Introduction
The
Internet, as a communication medium and an
interaction platform, is rapidly changing the face
of higher education. As Internet-based online
teaching gains popularity, it has led to the
emergence of new educational approaches such as
problem-based learning (Zafeiriou, Nunes, & Ford,
2001) as well as transference and transformation of
established teaching practices from traditional
classrooms to online environments (Han & Hill,
2007).
One
instructional approach that has been heavily
promoted and widely practiced in online teaching is
collaborative learning. While the effectiveness of
collaborative learning in face-to-face settings is
well established and its benefits well documented
(Johnson, Suriya, Yoon, Berrett, & La Fleur, 2002,
p. 380), collaborative learning in online
environments is different.
Instead of working face-to-face in groups, online
collaboration takes a distributed form. Students
from diverse geographical locations form virtual
groups and rely on Internet communication
technologies to coordinate group processes and carry
out group activities. Group interactions are
mediated by computer networks. While students are
afforded flexibility and new ways of interacting,
their group processes and interactive behaviors are
also constrained by technical features and functions
of the supporting system available in the
Internet-based learning environment at the same
time.
This mediated and distributed nature of online
collaborative learning spurs abundant interests of
inquiry and has become a major focus of recent
research. Numerous research findings have been
reported in support of its usefulness. A
comprehensive review of related studies can be found
in Resta & Laferričre (2007).
Early studies mostly focused on identifying and
validating the relative advantages and disadvantages
of technology-mediated collaborative learning over
face-to-face groups and students’ technological
proficiency for online collaborative learning.
Researchers’ attention later shifted to system
design, distributed group process, learning tasks,
group facilitation, and interacting behaviors. While
these studies covered many aspects of collaborative
learning in the Internet-based learning environment,
spontaneous group decision making in distributed
collaborative learning – an essential component of
collaborative group processes – has been largely
overlooked. Although some researchers alluded to
decision making in their discussion of group
processes and offered some anecdotal observations
(e.g., Clark, Nguyen, Bray, & Levine, 2008; Duemer,
Christopher, Hardin, Olibas, Rodgers, & Spiller,
2004; Göl & Nafalski, 2007; Joiner, 2004; Moore &
Marra, 2005), an exhaustive literature search failed
to locate any study that purposefully investigated
spontaneous group decision making in the context of
distributed collaborative learning. As an important
dimension of collaborative process, spontaneous
group decision making impacts not only the quality
of final group products, but also the effectiveness
of collaborating and learning, therefore deserving
equal attention from the research community of
online teaching and learning.
This paper attempts to identify and establish the
area of spontaneous group decision making in
collaborative learning as a new research direction,
with particular attention to collaborative
activities in distributed online
environments. Its
content is organized as follows. First, related
concepts and theoretical frameworks are examined to
provide a background and to differentiate
interpretations. Then, the concept of “spontaneous
group decision making” is established in the context
of collaborative learning. Literature review is
conducted to glean scattered pieces of empirical
(often anecdotal) evidence from published research
on collaborative learning and group interaction in
general. A diagram framework is proposed to charter
the territory by highlighting potentially
influential factors for future investigation.
Finally, the paper reports the findings from a
preliminary survey of graduate students and
concludes with a summary of key points.
Distributed Collaborative Learning
Collaborative Learning is a complex and not clearly defined concept (Resta &
Laferričre, 2007). In their effort to identify an
underlying theoretical framework for describing how
collaborative learning occurs in the Web
environment, Han and Hill (2007) trace collaborative
learning (as an educational theory) to its roots in
social theories of learning and theories related to
situated and shared cognition. By citing their 2006
work, they describe collaborative learning as “a
social process of learning that takes place in the
context of communities of inquiry”, and explain that
“collaborative learning in this context is therefore
not just an individual effort, but also a collective
effort based on distributed intelligence” (p. 91).
