack and Enterprise provide a "one-button publishing" mechanism,
which, when used with Netscape Composer, allows the user to edit or
create a page - in a WYSIWYG environment - and place it on a server
simply by providing a URL to it; Microsoft FrontPage, a powerful add-on
to the Internet Information Server, has features that greatly simplify
Web site creation, such as drag-and-drop publishing and templates.
As if it weren't simple enough, software such as Trellix and Net-It Central omit the use of Web page editors entirely and instead automatically convert almost any type of document provided by the user - including popular office applications such as Word, Excel, PowerPoint, etc. - into Web-accessible files. Dragging-and-dropping a document into a desired folder not only triggers the conversion process, but also positions the new file in the appropriate place in the site's hierarchy of links, which are then automatically updated. Besides speed and simplicity, another advantage of using this process lies in its ability to preserve the original layout of a document, often lost in the more intrusive conversion to a standard HTML. However, this means that the documents cannot be viewed in a standard browser and that some sort of a viewer (a plugin or a Java applet) must be provided. Also, these solutions tend to be expensive and thus are more appropriate for big corporations or large departments, where significant number of documents created in specialized applications need to be disseminated via an intranet. In smaller endeavors this is unlikely to be cost-effective. Finally, many of the ready-made virtual classrooms provide content publishing mechanisms of their own. Some, such as TopClass, do require that a person doing the publishing has some knowledge of HTML coding; others supply simple fill-in forms which curtail formatting but turn the posting of material into a cut-and-paste operation. (I'll keep mentioning the ready-made, integrated environments throughout this article, whenever one of their components fits the category under discussion. More about them in the section on Testing and Grading, where their advantages are most evident, and in Appendix A, where I compare and contrast the integrated packages with the "patchwork" approach to building virtual classrooms.) 2.2 Audio and videoDisseminating audio and video via the Web can also be
done through standard HTTP servers, simply by placing the files in appropriate
directories and linking to them from a Web page, so that users can download
them to their computers and play them back at their convenience. However,
due to typically large sizes of these files and thus long downloads
at modem speeds, the preferred method of online audio and video presentation
is "streaming". This method transfers only a small portion of the file
at a time - usually no more than a few seconds - to be played back immediately,
while the next portion is being downloaded in the background.
The biggest advantage of streaming lies in its immediacy, but since
it is heavily dependent on network conditions, low modem speeds or congestion
often result in "choppy" audio or low frame rates, sometimes to the
point of turning a video clip into a slow and grainy "slide show", as
download can no longer keep up with playback, and packets of data are
being dropped from the stream in order to speed up transfer.
Streaming also usually requires a specialized server, such as RealNetworks' RealServer G2 or Microsoft's Windows Media Services, although most HTTP servers are capable of streaming certain file types as well. The good news is that basic versions of streaming servers, perfectly sufficient for individuals, groups, and small institutions, are available as free downloads from their vendors. They may lack more advanced features, e.g. real-time broadcasting, or limit the choice of compression algorithms for encoding content, but these are not likely to be used in basic applications anyway. Setting up and administering such a server is not very difficult, especially under Windows NT with its familiar graphical user interface. Several attempts were made in recent years at breaking the chokehold of RealNetworks and Microsoft on Web delivery of streamed multimedia by circumventing the server requirement (examples include Emblaze and VideoNow), but most quickly faded into obscurity, with the notable exception of Macromedia Shockwave, which remains especially popular for delivery of interactive animation with sound. My comments about the relative ease of use and low cost of tools for multimedia streaming do not automatically apply to real-time broadcasts of audio and video, where the levels of cost and difficulty are somewhat higher. Preparing a multimedia file for on-demand streaming may be time consuming but its hardware and software requirements are often quite low. For example, one can easily add spoken narration to a set of PowerPoint slides by recording it via an inexpensive microphone onto a local hard drive, and then export the file into a "streamable" format to be placed on a RealServer G2 or Windows Media Services server. Upon playback, the slides will advance automatically and the users will be able to listen to the narration via a set of computer speakers or headphones. All of this can be done quite effectively on a 133 MHz Pentium-class computer with a 16-bit sound card and a 28.8 modem. 2.3 Real-time multimediaIn contrast, a real-time broadcast of slides and audio
(not to mention video) requires not only more powerful hardware, but
