DESIGN EFFECTIVENESS VERSUS INTENDED OUTCOMES
We undertook evaluations at the end of some semesters to ask
the students what they did learn. It turns out that this varies
between students, with their inclinations and abilities and
interests in learning, and their peers can have an influence
on the learning outcomes of the whole CHA group too.
Many students gained enormously from this form of learning;
many felt they did not learn "properly" because
they disliked the uncertainty and the requirement for active
involvement. The outcomes are reported at length in Walker
(1997, 1999) (see above for citation).
One of the problems is that it is not appropriate to ask
the question until a considerable time after such games have
run. We have not had the opportunity to follow-up on this
but other studies of behavioural simulations would indicate
that they are a powerful way of learning.
There are a couple of papers that are particularly relevant
to our work in this sense:
Akerlind, G. and Trevitt, C. (1995). Enhancing learning
through technology:when students resist change, Proceedings,
ASCILITE'95 - Learning with Technology (Melbourne)
Gamson, W.A. (1978). SIMSOC - Simulated
Society (3rd ed,
Free Press, NY).
UNEXPECTED LEARNING OUTCOMES
By taking control of their own use of online workspaces to
manage their own group projects, students have found them
to be a powerful project management tool. If a student (in
a group) says s/he has done some work, they are asked to come
up with the goods by placing them online - no more excuses
that they left them at home!
Students also gain generic skills in CSCW and transfer them
to future projects. Students have also learnt that information
management is a key issue in online workspaces - how can they
find the relevant pieces of material in a space used by many
students? Students learn, experientially, the need for information
management. This was not foreseen but observed in practice.
We had to be willing to let things emerge. This meant that
CSCW design was an evolutionary process. We all became aware
of the significance of this - the ability to design then modify
your own work practices - as a core element in understanding
work and hence information systems design (IS design is about
the design of work after all).
Another unexpected outcome was the fact that the Univeristy
of Canberra became known as a source of support for shared
group workspaces (through Lotus Notes). Several people and
organisations have used this resource to support short- or
long-term projects of an academic nature. This idea of having
infrastructure that others can access was an interesting (informal)
outcome of this work in general.
HOW LEARNER ENGAGEMENT IS SUPPORTED
Are learner expectations identified and built upon?
Yes - by feedback from the learners. We take this into account
in assessment and the students themselves work together to
define their own tasks.
Are learners' prior experiences taken into account?
We like to think so. We have students from several courses
and cultures who come together in this simulation. This is
intentional so that we get a good mix of backgrounds and hence
perspectives on systems. The major problem is their lack of
experience of any kind of role-play/gaming and the fact that
not all staff think this is a useful way of learning (this
can sometimes undermine such games).
Do learners experience key concepts in multiple ways?
They certainly do. One approach to this is to have students
change roles during the game. They then get two points of
view at least, plus they see the work of their peers on the
same project. Further, we ask student groups to reflect on
what they are doing and report back to the whole class. This
gives them further perspectives.
Is there opportunity for peer interaction and feedback?
Yes, see above, plus students are given feedback on their
portfolios by staff.
Do the assessment tasks support engagement?
The engagement is what is assessed.
Are learners encouraged to reflect on their learning
experience?
Yes, see above.
Are learners given a sense of control in conducting
the activities?
Yes, they have a lot of influence in defining the activities.
Sometimes this is difficult because they can't imagine what
is to be done (at least initially). However, we give support
for this in the Participants' Manual.
Does the learning experience engage students affectively?
Yes! They get very involved both affectively and also effectively.
ACKNOWLEDGMENT OF LEARNING CONTEXT
Do the activities link both specifically to the field
of study/professional practice and consider the broader context
(such as social, political, economic, and environmental) circumstances?
Yes, that's exactly the purpose of the subject and the learning
activities - to simulate a slightly futuristic, organisational
environment and the development of IT plans and information
systems to support the work of that organisation.
Do assessment tasks match the intended learning outcomes?
Yes, after considerable negotiation, they do so in a reasonable
manner. All work done for the CHA is assessable and students
are also required to reflect on the work done.