Some writers have attempted to differentiate
“collaborative” and “cooperative” learning, but
there is neither a universally adopted meaning of
these terms nor agreement on precisely what their
differences are. In spite of different wordings, the
general sense seems to be that cooperative learning
emphasizes division of labor among group members,
while collaborative learning involves mutual
engagement of participants in a coordinated effort
to solve the problem together (Dillenbourg, 1999;
Panitz, 1996; Roschelle & Teasley, 1995;). Further,
cooperative learning tends to be associated with
well-structured knowledge domains, but collaborative
learning with ill-structured knowledge domains (Slavin,
1997). Collaborative learning requires small groups
to confront complex, ill-defined problems in
real-life situations (Smith & Dirkx, 2007, p.26).
Ultimately, collaborative learning and cooperative
learning both involve instructional use of small
groups in which students work together to maximize
their own and each other’s learning (Johnson &
Johnson, 1996).
Collaborative learning also differs by group tasks,
which may be as simple as learning about a topical
subject through collaborative literature research
and shared discussion, or as sophisticated as
developing solutions to an ill-defined problem. A
good example of content-centered
collaborative learning is Jeong & Chi’s (2007) study
of knowledge convergence in collaborative text
comprehension, with college students collaborating
in pairs to learn about the human circulatory system
from assigned textbook chapters. In such cases,
students are divided into groups to learn the
content on a specific subject by participating in
online communication -- either asynchronous forum
discussion or synchronous text/voice chat. As noted
in Han & Hill (2007), asynchronous discussion may be
more effective for content-centered collaborative
learning, and indeed it has been more preferable to
both instructors and students alike.
In
contrast, problem-centered collaborative
learning necessitates frequent and much more
intensive group interactions in real time,
especially if the problem is ill defined. McConnell
(2005) observes that student groups engage in a
considerable amount of synchronous communication in
order to understand the problem, negotiate changes
in their perception of the “problem”, and revise
solutions as their work progressed. Kapur & Kinzer
(2007) note that problem-centered interactional
activities typically involve defining the problem,
identifying relevant parameters, brainstorming
solutions, evaluating and elaborating suggested
alternatives, selecting solutions, and negotiating a
final decision (p. 441).
Online Collaborative Learning simply means that collaborative activities for learning take
place in a computer-mediated environment. The term
“computer-supported collaborative learning” was used
as early as in 1989, and soon the area was
recognized as an important focus of research (Lipponen,
Hakkarainen, & Paavola, 2004). In the following
years, various terminologies have been used in
reference to collaboration in educational context
that involves information technologies to different
extents. For instance, “computer/technology
mediated/supported group/collaborative learning”,
“online/virtual group work”, and “distributed
collaborative learning”, to list a few. In part, the
rather chaotic use of terminologies is a result of
changing information technologies employed to
support collaboration.
Computer mediation of group process was pioneered as
an innovative idea to improve the effectiveness of
onsite group decision making for business
management, in the general area of management
information systems (MIS). It soon expanded to
include task-oriented group collaboration. Software
designed to facilitate group decision making was
dabbed as “group decision support systems” (GDSS),
and systems designed to support team work and group
collaboration in general were called “groupware”.
Experimentation of using standalone GDSS and
groupware for collaborative learning started in
early 1990s, and continued till Internet-based
groupware and online teaching systems took over the
enthusiasm (Alavi, 1994; Chang & Simpson, 1997;
Jiramahapoka, 2005; Khalifa, Kwok, & Davison, 2001;
Lawrence, 2002; Manning & Riordan, 2000; Pappas &
Krothe, 1998; Schrum & Lamb, 1996).
In
the last one and half decades, computer-mediated
group collaboration has moved from onsite,
standalone, LAN-based systems to Internet-based,
Web-interfaced, and distributed communication
platforms. What started as application software
highly specialized for centralized management of
onsite group processes evolved into a distributed
virtual environment, where people in different
places can interact and collaborate on projects from
distance. As groupware functions get integrated into
online teaching systems to support collaborative
learning, the line between systems for teaching and
learning and for facilitating group processes of
distributed collaboration becomes increasingly
blurred.
