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Volume 1, Issue 3 ISSN
1528-5804
Print Version
Follow Strand
Harris, J. (2001, May). Teachers as
telecollaborative project designers: A curriculum-based approach.
Contemporary Issues in Technology and Teacher Education
[Online serial] ,1 (3) . Available: http://www.citejournal.org/vol1/iss3/seminal/article1.htm
Note: Judi Harris is noted for expertise on
telecollaborative uses of the Internet in schools. She contributes
to a continuing column in Learning and Leading with
Technology and has authored three texts on curriculum-based
e-Learning, most recently Virtual Architecture: Designing and
Directing Curriculum-Based Telecomputing . In 1996, Judi
received ISTE's SIGTel Educational Telecomputing Outstanding
Achievement Award "for pioneering vision and development of
innovative curricular design and K-12/University collaboration
models that stimulate and showcase cooperative telecomputing
activities in classrooms worldwide."
The following paper was presented in May, 2001 as a
keynote address for the Open Education Association's annual
conference in Seoul, South Korea. It synthesizes her work on
designing telecollaboration and teleresearch that has been
published in a number of venues during the past decade.
Teachers as Telecollaborative Project
Designers: A Curriculum-Based Approach
JUDI
HARRIS
University of Texas at Austin
Successful technology-using teachers function more
as instructional designers than lesson planners. This is especially
true when they seek to incorporate the use of forward-thinking,
computer-mediated innovations such as telecomputing tools into
existing curricula. New tools require new techniques, incorporated
into new models of teaching and learning processes, if the tools'
most powerful attributes (Clark, 1983) are to be exploited. When
attempting to encourage meaningful curricular infusion of
telecommunications into elementary, middle-level, and
secondary-level learning, teachers must pay careful attention to
key ideas both from diffusion of innovations research and from the
education of instructional designers.
The Diffusion of Interactive Communications
Innovations
Everett Rogers (1986) has qualified his well-known
work on the diffusion of innovations to address the special nature
of the diffusion process occurring when communications innovations
are adopted. Meta-analytic synthesis of communications studies
results has revealed three ways in which the adoption of
telecommunications innovations differs from similar processes with
other innovation types.
-
A critical mass of adopters must be using
the innovation to persuade potential adopters to do the same; "the
usefulness of a new communication system increases for all adopters
with each additional adopter" (p. 120).
-
The degree of use of a communications
innovation, rather than the decision to adopt it, is the dependent
variable that will indicate the success of the diffusion
effort.
-
New communication technologies are tools
that can be applied in many different ways and for different
purposes. Therefore, adoption of these innovations is an active
process that involves much re-invention, or "the degree to
which an innovation is changed or modified by a user in the process
of its adoption and implementation" (Rogers, 1995, p. 174).
It is the importance of re-invention that must not
be overlooked when seeking to ensure the meaningful integration of
telecomputing tools into school curricula. Innovations that are
more flexible, with many possible applications (like
telecommunications innovations), and those that are shared via a
decentralized diffusion network (like eLearning tools), are more
likely to be re-invented than those that are less flexible or are
diffused according to a centralized plan (Rogers, 1986). Also,
re-invention appears to be important psychologically to adopters of
such innovations (Rogers, 1995); adopters must take the innovation
and "make it their own" if they are to continue using the
innovation. When helping teachers to learn to use telecomputing
tools, educators must anticipate, stimulate, and encourage
teachers' re-inventions of curriculum-based telecomputing
applications. Sadly, this is not what usually occurs.
Teacher as Instructional Designer
Most teachers, working alone in a classroom, are
both the designers and the deliverers of instruction (Briggs,
1977). This implies that teachers are expected to design learning
activities for their students on an ongoing basis; selecting,
adapting, and using instructional materials and activities
according to the learning needs and styles of each unique group of
students. The extent to which this design process is effective
determines, in part, students' eventual learning success.
When new teaching/learning tools are presented to
teachers for possible adoption, what happens? Once the initial
technical and procedural aspects of use are presented (preferably
through hands-on experience), curriculum integration is addressed.
