December 16, 2017

Tracking innovations in online learning in Canada

Rue St Jean, Québec City. Temperatures ranged from -17 C to -23 C -without wind chill added

I’ve not been blogging much recently because, frankly, I’ve been too busy, and not on the golf course or ski slopes, either. (Yeah, so what happened to my retirement? Failed again).

Assessing the state of online learning in Canada

I am working on two projects at the moment:

These two projects in fact complement one another nicely, with the first aiming to provide a broad and accurate picture of the extent of online learning in Canada, and the other focusing on the more qualitative aspects of innovation in online learning, and all in time for not only for the 150th anniversary of Confederation in Canada (which was really the creation of a new, independent state in North America) but also ICDE’s World Congress on Online Learning in Toronto in October, whose theme is, guess what, Teaching in a Digital Age (now there’s a co-incidence).

Of course, I’m not doing this on my own. In both projects I am working with a great group of people.

Methodology

My mandate for Contact North is to identify 8-12 cases of innovation in online learning from all of Canada other than Ontario. I started of course in British Columbia, early in January, and last week I visited six post-secondary institutions in four cities in Québec.

To find the cases, I have gone to faculty development workshops where instructors showcase their innovations, or I have contacted instructional designers I know in different institutions to recommend cases. The institutions are chosen to reflect provinces, and universities and colleges within each province.

Each visit involves an interview with the instructor responsible for the innovation, and where possible a demonstration or examples of the innovation. (One great thing about online learning is that it leaves a clear footprint that can be captured).

I then write up a short report, using a set of headings provided by Contact North, and then return that to the instructor to ensure that it is accurate. I then submit the case report to Contact North.

I am not sure whether Contact North will publish all the cases I report on its web site, as I will certainly cover much more than 8-12 cases in the course of this project. However, it is hoped that at least some of the instructors featured will showcase their innovations at the World Congress of Online Learning.

Progress to date

I have conducted interviews (but not finished the reports yet) for the following:

British Columbia

  • the use of an online dialectical map to develop argumentation skills in undergraduate science students (Simon Fraser University – SFU)
  • peer evaluation as a learning and assessment strategy for building teamwork skills in business school programs (SFU)
  • the development of a mobile app for teaching the analysis of soil samples (University of British Columbia)
  • PRAXIS: software to enable real-time, team-based decision-making skills through simulations of real-world emergency situations (Justice Institute of British Columbia)

Québec

  • comodal synchronous teaching, enabling students to choose between attending a live lecture or participating at the same time from home/at a distance (Laval University)
  • synchronous online teaching of the use of learning technologies in a teacher education program (Université du Québec à Trois-Rivières – UQTR)
  • achieving high completion rates in a MOOC on the importance of children’s play (UQTR)
  • a blended course on effective face-to-face teaching for in-service teachers (TÉLUQ)
  • use of iBook Author software for content management for cardiology students and faculty in a teaching hospital (Centre Hospitalier Universitaire de Sherbrooke – Sherbrooke University Hospital: CHUS)
  • a decision-making tool to develop active and coherent learning scenarios that leverage the use of learning technologies (Université de Montréal).
  • Mathema-TIC: francophone open educational resources for teaching mathematics in universities and colleges (Université de Montréal).

These visits would not have been possible without the assistance of France Lafleur, an online instructor from UQTR who not only arranged many of the meetings but also did all the driving. Anyone from outside Québec who has tried to drive across the province in winter, and especially tried to navigate and drive to several parts of Montréal the same day, will understand why this help was invaluable.

Response and reaction

Faculty and instructors often receive a lot of criticism for being resistant to change in their teaching. This project however starts from an opposite position. What are faculty and instructors actually doing in terms of innovation in their teaching? What can we learn from this regarding change and the development of new teaching approaches? What works and what doesn’t?

It is dangerous at this stage to start drawing conclusions. This is not a representative selection of even innovative projects, and the project – in terms of my participation – has just started. The definition of innovation is also imprecise. It’s like trying to describe an elephant to someone who’s never seen one: you might find it difficult to imagine, but you’ll know it when you see it.