Resta and Laferričre (2007) categorize technological
settings of collaborative learning as follows:
technology-rich learning environments,
network-enhanced learning environments,
blended/hybrid learning environments (combining
face-to-face and online interaction), and virtual
learning environments. When one says “online
collaborative learning” today, it is very unlikely
to mean anything else but group learning activities
in distributed environments – either within a
Web-based online teaching system (e.g., Blackboard
and Angel), or using some Internet-based P2P
text/audio/video communication software such as
MSN/Yahoo! Messenger and Skype, or both. To
emphasize the distributed nature of
technological environments and the fact that
students participate in group activities from
different geographical locations in distance, the
terms of “distributed collaboration”, “distributed
collaborative learning”, and “distributed
environments” will be used consistently in our
discussion from now on.
Students working in collaborative groups often need
to make decisions both individually and as a group.
Just like in onsite face-to-face settings, equally
if not more, distributed collaborative learning
requires students to make group decisions in order
to achieve the common goal of completing the
learning tasks.
Group Decision Making in Collaborative Learning
Group Decision Making (GDM) is described as a decision situation in which (a)
there are two or more individuals who differ in
their preferences (value systems), but have the same
access to information, and each of them
characterized by his or her own perceptions,
attitudes, motivations, and personalities, (b) who
recognize the existence of a common problem, and (c)
who attempt to reach a collective decision (Bui,
1987, as cited in Herrera, Herrera-Viedma, &
Verdegay, 1995). Although the terms of “group
decision making” and “collaborative decision making”
have been used interchangeably by Luppicini (2007)
and discriminated by others, we will forgo the
hair-splitting differentiation and use the term
“group decision making” consistently throughout our
discussion.
GDM
as a research domain has produced a huge body of
literature in the MIS field since Roberts (1975)
published the first article on this topic. While
early studies focused on decision making in small
face-to-face groups, the focus shifted in early
1980s to computer-mediated settings, development of
GDSS (Gallupe, Desanctis, & Dickson, 1988), and
ultimately to web-based, distributed environments.
Besides comparative studies of decision making
between face-to-face and computer-mediated groups,
researchers have investigated all kinds of factors
potentially impacting the decision making
performance and decision quality of a group, such as
group size/composition/dynamics, task/problem type,
facilitation, cognitive style, cultural difference,
gender difference, time constraint, and so on.
A
similar shift of research focus has happened in the
field of collaborative learning, from face-to-face
to computer-mediated groups and further to
distributed environments (Resta & Laferričre,
2007). However, there has been little overlap
between the two fields, except a few attempts of
using standalone GDSS to support collaborative
learning (Alavi, 1994; Chang & Simpson, 1997;
Lawrence, 2002; Pappas & Krothe, 1998) and
occasional cross references in discussion of group
dynamics (Johnson et al., 2002).
GDM
has been researched mostly as a formal independent
process focused on one single decision making task
in scenarios of business and organizational
management. However, this does not mean that only
groups in those settings make decisions. Evidently,
students working on collaborative learning tasks
need to make all sorts of decisions as a group
throughout the course of collaboration for learning.
GDM
activities may not be present to the same extent in
all collaborative learning scenarios. In
content-centered collaborative learning, there may
be little need for decision making at the group
level, except for negotiating meeting schedules and
group logistics. However, in problem-centered
collaborative learning, especially when the problem
is ill defined, GDM becomes a prominent part of
interactive activities. Besides setting up meetings
and working out group logistics, students as a group
need to make decisions on how to solve the task
problem, all the way along and throughout the
project lifespan (Kapur & Kinzer, 2007).