This sequence is appropriate, because powerful educational
applications of new technological tools with unique media
attributes (Clark, 1983) cannot be conceived until potential
adopters are aware of the full range of those attributes (Rogers,
1995).
But what happens then? In many cases, the
now-technically-facile teacher is presented with a plethora of
application ideas, often in the form of lesson plans or project
reports, usually separated by content area and/or grade level.
Educators are then asked to choose from many different activities
that were created to fit the needs and preferences of groups of
students different from their own, and adapt these
activities for use in their own classrooms. With no guidance in the
design of powerful innovation applications, it is no wonder
that so few initial curriculum integration attempts with
educational technologies exploit the unique characteristics of the
innovations. It should not be surprising that so many applications
seem similar to those that were implemented with more traditional
media--for example, the early proliferation of one-to-one penpal
letters sent via electronic mail (Riel & Levin, 1990).
To ensure the adoption and maximally powerful,
continued use of educational innovations, teachers (and students)
must have opportunities to re-invent educational
applications as instructional designers. But since the unique
attributes of the new tools imply that specialized applications
must emerge if powerful use is to be made of the innovations,
instructional design cannot be modeled solely upon the structures
of educational activities that make use of more traditional media.
New models for activity design must be provided for all but
the most creative and innovative educators, if new tools are to be
used in new ways.
Instructional Design: A Models
Approach
The work of Joyce and Weil (1972, 1986) and their
advocates (e.g., Gunter, Estes, & Schwab, 1990) suggests that
teachers' planning for instruction is greatly facilitated by their
taking a models approach to instructional design. With this
approach, teachers choose from a variety of structures (e.g.,
direct instruction, Socratic inquiry, class discussion, or
cooperative learning) the model that, given the learning needs and
preferences of a particular group of learners, will best help the
students to accomplish specified educational goals. An important
assumption of this approach is that there is no one "best" model
for any student, teacher, or group. Rather, a variety of models; a
"cafeteria of alternatives" (Joyce & Weil, 1972, p. xiv),
carefully selected and consciously applied, will help to create
optimal learning environments for students.
Much of what has been published about using models
in instructional design addresses selection in terms of type of
teacher-student and student-student interaction (e.g., lecture,
recitation, small-group cooperative learning), and asks the teacher
to design specific learning activities that are appropriate in the
selected classroom environment. While this level of guidance may be
sufficient for teachers who are using instructional media familiar
to them, it is probably insufficient for the teacher who seeks to
infuse powerful use of new educational innovations with
unique media attributes. Models for the design of forward-thinking,
cross-curricular, multi-level activities must also be
provided if educational innovations, such as eLearning tools, are
to be used meaningfully in elementary, middle-level, and secondary
curricula. Strain (1986) characterized this distinction in level at
which model application occurs as the difference between a general
"curriculum plan" and a specific "instructional procedure" (p.
287).
The use of models in the instructional design of
educational activities, rather than the replication/adaptation of
existing lesson plans and activity ideas, allows for the large
amount of re-invention necessary to make long-term innovation
adoption probable in a majority of classrooms. The more
unlike a previously employed tool an educational innovation
is perceived to be, the more important it is to provide models of
activity frameworks, purposes, and specific instructional
procedures to potential innovation adopters. This design assistance
can be called "wetware"; thinking tools for teachers that help us
to create effective opportunities for student-centered
learning,
Structuring Open Education Spaces
Teachers create spaces for their students'
learning. Like interior designers, who can suggest furniture
choices and placements. Teachers plan learning activities aimed at
helping their students achieve curriculum-related goals. The
structures of these learning activities are like the furniture and
its arrangement in a particular room. When doing either kind of
design, people-centered but goals-oriented decisions must be made.
What functions will the furniture/activities serve? What
preferences do their eventual users have? How well-suited are the
choices to those functions and preferences? How well do the choices
fit together in the space? How well do they fit the larger
environment of which this space will be a part?
