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Design Decisions Informed by
          Theory
   Applying the Case-Based Method in Designing Self-
              Directed Online Instruction


                 Heng Luo (Patrick), Syracuse University.
                        E-mail: heluo@syr.edu

                 Tiffany A. Koszalka, Syracuse University.
                         E-mail: takoszal@syr.edu
The importance of
                       theory informed
                            design




                                                 Case-based
Discussion                                     method in online
                                                 instruction




                                         The design
                                     decisions informed
     Preliminary Results
                                       by theory and
                                        technology
The importance of theory informed design
                Problem

              The capacity of technology
              • more interactive
              • Customizable
              • Multi-functional
              • Easy-to-use


                     Technology integration in
                     education
                     • Minor supplement
                     • New tools in old model
                     • Used inconsistently and infrequently
                     • Little conclusive effect
The importance of theory informed design
                Reason



                                                Existing theory in ID
                                                  and psychology


                                                                          The development and
                                                                          refinement of its application
                                Their
                                contribution
                Technology      to an               Rationale behind design
                functions and   existing        decisions supported by data
                affordances     instructional
                                solution
 Cutting-edge
 technologies


                                                                               Design implications
Design decisions informed by theory
                          Existing instruction

                                What
                                do we
                    Gap          have
                                                 problem



                 What          Design            What          Technology
 Designed
                  we                             we can        affordances
 instruction     need         decisions           do




               solution                          integration
                                What
                                works



                               Theories
Case-based method in online instruction
     Why the case-based method?

                Well-established
                     theory



                Easily supported
                by technologies




                   The gap in
                    research
Case-based method in online instruction
      What do we know about it?
Table 1: Preliminary results from literature review on the case-based method.
Definition               It embraces an array of pedagogical practices with no precise connotation
                         (Dooley & Skinner, 1977). Some well-cited definitions include the ones
                         coined by Matejka & Cosse (1981), and Ertmer & Russel (1995).
Key characteristics     Cases are used as exemplars, as opportunities to practice analysis and
                        contemplate action, and as stimulant for personal reflection (Merseth,
                        1996)
Theoretical roots       It is rooted in the learning theory that sees human mind as a pattern
                        recognizer (Churchland, 1995; Clark, 1997, 2003; Elman et al., 1996); it is
                        also considered as a type of problem-based instruction (Jonassen &
                        Hernandez-Serrano, 2002).
Benefits                It enhances learner’s understanding of concepts and problem-solving
                        skills, promotes discussion, reflection and critical thinking, increases
                        motivation and retention.
Limitations             Cases are expensive and time consuming to develop; they place high
                        demand on teachers and can be inefficient, episodic, discontinuous and
                        unstructured in some contexts (Shulman, 1992).
Factors affecting      Learner characteristics like self-awareness, goal-orientation, prior
technology-supported knowledge and leaning styles (Ertmer et al., 1996; Choi et al., 2008); case
case-based instruction modality, user control and instructor’s role (Baker, 2009).
Case-based method in online instruction
            How to study it?
  The research method is guided by the formative                   Phase One: Define key
  research methodology proposed by Reigeluth and Frick             characteristics of the
                                                                    case-based method
  (1999). The study will be conducted in the following four            and provide
  interrelated phases to address the research questions:          implications for design




                                         Phase Four: Revise the                             Phase Two: Develop a
                                          theory of case-based                               self-directed online
                                         method for designing                               tutorial as an instance
                                           self-directed online                               of the case-based
                                                instruction                                        method.




http://entrepforkid.syr.edu/index.html                             Phase Three: Refine
                                                                    the online tutorial
                                                                    through iterative
                                                                    cycles of tests and
                                                                         revisions.
The current version of the online tutorial
Design decisions informed by theory
For detailed information regarding the design and development of the
Case-based online tutorial, please visit the International Journal of Designs for
Learning. http://scholarworks.iu.edu/journals/index.php/ijdl/article/view/1102/1296


         content


         layout


         source


         Case development
Content: five components

A typical online tutorial   Case-based tutorial
Component 1: definition of entrepreneurial skills
Component 2 : multimedia cases
Component 3: text description of strategies, activities
                  and techniques
Component 4: interactive features
Component 5: guidance on how to use the tutorial
Layout: nothing is arbitrary
Layout: nothing is arbitrary
Layout: nothing is arbitrary
Source: where to find case materials
Curiosity Creek After School Program: What is it?
Curiosity Creek: why is it?
  Many important entrepreneurial skills can be developed in the
  program activities.
  The club is based on the concept that students’ subject-
  matter expertise and skills can be developed through fun,
  hands-on and themed activities.
  Curiosity Creek as a good example showing that an
  entrepreneurship program can embrace different themes and
  formats appropriate for children.
  Our facilitating experience provided us with abundant first-
  hand materials for case development, which made cases
  more vivid, interesting and rich in context; it also made case
  development much easier for us.
Case Development: what are effective cases
        and how to create them?


