Monday, March 07, 2005

Interactivity

The level of interaction determines to a high degree the perceived quality of any programme. Interaction can be integral to the course materials in the form of activities, questioning, feedback etc. Interaction with the School, the tutor and the support team will be one of the most critical factors in retention of the students, and the referrals received from satisfied customers. E-learning courses should aim for maximum interactivity within the bounds of cost, time and appropriateness. Time and cost of development of the component should be decided objectively as to whether it enhances or assists learning and not just looking good on screen. The time in developing a simulation needs to be weighed against the effectiveness of the simulation in helping learners apply or understand the event simulated.

E-learning needs interaction to counter the ‘distance’ between the learner, tutor and classmates. Interaction should occur as often as possible and be a natural part of the learning process. Scrolling through on-screen lecture notes or Powerpoint presentations or watching an on-screen lecture becomes a turn-off very quickly. Innovative ways to involve online learners in the learning process takes skill and imagination. There is a need to begin from a learner-centric rather than a content-centric position. Many lecturers are subject-centred, and it is hard for them to move from being the source of all learning to becoming learning facilitators. Major tools for student interaction include chat, discussion, online tutorials, polling and web logs to name a few. Evaluation tools could include self-tests, activities, portfolios, online projects, journals, quizzes and competitions.

Learning Media

The factors that influence interactivity are audience sophistication, type of learning activity and subject matter. What may appeal to an undergraduate student may not appeal to a student on a master programme as their learning styles and learning abilities will differ. Interactivity is also influenced by the nature of the subject matter. A scientific, creative or practical subject may benefit from simulation and demonstration. Less interactivity may be needed for a module on research methods. Media could include text (notes, readings, journal articles, lecture extracts), audio and video (extracts from lectures, interviews, discussion forum), applied activities (case studies, problem-solving), animated objects (diagrams, simulations, visuals) as well as other media (recorded online discussion, polling, self-tests and activities).

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