Introduction
There seems little doubt that e-learning has rapidly
become a major influence on how instructional
programs are offered. Universities, corporations,
and public schools are increasingly turning to
e-learning to deliver education and training.
However, the underlying conceptualization of many
e-learning courses is based on traditional models
found in classroom instruction (Hannum, 2001; Twigg,
2001; Engelbrecht, 2003). This has been a familiar
pattern when technology is used to provide
instruction. Too often the newer technology is
crippled by being based on an underlying model of
classroom-based instruction. For example, early uses
of television for instruction were mainly the
broadcasting of instruction from existing
classrooms. To a large extent the early uses of
computers for instruction involved placing
traditional instructional content in the form of
textbooks, workbooks, or flash cards onto computers
for delivery to students. Today this is happening in
e-learning; many, even some of the best e-learning
courses, seem little
more than attempts to use technology to mimic
traditional classrooms only at a distance. As a
result, some of the possibilities e-learning offers
are missed. New models and new ways of thinking are
needed in order to optimize the value of e-learning
(Kumar, 2004; Clark, 2003; Larreamendy-Joerns &
Leinhardt, 2006).
Models for e-learning
In addition to being modeled on traditional
classroom instruction, current e-learning courses
are also modeled on how educators view the Internet.
Some educators view the Internet from a publishing
perspective – as a way to distribute content to
learners, often printed materials (Hannum, 2001;
Bates, 2005). E-learning courses modeled in this way
feature websites or course management systems that
house and distribute content. As Malikowski,
Thompson, and Theis (2007) noted, the main use of
content management systems in e-learning has been to
distribute printed course materials. Students who
enroll in such courses go online to find readings
and assignments for that day or week, complete the
readings or assignments, and in some cases post
something they produce for others to see. Other uses
of e-learning within the publishing metaphor can be
complex, such as having students complete
elaborate
simulations or view sophisticated interactive
multimedia. Regardless, this model of e-learning is
essentially content-sharing in which the Internet is
used to publish the content and make it more widely
available.
Others view the Internet from a communication
perspective in which the technology brings people
together in a common space for conversation about
content (Hamada & Scott, 2000). E-learning courses
modeled in this way feature conversations that may
be asynchronous like discussion boards or
synchronous like chat. They may take place in text,
audio (VoIP), or video. Whether synchronous or
asynchronous, though, the goal is the same –
bringing people together to enact the communicative
purposes of instruction in a way that mirrors what
happens in classrooms. This view is consistent with
a cognitive learning perspective that holds that
individuals develop knowledge through discussion and
collaboration with others (Kwok, Ma, and Vogel,
2002).
Arguably the very best current e-learning courses
combine the above content and communication factors
into a suitable online simulacrum of traditional
classroom instruction. Unfortunately, though,
whether alone or in combination, these
classroom-based models limit the effectiveness of
e-learning much as they limited the effectiveness of
instructional television and computer-assisted
instruction (Hannum, 2007).
Stronger models
If e-learning is to offer improved learning
opportunities, educators will have to rethink the
models that underlie e-learning (Gunasekaran,
McNeil, and Shaul, 2002; Schank & Kemi, 2000).
Basing e-learning on traditional classroom-based
models of instruction unnecessarily restricts
e-learning. Progress will depend on embracing
learner-centered models that place the student at
the focal point, not the teacher and not the
classroom (McCombs & Vakili, 2005; Mendenhall,
2007). While e-learning based on classroom-centered
models is not necessarily poor instruction, it
certainly fails to optimize what e-learning could be
and fails to optimize the students’ learning
experiences.
With this in mind the authors spent several months
conceptualizing, testing, and refining a new model
for e-learning rooted in experiential education.
This article explains and illustrates why this model
can offer a highly appropriate and dynamic framework
in which the inherent potentials of e-learning can
flourish. This model can help explain some of the
limitations of e-learning that have been noted and
point to a more effective direction for future
e-learning. This article introduces key concepts of
experiential education, describes a taxonomy of
experiential e-learning (ee-learning), presents an
example of a course designed and implemented using
an ee-learning model, and discusses challenges faced
and lessons learned.