The
collaborative learning task itself can be such that
it requires students to make one final group
decision. For instance, law students may work in
groups to learn about aspects of legal practice or
judging that involve GDM, to gain sophisticated
understanding of judicial decision making, and to
improve GDM in a variety of legal practice areas
(Cobb & Kaltsounis, 2008). Medical students may be
asked to make a group decision of diagnosis on a
sample patient case. MBA students may work in groups
to make a business decision of resource allocation (Blaskovich,
2008) or financial investment (Cheng & Chiou, 2008).
Apparently, the nature and extent of GDM in
collaborative learning, regardless of being
distributed or not, depend not only on whether it is
content-centered or problem-centered, but also on
what kind of problem is used as the learning task.
An ill-defined problem may be expected to spur more
problem-related GDM activities. The analysis above
suggests three kinds of GDM activities in
collaborative learning: (1) negotiation of meeting
schedules and group logistics, (2)
identifying/deliberating/selecting options during
the process of problem solving or project
development, and (3) reaching one final group
decision as required by the task problem or
scenario. While the final one is task-imposed, the
first two are spontaneous.
Task-imposed GDM occurs when the task problem explicitly dictates that a formal group
decision has to be reached upon the conclusion of a
group meeting or collaborative session. It is in
reference to the one final decision that a group of
decision makers have to reach as required by the
task problem, which is the ultimate objective and
final product of group efforts. The bulk of existing
research on GDM, mostly published in the MIS field,
focused exclusively on this kind of group decision
making process.
In
contrast, spontaneous GDM refers to any
decision making activities undertaken by a group of
collaborative learners, during the process of
completing a project or developing solutions to a
task problem as a group, regardless of whether the
task problem is ill defined or not. It is in
reference to any decisions made during the
collaborative process, not necessarily limited to
one final and formal decision as dictated by a
decision making task. Spontaneous GDM may occur
anywhere and anytime as necessitated by the group
process itself. The concept of “spontaneous GDM” is
proposed to emphasize the spontaneous nature of
group decision making in collaborative learning, to
differentiate it from traditional GDM research.
Spontaneous GDM in collaborative learning has not
been a focus of any published research either in the
field of GDM or of collaborative learning. Although
oftentimes students were used in GDM research as
surrogate “decision makers” working on a decision
making task disguised as a class project, the
researcher’s attention was exclusively fixed on GDM-centered
factors, processes, and parameters, with little
consideration of the context and purpose of
collaborative learning (e.g., Bandy & Young, 2002;
Blaskovich, 2008; Cheng & Chiou, 2008; Li, 2007;
Postmes & Lea, 2000; Yi & Park, 2003; Zhou & Zhang,
2006).
Spontaneous GDM in Past Research
The
absence of publication directly focused on
spontaneous GDM in collaborative learning does not
mean that this issue has eluded researchers’
attention completely. About a dozen articles did
mention students’ decision making in connection to
collaborative learning, with some in onsite
face-to-face settings and others in online
environments, albeit quite briefly (Chang & Simpson,
1997; Clark et al., 2008; Gokhale, 1995; Göl &
Nafalski, 2007; Haller, Gallagher, Weldon, & Felder,
2000; Hron, Hesse, Cress, & Giovis, 2000; Hunt &
Burford, 1994; Joiner, 2004; Moore & Marra, 2005;
Pearce, Clarke & Gannaway, 2007; Wang, Sierra, &
Folger, 2003; Zafeiriou, Nunes, & Ford, 2001). Some
anecdotal findings on students’ spontaneous GDM were
reported in a small number of articles, and the
following paragraphs summarize bits and pieces
gleaned from these works.
Technological Platform
As
far as one can tell, the earliest attempt of
providing support for spontaneous GDM in
collaborative learning was reported in Alavi (1994).