Skillful, student-centered teachers create spaces
for learning that accommodate multiple possibilities for student
action. Like interior designers, teachers can predict a range of
probable actions within a particular furnished/structured space,
but they cannot predict minute-to-minute movements of the people
who will use the space. Rather, since teachers will be present
within the learning spaces they design for students, they plan to
use careful observation of learners, tempered by awareness of
curriculum requirements, informed by past experience, and
heightened by present sensibility, to shape emerging learning
experiences. Teachers structure learning spaces, like they furnish
rooms, to facilitate and encourage desired processes and
outcomes.
Spaces for Understanding
Performances
Student-centered learning activities, unlike
traditional "lesson plans," are structured more than they
are scripted. How do teachers go about structuring a
flexible, but focused, learning activity? Accor d ing to a powerful model developed by Stone
Wiske (1998), teachers must first decide what their students should
understand as a result of engaging in a learning activity.
What is "understanding?" According to Wiske,
Understanding is being able to carry out a
variety of actions or "performances" that show one's grasp of a
topic and at the same time advance it. It is being able to take
knowledge and use it in new ways. ( Wiske,
1998 )
Wiske and her colleagues suggested that teachers
"teach for understanding." Wiske's "Teaching for Understanding"
framework is built upon four questions that undergird what teachers
must consider as they design and function within learning
spaces:
-
What topics are worth understanding?
-
What about these topics needs to be
understood?
-
How can we foster understanding?
-
How can we tell what students understand? ( Wiske,
1998 )
When designing learning activities, teachers are
addressing all four questions, but primarily the third. Wiske calls
learning activities "performances of understanding":
Performances of understanding are activities
that require students to use what they know in new ways or
situations to build their understanding of unit topics. In
performances of understanding students reshape, expand on,
extrapolate from, and apply what they already know....Performances
of understanding help students build and demonstrate their
understanding, Although a "performance" might sound like a final
event, performances of understanding are principally learning
activities. They give both you and your students a chance to see
their understanding develop in new and challenging situations over
time....Performances of understanding require students to show
their understanding in an observable way. They make students'
thinking visible. ( Wiske,
1998 )
Structures for Learning Spaces
Many possibilities exist for structuring
performances of understanding or learning activities. When teachers
brainstorm these possibilities, they unconsciously use models of
learning activities with which they are already familiar. Many
times, these familiar activity structures serve students'
understanding needs well. Yet when attempting to integrate use of
online tools and resources into students' curriculum-based,
understanding-focused learning activities, familiar models do not
seem that powerful. They do not often exploit new tools'
distinctive attributes. If traditional tools could support a
learning activity just as well or better than new tools could,
there would seem to be no advantage in taking the time and effort
necessary to learn to use, then implement instructionally, the new
tools.
From a shortsighted perspective, this could be used
as an argument against designing curriculum-based lear n ing activities in which students make
powerful use of eLearning tools and resources. "Students have been
learning just fine in my class with the activity structures that I
already know how to use," a teacher might think. While probably
true, this way of thinking can inadvertently limit what and how
students can learn. Would they not be best served if
teachers were familiar with more, rather than fewer,
ways to structure learning experiences? From this better-informed
perspective, the learning spaces that can be configured for
students to bring to life could only be more powerful and more
appropriate to their needs and preferences.
Needed are new, flexible frameworks that can be
used to structure understanding-focused learning activities that
help students make powerful, worthwhile use of online tools and
resources. I have proposed these as telecollaborative activity
structures, teleresearch activity purposes, and sequences of
student actions (Harris, 1998). How can these combine to help
teachers to design students' learning spaces?
Choosing Structures, Purposes, and
Sequences
Once teachers decide what their students should
understand after engaging in one or more learning activities, they
can decide how these activities could best be structured. Using
students' content and process needs and preferences as criteria,
how do teachers select from many options a combination of
structures, purposes, and sequences to use to students' maximum
educational benefit?
The answer: by focusing now upon what students
should do to build understanding while they are engaged in
the learning activities being planned. In essence,
telecollaborative activity structures, teleresearch purposes, and
student action sequences are "wetware"—mental design tools
that help teachers think concretely about students' learning
processes. These structures, purposes, and sequences can be
used to configure the ways in which teachers will ask students to
engage with content and with each other in learning space designs
that teachers sketch and students bring to life.