 criteria           materials         Presentation   Purpose
 • authentic        • Conversation    • image        • grounded in
 • representative   • problems        • video          skill
 • relevant         • worksheets      • animation      development
 • interesting      • student works                  • based on
                                                       learning
 • thought-         • Reflection
                                                       objectives
   provoking        • other
A Case of Case Development:
   brainstorming activity
Preliminary results: Cases

1. Cases to facilitate learning: most participants agreed
   that real cases helped them comprehend abstract
   concepts, and some cases furthered their
   understanding of a specific concept, and inspired
   new ideas for them. Artifacts such as worksheets,
   sample works were also effective cases.
Ratings on the Case and Non-Case Features of the Online Tutorial

    No                                     Statement                                  Sum         Mean
                                                                                      N=11
1        The content in the tutorial presented specific knowledge within the           14          1.27
         context of an after-school program for elementary and middle school
         students.
3        The scenarios discussed in the tutorial helped me understand my                8        0.73
         instructional design context better.
5        I often got bored during the tutorial.                                          1       0.09
                                                                                    (reversed)
7        The cases discussed in the tutorial helped me focus on designing for           11       1.00
         entrepreneurial skills development.
9        My design ideas at the end of the tutorial were inspired by studying the       6        0.55
         cases in the tutorial.
11       I learned useful lessons of how to develop entrepreneurial skills for          11       1.00
         children by completing the tutorial.
                                                                                        51         0.77
2        I needed to memorizes many facts during the tutorial                           -1        -0.09
4        I needed to assess my comprehension of the content in one tutorial             4          0.36
         before moving to the next.
6        I engaged in many hands-on activities during the tutorial.                     -6        -0.55
8        What I found the most useful in the tutorial were the definitions of key       6         0.55
         concepts (e.g. entrepreneurial traits, innovation, etc.)
10       My learning heavily relied on the external information sources (e.g.          -14         -1.27
         websites, database, linked documents) provided by the tutorial.
                                                                                       -11         -0.2
Comprehension of tutorial content
  “it is not above my head, it is something that I can connect at a
  practical level and use that information to inform whatever my
  design is going to come out to be.”
  “I learned information from the context, and it also broadened my
  limited view on this whole entrepreneurial theme. Because I think the
  examples in the tutorial include doing something for the environment,
  something with insects; and I am like: ‘Mm, why I was thinking of this
  project in such a limited way!’ I didn’t even think of doing a project that
  can be focusing on the environment, or promoting that aspect of it.”
Change on learning outcome
  From “business presentation” to “science fair”
Artifacts like students’ work or instructional
worksheets are useful cases.
Preliminary results: Multimedia


2. Multimedia as effective delivery format: multimedia
   cases were preferred by the participants, who spent
   more time on pages with animations or videos. Many
   participants identified themselves as visual learners
   and claimed the use of multimedia activated multiple
   senses for learning thus enhanced long-term memory.
   However, some considered the use of images or
   animations as “elementary” and were annoyed by the
   “popped-up stuff”.
Rating on the Usefulness of Multimedia in the Online Tutorial:


