Interactivity - The Lifeline of eLearning
Well, so what’s new?
All eLearning is interactive! It can’t be otherwise!
Do you really think so?!
If you do, you probably haven’t seen enough. Most eLearning
that you see around is fairly non-interactive; or at best poorly
interactive. I would also venture to call some eLearning that I
have seen, behaviorally interactive instead of being cognitively
interactive! You click a Next button – you do so because you’ve
become habituated to it. You have also become habituated to clicking
tabs to cycle through them; or to dragging objects when the instructions
ask you to…but then, do these interactions stimulate your
mind? In other words, does your mind interact with the course; or
is it only that your fingers interact with the keyboard?
Let us today unravel the mystery that is contained in the term
“interactivity.” The traditional way to begin, of course,
is to find an existing definition of the word interactivity, while
another, though non-traditional way is to construct our own definition
for this term and compare with the existing definitions –
thereby analyzing our own understanding further! What would you
like to do? I suggest the second option.
The word “Interact” is formed of two words, “inter”
and “act,” and so it can be understood to mean action
between two different objects/organisms. If we try to recollect
our experiences from our Science classes in school, it would not
be difficult to recall phrases such as “how this reagent interacts
with the solution”, “how students in a class interact
with one-another”, and so on. If you’ve done some computer
programming in the past, you will recognize sentences and phrases,
such as “a program interacts with another”, “a
system interacts with a database,” and so on.
Thus the term interact is used to explain a set of action and the
corresponding reaction, between two entities (objects/organisms.)
Humans being logical entities interact with a pre-defined goal in
mind. So you interact with the shopkeeper to buy something at what
you consider is a fair price, with the schoolteacher to determine
your child’s progress, and with the computer to gain, provide,
or transfer information. When you interact with a computer to gain
knowledge, you are engaged in interactivity for eLearning!
Lo behold! There stands a fully formed definition of eLearning
interactivity that we generated through discussion (of course, the
discussion here took place with you as the imagined reader of this
article…but think about it…did it not make the definition
more yours than simply reading through a definition that was plucked
from Webster’s!) No method of imparting learning works better
than the method of constructing learning, comparing it with the
given tenets (if any exist; often you may construct new knowledge!)
Nevertheless, here’s the definition from Webster’s
to take the point further home.
According to Merriam – Webster’s Collegiate Dictionary,
Tenth Edition, “To interact” means “To act upon
one another.” It is the extent and the level of “interaction”
that determines the compatibility of two entities that interact
with each other! If the interaction between the two entities is
not at a level, which both find interesting and stimulating; the
relationship usually collapses. In the eLearning scenario, same
is true for the interactions between the learner and the computer
system.
Let’s not deviate too far from our original course of action…we
were bound towards creating an understanding of eLearning interactivity
that crosses beyond generating behavioral impulses and enters the
arena of cognitive stimulus and learning.
Technically Speaking…
Interactivity for eLearning course be encapsulated in the following
few types interactions:
- Navigational Interactivity
- Linear Navigation
- Branched Navigation
- MCQs/MMCQs
- DnDs
- True/False
Let us discuss these examples is some detail, and try to determine
how these simple interaction types can lead us to the utopia of
compatible learner-learning relationships!
Navigation:
We often come across courses that have one or more of these interaction
types. In fact, in almost all computer courses, whether online or
not, Navigational Interactivity of both types exists. The Wavelength
site is a good example of Branched Navigational Interactivity. The
menu at the left as well as the tab at the top takes you to different
sections of the site. Some of these sections have further sub-sections
built in. In this manner, you can navigate the whole site, without
losing your place. Linear Navigation allows you to move linearly
through the course. This navigation is often implemented through
Next and Previous buttons.
Navigation of course, should be easy and should not tax the learner
too much. The learner should not be spending a lot of time understanding
the navigation for a course. The use of navigation to learning massive
but quite standard…it is to help the learner access the course
content.
Yet think of this simple Next-Previous Navigation. Can we not use
it to develop themes and stories, to build cases and scenarios,
which present the learner with problems related to decision-making?
There are innumerable possibilities that each of these mundane interaction
types provide…all we need to do it – learn to look for
them!
MCQs / MMCQs:
The most harried, tarried, and over-used interactivity
method is the MCQ/MMCQ method. Its omnipresence in eLearning makes
learners become habituated to them, not only in the psychomotor
sense of clicking away, but also in the cognitive sense of expecting
answers to be direct. The mind begins to work like this –
read the stem, read option 1, option 2…stop at whichever option
seems correct.
Now think of MCQs in a different manner. Think of the gaining the
learner’s involvement beyond a few clicks. Think of moving
beyond Bloom’s levels 1, 2, and 3! MCQs and MMCQs are excellent
vehicles for higher-level reinforcement and assessment of learning.