Concepts of Experiential Education
While any form of education involves student
experience, “experiential education” refers to:
...education that makes conscious application of …
students’ experiences by integrating them into the
curriculum. Experience …may include any combination
of senses (i.e., touch, smell, hearing, sight,
taste), emotions (e.g., pleasure, excitement,
anxiety, fear, hurt, empathy, attachment, hope),
physical condition (e.g., temperature, strength,
energy level) and cognition (e.g., constructing
knowledge, establishing beliefs, solving problems)
(Carver,1996).
In his definition of experiential education, Cantor
(1997) indicated that experiential education
involves learning activities in which the student is
directly engaged in the phenomena being studied.
While there are classic forms of experiential
education such as outdoor adventure or
service-learning, the strongest programs usually
integrate several forms of experiential education.
While many equate the concept of experiential
education with programs like Outward Bound, the
concept is broader and recognizes the value of
explicitly integrating students’ experiences into
learning environments. Experience is always a
critical element in learning. This also applies to
e-learning: Quality is directly proportional to the
degree that experience is involved. Even good
e-learning courses will improve if experientialstructional model based on
student agency, belonging and competence (Carver,
1998a). Experiential learniovides an
already-existing framework in which to develop a new
model for e-learning, one that features the
individual, alone or in creative interaction, as the
mobile center-of-gravity of the learning
environment. In an effective experiential education
program, students and teachers become more effective
change agents, develop a sense of belonging to a
community, and master both skills and knowledge. In
an experientially-infused e-learning course,
students and teachers do much the same. In placing
the emphasis on student experience, teachers design
and cultivate environments in which direct
instruction serves
only to support student learning. Students engage in
multiple forms of active learning in authentic
settings, draw on their individual and/or collective
experiences, and make connections between lessons
covered and situations they expect to face in the
future; they experience, share, process, generalize,
and enact their learning. Teachers create
opportunities for students to reflect on their
experiences in order to assure assimilation but,
again, learners themselves are at the very center of
this model.
A final comparison
Experiential educators usually exhibit the following
characteristics: they are creative in their use of
resources (including time, space and authority),
conscious of how behavioral norms are established
(by modeling and labeling), and consistent in making
decisions that reflect a set of values including
compassion, communication, critical thinking,
creativity, community, and respect for individuals
and the environment. As diverse as the examples of
experiential education programs are, there is a
remarkable consistency in the presence of the above
characteristics (Carver, 1998b). The consistent
presence of the above characteristics and/or
criteria benefits e-learners and e-teachers as well.
Experiential education provides the needed
foundation on which to build e-learning courses
optimized for robust, content-rich,
learner-centered instruction.
Taxonomy of Experiential E-Learning
This section makes the critical role experience
plays in e-learning apparent by describing a
taxonomy that represents a continuum from simple
content sharing and recall of prior experience at
one end to direct experience/action learning at the
other end. The degree to which the learning
environment involves experiential learning increases
as you move up this taxonomy.
Type 1 EE-Learning—Content Sharing
The form of e-learning involving the least amount of
experiential learning is represented by e-learning
that essentially distributes content, whether print
or mediated, to learners. The learners’
involvement consists of reading text, viewing
videos or listening to podcasts. At this level, the
experiential aspect is limited to learners’ recall
of prior experience as a way to make meaning from
what they read/viewed.
Type 2 EE-Learning—Online Conversation
In this form of online learning, students and
instructors engage in an online conversation for the
purpose of instruction. Often this online
conversation takes the form of discussion forums in
which students taking an e-learning course are
required to respond to questions the instructor
posts, post their own questions, and respond to the
postings of other students. At this level, the
experiential aspect is the shared experiences of the
learners in conversational interactions prompted by
the instructor.
Type 3 EE-Learning—Meaningful Online Conversation
In a manner similar to Type 2 ee-learning described
above, students and instructors in Type 3
ee-learning conduct online conversations using
discussion forums, chat rooms, or other forms of
communications mediated by technology. The
difference is that in Type 3 ee-learning the online
conversation emerges from the experiences and needs
of the students rather than being contrived by
requirements specified by the instructor. At this
level, the experiential aspect is conversational
interaction initiated by the students. In contrast
to instructor prompted interactions, interactions at
this level have heightened experiential value as
they are based on students’ own experiences.
