Interactivity in E-Learning - Advances in Game-Based Learning
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Published By IGI Global

9781613504413, 9781613504420

Author(s):  
Aaron Wiatt Powell

This chapter examines the support of social interaction in a cooperative, situated online learning environment, and the cultural barriers that hinder such intention and interactivity. The findings of a literature review suggest that the greatest challenge to intentional Community of Practice (CoP) is a sense of interdependence among CoP members, the authenticity of the practice or purpose, and a trajectory for the CoP’s future. This case study attends to these issues with a cohort of practicing teachers. It explores an initiative to nurture CoP with cooperative projects and with the support of an online community portal. The case challenges CoP theory from an intentional or instructional standpoint, and informs design and technology in support of CoP.


Author(s):  
Terri Edwards Bubb ◽  
Denise McDonald ◽  
Caroline M. Crawford

This chapter explores the importance of collaborative and authentic learning in online distance learning environments. It focuses upon the interactive activities between the instructor, learners, online environment, and larger community, which are all engaged towards developing a community of learners in which meaningful connections enhance learner motivation (Ardichvili, Page & Wentling, 2003; Conrad & Donaldson, 2004) and acquisition of learning objectives. Built-in opportunities are integral to the process for socialization-type learning activities and instructor’s awareness, and alignment of those activities to the readiness of individual learners and collective learning community (i.e., zone of proximal development) (Vygotsky, 1962, 1978). Practical instructional ideas and activities for building an online learning community are presented.


Author(s):  
Ann Leslie Claesson ◽  
Felicity Pearson ◽  
Jesse Rosel

This chapter explores how rich media can be used in these three types of applications using the Riverbend City Simulation project for Capella’s School of Public Service Leadership as a case study example. Riverbend City is a scenario-based simulation that provides a multidisciplinary, rich media experience to learners in an online, asynchronous university setting. The simulation provides real-world scenarios where student skills and knowledge can be applied and tested on specific subjects. The ultimate goal of the project is to empower learners to envision their ability to combine collaboration and leadership when working with multiple disciplines in a real-world situation.


Author(s):  
Kamran Sedig ◽  
Paul Parsons

This chapter is concerned with interactivity of information representations in e-learning environments (ELEs)—where interactivity refers to the quality or condition of interaction with representations in an ELE. An ELE is any interactive computer-based software that mediates and supports learners’ engagement with information. This chapter draws upon literature from the areas of human-information interaction, distributed cognition, and learning sciences with the goal of developing and exploring the features of a preliminary framework for thinking about interactivity in the context of ELEs. In this chapter we provide some background and motivation for such a framework, and identify and elaborate upon 10 structural elements of interaction that affect the interactivity of information representations: actual affordances and constraints, articulation mode, control, event granularity, focus, action flow, reaction flow, propagation, transition, and perceived affordances and constraints. Each of these has an effect on the learning and cognitive processes of learners, and the overall interactivity of an ELE is an emergent property of a combination of these elements. Collectively, these elements can serve as a framework to help thinking about design and analysis of interactivity in ELEs.


Author(s):  
Julia Penn Shaw

Teachers teach to the level of their ability: novices can teach students to be novices: experts can teach students to be experts. Using the Buddhist Eightfold Path as a model, this chapter explores the expert/novice paradigm as a framework for e-learning, particularly as offered through instructional design that can both scaffold novice instructors to teach to a higher level of learning, and also support experts to help students reach higher goals. Three facets of the teaching/learning dialogue are explored: expertise in a domain of knowledge (teacher), expertise in acquiring deep knowledge in a new domain through learning (learner), and expertise in the instructor/learner learning interface (instructional designer). Expert and novice teaching and learning and their relationship through instructional designers will be discussed.


Author(s):  
Michelle Aubrecht

Game-based learning is a dynamic and powerful way to engage students to develop evidence-based reasoning, analytical and critical thinking skills, problem-solving skills, systems thinking, and connect with peers, all of which are 21st century skills. Games can lead students to become participatory learners and producers instead of passive recipients. This chapter considers the following three approaches to using games with students: (1) an instructor makes a game for a specific learner outcome, (2) students make a game, and (3) an instructor uses a commercial or online game. The chapter emphasizes the second and third methods. Specific examples of how games are being used with students illustrate ways to teach with games.


Author(s):  
Betül Özkan-Czerkawski

Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game genres. It continues with a review of the current status of educational games and simulations being used in higher education institutions. Important case studies are provided to present examples to the higher education faculty. Finally, a discussion of teaching strategies, instructional design processes, and assessment issues for effective digital game incorporation in e-Learning is included.


Author(s):  
Ruth Xiaoqing Guo

This case study examined a constructivist approach to creating an interactive learning environment on ANGEL for graduate students in a course: EDC 604—Authoring for Educators. The course curriculum was designed to help students construct knowledge to develop professional Websites. However, the class time was insufficient to meet the student learning needs and course objectives. The social interaction on ANGEL provided flexible time and space for participants to discuss the issues important to them. Findings revealed that practical action research combined with social interaction shed light on important issues of professional development through reflection on practice. The constructivist approach provided an interaction of two important sets of learning conditions: Internal and external levels for student cognitive development in authoring skills. Data were analyzed using a grounded theory approach. This study also identified issues for further research: The importance of curriculum design to meet students’ needs, the effect of digital divide, and how student attitude impacts learning.


Author(s):  
Robert Z. Zheng

This chapter focused the influence of cognitive styles on learners’ performance in e-Learning. The author examined the existing practice of style matching where instructional conditions were matched with learners’ cognitive styles and found that style matching did not necessarily provide learning gains for learners with different cognitive styles. Instead, he proposed ability building as an effective approach to improve learners’ learning. Following the same line, the author further examined the relationship between cognitive styles and instructional situations where situated learning was implemented. The results revealed that instructional situations can significantly influence learners’ learning in complex learning and that cognitive style was not, as viewed by many people, a linear relationship between style and performance. Instead, it displayed multi-dimensional relationships with variables related to e-Learning. The author thus suggested that cognitive style should be examined in a broader manner where variables related to e-Learning be considered simultaneously.


Author(s):  
Deb Gearhart

The purpose of this chapter is to describe authentic learning, review the literature pertaining to authentic learning, discuss the benefits for online learning, and provide a model for the use of authentic learning in online course design. Students comment they are motivated by solving real-world problems and often express a preference for doing rather than listening. At the same time, most educators consider learning by doing the most effective way to teach (Lombardi, 2007). The chapter will be beneficial to instructors and instructional designers alike.


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