also bigger, more stable network throughput, and full-featured server
software, which may cost from several hundred to several thousand dollars,
depending on the number of simultaneous streams and other factors. Launching
a real-time multimedia event is also a few notches more difficult than
creating files for on-demand playback. It may require, for example,
a good grasp of such networking concepts as unicast and multicast, and
assuring that all clients to be connected to the event stay within a
fairly narrow range of acceptable hardware and software. The plethora
of options for real-time delivery of multimedia adds a bit to the confusion,
at least initially. Let's examine those options briefly:
To summarize: choices for online presentation of educational
content are aplenty and cover a wide range of media, from text and images
to animation, to audio and video, to narrated slideshows, to live application
demonstrations. Some of those choices are still quite costly and relatively
tricky to implement, but many are free or inexpensive and do not pose
a challenge when it comes to installation or maintenance. Furthermore,
clever combinations of the simpler tools may create environments that
are as robust and feature-rich as their sophisticated cousins, but at
a fraction of the cost. 3. DiscussionWe all know the main reason for organizing students
into classrooms: to make it possible for one teacher to teach multiple
students (hopefully effectively). It is cheaper and more practical than
to have a teacher work with one student at a time. Another important
reason, often overlooked throughout the history of world's educational
systems, is that in a classroom students will also learn from one another.
In fact, good teachers will frequently step aside and encourage free
flow of knowledge, experiences, and unique perspectives their students
bring into the classroom. There are, of course, multiple ways of doing
this, but the most common is engaging students in conversations relevant
to the topic of study. These conversations may involve the class as
a whole or groups of students; that may be structured or spontaneous;
they may take place inside or outside of the classroom; may be initiated
by the teacher or the students themselves.
Holding conversations (discussions) online is relatively easy and very often takes the form of sending/receiving e-mail messages to/from a group of people. However, given the limitations of this method:
My perennial favorite is O'Reily's WebBoard - a $699 stand-alone server with long list of features and easy-to-use, intuitive interface which requires only a Java-enabled browser for full functionality. Armed with a browser and a URL, a user can log into any discussion board on the server, see the hierarchy of postings at a glance, read messages, compose and post a new message (or a reply), even engage in a real-time chat session with other users, who happen to be connected to the server. Nothing fancy - just the basic features of almost every other discussion group server. Where WebBoard really shines is in the implementation of these features and in a handful of other ones, not always present in other packages:
4. PracticeWhether it be carpentry, calculus, or screenwriting,
practice is an inextricable part of the learning process. That's why
schools spend large sums of money on lab equipment, why teachers assign
and grade homework, why "deliverables" of all sorts (posters, models,
essays, project documentation, etc.) are required in almost every classroom.
As I already mentioned, it is (still) very difficult or impossible to
recreate the entire range of a student's classroom experience in the
online environment; one cannot expect a basketball team members to meet
for their practice in a chat room, or to educate a car mechanic without
having him work on a real car. Obviously, certain disciplines will fit
more readily into the online environment than others, or even tap into
learning opportunities that are hard to come by in the real world.
Let's consider, for example, foreign language classroom. Audio and video technology have already added significant enhancements here, but the Web is adding even more and new ones. Students are now able to interact with native speakers of practically any language as if no physical distance existed; huge number of cultural artifacts, including museum collections, radio broadcasts, newspapers, TV guides, bus schedules, etc., become available without requiring the student to travel abroad; it is easier than ever to approach the teacher and the other students with questions and requests for assistance. Powerful tools have also been given to students in other disciplines, who can access or even control sophisticated scientific instruments in remote locations; gather enormous quantities of data in very short time; run simulations of complex systems that would otherwise take years and huge budgets to monitor. 4.1. SynchronousIn fact, in many areas today one can practice acquired
skills without rising up from a desk chair. What is required is access
to the tools necessary for a practice session, and a communication channel
with the instructor. Both requirements can often be more easily met
in the online environment than in the "real world", even in settings
where some "hand-holding" is necessary, i.e. for the teacher to be present
while a student goes through the steps of the practice activity. In
such a setting one would probably want to use online communication
software that allows remote control or application sharing.