The remainder of this paper will suggest a
collection of 18 such activity structures, 6 such activity
purposes, and 7 such student action sequences that can be used by
teachers, functioning as instructional designers, in the
re-invention (and therefore successful adoption) of telecomputing
tools.
Telecollaboration and Teleresearch
Curriculum-based eLearning can take many forms, but
is essentially either online collaboration, also called
'telecollaboration,' or online research, also called
'teleresearch .' Telecollaborative learning activities are
those in which students communicate electronically with others.
Teleresearch learning activities are those in which students locate
and use online information. Online collaboration and research are
frequently combined in larger-scale educational projects. Both can
be done using text, still images, animated images, and sound. Both
are available in either synchronous (immediate) or asynchronous
(delayed) modes. Both can reproduce what students already do when
they collaborate and do research using earlier-vintage learning
materials. Yet to make these new opportunities worth the time,
effort, and other resources necessary to bring them into the
classroom, it is important to use the new tools in new and powerful
ways.
Collaborative online learning activities can offer
many educational benefits to their participants. The nature of
these benefits depends, in large part, upon the specifics of each
activity's design, and how well the skill the activity makes
possible educationally matches the needs and preferences of
participating students. In general, curriculum-based
telecollaboration is most appropriate when students can be well
served by
-
Being exposed to multiple points of view,
perspectives, beliefs, interpretations, and/or experiences.
-
Comparing, contrasting, and/or combining similar
information collected in dissimilar locations.
-
Communicating with a real audience using written
language.
-
Expanding their global awareness.
Doing research online can offer an ever-expanding
wealth and variety of current information to learners. Whether this
abundance helps or hinders students' curriculum-based learning
depends, like online collaboration, upon the activity's design, and
also upon students' information-seeking and information-appraising
skills. In general, curriculum-based teleresearch is most
appropriate when students can be well served by
-
Accessing information not available locally.
-
Viewing information in multiple formats (e.g.,
text, graphics, video).
-
Comparing and contrasting differing information on
the same topic.
-
Considering emerging and very recent information
(e.g., interim reports of research studies in progress).
-
Delving deeply into a particular area of
inquiry.
Educators can design online activities and projects
that help students to experience and benefit in these ways by
considering telecollaborative activity structures and teleresearch
activity purposes.
Telecollaborative Activity Stuctures
Activity structures characterize a
telecollaborative learning activity's framework, or "skeleton."
Each structure can be found supporting learning in most curriculum
areas and at most grade levels. For this reason, the activity
structure serves as an instructional design tool. It is a way for
teachers to think about learning processes specific to particular
types of educational activities.
This paper concerns telecollaborative activity
structures in particular. Of course, other activity structures
exist; teachers use them, often without realizing it, every time an
educational activity is designed. However, telecollaborative
activities are supported by structures that are unfamiliar to many
educators at the present time. This is why it is important to learn
about and use them consciously and deliberately.
In an informal content analysis of hundreds of
educational telecomputing activities that were shared by
teacher-designers via the Internet, 18 telecollaborative activity
structures organized into three genres of student action emerged.
The genres of student action are labeled according to the dominant
types of learning acts that each class of activity structure
encompassed: interpersonal exchange, information collection and
analysis, and problem-solving.
-
Interpersonal Exchanges are those
activities "in which individuals talk electronically with other
individuals, individuals talk with groups or groups talk with other
groups" (Harris, 1998, p. 18). Interpersonal Exchanges include
keypals, global classrooms, electronic appearances, telementoring,
question-and-answer activities, and impersonations.
-
Information Collection and Analysis
activities "involve students collecting, compiling, and comparing
different types of interesting information" (Harris, 1998, p. 33).
Information Collection and Analysis activity structures include
information exhanges, database creation, electronic publishing,
telefieldtrips, and pooled data analysis.
-
Problem Solving activities promote critical
thinking, collaboration, and problem-based learning. Problem
Solving structures include information searches, peer feedback
activities, parallel problem solving, sequential problem solving,
telepresent problem solving, simulations, and social action
projects.
