Sunday, September 30, 2012

Evaluating the effectiveness of e-learning



Perhaps at this point, e-learning is still a very fluid concept, considering that the world is not at the level whereby e-learning is genuinely widespread yet. Currently, we define e-learning as learning that is facilitated by the use of digital tools and content, and that it involves interactivity between the learner and their teacher or peers. Institutions hope to provide convenience and flexibility to learners while improving performance and access with e-learning. However, preparing and developing e-learning materials is a costly and time-consuming enterprise, without being able to predict the take-up rate and genuine benefits before such programmes are launched and tested.

Furthermore, e-Learning is touted to develop the skills and competencies needed in the 21st century to ensure that students have the digital literacy and skills requires in their discipline, profession or career. However, at a closer look, perhaps some may realise that this is a chicken and egg situation. Is the student first digitally literate, competent and skillful, consequently being able to fully reap the benefits of e-learning, or is e-learning supposed to train them in this area of digital competence throughout the process of learning about other main topics?

The former seems to make more sense as e-learning would logically be extremely difficult for anyone who is not digitally competent. The process of e-learning should allow users to learn through digital tools, and fully exploit the digital medium for its benefits (which would only work if users have the capacity to use them), instead of expecting them to pick up digital skills while also absorbing the main content of what is being communicated through the digital medium.

A feature of online instruction over paper-based learning processes is the ability to employ multiple media types to present ideas and concepts. These include the playing of games, sharing of videos, simulation, and much more. However, how close does the ideal of online learning match against the reality of delivery? Through personal experience, the blended approach which involves both face-to-face, as well as online interaction and learning is the most effective in matching the ideal of e-learning to the reality of delivery.

In secondary school, my first encounter with e-learning was News In Class by Channel News Asia. At that time, my school used the programme in both English and Mandarin, with the aim of getting students interested and talking about local and international current affairs. This blended approach of presenting digital media as well as discussing issues face-to-face, as a class was rather effective (to me).  It created tasks for us to undertake as students – which is thinking critically about current issues and presenting our thoughts to the class in a discussion. This form of interaction then provides us with an experience, which is likely to lead us to the desired new understanding.


In polytechnic, we also experienced e-learning as part of the blended approach for the module – Basics of Entrepreneurship. In that module, students were required to play a game (similar to Cisco Aspire as shown above) to experience the challenges of running a business. The fundamental idea of the game is to simulate the whole process of starting and financing a new company. Players go through this process as an entrepreneur and as an investor. As an entrepreneur, players would have to find their own business opportunity, communicate ideas to other people and negotiate funding with investors. Successful players would obtain (fictional) funds to start their companies. While taking the role of an investor, players learn to recognize good business opportunities, to mentor and critique entrepreneurs, to make difficult choices about which companies to finance, and to negotiate terms with entrepreneurs.

In addition, we have class discussions every week to sharpen our understanding of the entrepreneurial process by discussing and analyzing business problems that we faced as entrepreneurs in the game. This method was effective for me as the approach allowed for interaction with my tutor and peers both online and offline. Furthermore, e-learning is more effective when there is a reason or motivation for students to undertake an educational activity if the learning is to be memorable and considered valuable. From my perspective, this entrepreneurship game provided students with an interesting context or scenario, which is able to assist the activity to have meaning. With the freedom to fail, students can see the importance of business skills in the real world through the game and gain valuable experience without any fear of financial losses. Therefore, it allows the learner to pass through many levels within the cognitive domain of Bloom’s Taxonomy, from remembering to evaluating.

All in all, I find that e-learning is the most effective when it involves a participatory design and implementation approach, where the e-learning system is a two-way street, allowing ongoing communications between educators and users. If done right, e-learning has the potential to produce great results by decreasing costs and improving performance in terms of accelerating knowledge development and learning as well as promoting critical thinking.




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