Taking control over someone's computer at a distance is not a new concept
and, contrary to what some people may think, does not require telepathy
;-). Hackers have been at it for many years. The challenge is with making
it visible, so that someone, whose computer has been taken over, can
easily follow all the actions of the person currently in control. This
challenge has been successfully met in products such as PC
Anywhere, Timbuktu
Pro, or Netopia
Virtual Office. Any one of the three solutions can be used, for
example, by a teacher to show how to use a particular feature of a complex
program; or to invite a student to demonstrate his level of familiarity
with that feature; or to correct mistakes students may be making while
using an application. They can also be used to exchange files between
two connected computers, so that the "fruits" of a student's practice
assignment can be transferred to the teacher for comments and evaluation.
Application sharing works on the same principle as remote control, but instead of taking over the entire operating system of a host computer, the remote "controller" is allowed to operate only on a specified application, say, a word processing program or a database design tool. It is also limited to applications running under Microsoft Windows and not available to users of Macintoshes or Unix workstations. In most cases it is necessary to obtain and install specialized client software, such as Microsoft Netmeeting (an undisputed leader in this category), but successful attempts have been made at making this functionality available to Web browsers through a Java applet. WebEx Meeting is a wonderful example of such an attempt; any user with a Java-enabled browser can start an ad-hoc conference session through the WebEx Web site and invite others to participate. Unfortunately, while many powerful features of online conferencing (chat, whiteboard, slide presentations, document sharing) are available to users for free, sharing of live applications requires a paid subscription to the service, and the price is quite steep. However, it may well be the first of many such solutions, which may end up being adopted by the next generation of - hopefully still free - Web browsers. 4.2. AsynchronousOf course, not every practice requires a real-time participation
of the instructor. In most cases the student is simply given an assignment,
instructions on completing it, and a deadline; it is then up to the
student to find the time to do it and to deliver the product, while
the instructor may or may not intervene in the process. It is
not difficult to setup an online environment that would support this
mode of practice. At the minimal level even simple e-mail messages with
file attachments might be all that's needed. Or setting up a folder
on a server for the students to ftp and retrieve or post files. At a
little more sophisticated level one may want to reach for tools that
enable transfer of files through a Web browser; that keep track of subsequent
versions of a file; that allow viewing a file without downloading it
and opening its native application. DocuShare
from Xerox fits these requirements perfectly and even throws in a few
more features, such as scheduling (e.g. for setting up milestones and
deadlines), bulletin board (for reminders and comments), and a powerful
search engine, capable of looking inside of files. TeamWave
Workplace goes even farther and provides an impressive selection
of tools not only for storing but also for creating content: database,
drawing board, flowchart designer, and more. It also works well in both
the synchronous and the asynchronous mode; authorized visitors to the
Workspace can work on their own projects at their own time and pace,
but whenever there is at least two of them connected at the same time,
they have the option of engaging in a number of synchronous activities,
such as chat, collaborative browsing, or modifying a common object (e.g.
a database). It is truly a remarkable tool, despite the fact that its
interface is one of the ugliest around and that it requires installation
of a separate client, written in Java. These shortcomings are easily
forgiven when one considers that a comparable tool such as eRoom
costs 5 times as much per user...
5. Testing and gradingLet me begin this paragraph by stating that I have serious
misgivings as to whether testing should be treated as an essential component
of an online learning environment. Clearly, it still has an important
place in the real classroom, but even there it has been overshadowed
by the emphasis on projects, portfolios, teamwork, etc. Furthermore,
each step of the educational ladder means less reliance on tests and
more on other means of evaluation; for example, a graduate student
encounters far fewer tests than a junior in an undegraduate program.
In both the online and the real-life environments testing alone provides
a good number of challenges: making sure that the person taking the
test is the one expected to; providing unique test questions for each
student; timing the test; automated evaluation of multiple-choice and
yes/no answers; etc. When one adds to it the requirement of shielding
each student's grades from the curiosity of his classmates (luckily,
a non-issue in most countries outside of the US, where grades are simply
posted for all to see), the challenges become overwhelming. Therefore,
it is hardly surprising that even bold experimenters, like the team
behind the Florida High School, require
their online students to take tests and exams at their local schools.