Table 1 explains each of the
18 activity structures. They include:
Interpersonal Exchange
-
Keypals
-
Global Classrooms
-
Electronic Appearances
-
Telementoring
-
Question & Answer
-
Impersonations
Information Collection and Analysis
-
Information Exchanges
-
Database Creation
-
Electronic Publishing
-
Telefieldtrips
-
Pooled Data Analysis
Problem Solving
Remember that these structures are tools to
help teachers think about how the Internet may be used to enhance
curriculum-based teaching and learning in classrooms via
telecollaboration. They are not prescriptions for successful
Internet use.
Teleresearch Activity Purposes
Teleresearch is not an educational activity unto
itself. It serves different purposes for students' learning,
determined by the purposes for and ways in which information is
located and used. Stated according to what learners do when engaged
in teleresearch, these purposes include
-
Practicing information-seeking and
information-evaluating skills.
-
Exploring a topic of inquiry or finding answers to
a particular question.
-
Reviewing multiple perspectives upon a topic.
-
Collecting data remotely.
-
Assisting authentic problem-solving.
-
Publishing information syntheses or critiques for
others to use.
Designing Telecollaboration and
Teleresearch
Using students' curriculum-related content and
process needs and preferences as criteria, how do teachers select
from many options a combination of telecollaborative structures and
teleresearch purposes to use to students' maximum benefit?
The answer: By focusing upon what students should
do to build understanding while engaged in the learning
activities that teachers plan. Not only must the activity be
structured; teachers need to predict, to some extent, the
sequence of student actions necessary to complete the
activity in ways that promote students' learning.
The process emphasis of the design tools presented
here—telecomputing structures, purposes, and
sequences—is immediately apparent when reviewing the range of
student action sequences evident in curriculum-based,
eLearning activities teachers have created and used successfully in
their classrooms:
-
Correspond: Prepare a communication locally
then send it to others. They respond, and the process
continues.
-
Compete: Register to participate, then do
an activity locally. Submit completed work by a deadline, then
receive feedback.
-
Comprehend: Locate online resources, then
make primarily local use of them.
-
Collect, Share, and Compare: Create something locally,
then add it to a group of similarly created works, combined to form
a centrally located collection.
-
Chain: Do an activity locally, create
records of that activity, then send something on so that the next
group can do something similar.
-
Come Along: Shadow others as they travel
either physically or cognitively, perhaps communicating briefly in
the process.
-
Collaborate: Work with remotely located
others to realize a common goal.
Multiple action sequences are usually evident
within a particular curriculum-based telecomputing project.
Activity structures often work together to form the project's
overall structure. In any telecollaborative and/or teleresearch
project, therefore, there are one or more activity structures,
teleresearch purposes, and action sequences working together that
describe the plan and its implementation in the classroom.
Combinations of Structures
Following are several student-centered project
examples that help learners make particularly powerful,
curriculum-based use of eLearning tools and resources. Notice how
each combines multiple activity structures, purposes, and sequences
to achieve an engaging, inquiry-based, open educational
experience.
Project Atmosphere Australia Online (PAA)
This site ( http://www.schools.ash.org.au/paa/student_activities.htm
) offers a veritable virtual smorgasbord of meteorology-related
resources and activities, from which participating teachers can
select one or more, thereby building customized weather projects
for their classes. The "Weather Recording" information exchange
activity, for example, brings daily weather observation data via an
e-mail distribution list from many classes around the world. Each
participating class measures and reports the following at
approximately 1 pm local time:
-
Current temperature
-
Percentage cloud cover
-
Cloud type(s) evident
-
Rainfall for last 24 hours
-
Wind direction
-
Wind speed
-
Relative humidity (if possible)
-
Barometric pressure trend
-
Recent weather conditions
-
Outlook for next 24 hours
( http://www.schools.ash.org.au/paa/recording.htm
)
The PAA activity "Weather Experts On-line," offers
question-and-answer services by professional meteorologists in
Australia and the USA "Weather Folklore" is a global (classroom)
information exchange of stories and proverbs that are weather
related. "Weather Headlines" and "Weather Writing" are information
exchanges in which students report, respectively, on significant
local weather events and how the weather affects daily activities
and moods. More than a dozen such simple, yet potentially powerful
activities are facilitated through this well-organized site.