However, even with such a small sample, some things are obvious:

  • innovation in online teaching is alive and well in Canadian post-secondary education: there is a lot going on. It was not difficult to identify these 11 cases; I could have easily found many more if I had the time;
  • the one common feature across all the instructors I have interviewed is their enthusiasm and passion for their projects. They are all genuinely excited by what they were doing. Their teaching has been galvanised by their involvement in the innovation; 
  • in some of the cases, there are measured improvements in student learning outcomes, or, more importantly, new ’21st century skills’ such as teamwork, evidence-based argumentation, and knowledge management are being developed as a result of the innovation;
  • although again these are early days for me, there seems to be a widening gap between what is actually happening on the ground and what we read or hear about in the literature and at conferences on innovation in online learning. The innovation I am seeing is often built around simple but effective changes, such as a web-based map, or a slight change of teaching approach, such as opening up a lecture class to students who don’t want to – or can’t – come in to the campus on a particular day. However, these innovations are radically changing the dynamics of classroom teaching;
  • blended learning is breaking out all over the place. Most of these cases involve a mix of classroom and online learning, but there is no standard model – such as flipped classrooms – emerging. They all vary quite considerably from each other; 
  • the innovations are still somewhat isolated although a couple have gone beyond the original instructor and have been adopted by colleagues; however there is usually no institutional strategy or process for evaluating innovations and making sure that they are taken up across a wider range of teaching, although instructional designers working together provide one means for doing this. Evaluation of the innovation though is usually just left to the innovator, with all the risks that this entails in terms of objectivity.

Next steps

I still have at least one more case from another institution in British Columbia to follow up, and I now have a backlog of reports to do. I hope to have these all finished by the end of this month.

I have two more trips to organise. The first will be to the prairie provinces:

  • Alberta, Saskatchewan and Manitoba, which I hope to do in mid-March.

The next will be to the Maritimes,

  • Nova Scotia, New Brunswick, PEI, and Newfoundland, which I will do probably in April or May.

No further cases or institutions have been identified at this moment, and I am definitely open to suggestions in these provinces if you have any. The criterion for choice is as follows:

  • The focus is first and foremost on practice, on actual teaching and learning applications – not policy, funding, planning issues, descriptions of broad services, or broader concerns.
  • The interest is in applications of pedagogy using technology for classroom, blended, and online learning with the emphasis on student learning, engagement, assessment, access, etc. The pedagogy is as important as the technology in terms of innovation.
  • The emphasis is on innovative practices that can be replicated or used by other instructors.
  • We are particularly looking for cases where some form of evaluation of the innovation has been conducted or where there is clear evidence of success.

If you can recommend a case that you think fits well these parameters, please drop me a line at tony.bates@ubc.ca.

In the meantime, look out for the case studies being posted to Contact North’s Pocket of Innovation web site over the next few months. There are also more cases from Ontario being done at the same time.

French version of ‘Teaching in a Digital Age’ now available

French version 2

The French version of ‘Teaching in a Digital Age’, L’enseignement a l’ère numerique‘, is now available from here.

I am very grateful to Contact North|Contact Nord for providing this professional translation.

There is now also a version in Vietnamese, ‘Dạy học trong kỷ nguyên số‘, translated by Lê Trung Nghĩa of the Ministry of Education in Vietnam, available through Dropbox here.

Spanish version, translated by staff in the Faculty of Engineering, Universidad de Buenos Aires, is almost complete and will be available from the BCcampus open textbook site (as will all the translations). I will provide an announcement containing the url when it is available.

A Chinese version, translated by staff at the Beijing Open University, will be available in August, 2016.

A Portuguese version, being translated by ABED, the Brazilian Association of Distance Education, will be available in time for its Annual Congress in September, 2016.

Turkish version is currently under consideration. I am awaiting more details.