In this experimental study of collaborative learning
in classroom setting, a GDSS (VisionQuest) was
employed to support collaborative activities, with
nine tools (brainstorming, comment cards, compactor,
point allocation, ranking, rating, scoring,
subgroups selection, and voting) available for
facilitating GDM processes. Students were free to
use these tools in any way, sequence, and
combination they wished, and not restricted from
face-to-face communication. They were given GDM
instructions along with a tutorial on GDSS system
features. Although significantly positive impacts
were found on students’ experience of collaborative
learning and performance on final exam, nothing was
reported about their behaviors or processes of
spontaneous GDM.
Use
of groupware and GDSS has been found to help improve
decision quality in collaborative learning (Benbunan-Fich,
Hiltz, & Turoff, 2003). Fjermestad (2004) suggested
that the use of
GSS improved decision quality, depth of analysis, equality of participation,
and satisfaction. However, the limited nonverbal
communication cues and communication spontaneity
served to increase the time needed to make decisions
and reach consensus (Smith, 2005; Valaitis, Sword,
Jones, & Hodges, 2005).
Synchronous vs. Asynchronous
Several researchers noted student preference of
synchronous communication (text chats) over
asynchronous communication (discussion forum/board)
for brainstorming and making group decisions (Han &
Hill, 2007; Johnson et al., 2002; Kapur & Kinzer,
2007). Valaitis et al. (2005) reported that most
students felt synchronous chat was invaluable for
problem-based learning, particularly for GDM and
objective setting, but at the same time
“overwhelming and frustrating” due to issues such as
everyone “talking” at once, slow typing, lack of
peer response, multiple conversations, fast paces,
and feeling unheard. Mercer (2002, as cited in
Valaitis et al., 2005) reported that chats provided
immediacy of responses and enabled collaboration and
negotiation for decision-making within a short time
frame. McConnell (2002) found that chats led to
agreements in decision-making and supported
convening of groups, which ultimately led to more
asynchronous discussion. Mattheos, Nattestad,
Schittek and Attstrom (2001) found that students
felt synchronous communication was far superior to
asynchronous communication for problem discussion
and hypothesis generation.
In-Group Conflicts & Difficulty
Nevertheless, when synchronous online meetings with
full participation of all group members are not
feasible, students may have extreme difficulties in
reaching consensus and validating group decisions.
McConnell (2005) reported that in his study,
subgroups of students went ahead to meet online as
previously scheduled, and later posted summaries of
decisions made by subgroups in discussion forums,
inviting those absent to comment, as a remedy to
seek for group validation and consensus. This
approach proved unworkable, as those not present
would question the meeting outcomes and demand that
decisions made by subgroups be renegotiated.
Further, in one case, ground rules and project focus
were changed afterwards in the discussion forums,
and the interpretation of decisions made in chat
sessions was questioned even by some of those who
had taken part in them. These difficulties led to
frustration for all, and even collapse of one group.
In addition, the distributed nature of online
environments and lack of nonverbal cues created more
difficulty for student GDM in collaboration, as
noted in Johnson et al. (2002).
Lack of GDM Skills & Guidance
A
common problem in collaborative learning is the lack
of GDM skills among students (Duemer et al., 2004).
Ochoa and Robinson (2005) argue that “group members
are less than able to distinguish between the
quality and quantity of contributions or between the
idea and its advocate”, and that “the instructor
should provide students with training in group
process and advocacy” (p.18). Providing students
with basic GDM guidelines may have a positive impact
on both learning outcomes (Alavi, 1994) and group
process (Katz & Rezaei, 1999). In Prichard, Bizo &
Stratford’s (2006) study, a one-day workshop was
conducted as experimental treatment, to train
students on GDM among other teamwork skills. It was
found that prior training on teamwork skills
produced superior group work. Where training and
basic guidelines were not given, students had
tremendous difficulty in making group decisions.