Students enact the action sequences "correspond," "collaborate,"
and "collect, share, and compare" while actively learning about the
weather.
From the Arctic to the Desert
This site was a multidisciplinary project
planned for third and fourth grade students in Alberta,
Canada
(
http://www.2learn.ca/projects/projectcentre/pages/Nunavut/MainPage.html
). Combining the telecollaborative activity structures of keypals,
global classrooms, telefieldtrips, question and answer activities,
and electronic publishing with teleresearch for exploring topics of
interest and publishing information syntheses, students used the
action sequences of "correspond," "comprehend," and "come along"
to, in their teachers' own words,
...learn about the lifestyle of the people
who lived in our icy Canadian northern desert and in the hot, sand
desert of Arabia . We also wanted to learn about how animals adapt
to these two environments. We hoped to make connections with people
who live in these two harsh environments to learn more about the
animals and landscapes of these two types of deserts.
Ducky 2000
Ducky 2000 ( http://www.cadvision.com/nlbrown/ducky2000.htm
), another project from Alberta, helped elementary students in nine
classes across Canada, plus one class each in Australia and in the
US have rich learning experiences centered around hatching duck
eggs. This student-inspired, emergent project used global
classroom, information exchange (e.g., duck/chick comparison
charts) and electronic publishing activity structures, plus
teleresearch to find out more about ducks and solve authentic duck
care problems. Students in participating classes comprehended,
corresponded, and collected/shared/compared all kinds of
duck-related information, experiences, and reflections. A visit to
this delightful site is definitely recommended.
Primary Focus: Process or Content?
These example projects demonstrate that, as
learning space/activity designers, like interior decorators,
teachers combine and arrange components primarily according to how
they think a space's inhabitants will behave in satisfaction of
their needs. Teachers create the space to ease and support such
needs satisfaction, in accordance with known learner preferences,
when possible. Yet although the satisfaction of needs is the
ultimate goal of any plan for the configuration of a space (whether
for learning or for living), most of teachers' time and effort as
designers is spent considering the "within-the-space" processes
that will assist the space's occupants. Though as educational
designers, teachersare responsible for ensuring the learning of
content, they do so only through the awareness of educational
processes that can help students develop true understanding.
First published in 1993, the structures, purposes,
and sequences overviewed in this paper combine in numerous
permutations to describe the wide range and variety of eLearning
project designs. They also serve as planning tools that can help
teachers to think concretely about facilitating students' learning
processes within the context of curriculum requirements, and with
an eye toward customized, motivating educational experiences
. It is hoped that they will continue to be used to develop
and frame the ways in which students engage with curriculum-related
content—and with each other—in learning space designs
that educators may sketch, but learners and teachers
together bring to life.
Thomas Huxley said years ago, "The great end of
life is not knowledge but action." It is in their roles as
designers of spaces for students' actions that teachers express,
through their own actions, what is most valuable and unique about
the art and craft of education.
References
Briggs, L.J. (Ed.). (1977). Instructional
design: Principles and applications. Englewood Cliffs, NJ:
Educational Technology Publications.
Clark, R.E. (1983). Reconsidering research on
learning from media. Review of Educational Research, 53,
445-459.
Dawson, K., & Harris, J. (1999). Using
Internet-based telecollaboration to enhance elementary-level social
studies learning. Social Studies and the Young Learner, 11,
P1 - P4.
Gunter, M.A., Estes, T.H., & Schwab, J.H.
(1990). Instruction: A models approach. Boston: Allyn and
Bacon.
Harris, J. (1998). Virtual architecture:
Designing and directing curriculum-based telecomputing. Eugene,
OR: International Society for Technology in Education.
Joyce, B., & Weil, M. (1972). Models of
teaching. Englewood Cliffs, NJ: Prentice-Hall.
Joyce, B., & Weil, M. (1986). Models of
teaching (3rd ed.). Englewood Cliffs, NJ: Prentice-Hall.
Riel, M.M., & Levin, J.A. (1990). Building
electronic communities: Success and failure in computer networking.
Instructional Science, 19, 145-169.