 No                                 Statement                                 Sum       Mean
                                                                              N=11
12    Multimedia elements (e.g. video, audio, images, and animation)           15       1.36
      used in the tutorial increased the authenticity of the cases.
      (authenticity: the quality of being real or true)
13    Multimedia elements like the help-aids and examples of student           13       1.18
      products helped me better understand the concepts presented in
      the tutorial
14    Some of my design ideas were inspired by studying multimedia             7        0.64
      elements (video, image, or animation, etc.) presented in the
      tutorial
15    I prefer cases to be presented in text with less multimedia.             13       1.18
                                                                           (reversed)
16    I like how the cases were presented in an online tutorial.                7       0.64
17    Multimedia elements used in the tutorial made the cases more     11               1.00
      interesting
18    I think the use of multimedia in the case descriptions was       9                0.82
      distracting                                                  (reversed)
19    Use of multimedia enhanced my understanding of the cases.        12               1.09
20    Use of multimedia prolonged my process of studying a case.       5                0.45
                                                                           (reversed)
                                                                               92       0.93
During the interview, the participants described their
learning experience with both the paper-based tutorial and
the multimedia online tutorial. The common reasons
participants gave for their preference for the multimedia
one are 1) it fits their learning style; 2) it seems more
interesting and stimulating; 3) it activates multiple senses
and enhanced information storage and retrieval.
However, multimedia is not the solution for everyone.
  “I didn’t need the ‘elementary’ part on the left; I felt like, you know, I am
  not a little kid, I can understand from reading of what it is; I don’t need see
  a picture.”
  “Well, the only thing that I thought was weird was, when I was reading on
  the tutorial; and later the picture on the side, you guys would have talking
  bubbles (emerging captions) … I would be reading, and the talking bubbles
  would start to appear, so I couldn’t keep up with reading what I was trying
  to read on the side (laugh)...I want to see what they (bubbles) were saying,
  but I wanted to finish reading the information first.”
Preliminary results: Interactive
             features


3. Mixed findings about interactive features:
Participants were aware of the interactive features and
actively responded to them. The most appreciated
features were those providing learner controls.
However, participants considered the interaction as
inadequate to facilitate a two-way communication and
provide useful feedback.
Participants’ Ratings on the Usefulness of Interactions in the Online Tutorial




 No                                      Statement                                   Sum       Mean
                                                                                     N=11
21    The tutorial offered me a wide range of hints and help options to help me       9        0.82
      understand the case.
22    I felt like I was having a conversation with the tutorial during my learning    -7       -.064
      process.
23    The case narrations included enough interactions to help me reflect on          6        0.55
      my learning process. (Interaction can be defined as learner controlled
      instructional engagement, such as controlling the learning progress,
      reflecting on the prompting questions, etc.)

24    I responded to most of interaction cues offered in the tutorial during my       9        0.82
      learning process. (an interaction cue is a sign for users to interact with
      the tutorial)

25    I developed appropriate design ideas when responding to interaction             5        0.45
      cues.
26    The tutorial offered me useful feedback on my learning.                         -3       -0.27
27    I was able to control my own learning speed during the tutorial.                15       1.36
                                                                                     34        0.44
learner control:
  “because sometimes when you look at things you can’t really
  (understand), you are like, ‘oh, how does this really relate to the step
  before?’ so you can click and go back there again”.
  “No problem controlling my learning” Versus “there I couldn’t control
  anything; I wanted to hit 'next' when I wanted to hit 'next', and it
  wasn’t letting me bring it (the 'next' button) up until I watched the
  example... Yeah, I was getting annoyed.”
Get engaged:
  “click through” the tutorial gave me“mental breaks to go through
  more things in the next session”.
  “You could interact with the tutorial... I got bored from time to time,
  that helps to cut down my boredom”.
Summary Page
  “because going through the first session of the tutorial, I wasn’t
  thinking like, 'okay, what are the entrepreneurial skills?' like
  communication, teambuilding... I didn’t really think about that when I
  started to type stuff in, when I clicked on the summary page, that’s
  when it occurred to me, like, “okay…” and I started to think in these
  terms.”
Preliminary results: Navigation
             pattern


4. Navigation pattern: generally participants would
follow the “top-down, left-right” natural tendency, and
constantly compared the text instruction with the
multimedia content. They actually spent more time on
text content; and were likely to skip images without
animated effects.
Without animated cues   With animated cues
Studying cases without animated cues
Eye gaze within the first
second when an animated
       cue appears
Proposed guidelines for designing case-based
                  online instruction
1.   Artifacts such as sample products, worksheets, and help-aids can also be used as cases;
     which provide evidence for instructional outcome and ready-to-use instructional
     materials for similar contexts.
2.   In general, cases should be presented in multimedia format, since multimedia cases
     provide more stimuli, convey more information, and accommodate for different
     learning preferences. However, the quantity, length and style of multimedia cases
     should adjust accordingly based on the characteristics of the target users, if known.
3.   Use animations with caution. Although animation is very effective to attract learners’
     attention, it can cause a sense of confusion or surprise if not well designed.
4.   Embed different interactive features to offer great learner control in online CBI.
     Interactive features should allow learners to locate information, adjust speed, skim or
     skip certain content with great ease. Instruction for using such interactive features
     should be made explicit and visible.
5.   Incorporate interactive features that provide feedback. Learners need adequate and
     immediate feedback in online instruction, especially when instructors are not available.
     Certain interactive feature should engage students in self-assessment, provide
     evaluative result, and prompt reflection.
Questions?


