Changing the Interface of Education with Revolutionary Learning Technologies
        
        
        
         Technologies such as streaming video, virtual learning environments, and 
  teleoperated experiments are entering the Web-based learning arena. Along with 
  the development of a second-generation online education infrastructure, it will 
  be necessary to consider changing the interface of education—reinventing 
  pedagogy for the new interface, including multimedia and hypermedia enhancements, 
  and creating the educational standards necessary for generalized deployment. 
  Here, Nishikant Sonwalkar provides an overview of key issues that we hope will 
  spark a discussion among the various stakeholders in the development of online 
  learning systems.
Technologies such as streaming video, virtual learning environments, and 
  teleoperated experiments are entering the Web-based learning arena. Along with 
  the development of a second-generation online education infrastructure, it will 
  be necessary to consider changing the interface of education—reinventing 
  pedagogy for the new interface, including multimedia and hypermedia enhancements, 
  and creating the educational standards necessary for generalized deployment. 
  Here, Nishikant Sonwalkar provides an overview of key issues that we hope will 
  spark a discussion among the various stakeholders in the development of online 
  learning systems.
An undeniable shift is taking place now from classroom teaching and learning 
  to asynchronous Web-based and Web-supported learning environments. The dissemination 
  of educational content is surely moving from a teacher-to-student model to a 
  technology-enabled interface. As our roles evolve from “sage on the stage” 
  to “guide on the side,” this shift will be evident in the modes of 
  technology that support the educational interface.
Many of these mode changes have already taken place. Simple interfaces, such 
  as Internet browsers, are now providing the glue to connect students to teachers 
  and to self-paced online courses. Advances in voice and pattern recognition 
  technologies will soon enable more natural interfaces. And widespread use of 
  wireless personal digital assistants (PDAs) and embedded screens in cellular 
  phones will enhance both communication and interaction.
The increase in the power of personal computers is leading the way toward virtual 
  reality learning environments. Technologies such as head mounted displays (HMD) 
  and data gloves are interfaces for immersive, partially immersive, and enhanced 
  reality environments.
Reinventing Pedagogy
From studies in brain surgery, cognitive science, psychology, linguistics, 
  and artificial intelligence, theories have emerged about the capacity of the 
  human brain to learn. In answering the fundamental question of how we learn, 
  we look to the basic modes of cognition—touch, smell, sound, vision, and 
  taste—and to the primary educational modes of listening comprehension, 
  ocular comprehension, and haptic comprehension. Cognition is a complex process 
  that results from multimodal perception, and research has shown that cognitive 
  competence presents itself differently in individual learners.
Of the numerous pedagogical models proposed in education science literature, 
  those developed for online distance education do not take full advantage of 
  the online medium. In attempting to harness the capabilities of digital interfaces, 
  the mistake is often made of recreating a classroom-teaching model within an 
  online learning environment. Online technology designed to mimic the classroom 
  becomes a restriction and a barrier to the teacher’s ability to impart 
  knowledge.
A fundamental paradigm shift is necessary to create a pedagogical model with 
  the asynchronous technological interface in mind. The pedagogy must allow for 
  flexibility, interactivity, and media-rich and adaptive environments that both 
  provide individualized learning and are also accessible to large numbers of 
  learners for collaborations and group discussions. This learning environment 
  must allow multiple modes of cognition.
Hypermedia-based education systems are flexible, with multiple pathways for 
  cognition and learning. Multimedia enhancements and hypermedia-based instruction 
  will possess the flexibility required by digital interfaces. In hypermedia-based 
  systems, multimedia objects in the form of audio clips for graphical objects, 
  annotated video segments, and online simulations are presented with an associated 
  database of concepts. The modes of learning change from textual to audio, and 
  audio to video, and so forth, as the learner invokes the multimedia objects 
  merely by clicking on links. This provides the flexibility to acquire knowledge 
  from different modes, e.g., auditory, visual, and kinesthetic. Web browsers 
  are networked hypermedia interfaces that allow such flexible, multimodal explorations 
  for a given subject matter.
There is an acute need to define a framework for the educational models that 
  will provide a basis for the implementation of online education. The basis of 
  learning starts with cognitive pathways, which we use to acquire and assimilate 
  information. These cognitive pathways refer to the sensory perceptions of the 
  human mind and include vision, hearing, touch, smell, and taste.
The sensory organs provide the necessary stimulus for infants to assimilate 
  information and the human brain to assimilate knowledge. With the development 
  of language skills, higher order learning becomes possible. The cognitive pathways 
  then become text, graphics, audio, video, animation, and simulations. These 
  cognitive pathways to the human brain predominantly utilize vision and hearing; 
  however, in a simulated environment it is also possible to use haptic interfaces 
  as a means of knowledge acquisition.
There are several learning models that can be used for online asynchronous 
  learning, including apprenticeship, incidental, inductive, deductive, and discovery. 
  Each model offers a unique way to represent content. Access to each of the models 
  enables the learner to master the content more readily.
The combination of media and pedagogically inspired learning styles can be 
  represented as a cube (Figure 1) where the media—text, graphics, audio, 
  video, animation, and simulation—are ordered from simple to complex, and 
  the cognitive-based learning styles—apprenticeship, incidental, inductive, 
  deductive, and discovery—also scale by learner involvement. The third axis 
  describes the paradigm shift from a teacher-centric to a learner-centric modality 
  of learning.
Multimedia Enhancements
Recent developments in digital imaging, streaming audio and video, and interactive 
  human-machine interfaces provide a wealth of opportunities to enhance the learning 
  experience. More important than the technologies, however, is the context in 
  which the multimedia enhancements are presented to learners. The design and 
  development of combined media components—text, graphics, audio, video, 
  animation, and simulations—for enhancing the learning process will depend 
  on the learning model appropriate for the delivery of given course content. 
  A list of a few potential multimedia enhancements might include:
  - Audio annotations to graphics
- Graphical visualization
- Audio annotations to video demonstrations
- