Factors That Influence Collaborative Learning
in Virtual Classrooms
by Patricia Deubel
June 24, 1998
The overriding principle regarding collaborative learning in
virtual classrooms is the design of instruction, not the technology used.
Success or failure depends on the amount and quality of interaction among
participants. Collaborative learners require new skills for learning.
Instructors adopt the role of facilitator rather than expert and design
instruction to incorporate teaching strategies from the one-to-one and
many-to-many paradigms. This paper addresses the factors that influence
collaborative learning in virtual classrooms: the characteristics of the
effective collaborator, the choice of pedagogical techniques, and the
instructional design of the classroom including technology options. The virtual
classroom, collaboration, and pedagogical techniques are defined. Examples of
the pedagogy in action with pre-college and post-secondary students and lessons
learned by educators about collaboration in virtual classrooms are detailed.
Key Words: Virtual Classroom, Distance Collaboration, Pedagogy,
Instructional Design
Introduction
The virtual classroom (VC) is a metaphor for the learning, collaborative, and
administrative spaces used to deliver education across the Internet. Instructors
adopt the role of facilitator rather than expert and design instruction to
incorporate teaching strategies from the one-to-one and many-to-many paradigms.
Collaborative learners require new skills for learning. Hiltz (1995) says a VC
can be used successfully alone or combined with face to face meetings and/or
multimedia. Instructors, institutions, and corporations have interpreted the VC
as a static web page, an online schoolroom, an educational MOO, or a
teleconferencing classroom (Cervino, 1997). According
to Gibbons (1997), application of leading-edge technology is important,
but instructional design, not the technology used, is the principle factor that
influences collaborative learning in virtual classrooms. Success or failure also
depends on the amount and quality of interaction among participants (Hiltz,
1995). This paper addresses the factors that influence collaborative learning in
virtual classrooms: the characteristics of the effective collaborator, the
choice of pedagogical techniques, and the instructional design of the classroom
including technology options. Examples of the pedagogy in action with
pre-college and post-secondary students and lessons learned by educators about
collaboration in virtual classrooms are detailed.
The Effective Collaborator
Collaboration is a learning process that stresses active group participation
and interaction among students and instructors. Knowledge is viewed as a social
construct (Hiltz, 1995). Students must have access to technology regularly and
have knowledge of operating a personal computer with network connections to
experience success in VCs. Effective collaborators have reasonable reading and
writing skills, time, self-motivation, and self-discipline. Huang (1997) states
that self-motivation means that students cannot take an entertain-me attitude
and passively wait for actions from instructors. Students express themselves
clearly using e-mail and learn skills to participate in remote discussions in a
group decision support system or electronic meeting system. Learners understand
written information effectively and efficiently and can seek out information
from the almost-unlimited online resources. Hiltz (1995) notes that students
with positive precourse attitudes toward computers in general and towards the
specific system to be used will be more likely to participate actively online
and to perceive greater benefits from the virtual classroom.
Pedagogy for Collaboration
Paulsen (1995) defines a pedagogical technique as the manner of accomplishing
teaching objectives. The collaboration sequence includes getting-acquainted
activities, classroom activities, and ongoing interpersonal activities. The
class facilitator creates many of these, but often the activities initiated by
students foster the greatest learning. The discussion format encourages learners
to analyze alternative ways of thinking and acting and assists learners in
exploring their own experiences so that they can become better critical thinkers
(Pitt & Clark, 1997). Paulsen (1995), Pitt and Clark (1997), and Hiltz
(1995) have identified strategies from the one-to-one and many-to-many paradigms
that are effective for collaboration. The techniques classified as one-to-one
can be conducted via e-mail or simple Internet chat modes. In these modes one
person has information or knowledge sought by another. For example, one-to-one
techniques include learning contracts, apprenticeships, and correspondence
studies. Many-to-many techniques can be organized within computer-conferencing
systems, bulletin board systems, or distribution lists for e-mail. A
characteristic of the many-to-many techniques is that all participants have the
opportunity to take part in interactions. The instructor adopts the role of
facilitator rather than expert. As in a traditional classroom, instruction often
includes the lecture format because it is an efficient way to impart information
and lay the foundation for learning. When used alone, however, lecture does not
promote collaborative learning. Many-to-many techniques include discussion
groups, role plays, seminars, sharing assignment solutions, collaborative
compositions, debates, simulations, case studies, brainstorming, forums, and
group projects.