Heng Luo (Patrick), Syracuse University.
       E-mail: heluo@syr.edu

Tiffany A. Koszalka, Syracuse University.
        E-mail: takoszal@syr.edu

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Applying the Case-Based Method in Designing Self-Directed Online Instruction

  • 1. Design Decisions Informed by Theory Applying the Case-Based Method in Designing Self- Directed Online Instruction Heng Luo (Patrick), Syracuse University. E-mail: heluo@syr.edu Tiffany A. Koszalka, Syracuse University. E-mail: takoszal@syr.edu
  • 2. The importance of theory informed design Case-based Discussion method in online instruction The design decisions informed Preliminary Results by theory and technology
  • 3. The importance of theory informed design Problem The capacity of technology • more interactive • Customizable • Multi-functional • Easy-to-use Technology integration in education • Minor supplement • New tools in old model • Used inconsistently and infrequently • Little conclusive effect
  • 4. The importance of theory informed design Reason Existing theory in ID and psychology The development and refinement of its application Their contribution Technology to an Rationale behind design functions and existing decisions supported by data affordances instructional solution Cutting-edge technologies Design implications
  • 5. Design decisions informed by theory Existing instruction What do we Gap have problem What Design What Technology Designed we we can affordances instruction need decisions do solution integration What works Theories
  • 6. Case-based method in online instruction Why the case-based method? Well-established theory Easily supported by technologies The gap in research
  • 7. Case-based method in online instruction What do we know about it? Table 1: Preliminary results from literature review on the case-based method. Definition It embraces an array of pedagogical practices with no precise connotation (Dooley & Skinner, 1977). Some well-cited definitions include the ones coined by Matejka & Cosse (1981), and Ertmer & Russel (1995). Key characteristics Cases are used as exemplars, as opportunities to practice analysis and contemplate action, and as stimulant for personal reflection (Merseth, 1996) Theoretical roots It is rooted in the learning theory that sees human mind as a pattern recognizer (Churchland, 1995; Clark, 1997, 2003; Elman et al., 1996); it is also considered as a type of problem-based instruction (Jonassen & Hernandez-Serrano, 2002). Benefits It enhances learner’s understanding of concepts and problem-solving skills, promotes discussion, reflection and critical thinking, increases motivation and retention. Limitations Cases are expensive and time consuming to develop; they place high demand on teachers and can be inefficient, episodic, discontinuous and unstructured in some contexts (Shulman, 1992). Factors affecting Learner characteristics like self-awareness, goal-orientation, prior technology-supported knowledge and leaning styles (Ertmer et al., 1996; Choi et al., 2008); case case-based instruction modality, user control and instructor’s role (Baker, 2009).
  • 8. Case-based method in online instruction How to study it? The research method is guided by the formative Phase One: Define key research methodology proposed by Reigeluth and Frick characteristics of the case-based method (1999). The study will be conducted in the following four and provide interrelated phases to address the research questions: implications for design Phase Four: Revise the Phase Two: Develop a theory of case-based self-directed online method for designing tutorial as an instance self-directed online of the case-based instruction method. http://entrepforkid.syr.edu/index.html Phase Three: Refine the online tutorial through iterative cycles of tests and revisions.
  • 9. The current version of the online tutorial
  • 10. Design decisions informed by theory For detailed information regarding the design and development of the Case-based online tutorial, please visit the International Journal of Designs for Learning. http://scholarworks.iu.edu/journals/index.php/ijdl/article/view/1102/1296 content layout source Case development
  • 11. Content: five components A typical online tutorial Case-based tutorial
  • 12. Component 1: definition of entrepreneurial skills
  • 13. Component 2 : multimedia cases Component 3: text description of strategies, activities and techniques
  • 15. Component 5: guidance on how to use the tutorial
  • 16. Layout: nothing is arbitrary
  • 17. Layout: nothing is arbitrary
  • 18. Layout: nothing is arbitrary
  • 19. Source: where to find case materials Curiosity Creek After School Program: What is it? Curiosity Creek: why is it? Many important entrepreneurial skills can be developed in the program activities. The club is based on the concept that students’ subject- matter expertise and skills can be developed through fun, hands-on and themed activities. Curiosity Creek as a good example showing that an entrepreneurship program can embrace different themes and formats appropriate for children. Our facilitating experience provided us with abundant first- hand materials for case development, which made cases more vivid, interesting and rich in context; it also made case development much easier for us.