Type 4 EE-Learning—Drawing On Student Experiences
Another approach to online learning is to involve
the student in identifying the course objectives,
developing course content, and deciding on
appropriate instructional methodology. In contrast
to traditional teacher-centered approaches, this
student-centered approach follows from adult
learning theory (Knowles, 1990). This approach
places the students’ experiences at the forefront
and has them actively engaged in planning and
delivering instruction. At this level, the
experiential aspect becomes even more apparent as
students specify objectives as well as learning
activities. When students specify objectives they
draw on and highlight their own experiences to
identify content and activities that would be
meaningful to them.
Type 5 EE-Learning—Problem-Based/Service Learning
In this type of e-learning the course is constructed
around real problems that exist in an actual
organization. However this is based on a constructed
experience for the students, since they are not
employees of the organization. Rather, they
participate vicariously in this constructed
experience for the purpose of learning content in a
more situated fashion. Rather than being passive
recipients of course content, or even creators of
course content, students in this type ee-learning
actively engage in experiences that take place
outside the classroom. While the students have these
direct experiences, these experiences are planned
and initiated by the instructor.
Type 6 EE-Learning—Direct Experience/Action Learning
Rather than focusing on a situation and set of
problems derived from an organization, an
ee-learning course can focus on the actual situation
in which students find themselves. This is similar
to action learning in which students bring problems
from their work environment directly into the
classroom and focus on these real problems. This
approach to instruction fades out any distinction
between work and learning as they focus on problems
in the learners own workplace. In contrast to
problem-based/service learning, the experiences in
this form of ee-learning are planned and initiated
by the students.
The role of experience is limited to recalled
experiences at the lower levels of the taxonomy
while direct experience is involved at the higher
levels. In that sense, the lower levels of this
taxonomy may be considered as “passive” ee-learning
while the higher levels may be considered as
“active” ee-learning. Regardless of specific level,
though, learners always make sense of new
information in light of their experiences whether
recalled, as in the lower levels of the taxonomy, or
directly as part of the current learning environment
in the higher levels of the taxonomy. Yet when
e-learning is designed to incorporate maximum levels
of experiential learning, by intentionally orienting
it towards the higher end of the above taxonomy, it
can become more effective. When e-learning is
designed to incorporate the three principles of
experiential learning — agency, belonging and
competence–the e-learning becomes deeper, richer,
and more meaningful to the students. In an
experimental study by Ives & Obenchain (2006)
students in a semester-long course who learned
through experiential education demonstrated more
higher order thinking skills in pretest-posttest
comparisons than students taught in the conventional
manner. Students would be more likely to retain what
they learn from online courses that use ee-learning
models from the higher end of the taxonomy since
these models activate cognitive processes that
influence retention and transfer (Mayer, 2002).
Students would be more likely to apply what they
have learned when taught by ee-learning courses
using models at the higher end of the ee-learning
taxonomy because that learning is contextualized,
focuses on problems and has more active engagement
(Bransford, Brown, and Cocking,1999).
Central Concepts of Experiential E-Learning
Experiential e-learning has several fundamental
concepts at its base. These basic concepts serve to
form the concept of ee-learning. While each concept
may stand alone, taken together they form a unified
whole that likely adds more value than the sum of
each taken alone.
Learner-centric
Whereas traditional education is fundamentally
classroom-centric or teacher-centric, ee-learning is
learner-centric. The focus in ee-learning has to be
on the learner, not the
teacher or the classroom, which only exists
virtually. In fact, many argue that all good
education should be learner-centric (McCombs, 2004).
This requires that the focus be on the individual
learners—their backgrounds, experiences, interests,
capacities, and needs – and instructional practices
that are effective in promoting high levels of
learning, motivation, and achievement.
Agency
Traditional classrooms and e-learning that seeks to
mimic traditional classrooms fail to provide for
much student agency. Agency refers to the students’
sense of being the actor who influences what happens
to them. Rather in traditional classrooms, teachers
seem to operate with the assumption that their
teaching practices control the development of
students and shape their behavior externally. This
view is challenged by Larson (2006) who describes a
movement from determinism to agency in the context
of youth development in which youth become motivated
to take on challenges when they perceive themselves
as agents of their actions. He notes that internal
motivation energizes development as students become
engaged with challenging tasks. Boaler (2002) has
described the relationships among knowledge,
practice and identity and noted that students in
traditional classrooms have little opportunity to
develop agency. By its very nature experiential
learning supports students’ sense of agency by
building experiences into their education that are
authentic and afford an appropriate level of
challenge to engage students.