Examples of the Pedagogy in Action with Pre-college
and Post-secondary Students
Role Plays: When role playing participants act out a role as he or she
feels it would be played in real life to promote an understanding of other
persons' positions or attitudes as well as the procedures that might be used for
diagnosing and solving problems (Pitt & Clark, 1997). Role plays can be
based on case studies or momentary experiences. Multi-User Dungeons (MUDs) and
MUDs that are Object Oriented (MOOs) are used as interactive role playing games
and social gathering places. For example, MiamiMOO is a collaborative project at
Miami University in Ohio involving the Departments of Classics, Religion,
Educational Psychology, Art and Architecture, as well as students and faculty in
Classics, Archaeology, English and History there and at other institutions. MOOs
are traditionally text-based, but MiamiMOO also incorporates a World Wide Web
interface, where photographs, plans and eventually 3D images intended to enhance
the experience of virtual environments can be made available. For a pilot MOO,
students researched the classics and re-created the structures of the Greek
sanctuary of Asklepios at Edidauros and the interactions, including appropriate
behavior, that took place there. Students played such roles as the priest,
worshipper or participant in a specific festival. Interactions ranged from
actions as simple as leaving a votive for a god to offering a sacrifice to
participating in a procession or athletic competitions as part of a local or
Pan-Hellenic festival. Students made decisions regarding expenditures and
day-to-day maintenance, and abided by the established religious calendar (Bonefas,
1996).
Seminars: Hiltz (1995) describes a seminar as the collaborative strategy
in which students become the teachers. Individuals or small groups are
responsible for selecting a topic, usually from a list provided by the
instructor; reading material not assigned to the entire class; preparing a
written summary of key ideas; and leading a discussion on the topic for which
they were responsible. According to Tinker and Haavind (1997), the seminar is a
key instructional strategy for netcourses because faculty at the center of
online conversations is not able to reach large numbers of students easily. At
the University of New Mexico, Scott uses the discussion seminar as the format
for his course for teachers called Systemic Change in Math and Science
Education. Each week a different pair is responsible for moderating a new
thread. Moderators upload reading material, ask questions, or pose challenges to
start discussions (Tinker & Haavind, 1997).
Sharing Assignment Solutions: Seagren and Watwood (1997) set out course
material in modular form and require responses from students and small groups on
questions from assignments. Each student is expected to comment constructively
on about 20% of the other group members’ presentations as a means of promoting
interaction and maintaining the teaching dialogue. Neufeld (1997) found that
posting student work on a web site increases participation in lectures and group
tutorials and fosters better performance on assignments. He recommends requiring
students to read posted work from their classmates and using those materials as
a basis for further discussions or class activities. Hiltz (1995) adds that
actual examinations should include some items chosen from those created by
students. This practically guarantees interaction about knowledge content in a
unit.
Debates: The University of California at Berkeley supplies a database of
online debate projects suitable for pre-college students. Teachers can obtain
collections of evidence for students to use, examples of prior student debates,
and curricula. Projects are structured to help students see different ideas,
engage in argumentation, and learn how to use evidence to solve a scientific
problem. SpeakEasy, the online software tool, allows students to have
discussions with scientists and others around the world. One debate project
called How Far Does Light Go? engages students in an examination of the
scientific properties of light using relevant evidence from the Web. The project
culminates in an informal classroom debate where groups present their arguments
about how far light goes and respond to questions from other students (Knowledge
Integration Environment Project, 1996).
Case studies: A case study refers to a description of a real situation
that participants discuss in order to understand the problem and practice
decision making procedures (Knox, cited in Paulsen, 1995). Researchers involved
with The EarthLab Project at the University of Wisconsin at Madison are
developing a computer-based learning environment for earth science education of
pre-college students. The project includes a digital library of case studies
with versions written at three reading levels. Information can be added to a
case study that may not have been available for a near real-time study. For
example, students can enhance the case study, Winter Storm, with snowfall
and snow cover data collected daily from the network of second-order stations
and cooperative observers. Ross (1996) says that the goal of this weather lesson
is to show, with the aid of operational charts and other devices, the three
dimensional structure of the earth's atmosphere on a day when a storm was
located in the Midwest.
Projects: Collaborative projects are often used with pre-college and
university students. According to Waugh, Levin, and Smith (1994), a project is
more likely to go to completion if a specific topic is pursued and participants
agree to mutually participate in each other’s projects. Groups of differing
ages often improve the project. Regular communication on the personal level,
timelines, persistence, summarizing and recognizing accomplishments, and sharing
outcomes with others are components for success. Participants must be willing to
contribute as well as receive information to build credibility with members of
the group to accomplish goals. Technical competency is valued, but enthusiasm
goes a long way in creating an electronic community.
The success of network-based projects often depends on the network chosen
because networks vary in the degree to which they allow participants to develop
and organize instructional activities. For example, the FrEdMail (now Global
SchoolNet) is the most loosely organized in that nobody is empowered to require
other participants to fulfill their responsibilities. The National Geographic
Kids' Network has a highly structured administration with top-down curriculum
development that ensures various stages of the project will be completed on
time. The AT&T Learning Network and iEARN organize their projects around
Learning Circles and take a middle ground approach that has a degree of
structure, but also encourages participant creativity (Waugh, Levin, &
Smith, 1994). Learning Circles promote theme-based
project work integrated with the classroom curriculum. Working with Learning
Circle partners from around the world helps students develop important interpersonal
skills. For example, the 1996 AT&T virtual classroom project involved 54
groups of three schools each that used the HyperNews web-based forum
system to communicate with each other. The award winning virtual classroom
project, Web Odyssey (1996), was a collaborative effort of schools
from Japan, Sweden, and Canada. Students created a multimedia magazine comparing
their cultures including music, goals in life, language, spare time activities,
and food.