  • 20. Case Development: what are effective cases and how to create them? criteria materials Presentation Purpose • authentic • Conversation • image • grounded in • representative • problems • video skill • relevant • worksheets • animation development • interesting • student works • based on learning • thought- • Reflection objectives provoking • other
  • 21. A Case of Case Development: brainstorming activity
  • 22. Preliminary results: Cases 1. Cases to facilitate learning: most participants agreed that real cases helped them comprehend abstract concepts, and some cases furthered their understanding of a specific concept, and inspired new ideas for them. Artifacts such as worksheets, sample works were also effective cases.
  • 23. Ratings on the Case and Non-Case Features of the Online Tutorial No Statement Sum Mean N=11 1 The content in the tutorial presented specific knowledge within the 14 1.27 context of an after-school program for elementary and middle school students. 3 The scenarios discussed in the tutorial helped me understand my 8 0.73 instructional design context better. 5 I often got bored during the tutorial. 1 0.09 (reversed) 7 The cases discussed in the tutorial helped me focus on designing for 11 1.00 entrepreneurial skills development. 9 My design ideas at the end of the tutorial were inspired by studying the 6 0.55 cases in the tutorial. 11 I learned useful lessons of how to develop entrepreneurial skills for 11 1.00 children by completing the tutorial. 51 0.77 2 I needed to memorizes many facts during the tutorial -1 -0.09 4 I needed to assess my comprehension of the content in one tutorial 4 0.36 before moving to the next. 6 I engaged in many hands-on activities during the tutorial. -6 -0.55 8 What I found the most useful in the tutorial were the definitions of key 6 0.55 concepts (e.g. entrepreneurial traits, innovation, etc.) 10 My learning heavily relied on the external information sources (e.g. -14 -1.27 websites, database, linked documents) provided by the tutorial. -11 -0.2
  • 24. Comprehension of tutorial content “it is not above my head, it is something that I can connect at a practical level and use that information to inform whatever my design is going to come out to be.” “I learned information from the context, and it also broadened my limited view on this whole entrepreneurial theme. Because I think the examples in the tutorial include doing something for the environment, something with insects; and I am like: ‘Mm, why I was thinking of this project in such a limited way!’ I didn’t even think of doing a project that can be focusing on the environment, or promoting that aspect of it.” Change on learning outcome From “business presentation” to “science fair” Artifacts like students’ work or instructional worksheets are useful cases.
  • 25. Preliminary results: Multimedia 2. Multimedia as effective delivery format: multimedia cases were preferred by the participants, who spent more time on pages with animations or videos. Many participants identified themselves as visual learners and claimed the use of multimedia activated multiple senses for learning thus enhanced long-term memory. However, some considered the use of images or animations as “elementary” and were annoyed by the “popped-up stuff”.
  • 26. Rating on the Usefulness of Multimedia in the Online Tutorial: No Statement Sum Mean N=11 12 Multimedia elements (e.g. video, audio, images, and animation) 15 1.36 used in the tutorial increased the authenticity of the cases. (authenticity: the quality of being real or true) 13 Multimedia elements like the help-aids and examples of student 13 1.18 products helped me better understand the concepts presented in the tutorial 14 Some of my design ideas were inspired by studying multimedia 7 0.64 elements (video, image, or animation, etc.) presented in the tutorial 15 I prefer cases to be presented in text with less multimedia. 13 1.18 (reversed) 16 I like how the cases were presented in an online tutorial. 7 0.64 17 Multimedia elements used in the tutorial made the cases more 11 1.00 interesting 18 I think the use of multimedia in the case descriptions was 9 0.82 distracting (reversed) 19 Use of multimedia enhanced my understanding of the cases. 12 1.09 20 Use of multimedia prolonged my process of studying a case. 5 0.45 (reversed) 92 0.93