Belongingness
Traditional classrooms may provide a sense of
belongingness to students as they share a common
physical space on a daily basis over an academic
year. For belongingness to occur members of the
community both students and teachers must perceive
themselves “…as members with rights and
responsibilities, power and vulnerability, and learn
to act responsibility, considering the best
interests of themselves, other individuals, and the
group as a whole” (Carver, 1997, 146). This concept
of belongingness, which is vital to group
functioning, may be difficult to establish in online
communities (Shin & Chan, 2004) and thus may account
for the higher levels of frustration and failure to
compete online courses. Experiential education in
its many forms includes students and teachers or
mentors working on common tasks in teams. Thus,
belongingness is established.
Competence
Central to the concept of experiential education is
that of developing competence – acquiring knowledge,
mastering skills, and learning to apply what is
learned to real-life situations. This is the focus
of all education, whether in traditional classrooms
or in online learning environments. Often the
learning that takes place in traditional classrooms
is isolated: isolated from what the students have
previously learned; isolated from other things the
students are learning; isolated from the
environments in which the students live, work and
play; and isolated from what students perceive as
their futures. Experiential education seeks to place
what is being learned in a context that is real, in
the present, and shared among others. This promotes
better integration of knowledge and skill, better
retention, and better transfer to other tasks.
Center of gravity
The center of gravity is a physical concept
describing the point at which the mass of an object
is concentrated. It is the point at which an object
will balance. In military terms the center of
gravity is seen as the source of strength of a
military force. It is the element that allows them
to achieve their objectives. In educational terms
the center of gravity should be seen as the
students, more specifically the knowledge, skill and
motivation the students possess. This is the
fundamental force acting in educational settings.
Experiential education recognizes this as the center
of gravity and builds from it.
An Example of E-Learning
Concepts regarding the need for integration of
experiential learning into e-learning can be
illustrated by an example of a graduate-level course
in instructional design that combined two courses
that had been taught separately at different
universities by two of the authors (King and
Hannum). The resulting course was taught as a
single, combined, online course in the context of
service learning involving a community service
organization, the Center for New North Carolinians (CNNC).
Students were placed into inter-institutional
virtual work teams that would accomplish their
activities online. The students’ assignments were to
complete typical steps in an instructional design
process beginning with needs assessment and
continuing through task analysis, educational goals,
audience analysis, training methods, and evaluation.
This closely mimics the work at many consulting
organizations that work on instructional design
projects for different clients. The course
instructors acted as supervisors, providing guidance
and support when students encountered difficulties
when carrying out steps in the instructional design
process. The instructors provided overviews,
selected readings, narrated PowerPoint
presentations, templates for work products, examples
and feedback. Some of the course materials were
anticipated and produced in advanced. Other
materials were developed as needed when students
experienced problems. Through weekly chat sessions
and ongoing discussion forums the instructors were
able to detect when students were stumbling and
would make adjustments to support students and their
learning. For example, when students had difficulty
completing a needs assessment the instructors
created a template for needs assessment, provided
examples of needs assessment and added more need
assessment readings. All the course content was
taught using a Type 5
ee-learning—problem-based/service learning model
within the context of the CNNC. Our intention was
for the students to learn typical instructional
design content and skills in a manner that was
realistic, situated in a practical context, and
constructed by them through active experiences. The
instructional design content the instructors wanted
their students to acquire was not “pushed” at them
as is often the case in e-learning courses but
rather was “pulled” down from various online
resources and constructed by the students as
necessary when working as a virtual team on the
problems of the service organization that formed the
context for this course. Rather than having weekly
assignments to direct student activity as is typical
in courses, students in this course had weekly work
orders more typical of a work environment.
Basing this course on the reality of an existing
organization and its challenges provided learners
with an actual framework in which to construct
knowledge that is not a part of a typical course,
even a typical e-learning course. The learning
experience was more active and gave the students
more control (agency) over their learning. The
motivation levels were high because students were
working together to solve real problems for a real
organization that served real people (belonging).