Instructional Design of the Virtual Classroom and
Technology
Synchronous teleclassrooms to deliver direct video feeds to students, the
internet web-based classroom, and corporate proprietary collaborative software
products can be used successfully to develop the infrastructure of a VC (Cervino,
1997). Asynchronous technologies meet most interaction requirements for class
lecture, individual and group assignments, interaction among peers, group
discussions, and group decision making. Lotus Notes, AlexWare, First
Class, and HyperNews are examples of text-based software packages
that can be used to connect student PCs to the educational-facility host
computers via standard modem connections. Synchronous chat technologies (MOOs)
allow people to communicate interactively in real-time via the Internet. MOO
examples include text-based Internet Relay Chat and PowWow and the
graphically and audio enhanced software program called Palace. If
instruction includes brainstorming or rapid idea sharing activities, researchers
at the University of Michigan and University of Illinois recommend Internet
multi-person chat. For large classes, however, chat has disadvantages. Protocols
for class behavior are needed. Users indicate it is difficult to think, type and
read at the same time. Multiple conversations can be difficult to follow.
Suggestions for improving communication include using token ring, limiting group
size, and queuing (Gibbons, 1997).
Tinker and Haavind (1997) say instructors need to be aware of strengths and
weaknesses of the medium chosen. E-mail may be more universally available, but
it supports only plain, unformatted text, and the message size is limited.
Neufeld (1997) researched online methodologies and found using e-mail for group
feedback is too slow; waiting for everyone to respond to a message makes
discussion virtually impossible. Students less comfortable with face-to-face
interactions were more active with e-mail, however. A listserver helps send
e-mail to an entire special interest group, but users find that group
conversations may be disjointed and out of sequence because e-mail arrives in
the order it is sent. Conferences require a higher level of network connectivity
than e-mail. Threads, referring to a sequence consisting of an initial message
and its responses, are an important feature of conferencing software. Their use
makes it easy for users to see and read inter-related messages. The Web, which
supports formatted documents and hypermedia, can be used to create a highly
linked environment for accessing data.
Lessons Learned about Collaboration in VCs
Hiltz (1995), Seagren and Watwood (1997) recommend class sizes of ten to a
maximum of thirty because interactions take a great deal of time from the
instructor. Lectures in written format can be boring; therefore, stimulate
collaborative assignments that involve both social and task-oriented activities.
Organize information, keep learning modules small, and use several conferences
to address issues separately. Set a timeline for presentation of lectures,
posting of assignments, and receipt of assignments. Students can work at their
pace, but the group should complete modules together to maintain meaningful
interactions. Tinker and Haavind (1997) found that students appreciate
scheduling flexibility, but flexibility sometimes leads to procrastination that
results in lack of collaboration. According to Kimball (1995), online
experiences can be frustrating and disappointing when interaction with others in
the group results in information overload, topic drift, or conversations that
are just not valuable. There are several steps that facilitators can take to
maintain quality learning interactions. A collaborative group needs to identify
an explicit purpose for being. Each person in the group should have a defined
role for contributions to the group. The facilitator should create an ambience
(supportive, reflective, information-intensive, etc.) for working, nourish
conversation by adding new material, provide feedback, adjust the pace, support
and recruit new members, summarize multiple responses, track participation, and
go with the flow of interactions.
Teaching and learning in the environment of a virtual classroom may not be
for everyone. Seagren and Watwood (1997) say the self-motivated learner may not
represent the larger population of students including masters and undergraduates
and for that reason large-scale adoption of the virtual classroom technology may
not be realized. Faculty must be willing to adapt to a new technology. So why
bother? Many of the lesser desirable characteristics of classroom teaching are
removed. These include gender dominance issues, minority/multicultural issues,
physical disadvantages, and disruptive behavior. Students who experience group
learning in a VC are most likely to judge the outcomes of online courses to be
superior to the outcomes of traditional courses (Hiltz, 1995).
Conclusion
The virtual classroom is a teaching and learning environment located within a
computer-mediated communication system. Teachers and learners must be highly
motivated. As the facilitator of instruction, the teacher has a wide range of
pedagogical techniques from which to choose to design instruction that fits the
learning needs of all students. The effectiveness of instruction in the virtual
classroom is only limited by the technology, by the ability of all participants
to use it, and most of all, by everyone’s willingness to take an active role
in the collaboration process.
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Note: This paper was written in connection with doctoral
coursework in online learning environments. Patricia Deubel has since
earned a Ph. D. in Computing Technology in Education from Nova Southeastern
University. Email: deubelp@neo.rr.com Readers
will note updated access to references since the paper was first written.
Last Modified: 01/22/03