Process & Decision Quality
Johnson et al. (2002) observed that when making
group decisions, students often did not really go
through a forming/brainstorming phase, or if they
did, it was very rapid. Kapur & Kinzer (2007)
reported that in groups working on an ill-defined
problem of collaborative learning, “the first idea
put forth tended to be taken up with little debate
on its merits” (p. 451). Ochoa & Robinson (2005)
observed that one group with individual opinions
split along 3-2 divide and there was little
discussion before the group decided in favor of the
minority opinion. As a result, the decision quality
ended up being compromised, and the group went with
less than optimal solutions, which ultimately led to
inadequate final products for the collaborative
projects and a lowered grade for the group’s
performance in class.
Personality Dominance
Kapur & Kinzer (2007) reported that in the
brainstorming and deliberation stages of GDM, “the
group member who proposed the idea ended up
dominating the discussion” (p. 451). Even when the
most able (of prior knowledge) member was the
proposer and ended up dominating the subsequent
discussion, it was not a guarantee of productive
group outcome.
Other researchers (McConnell, 2005; Wang, Sierra, &
Folger, 2003) also noted that students suffered from
anxiety about inclusion in the GDM process when it
was dominated by strong personalities who took
strong views on issues and were unwilling to
negotiate around them. The lack of effective group
functioning prompted students to seek for “outside”
intervention and to ask an authoritative figure to
make some important decisions on behalf of the
group.
Facilitator & Facilitation
Several researchers mentioned two alternative
tactics students had employed for facilitating group
functioning in general and for managing GDM
processes in particular. One tactic was to rotate
the facilitator role among group members on a weekly
basis, and the other was to have a “self-appointed”
leader emerged in the group (Johnson et al., 2002,
p. 388).
Smith (2005) reported that student groups implicitly
created “surrogate or substitute teachers”,
typically played by older members, assuming roles
traditionally associated with the instructor such as
leadership and instruction, and that having a
“surrogate teacher” allowed the members to avoid the
need to make decisions in the midst of competing
voices and confusion about group direction. Ochoa &
Robinson (2005) also observed that in one group, an
individual who felt strongly about the topic/project
emerged as a self-appointed gatekeeper, directing
the discussion and deciding when consensus was
reached.
Having a self-appointed leader can be good news for
the group, especially if the leader has strong
interpersonal skills, leadership quality, and
capability of group and time management. Duemer et
al. (2004) reported that self-appointed leaders used
empowerment, organization, and decision-making
skills to guide the group process. Students praised
the good decision making skills of their leaders,
stating that “without the ability to make decisions,
they thought the project had the possibility of
stagnating and becoming unproductive” (p.723).
However, the “self-appointed leader” tactic may
backfire and be counterproductive. Johnson et al.
(2002) observe that when one person emerges as the
leader, he/she may be viewed as “having strong
opinions and personality” (p. 388). The
self-appointed leader may not necessarily have the
skills to elicit productive participation from other
group members, effectively short-circuiting the
problem-solving process (Ochoa & Robinson, 2005),
dominating the group’s decision making, and even
making decisions for others (Kapur & Kinzer,
2007). In view of this possibility of a
self-appointed leader overrunning the group, Duemer
et al. (2004) advise that “accountability (via peer
evaluation) … forces the leaders to work with the
group and share in the decision-making process” (p.
725).
Consensus Seeking vs. Voting
Katz and Rezaei (1999) reported that students used
both consensus seeking and voting in GDM, even
though they were encouraged to use the former
whenever possible. They hypothesized that consensus
encouraged more involvement by group members and
increased the number of ideas generated.
However,
Lauzon (2000) warned that “consensus types of online
collaborative learning could reinforce the dominant
ideology when minority group members are not allowed
full participation within the discussion and
decision-making processes” (p. 184). Knotek (2003)
found that "social power and influence" were
reflected in the opinions adopted as group
consensus. The input of high-status team members
strongly influenced the perspectives and decisions
of the whole team, while alternative and minority
opinions put forth by low-status members received
little hearing and had small likelihood of
influencing the group's decision.
Research Framework
The
above analysis and review of past research
identifies some potential factors and key issues
relevant to spontaneous GDM in distributed
collaborative learning. To summarize and put these
factors and issues in perspective, a diagram of
research framework is proposed to guide future
investigation, as shown here.