  • 27. During the interview, the participants described their learning experience with both the paper-based tutorial and the multimedia online tutorial. The common reasons participants gave for their preference for the multimedia one are 1) it fits their learning style; 2) it seems more interesting and stimulating; 3) it activates multiple senses and enhanced information storage and retrieval. However, multimedia is not the solution for everyone. “I didn’t need the ‘elementary’ part on the left; I felt like, you know, I am not a little kid, I can understand from reading of what it is; I don’t need see a picture.” “Well, the only thing that I thought was weird was, when I was reading on the tutorial; and later the picture on the side, you guys would have talking bubbles (emerging captions) … I would be reading, and the talking bubbles would start to appear, so I couldn’t keep up with reading what I was trying to read on the side (laugh)...I want to see what they (bubbles) were saying, but I wanted to finish reading the information first.”
  • 28. Preliminary results: Interactive features 3. Mixed findings about interactive features: Participants were aware of the interactive features and actively responded to them. The most appreciated features were those providing learner controls. However, participants considered the interaction as inadequate to facilitate a two-way communication and provide useful feedback.
  • 29. Participants’ Ratings on the Usefulness of Interactions in the Online Tutorial No Statement Sum Mean N=11 21 The tutorial offered me a wide range of hints and help options to help me 9 0.82 understand the case. 22 I felt like I was having a conversation with the tutorial during my learning -7 -.064 process. 23 The case narrations included enough interactions to help me reflect on 6 0.55 my learning process. (Interaction can be defined as learner controlled instructional engagement, such as controlling the learning progress, reflecting on the prompting questions, etc.) 24 I responded to most of interaction cues offered in the tutorial during my 9 0.82 learning process. (an interaction cue is a sign for users to interact with the tutorial) 25 I developed appropriate design ideas when responding to interaction 5 0.45 cues. 26 The tutorial offered me useful feedback on my learning. -3 -0.27 27 I was able to control my own learning speed during the tutorial. 15 1.36 34 0.44
  • 30. learner control: “because sometimes when you look at things you can’t really (understand), you are like, ‘oh, how does this really relate to the step before?’ so you can click and go back there again”. “No problem controlling my learning” Versus “there I couldn’t control anything; I wanted to hit 'next' when I wanted to hit 'next', and it wasn’t letting me bring it (the 'next' button) up until I watched the example... Yeah, I was getting annoyed.” Get engaged: “click through” the tutorial gave me“mental breaks to go through more things in the next session”. “You could interact with the tutorial... I got bored from time to time, that helps to cut down my boredom”. Summary Page “because going through the first session of the tutorial, I wasn’t thinking like, 'okay, what are the entrepreneurial skills?' like communication, teambuilding... I didn’t really think about that when I started to type stuff in, when I clicked on the summary page, that’s when it occurred to me, like, “okay…” and I started to think in these terms.”
  • 31. Preliminary results: Navigation pattern 4. Navigation pattern: generally participants would follow the “top-down, left-right” natural tendency, and constantly compared the text instruction with the multimedia content. They actually spent more time on text content; and were likely to skip images without animated effects.
  • 32. Without animated cues With animated cues
  • 33. Studying cases without animated cues
  • 34. Eye gaze within the first second when an animated cue appears
  • 35.
  • 36. Proposed guidelines for designing case-based online instruction 1. Artifacts such as sample products, worksheets, and help-aids can also be used as cases; which provide evidence for instructional outcome and ready-to-use instructional materials for similar contexts. 2. In general, cases should be presented in multimedia format, since multimedia cases provide more stimuli, convey more information, and accommodate for different learning preferences. However, the quantity, length and style of multimedia cases should adjust accordingly based on the characteristics of the target users, if known. 3. Use animations with caution. Although animation is very effective to attract learners’ attention, it can cause a sense of confusion or surprise if not well designed. 4. Embed different interactive features to offer great learner control in online CBI. Interactive features should allow learners to locate information, adjust speed, skim or skip certain content with great ease. Instruction for using such interactive features should be made explicit and visible. 5. Incorporate interactive features that provide feedback. Learners need adequate and immediate feedback in online instruction, especially when instructors are not available. Certain interactive feature should engage students in self-assessment, provide evaluative result, and prompt reflection.
  • 37. Questions? Heng Luo (Patrick), Syracuse University. E-mail: heluo@syr.edu Tiffany A. Koszalka, Syracuse University. E-mail: takoszal@syr.edu

Notas do Editor

  1. http://youtu.be/95--FfhjlrM
  2. Use the tutorial to show how different pieced are integrated into one case