Please note: under the Creative Commons license of the book, anyone is free to translate all or any part of the book, provided it is not used for commercial purposes and I am acknowledged as the author. I am sure that without this license, the book would not have become available so quickly in so many languages. However, if you do decide to translate the book, please let me know, so I can track its use and provide updates.

 

Using 2D virtual reality for online role playing

Lake Devo friendship 2

Koechli, L. and Glynn, M. (2014) Diving into Lake Devo: Modes of Representation and Means of Interaction and Reflection in Online Role-Play IRRODL, Vol. 15, No.4

Djafarova, N., Abramowitz, and Bountrogianni, M. (2014) Lake Devo – creation, collaboration and reflection through a customizable online role-play environment Online Learning Consortium, 2014

Introduction

This is the second of a series of blogs spotlighting the work of the Chang School of Continuing Education, Ryerson University, Toronto, in developing innovative online learning initiatives. The first post provided a broad overview of the online learning initiatives at Ryerson.

Lake Devo

Lake Devo was designed by the Centre for Digital Education Strategies at The G. Raymond Chang School of Continuing Education in 2009 to support online role-play activity in an educational context. Lake Devo is essentially a simplified virtual reality tool that is easy to use by both instructors and students.

Learners work synchronously, using visual, audio, and text elements to create avatars and interact in online role-play scenarios. Role-play activity is captured and published as a 2-D “movie” that a group of learners may review, discuss, debate and analyze in Lake Devo’s self-contained debrief area. Lake Devo’s chat tool allows users to check in with each other “out of role” while they are using the tool.

Examples of work produced by learners in Lake Devo can be seen here.

My interest in Lake Devo is that it is a relatively simple way for learners to construct role playing activities for developing a range of skills. The two papers listed above provide a full description of the project. I have worked with the project team to produce this summary.

Why Lake Devo?

Lake Devo was designed for several reasons:

  • instructors found that role-playing using a text-based learning management system was limiting;
  • many instructors lacked familiarity with other possible tools such as 3D virtual worlds;
  • instructors could not commit the time required to learn and integrate most standard 3D virtual worlds into their teaching.

The Lake Devo website was designed to provide an infrastructure for online role-play activities, while allowing for flexibility so that it could be used across disciplines, as well as in multiple delivery formats (e.g., fully online, hybrid, class-room).

Lake Devo is named after an outdoor pond outside the Chang Building in Toronto used by Ryerson students for skating in the winter. The pond was funded in part by the Devonian Foundation of Calgary, hence its nickname by students.

An experiential and constructivist rationale

Lake Devo was designed to meet the following goals:

  1. Provide experience with the knowledge construction process.
  2. Provide experience in and appreciation for multiple perspectives.
  3. Embed learning in realistic and relevant contexts.
  4. Encourage ownership and voice in the learning process.
  5. Embed learning in social experience.
  6. Encourage the use of multiple modes of representation.
  7. Encourage self-awareness of the knowledge construction process.

The project team set out to develop an environment that offered a middle ground between text-only online role-play environments and highly complex 3D virtual environments. They deliberately chose not to design a fully realistic world in which to interact, but rather an environment for role-play dialogue that would offer added channels of expression to support interpersonal communication, as well as an integrated debrief area. In other words, Lake Devo was developed to be a minimalist virtual world that was relatively easy to use while retaining the key characteristics of role playing. In particular it offers:

  • Simple visual and audio modes of representation such as avatars, background images, and sound effects
  • An integrated debrief area that includes a shareable, multimedia artifact, and a forum for discussion

Creating a role play exercise in Lake Devo

There are several steps or stages in developing a role play exercise in Lake Devo:

  • an instructor works out the learning goals and process by which students will use Lake Devo to meet these goals;
  • a ‘community’ must be created, usually a class of students; their names are entered into a database;
  • groups of students within the ‘community’ are either randomly assigned or specified by the instructor;
  • a group leader is identified;
  • learners are issued passwords to access their project;
  • each group member creates a visual representation, or avatar, of his or her role-play character using the Character Creation tool, which allows customization from a menu of physical attributes such as skin tone, hair colour and style, clothing colour, and facial features, from a library of images;
  • the group agrees on a time to meet synchronously online to role-play;
  • the group members participate as their avatars in a spontaneous dialogue by typing in their comments, which forms a “script.” Text during the scripting can be entered as speech, thought, or action;
  • learners may select sounds from a built-in library to insert in the script;.
  • a Backstage Group Chat area assists learners in planning the role-play and discussing logistics as the role-play unfolds;
  • the role-play dialogue is automatically saved, but each learner may edit his or her character’s dialogue after the live role-play activity;
  • once a group has finalized their role-play, they publish it to their Lake Devo Community list in the form of a 2D narrative movie;
  • the movie format allows all to participate in the debriefing, which occurs in a discussion area below each movie.

In most cases, a Lake Devo exercise is a graded, sometimes culminating, project that takes place in the latter half of a course, with a number of weeks allowed for scenario development, planning and, ultimately, the synchronous role play activity and debrief.

What has it been used for?

Lake Devo has been used by instructors and students in the following areas:

  • Interdisciplinary Studies,
  • Retail Management,
  • Fundraising Management,
  • Early Childhood Studies,
  • Food Security,
  • Entrepreneurial Mentoring.

Lake Devo has been used by a total of ten online instructors, for at least eight different courses, involving over 35 sections of students. Instructors have also been involved in user testing for the environment, as well as in demonstrations of the environment for fellow faculty.

Cost

The Lake Devo system was designed internally by staff from the Centre for Digital Education Strategies at Ryerson. It is available for use by instructors and/or students at no cost.

Students and instructors require no special software or equipment to make use of the Lake Devo environment. Internet access and creative ideas for role-play scenarios are all that is needed.

There are some minor ongoing maintenance costs for the Digital Education Strategies Unit. With respect to the use of the site, the main cost then is the up-front instructor time to design their own Lake Devo learning activities.

Feedback

Student reaction has been collected and feedback overall has been positive. In particular both instructors and students have found it easy to use.

While student satisfaction with the features of the environment has remained consistent, the Digital Education Strategies team has adopted a continuous improvement approach to the design of the environment and has fully revised the environment over the past 5 years, in keeping with student feedback. Examples of student responses can be found in the graphic below.

Lake Devo student response 2

Further information

Instructors from other institutions may use Lake Devo. They can request access through the site by completing the “sign up for an account” form on the web site.

For further information please contact either maureen.glynn@ryerson.ca or lkoechli@ryerson.ca



Spotlight on online experiential learning at Ryerson University

Lake Devo is one of several e-learning initiatives at Ryerson University

Lake Devo is one of several e-learning initiatives at Ryerson University

A week or so ago, I had the opportunity to visit the Digital Education Strategies team at the G. Raymond Chang School of Continuing Education at Ryerson University, Toronto.

Ryerson is well known for its DMZ (formerly the Digital Media Zone), one of Canada’s largest business incubators for emerging tech start-ups, but it is by no means the only centre of innovation at Ryerson. As well as being responsible for the design of online learning courses at Ryerson, the Centre for Digital Education Strategies (CDES) has several very interesting e-learning initiatives. 

Online courses

The ‘bread and butter’ work of the CDES is the over 400 online courses, including around 300 degree-credit online and hybrid courses, four part-time degree online and blended programs, 23 fully online certificates, and 22 blended certificates. CDES serves roughly 23,000 online course enrolments a year. Ryerson recently moved from Blackboard to Desire2Learn learning management system to support most of its online courses.

Because of its expertise in online course design, Chang School’s Digital Education Strategies team has been engaged in a number of other innovative e-learning initiatives. The DES team has also built business efficiency tools and interactive learning applications. Each of these deserves a blog post on its own, but in this post I want to give a quick overview of some of the other work of the Centre.