Personally, I am not very fond of ready-made, integrated
"virtual classrooms". To be fair, they do have advantages over "patchwork"
solutions (see Appendix), but one doesn't have
to be a technological genius to find and implement a suite of tools
that, combined, will offer more power and a greater range of features
than any prefabricated package currently on the market. However, there
are not that many vendors offering tools that focus on testing and grading,
and those that do, tend to charge so much for them, that it makes little
sense not to turn one's attention toward integrated solutions, as most
of them offer this feature at no additional charge; unless, of course,
testing and grading is all one needs. Blackboard
CourseInfo, as well as its free version, Blackboard.com,
offer rudimentary but sufficient gradebook, and forms for building simple
tests and quizzes. 6. Social interactionsClassroom is a social place. Getting to know other students,
forming friendships, chatting about common interests, expressing one's
emotions - for better or worse, those are all important elements
of the environment we call "classroom". In the "real" world they occur
quite naturally, prompted by the sheer physical proximity of the students
to one another, without any intervention from the teacher (sometimes
despite teacher's efforts to the contrary...). It isn't so in
the "virtual" classroom, where students have little or no chance of
meeting each other in person, and where extra effort is often needed
for social interactions to occur. One may feel tempted to abandon these
efforts for the sake of concentrating on the didactic side of online
teaching, but this is a shortsighted strategy, likely to have a negative
effect on the overall learning experience of the students.
The good news is that most of the tools that support online presentations, discussions, and practice, can be used to support social interactions as well. With some, those interactions may even happen as naturally and spontaneously as in the "real" world. For example, participants in a Placeware Conference Center session appear to be seated in "rows", up to eight people in each, where they not only see the names of people in their row, but can strike a conversation at any time, either by typing messages in the supplied chat window, or using their microphones to converse via voice. Given the fact that neither the presenter, nor other audience members are even aware of in-row conversations (unless they themselves move from one row to another), this feature seems to be serving primarily as a socializing agent. So much so, that the presenter has the option of turning it on and off, like a teacher putting a finger on his lips and ordering the students to be quiet and listen (albeit much more effectively...). Chat servers can be used for online meetings and brainstorming sessions, but also for informal chit-chats about movies, weather, hobbies, etc. When a tool like WebBoard is used for online discussions, teachers often create a conference called "Introductions" and ask the students to submit short messages describing their background, interests, and any other personal information they may want to reveal, including their photos. This serves as a good "icebreaker" and helps build the sense of camaraderie among students that otherwise may feel quite isolated. Rather than turning into repositories of dry statements about people's educational backgrounds, these introductory conferences often hold very personal, even intimate messages. I've seen a posting from a student whose hobby was playing a guitar and who chose to attach several sound clips containing samples of his play. Another student, deeply involved in a homosexual relationship, wrote beautifully and eloquently about her partner in this relationship. Finally, videoconferencing software such as Netmeeting or CU-SeeMe may help us attach a face (and facial expressions) to a name and a personal statement left on a discussion group server. In fact, pushing video streams through network bottlenecks in order to show students a "lecturing head" adds little educational value to a lecture and tends to be distracting. Much better return on investment (metaphorically speaking) can be provided by using videoconferencing as a medium for getting to know each other and for social interactions. AppendixCreating a virtual classroom is like buying a house;
the first one we see has beautiful bathrooms, but the living room and
the kitchen are simply too cramped; the second one has a dining room
worthy of a castle, but the rest is horrible; the master bedroom in
the third is ten times better than the bedrooms in the previous two.
Wouldn't it be great, if we could buy only the parts we like in each
house - bathroom here, living room there... - and then glue them together
into a dream house? (Chances are, we would end up with a house that
looks simply awful from the outside, but is it really that important...?).
While this is impossible, at least for the time being, in the world
of real estate, it is a valid choice to those of us who are thinking
of having virtual classrooms: we can go and buy a prefabricated solution
or attempt to put one together from independently purchased components.
Both approaches have trade-offs, some trivial, some quite significant:
simplicity for features, convenience for customization, easy administration
for modularity. The table below lists those in detail.
©1999 Vlad Wielbut and the Alliance for Community Technology |
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