| Australian Journal of Educational Technology 2000, 16(1), 45-57. |
AJET 16 |
The role and function of interactivity within computer enhanced learning is undergoing increased scrutiny. Through a reappraisal of learning theories in terms of their implications for interactivity and identifying the major interactive constructs, this paper provides a context for better understanding computer based interactivity and achieving its potential for enhancing the learning process.
Computer based instruction provides greater potential for truly interactive instruction than any mediated teaching device to date, excluding in many instances, the human tutor. (Jonassen, 1988:97)But who is right? Is interactivity an intrinsic component of CEL, enabling effective and engaging learning experiences, or is it a misnomer, masking processes too complex to be measured by overt response-feedback mechanisms?... deconstruction essentially reveals interactivity to be not a conceptual unity, defined in terms of clear distinctions between antithetical terms, but as a fragmented, inconsistent, and rather messy notion encompassing both privileged and marginalised binaries, and the range of meanings in between. (Rose, 1999:48)
I argue that a conundrum exists because the perceived advantage of interactivity in CEL is based on its equivalence to real life learner-learner or teacher-learner communication. But can (or should) computer based applications attempt to replicate this level of communication? The evolution of educational technology has been reinforced by rhetoric (from both manufacturers and developers) that computers are inherently interactive and therefore beneficial, especially to learning. In reality however, the interactivity demonstrated is frequently little more than mouse clicks and generalised, repetitive, non-adaptive feedback. And while overtly interactive, to what extent do threaded discussions and so called learning communities contribute to interactivity in web based environments?
Given the current interest in interactive constructs (Sims, 1997; Aldrich, Rogers & Scaife, 1998) contrasted by the argument that interactive and interactivity lack "denotive value" (Rose, 1999), it is therefore important to reassess not only the notion of interactivity but its role in enhancing the learning process in its various forms. To better understand this role, this paper revisits the relationships between interactive constructs and learning theories, proposing a classification that substantiates interactivity as a viable mechanism to support learning. Using this framework, the discussion reassess how these interactive constructs might be applied to contemporary forms of CEL applications, including online initiatives, and provides a research framework for an in depth investigation of interactivity. In developing this argument, much of the research is based on stand alone CEL environments (i.e. human-computer interactions); however, the conclusions drawn are equally relevant to computer mediated (online) human-human interactions.
Texts based generally on learning theories separate the work of behavioural, cognitive and contemporary theorists (e.g. Bower & Hilgard, 1981), while those more focused on the educational technology field offer a more specialised analysis. For example, Romiszowski (1986) acknowledges that one's particular philosophical position will influence the structure of learning activities, differentiating the Humanist (with an emphasis on useful content), Behaviourist (emphasising outcomes), Cognitivist and Developmental (emphasising the process) and Cybernetic (emphasising the system) approaches. More recently, Kearsley (1999) compiled the Theory into Practice database, documenting an extensive range of learning theories, concepts and domains. From my synthesis of these theories, a process which identified the major focus of the theoretical position, the means by which it might be implemented in a learning environment and the likely interactive constructs which would be manifested in a CEL environment, I have derived four dimensions linking the prescriptions of interactivity from those theoretical positions.
In presenting these dimensions, it is argued that learning should not be linked to any single strategy or intervention, but viewed as a complex interaction between circumstances, conditions, environment, motivation and culture. While no one theory or paradigm can explain learning completely, this analysis does provide a framework and foundation for considering the constructs of interactivity in the context of CEL.
| Focus | Interactive Constructs | Related Theories |
| Goal Navigation; Exploration |
|
Sign Learning (Tolman, 1932); Constructivist (Bruner, 1966); Information Pick Up (Gibson, 1966); Structural Learning (Scandura, 1973); Androgogy (Knowles, 1984); Adult Learning (Cross, 1981); Soar (Newell, 1990) |
| Making Selections |
|
Information Processing (Miller, 1956) |
| Tools |
|
Cognitive Dissonance (Festinger, 1957) |
| Control: to Construct or Deconstruct |
|
Gestalt (Wertheimer, 1959); Lateral Thinking (de Bono, 1967); Experiential (Rogers, 1969); Dual Coding (Paivio, 1986); Levels of Processing (Craik & Lockhart, 1972); Script (Schank, 1982); Component Display (Merrill, 1983); Cognitive Flexibility (Spiro, Feltovich, Jacobson & Coulson, 1992) |
| Prompt for engagement |
| Originality (Maltzman, 1960); Constructivist (Bruner, 1960); |
| Scaffolding; Modelling |
|
Constructivist (Bruner, 1966); Social Learning (Bandura, 1971); Script (Schank, 1982) |
A tangential element of this dimension is the importance of including learner representatives in the design process, as they are the group who can verify the effectiveness of the interactive experience in terms of participation, engagement and learning outcomes.