Rogers, E.M. (1986). Communication
technology: The new media in society. New York: The Free
Press.
Rogers, E.M. (1995). Diffusion of
innovations (4th ed.). New York: The Free Press.
Strain, J.E. (1986). Method: Design-procedure
versus method-technique. System, 14 (3), 287-294.
Virtual Architecture's Web Home : http://ccwf.cc.utexas.edu/~jbharris/Virtual-Architecture/
.
Wiske, M.S. (Ed. ). (1998). Teaching for
understanding: Linking research with practice. San Francisco,
CA: Jossey-Bass Publishers. Also available online at http://learnweb.harvard.edu/alps/tfu/about1.cfm
Contact Information
Judi Harris
University of Texas at Austin
528L Sanchez Building
Austin, TX 78712-1294
(5l2) 471-5211
judi.harris@mail.utexas.edu
Table 1
Summary of Activity Structures (from Dawson & Harris, 1999,
p. 2)
|
Genre
|
Activity Structure
|
Description
|
|
INTERPERSONAL EXCHANGE
|
Keypals
|
Students communicate with others outside their classrooms via
email about curriculum-related topics chosen by teachers and/or
students. Communications are usually one-to-one.
|
|
Global Classrooms
|
Groups of students and teachers in different locations study a
curriculum-related topic together during the same time period.
Projects are frequently interdisciplinary and thematically
organized.
|
|
Electronic Appearances
|
Students have opportunities to communicate with subject matter
experts and/or famous people via email, videoconferencing, or
chatrooms. These activities are typically short-term (often
one-time) and correspond to curricular objectives.
|
|
Telementoring
|
Students communicate with subject matter experts over extended
periods of time to explore specific topics in depth and in an
inquiry-based format.
|
|
Question & Answer
|
Students communicate with subject matter experts on a
short-term basis as questions arise during their study of a
specific topic. This is used only when all other information
resources have been exhausted.
|
|
Impersonations
|
Impersonation projects are those in which some or all
participants communicate in character, rather than as themselves.
Impersonations of historical figures and literary protagonists are
most common.
|
|
INFORMATION COLLECTION AND ANALYSIS
|
Information Exchanges
|
Students and teachers in different locations collect, share,
compare and discuss information related to specific topics or
themes that are experienced or expressed differently at each
participating site.
|
|
Database Creation
|
Students and teachers organize information they have collected
or created into databases which others can use and to which others
can add or respond.
|
|
Electronic Publishing
|
Students create electronic documents, such as Web pages or
word-processed newsletters, collaboratively with others. Remotely
located students learn from and respond to these publishing
projects.
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Telefieldtrips
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Telefieldtrips allow students to virtually experience places
or participate in activities that would otherwise be impossible for
them, due to monetary or geographic constraints.
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Pooled Data Analysis
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Students in different places collect data of a particular type
on a specific topic and then combine the data across locations for
analysis.
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PROBLEM SOLVING
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Information Searches
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Students are asked to answer specific, fact-based questions
related to curricular topics. Answers (and often searching
strategies) are posted in electronic format for other students to
see, but reference sources used to generate the answers are both
online and offline.
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Peer Feedback Activities
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Students are encouraged to provide constructive responses to
the ideas and forms of work done by students in other locations,
often reviewing multiple drafts of documents over time. These
activities can also take the form of electronic debates or
forums.
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Parallel Problem Solving
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Students in different locations work to solve similar problems
separately and then compare, contrast, and discuss their multiple
problem-solving strategies online.
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Sequential Creations
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Students in different locations sequentially create a common
story, poem, song, picture, or other product online. Each
participating group adds their segment to the common product.
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Telepresent Problem Solving
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Students simultaneously engage in communications-based
realtime activities from different locations. Developing
brainstormed solutions to real-world problems via teleconferencing
is a popular application of this structure.
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Simulations
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Students participate in authentic, but simulated,
problem-based situations online, often while collaborating with
other students in different locations.
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Social Action Projects
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Students are encouraged to consider real and timely problems,
then take action toward resolution with other students elsewhere.
Although the problems explored are often global in scope, the
action taken to address the problem is usually local.
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