1. Lake Devo

Lake Devo is a virtual learning environment enabling online role-play activity in an educational context. Learners work synchronously, using visual, audio, and text elements to create avatars and interact in online role-play scenarios.

The Lake Devo environment is fully equipped to allow an instructor to set up his/her class as an online collaborative community. He/she may enter students’ information, configure working groups and have the system issue login information to all users.

Lake Devo has been used by a total of ten online instructors, for at least eight different courses, involving over 35 sections of students. Students have developed over 100 different scenarios in Lake Devo (see “Gallery” for examples). 

 2. The Law Practice Program

This unique alternative to traditional articling was established by the Law Society of Upper Canada (LSUC) and Ryerson University to provide new options and flexibility to meet the legal profession’s licensing requirements for law graduates in Ontario.

The program features interactive web-based collaboration tasks that replicate the experience of working in a law firm. This virtual firm activity is combined with expert guidance and mentorship to equip candidates with the skills and competencies required for effective practice. For a promo video, see: https://www.youtube.com/watch?v=eKsu6P3ZUVQ

 3. Serious games

Mental health assessment during a home visit’ is a video-based game in which users practice their skills in a setting that is realistic and allows the user to make clinical choices within a safe environment.

This is another collaborative project involving Ryerson nursing faculty and professors from George Brown College and Centennial College.

4. Professional Development for Online Instructors

 As part of its commitment to offer high quality learning experiences for students, the CDES offers professional development for online instructors. Teaching Adult Learners Online (TALO) is a four-week, hands-on program designed to model effective facilitation techniques, and provide instructors with insight into the learning experiences of online students, while promoting an engaging community of practice.

Drawing on promising practices in online pedagogy and examples from leading open resources such as CU Open, TALO offers a unique experience that is helping to increase online instructor capacity and diversity.

I will do a more complete blog post on each of these initiatives over the next week or so.

Other initiatives

The Centre for Digital Education Strategies is involved in many other e-learning initiatives, including:

  • Providing training on foundations of instructional design principles to Pearson Canada Inc. employees.
  • Free multi-media e-learning modules to help Canadians boost their financial knowledge and plan for their future financial security for the Financial Consumer Agency of Canada (see: http://www.fcac-acfc.gc.ca/Eng/resources/educationalPrograms/financialBasics/Pages/elearning-apprligne.aspx)
  • A project for the Bombay Stock Exchange to design a train-the-trainer program for effective delivery of a hybrid curriculum on intercultural communication skills for the workplace.
  • A partnership with the University of the West Indies provided students in 12 Caribbean countries with access to a high-quality online programming for their Bachelor of Science in Nursing (BScN). 
  • Entrepreneurial mentor training through an online seminar using interactive case studies and role play.

Further information

 More details of the work of the Centre for Digital Education Strategies can be found here: http://ce-online.ryerson.ca/ce/default.aspx?id=3665

More detailed posts on each of the four projects listed above will follow shortly.

Using scenarios to develop ‘soft’ skills

Image: © BottomLinePerformance.com, 2013

Image: © Bottom Line Performance.com, 2013

Boller, S. (2013) Best Practices for Using eLearning in Soft Skills Training Bottom Line Performance, July 13

I blogged recently about the link between online learning and a knowledge-based economy, and discussed particularly the need to develop the knowledge and skills needed in a digital, knowledge-based economy. These include the development of ‘soft’ skills, such as communication, leadership, management, and conflict resolution skills.

Bottom Line Performance is a leading U.S. corporate training consultancy that runs a blog that is often very useful generally for those using e-learning. The above article is an interview with Alicia Ostermeier, BLP’s Senior Learning Advisor, who provides some useful guidelines for teaching soft skills through e-learning/blended learning, and in particular through the use of scenarios.

I don’t normally promote commercial companies, but developing scenarios for soft skill development would require some skilled technical support and if you do not have someone with that experience in your organisation, you may want to contact BLP directly if you are interested in this approach.