Obviously, potentially influential factors need to
be investigated in relation to decision quality
which in turn should be connected to final products
and effectiveness of collaborative learning. Impacts
of individual factors and their interactions should
be studied with equal attention.
Preliminary Survey
To
gain initial knowledge about spontaneous GDM in
distributed collaboration learning, a Web-based
questionnaire survey was conducted of graduate
students in a library and information science
program, where 86.9% of classes were taught
completely online and a high percentage (in range of
80-90%) of classes of required courses had students
to complete a substantial group project. The survey
(URL) was distributed by emailing via the school’s
administrative listserv, and the survey scope was
limited to the whole student population (2119 in
total) as of the summer of 2008. A total of 159
valid responses were collected, and the response
rate was 7.5%, admittedly a rather low figure.
The
survey showed that spontaneous GDM was prevalent in
distributed collaborative learning. In terms of mean
percentages of collaborative activities involving
GDM, 68.41% involved some and 54.54% involved
extensive GDM (N=157, STD= 29.808 and 29.071
respectively).
More than 72% of subjects reported that their online
meetings were facilitated by themselves, 12.3% by
the instructor, and 14.8% not facilitated at all
(N=155). Specifically, 41.9% reported that their
online meetings were facilitated by any student
willing and available, 16.8% by each member in
rotation, and 14.2% by an elected group leader (Χ2
=47.419, p<0.001).
Specific to GDM process, 7.5% of subjects chose
“well structured with facilitation”, 22.0%
“semi-structured with facilitation”, 37.1%
“unstructured with facilitation”, and 33.3% “casual
without facilitation” (N=157, Χ2=34.873,
p<0.001). In other words, although over 66%
of subjects indicated that their GDM processes were
facilitated, only 29.5% took a well-structured or
semi-structured approach to making decisions as a
group.
Of
those indicating that their GDM process was
facilitated, 18.9% stated that facilitation was by
an elected group leader, 28.3% by members in
rotation, and 50.0% by anyone willing and available
(N=106, Χ2=88.057, p<0.001).
In essence, the data revealed a pattern of
facilitation similar to that of online group
meetings, as noted earlier.
When asked to indicate when GDM was most likely to
occur within the life span of a group project, 70.4%
of subjects chose “all the way through”, 15.7%
“mostly in the initial stage”, 9.4% “till half way
through”, 2.5% “mostly in latter half”, and 1.9% “at
middle point” (N=157, Χ2=262.981, p<0.001).
The finding suggests that GDM tends to be heavier in
the initial phase and tail off throughout a project.
The
survey found that about 1/3 of group efforts were
spent on developing a project plan and
identifying/assigning mini-tasks,
and approximately 1/5 on each of the following GDM
tasks: determining project scope, brainstorming,
deciding which idea to adopt, scheduling group
activities, and deciding on technical issues related
to project implementation. Less than 10% of group
activities were for electing a group leader.
In
spite of the argument in favor of synchronous
communication for GDM (Han & Hill, 2007; Johnson et
al., 2002; Kapur & Kinzer, 2007; Valaitis et al.,
2005), the survey revealed a noticeable preference
for asynchronous over synchronous and online over
in-person/telephone communication avenues. In
descending order, the estimated percentages of use
of different communication avenues are: email 42.6%,
discussion forum 23.7%, Internet-based audio/video
teleconferencing 17.6%, text chatting/messaging
12.6%, in-person 11.7%, and telephone 6.5%. This
finding, which seems consistent with McConnell’s
(2002) observation that real-time conversation
ultimately leads to more asynchronous online
discussion, may also be explained by geographical
dispersion of student location and instructors’
grading practice. Collaborating from different time
zones (even continents), students would have real
difficulty with real-time meetings, and possibly be
left no choice but to make group decisions by
emailing and/or posting in discussion forums. On the
other hand, many instructors based their grading
partially on tallies of postings in discussion
forums (taken as evidence of class participation),
which created a grading pressure on students.