Students were not memorizing facts to pass a quiz
but rather learning to solve instructional design
problems (competence). The culminating experience of
the course was a presentation by the work teams of
their analyses and recommendations to the client
organization followed by feedback from key staff
members of the organization to our students.
Course Design
The initial design for the course was guided by
several concepts: problem-based learning, service
learning, e-learning, and learner-centered
instruction. When developing the course framework,
topic outline anitial
assessment of their students’ backgrounds and
instructional design knowledge before the course
started. The initial syllabus, which the instructors
recognized would be a dynamic document, listed the
course topics and suggested readings. From the
beginning the instructors had planned to revisit the
course design throughout the semester making
adjustments as necessary based on students’
experiences to insure student learning. The
instructors recognized they would have to revisit
the design, since they were experimenting with
service-learning and problem-based learning in an
online environment involving students and faculty at
two different universities. In order to accomplish
this, the instructors held weekly meetings along
with another instructional design colleague to
evaluate progress and make any needed revisions. The
course instructors also maintained a blog in which
they held running discussions regarding issues of
pedagogy related to the design of this course.
Challenges Faced
Some students experienced difficulties likely
resulting from their role in this course as compared
to a student's role in a typical graduate course.
Undoubtedly some students arrived the first day of
this course expecting that they would listen to some
lectures, read some articles or read a book, and
write a final paper. Instead they became active
participants in an environment that simulated a
consulting company work team. In this role they had
to deal with problems that involved uncertainty,
outright confusion at times, time pressures, and the
normal issues that arise when people have to work
together in teams, especially virtual teams, to
accomplish a common goal. As part of the evaluation
of this course students were asked to respond
anonymously to several open-ended
prompts regarding their experience in the course.
The following are direct quotes from students.
I am excited about the problem based learning, but
I'm not sure about this all online approach. I wish
I were working with an organization that I could
really visit and touch (in addition to
online contact). I
am very skeptical about doing this whole thing
online.
I am interested in the course content thus far, and
like the notion of problem-based learning, but I'm
just not sure it can be done as effectively over the
internet with groups of people from two different
universities. The collaboration and online aspect
are visionary on the professors' part, I just think
for many of us "old school" people we need a little
more structure (in advance) so we can produce a
product that is satisfactory for both ourselves and
the professors.
These and other comments show the students’ sense of
frustration both from taking a course online and
from working with others in a problem-based learning
environment. These graduate students have
successfully navigated years of traditional
education to get into graduate school. Now they were
being asked to assume a different role from the
traditional graduate student who goes to class,
listens to lectures, takes notes, studies the notes
and passes quizzes on the content. Undoubtedly this
change in role caused difficulties for some students
as they had to engage in different activities than
they were used to in a “traditional classroom.”
Likely they were not clear about how they would
develop competence in this learning environment, nor
were they clear about how to foster belongingness in
an online community involving people from two
universities and a service organization. They
struggled as well to develop a sense of agency in an
unfamiliar instructional setting.
Role of Design
In terms of design context, e-learning and
experiential education each pose their own version
of a single, relatively new, and overarching design
challenge; namely, how to provide unity or
convergence in a distributed learning environment.
One way to meet the challenge of unity or
convergence is through elevating the role of design.
Early researchers and observers of e-learning noted
that, “Online teachers become designers of student
learning experiences rather than just providers of
content” (Berge & Collins, 1996). This early notice
is echoed in a general and ongoing revitalization of
interest in instructional design occasioned by the
rise of e-learning. Experiential educators must also
elevate the role of design to effectively deal with
unity/convergence issues (i.e., how to connect field
experiences with classroom experiences.) The
elevation of instructor-as-designer in ee-learning
environments is accompanied by an equally
fundamental elevation of
student-as-independent-learner. This illuminates the
powerful synergy between e-learning and experiential
learning: since experiential learning involves
enhanced agency, belonging, and competence, these
can serve as counterweights that balance the
potential of e-learners to get lost in the
hyper-distributed hallways of cyberspace. Concepts
from experiential education can help solve the
problem of convergence in e-learning environments by
showing how to create portable, self-based sites of
convergence. As such, the effectiveness of
e-learning improves as concepts of experiential
learning are incorporated and enacted at the higher
end of the ee-learning taxonomy.