Instead of gaining the learner’s involvement at merely a physical
and probably a superficially cognitive level; use them to help the
learner mull over concepts, organize thoughts, and synthesize answers.
Who says that the stem for an MCQ should always be a statement that
can be answered through a clear-cut “yes” or “no”?
Why can we not use this beautiful tool to help the learners arrive
at a solution from their viewpoint?
Here is an example:
A management problem when solved by different managers result
in different solutions. Though each of these solutions may be effective
yet their genesis as well as implementation are different. The manager,
of course, is able to provide this solution only through synthesizing
a lot of academic and practical knowledge from his or her own experience.
Now imagine the problem-solving process(es) that this manager may
choose to follow. A brain-storming session with the alter-ego or
with peers, a group discussion to generate ideas, or even a prototype
run before large-scale implementation – all these are the
possible tools that this manager may want to use, yet the primary
thought-process, which will streamline all these processes; will
differ from one individual to another.
Now, in the eLearning environment, we can use MCQs to simulate
that environment. Provide a case. Determine at least four different
solutions possible for the case. Record the kind of facts that you
would need to arrive a workable solution and embed them into the
case study write-up. Not provide the workable solution with variations
that may result in one or another unpleasant byproduct. Provide
the learner, the four options and ask the learner to choose the
best option. Remember that the best option is one, which would result
in less number of unpleasant byproducts.
It is quite obvious that the implementation of this case in the
eLearning environment would require many design reiterations that
will ensure that the case study provides enough material to the
learner for synthesizing the solution. It is important that you
provide constructive feedback to the learner for each option selected.
The feedback should aim at clarifying the “anticipated”
doubt that may have led the learner to select that particular option.
The above illustration exemplifies how a mundane eLearning interaction
such as an MCQ (or MMCQ) could involve the learner. This is a very
basic example. Through a chain of such MCQs the learner can be provided
an opportunity to simulate the decision-making. This can be implemented
extremely well through the storytelling method.
DnDs (Drag and Drop Exercises):
The DnDs are often used for classification; and hence at
lower Bloom’s levels. For example, identify regular verbs
from a jumble of regular and irregular verbs (why bother –
why not use a simple click interaction to identify them?) Another
example, which makes more sensible use of DnDs is that of sequencing
information (Generally used for Bloom’s level 3 courses –
sequencing steps in a process, sequencing on the basis of complexity,
and so on.)
Drag and Drop can be used for a variety of reasons, but the most
insipid reason that I can think of is for segregating two types
of data. Every interaction has to have an aim, only then it will
be focused; and only then will it result in learner engagement.
I have nothing against using small games for helping the learner
memorize information or sequence. I rather think that it’s
a good idea to combine entertainment with education for lower Bloom’s
levels. At least the learner doesn’t have to go through the
rote method and be bored to clicking the Exit or Quit button! Yet
for comprehension level onwards, I seriously feel that we should
judiciously choose the tool (interaction type) through which we
should enable learning.
DnDs, like the MCQs can be woven into cases, can be made dynamic;
can be more responsive than just having the incorrectly dragged
label fly back to its original position. It’s best to use
a DnD when it’s clear that no other interaction would satisfy
the purpose.
An example of DnD is “Experiencing Dale’s Cone of Experience.”
You can also read about this interaction at:
True/False:
I’ve come across clients that have many instructional
degrees stashed under their belts, who have worked with the generic
rule of “True/False are not allowed.” I hope that we
never have to find ourselves in situations that do not have a “Yes”
or “No” as answers. Each of us live through our lives
with standards that we carve for ourselves, and within ourselves
we always say either “yes” or “no” to everything.
This is true for our ethical beliefs, our social functions, and
our moral values. Learning is the process that is probably one of
the most personal experiences that we go through. How can we stop
ourselves from saying “yes” or “no”?
Coming back the use of True/False …they are magnificent.
They give the learner an opportunity to decide. They help us make
the learning experience a constructive one, instead of the replicating
another. True/False is extremely useful in stimulating recall of
prior information, thus activating the learner’s schema and
improving the assimilation of new knowledge. Providing two options
and asking the learner to select one is also akin to implementing
a True/False type interaction.
Of course, using the True/False type interaction for assessing
learning is not a good idea at all!
Here we saw a few examples of how eLearning interactions can be
made truly interactive for the learner. It is the instructional
designer who has the Midas touch, who can transform a usual everyday
interaction into an involving cognitively interactive affair for
the learner. Its you and I, who together can make learning a pleasure
for the learner! Let’s say goodbye to the prosaic and try
to figure out new ways to reach our learners and meet them face-to-face…through
the best and fastest mediums of all…through the medium of
thought reflected through cognitive interactivity!
Author: Shafali R. Anand
This work is licensed under a Creative
Commons License.
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