Consequently, students might have deliberately moved
their GDM activities from real-time meetings to
discussion forums, at the expense of group decision
quality and efficiency.
The
survey also revealed that students mostly took
semi-structured and unstructured approaches to GDM,
without much use of formal ranking and voting
functions. Only 13% claimed to have used the
system’s voting function in their GDM process, and
no more than 30% indicated that contributed ideas or
identified options were formally ranked based on
merits, which implies that decisions were mostly
made by consensus. Nevertheless, 54% claimed to have
used virtual whiteboards for listing contributed
items when brainstorming.
Students may have deliberately chosen a
laissez-faire approach. However, their preference of
an unstructured or semi-structured approach is more
likely a result of their unawareness of more
effective GDM tactics and lack of GDM skills, as
noted by Duemer et al. (2004) and Ochoa & Robinson
(2005). In fact, 49% argued that their collaborative
efforts would be more productive if they were taught
how to make group decisions more effectively. Their
expressed wishes for more instructional help with
GDM makes the latter a more plausible explanation.
Contrary to the common belief of anonymity being a
positive factor, 53.6% of respondents found it
undesirable in brainstorming and more than 25%
undecided. With formal ranking and voting not being
practiced by the overwhelming majority of students,
the anonymity factor was taken out of the deciding
phase as well. Apparently, the commonly assumed
positive effects of anonymity in GDM need to be
reassessed in the context of distributed
collaborative learning. Instructors’ grading
practice may also in part explain students’
disliking of anonymity in brainstorming and GDM.
Instructors commonly require active (and equal)
contribution and penalize “social loafing” (Blaskovich,
2008) in group projects. Furthermore, students may
be under the pressure of having their contributions
noticed by peers, for fear of being perceived as not
contributing to the group effort at an equal level.
The
survey also revealed some gender and age
differences. Female students reported significantly
greater percentages of GDM activities by circulating
emails (44.10% vs. 27.67%, F=4.443, p=0.037)
and were less in favor of ranking ideas in group
discussion, as reflected in ratings on 5-point
Likert-scale (3.37 vs. 2.69, F= 4.6, p=0.034).
Students of age 50 and older reported more use of
telephone conferencing for GDM (13.0% vs. 3.68-4.0%,
F=3.078, p=0.018) and greater
percentage of meeting time used for resolving
conflicts (37.0% vs. 7.13-20.67%, F=2.603,
p=0.038). Finally, subjects in their 20s
were more likely to use the system’s voting function
(3.0 vs. 3.73-4.53, F=3.595, p=0.008),
but less in favor of anonymity in brainstorming
(3.71 vs. 2.89-3.65, F=3.649, p=0.007).
Finally, more than 37% thought more system support
for GDM was needed, and 33.1% believed that better
system support for GDM would have led to better
group work.
Conclusion
Distributed collaborative learning has become an
increasingly popular instructional approach in
online teaching. In spite of the large body of
existing literature on collaborative learning and
online teaching, spontaneous GDM has caught little
attention in the research community.
A
preliminary survey of graduate students establishes
that spontaneous GDM is prevalent in distributed
collaborating learning in online teaching and
presents different behavioral and theoretical
issues. As an important dimension of collaborative
process that impacts not only the quality of final
group products but also the effectiveness of
collaborative learning, spontaneous GDM in
distributed collaborative learning needs to be
investigated from a perspective different from the
mainstream research on GDM in other settings.
Based on anecdotal observations and findings from
existing literature, a diagram framework of
spontaneous GDM in distributed collaborative
learning is proposed, as an initial step, to charter
the territory of this newly identified research
area, and to guide future investigation.
Acknowledgement
The
author thanks Dr. Judy Weedman for commenting on an
earlier version of this article. |