Lessons Learned
This course presented a challenge because it was
less than successful at establishing the needed
centers of convergence – agency, belonging, and
competence – in a distributed learning environment,
where convergence is by nature portable and internal
to the individual learner.
·
First, although students worked in teams to assess
and address the instructional needs of the Center
for New North Carolinians (CNNC), the organization
was not conveniently situated for easy, direct
experiential access by students. One of the
instructors had to serve as the liaison with the
organization, resulting in a corresponding reduction
in students’ sense of personal agency. Students
expressed feeling hamstrung in their work by the
lack of direct contact. This mystified the
instructors to some extent, since they provided
ample information including organizational
documents, transcripts of interviews, and even a
photo essay to establish visual context. Perhaps
what students were saying related more to lack of
agency than lack of information. The approach of an
instructor-as-liaison may have actually been part of
the problem because it effectively denied agency to
students. Having students select one or two of their
own to serve as intermediaries may have been better.
Lesson Learned #1: be willing to move to a Type 6
ee-learning format even if this might involve more
work or inconvenience for students; the benefits of
increased student agency possibly outweigh the
inconvenience.
·
Second, the two separate courses did not meet
together face-to-face at the beginning of the
semester—thus an initial opportunity to provide a
sense of belonging was missed. An online directory
complete with pictures, interests, contact
information, and so forth was created as a way to
deal with belongingness. Yet, again, lack of
information did not turn out to be the issue; in
retrospect the issue was more likely an incomplete
sense of belonging. This initial deficit was later
compounded. The design teams were formed as
inter-institutional groups, although each instructor
on occasion met his class separately to preserve
institutional identity. Had an initial,
all-inclusive face-to-face meeting been held and had
whole-group (preferably synchronous) meetings been
used at several points along the way, students may
have experienced higher levels of belongingness.
Lesson learned #2: arrange for some whole-group
meetings, whether face-to-face or online; the
benefits of a sense of belonging needs to accrue to
the whole-group as well as small-groups.
·
Third, although the students were intellectually
talented they struggled to develop a sense of
competence at times. Again this was a bit baffling,
in part because the content of the course was amply
scaffolded and supported with examples, rubrics,
etc. When students struggled, additional content and
guidance was provided. In hindsight, responses to
students’ struggles might have been more effective
had they moved to a deeper level, to issues or needs
related to agency, belonging, and competence rather
than simply providing more instruction. Lesson
learned #3: be willing to dig deeper; if you know
the course is well-designed in instructional terms,
look to the affective or affiliative levels of
design.
·
Fourth, had even one of the above three, such as
putting students in direct contact with CNNC, been
done this might have increased not only their sense
of agency but also their sense of belonging and
competence. Lifting up the sense of belongingness
through an initial all-inclusive meeting or two
and/or through whole-group synchronous online
meetings may have in turn enhanced the development
of agency and competency. Lesson Learned #4:
collateral or synergistic benefit may result from
addressing even one of the three identified
variables.
Conclusions
The above are the lessons learned related to the
elevation of the student role in distributed
learning environments. In many ways this course was
an enigma to the instructors precisely because it
was so amply and well-designed in instructional
terms. The instructors knew they were taking several
significant design and pedagogical risks, but still
the difficulty some students expressed surprised
them. Taken together, the lessons learned
reverberate with the ample attention given in the
e-learning literature to the importance of
establishing community (Dede, 1996; Harasim, 1993;
Haythornthwaite et al, 2000; Wellman, 1999). The
experience of teaching this course indicated that
convergence, agency, belonging, and competence add
significant nuance and specificity to the general
insight that non-instructional elements are highly
instructive in distributed learning environments.
Typical e-learning environments require students to
abandon their familiar ways of achieving agency,
belonging, and competence that had been comfortable
and effective in traditional classrooms. When
stripped of this in e-learning courses, students
often flounder. The addition of concepts from
experiential education can bolster e-learning
environments because these concepts attend to some
of those factors that cause students to struggle in
e-learning courses.
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