NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
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Assessing the effects of interactivity features on learning effectiveness in an<br />
asynchronous video-based online learning environment<br />
Barry Coughlan, b.coughlan2@nuigalway.ie<br />
M.Sc Applied Computing and Information Technology<br />
Supervisor: Ms. Karen Young<br />
Abstract<br />
In the past few years many universities, including MIT,<br />
Harvard and Stanford have begun to provide video<br />
lecture content for free online, and non-academic<br />
equivalents such as Khan Academy have seen a sharp<br />
rise in popularity. Their growth can be attributed to<br />
the increased availability of broadband, the growing<br />
popularity of video-sharing sites and the availability of<br />
free video hosting from these sites. However, these<br />
video-sharing sites are not designed with education in<br />
mind. The goal of this research is to improve the state<br />
of video technologies used in an educational context.<br />
1. Online Learning Environments<br />
The constructivist learning theory asserts that<br />
students learn when they actively construct knowledge<br />
through interaction with peers, instructors and course<br />
content, with a focus on active participation. The<br />
constructivist approach is well-suited to online learning<br />
environments. These environments allow students to<br />
work at their own pace and in their own time, and<br />
interact with others though synchronous<br />
communication (e.g. real-time chat) and asynchronous<br />
features (e.g. discussion boards, e-mail). Hypertext<br />
content is easily navigated, well-structured and quickly<br />
searchable (a feature lacking in traditional media).<br />
2. Video Learning and Content<br />
Interactivity<br />
Research into video-based learning environments<br />
has shown marked improvements over text-based<br />
environments, but its efficacy is contingent on the<br />
interactivity features present in the system. University<br />
institutions that provide online lectures have generally<br />
not gone beyond the formats of linear video, due to the<br />
constraints imposed by technology and video providers.<br />
Current online video solutions generally suffer from<br />
poor structural transparency, low navigability, high<br />
cost of editing and no control of pace.<br />
3. Proposed Design<br />
The following features will be explored in the design:<br />
3.1. Navigation<br />
Typically, text media can be navigated through a<br />
nested table of contents. Video navigation could be<br />
improved by adding a table of contents and colourcoding<br />
sections in the video navigation bar.<br />
11<br />
3.2. Searching<br />
Associating subtitles, keywords and descriptions<br />
with sections of video allows students to quickly locate<br />
relevant material.<br />
3.3. Controlling pace<br />
The ongoing development of the HTML5 standard<br />
allows native video to be displayed within the browser,<br />
allowing the ability to change the rate of video<br />
playback without altering the pitch, allowing users to<br />
control learning pace in the same way that they can<br />
control the pace at which they read a textbook.<br />
3.4. Editing<br />
Video material is difficult to edit due to the cost of<br />
production. The use of text annotations to add<br />
corrections may provide some relief in this regard.<br />
4.1. Integrating online community features<br />
Video e-learning has rarely been integrated with<br />
online learning environments which permit interaction<br />
and engagement with peers and instructors. This<br />
project will explore the combination of video and text<br />
environments on learning effectiveness.<br />
5. Measuring Learning<br />
Student completion rates can be 10-20% lower in<br />
online courses when compared to face-to-face courses.<br />
It is therefore important to measure student satisfaction<br />
when assessing a particular environment, as students’<br />
enjoyment of using a particular system could affect<br />
their willingness to continue using it. It has been<br />
shown that test grades do not accurately measure<br />
learning outcomes. The constructivist approach focuses<br />
on real-world problem solving, and thus an assigned<br />
task might be a better reflection of learning outcomes.<br />
This research will explore the most appropriate method<br />
to quantifiably assess learning gains using task<br />
performance as a proxy.<br />
5. Conclusion<br />
While many institutions have invested resources in<br />
exploring the potential of on-demand video education<br />
resources, the development of suitable technologies has<br />
not reflected this interest. Current systems lack<br />
navigability, are difficult to search and edit and don’t<br />
allow users to control the pace of learning. This<br />
research seeks to advance the state of the art of ondemand<br />
educational video technology,