Does the learning design assist students to see how
their learning can be used in other situations than the ones
given?
Yes, especially because students develop considerable generic
skills related to CSCW, group work in general, project management,
quality management, planning, negotiating, communicating,
etc. The techniques of prototyping information systems and
user interfaces and evaluating them is common to the development
of all computer-based systems so is transferable. Understanding
the complexity of the workplace environment and organisation
dynamics is also important. Seeing the same environment from
several points of view (through role-taking) is also important.
Are there cultural assumptions built into the learning
design?
The idea is that a "Cultural Heritage Authority"
could exist in any country; it is not specific to Australia.
However, given that it has only been used in Australia, and
given that the classes have students from many cultures, the
question is important. In fact I feel that, as there is an
increasing percentage of students from cultures that have
basic learning models that are significantly different from
experiential learning, the behavioural simulation is more
problematic. If students are used to rote learning and learning
from a "master", then a behavioural simulation is
rather challenging and difficult to come to grips with. This
applies to many students, not just those from off-shore. We
have not tackled this problem and have not run the game since
the balance of students has changed. It is worth seriously
addressing but would take a lot of resources, I suspect, and
considerable preparation time to introduce different learning
approaches to students before the start of such a game.
HOW THE LEARNING DESIGN CHALLENGES LEARNERS
Are students given the opportunity to question their knowledge
and experience thus becoming self-critical of the limits of
their knowledge base and their assumptions?
I think so. In fact they feel quite challenged in attempting
to come to grips with this relatively new (for them) learning
environment. There is a high level of uncertainty, the students
must interpret and adapt their theoretical knowledge to a
new learning environment that is challenging and also an opportunity.
When they submit their portfolios, they have the opportunity
to reflect on the way they adapt.
Does the learning setting assist students to go beyond
the resources provided for them?
We provide a library to students - lots of reference material
about cultural heritage and tourism matters, educational settings
for the work of the CHA, etc. We also provide "interview"
transcripts with people who represent potential clients or
stakeholders in the CHA. Students are encouraged to do research
to ground their designs. Some do so.
Are students able to make decisions about planning,
directing and assessing their own learning?
Yes, as discussed above, though they don't assess their own
learning in any formal manner. Students don't mark their own
work or that of others, for example, but they do reflect on
their own work and provide drafts to their peers as part of
the quality management processes within the CHA.
They also run design and project review sessions so to that
extent they assess their work and work is learning (I believe)
or at least it is often difficult to separate the two - that's
one of the assumptions of this behavioural simulation.
OPPORTUNITIES FOR PRACTICE
Are students encouraged to articulate and demonstrate
to themselves and to others what they are learning?
Yes, they present their work informally on a weekly basis
within the CHA, plus we have several more formal occasions
when students present within the CHA or to the whole class.
This is one way of illustrating what you are learning. The
other way is through the entire online workplace that is the
CHA. All material (that students develop as members of the
CHA) is available there for students to share with each other.
Is sufficient practice provided to enable expertise
to be realised?
Possibly not. Many of the core skills required are developed
in previous subjects. The design of this game is as a capstone
subject. However, the requirement is that some new skills
are developed, but students can avoid this depending on the
roles they take. This is a disadvantage of the game, but we
believe this is balanced by the other advantages.
Does the learning design help students to apply criteria
that indicate they are learning appropriately?
I'm not really sure about this. Certainly the assessment schedule
gives students a framework for considering this. Also, the
debriefing and briefing sessions are intended to help students
keep on track and keep focussed on the aims of the whole game,
and to provide new learning material to help develop the new
skills and understandings and processes they will require
to be successful participants in the game.
Is appropriate feedback available at key points in the
learning process?
Yes. We tried several ways of doing this. We also offer individual
debriefing sessions for students. Sometimes these are required
but now they are voluntary. Other feedback is as already discussed,
e.g. group debriefing sessions plus feedback on their two
portfolios (the first is early enough for this to be helpful
for the rest of the game).
Is there a clear alignment between the activities conducted
and how the students are assessed?
Yes.
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