| Focus | Interactive Constructs | Related Theories |
| The more the better |
|
Connectionism (Thorndike, 1913) |
| Essential |
|
Contiguity (Guthrie, 1930); Drive Reduction (Hull, 1943) |
| Engagement |
|
Dual Coding (Paivio, 1986), Levels of Processing (Craik & Lockhart, 1972) |
| Content Dependent |
|
Algo-Heuristic (Landa, 1974); Component Display (Merrill, 1983); Elaboration (Reigeluth, 1992) |
| Multimedia |
|
Symbol Systems (Salomon, 1979); Dual Coding (Paivio, 1986); Cognitive Flexibility (Spiro et al, 1992) |
| Minimalist |
|
GOMS (Card, Moran & Newell, 1983); Minimalist (Carroll, 1990) |
| Focus | Interactive Constructs | Related Theories |
| Vary according to learner |
|
Genetic Epistemology (Piaget, 1929); Conditions of Learning (Gagne, 1985); Subsumption (Ausubel, 1963); General Problem Solver (Newell & Simon, 1972); Androgogy (Knowles, 1984); Adult Learning (Cross, 1981); ACT (Anderson, 1976); ATI (Cronbach & Snow, 1977); Triarchic (Sternberg, 1977); |
| Question- Answer- Feedback |
|
Operant Conditioning (Skinner, 1950) |
| Self pacing |
|
Mathematical (Atkinson, 1972); Criterion Referenced (Mager, 1988) |
| Problem Based |
|
Experiential (Rogers, 1969); General Problem Solver (Newell & Simon, 1972); Double Loop (Argyris & Schon, 1974); Repair (Brown & Van Lehn, 1980); Mathematical Problem Solving (Schonfield, 1985) |
For example, while a group of army specialists may be taken to a bombing range to practice disarming explosives, recreating the same scenario on a computer is complex because time and space constraints associated with the task are difficult to replicate. One of the challenges therefore, if attempting to develop a CEL environment incorporating a contextual metaphor, is to provide learners with adequate visual cues and support tools to establish a realistic and meaningful learning experience.
| Focus | Interactive Exemplars | Related Theories |
| Contextual, Situated |
|
Functional Literacy (Sticht, 1976); Social Development (Vygotsky, 1962); Symbol Systems (Salomon, 1979); Phenomenography (Marton, Hounsell & Entwistle, 1984); Cognitive Flexibility (Spiro et al, 1982); Situated (Lave & Wenger, 1990) |
| Learning Styles |
|
Modes of Learning (Rumelhart & Norman, 1978); Multiple Intelligences (Gardner, 1993) |
Given this potential, the following discussion reviews the classifications of interactivity and demonstrates that a better understanding of the interactive process is required in order to maximise engagement within CEL environments. Although many products have been marketed as representing effective applications by the development teams or through competitive awards, the real effectiveness of any application will only be achieved when representatives of the target group praise its worth. How we might achieve this is the purpose for attempting to better understand this interactive conundrum.
In recent years, the concept of interactivity has become so firmly entrenched within the discourse of educational computing that it is a truism to say that instructional software is interactive and that interactivity promotes learning, and a kind of heresy to dispute it. (Rose, 1999: 43)Nevertheless, analyses of interactivity have provided useful perspectives for assessing interactivity through taxonomies (Schwier & Misanchuck, 1993); levels (Sims, 1997) and dimensions (Aldrich et al, 1998), as expanded in Table 5. Even so, it is acknowledged that further research is required to better understand what is often an ill defined concept, with the aim of "moving the emphasis away from the level of physical interactivity at the interface (ie. button presses and mouse clicks) to a consideration of cognitive interactivity (ie. learning activities which are supported when interacting with the software" (Aldrich et al, 1998:331).
An alternative perspective focusing on narrative and play as a model for interactive endeavours (Plowman, 1996; Sims, 1999) focuses on the strategies which might be implemented to enable the user (learner) to become an integral part of the narrative or story being promoted by the developer. Not only will the learner be offered activities for participation and engagement, but the underlying structure (scaffolding) will ensure they have a clear orientation and sense of purpose for moving within the application, regardless of its explicit structure. In offering this as a potential success factor for interactivity, it augments those issues that must be considered by the development team to include strategies to enable the learner to be integrated into the interactive world as the lead character.
| Taxonomy of Interactivity (Schwier & Misanchuk, 1993) | Levels of Interactivity (Sims, 1997) | Dimensions of Interactivity (Aldrich et al, 1998) |
Levels
Proactive Mutual
Pacing Navigation Inquiry Elaboration
Pointing device Voice |
Levels
Linear Hierarchical Support Update Construct Reflective Simulation Hyperlinked Non-immersive contextual Immersive virtual |
Visibility and accessibility
Access content in different ways
Make notes
Build a model |
So despite the criticism levelled by Rose (1999), for those actively developing CEL applications, a resurgence of interest in the value of interactivity can only help to ensure the quality of the products are ensured. As advocated by Reeves (1999), the promise of effective interactivity will be achieved by focusing on the ways in which we can make the applications work better rather than relying on empirical research or technological developments to prescribe the solutions.
Moving to an online environment, with the perceived benefits of human to human communications, can from one perspective be seen to diminish the importance of overt human to computer interactions. However, I maintain that it is the engagement and learning that interactivity can enhance that is the critical component of any computer facilitated learning artefact and that this interactivity needs constant maintenance regardless of the medium of delivery.
In many ways it appears that too little research has been undertaken to actually determine what is happening during the interactive experience. Much of the praise for this has come from the popular press that has adopted the term as one of the positive indicators of a productive digital future. Similarly, it is not simply a case that we need to move ahead with the technology as promoted by Kearsley & Shneiderman (1999).
It is not the technology that is at fault but the implementation of the interactivity demanded by users. Indeed, computer based interactivity is not a promise unfulfilled, but rather a promise not yet realised.
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| Author: Rod Sims School of Multimedia and Information Technology Southern Cross University rsims@scu.edu.au http://multimedia.scu.edu.au/ Phone: (02) 6659 3310 Fax: (02) 6659 3612 Please cite as: Sims, R. (2000). An interactive conundrum: Constructs of interactivity and learning theory. Australian Journal of Educational Technology, 16(1), 45-57. http://www.ascilite.org.au/ajet/ajet16/sims.html |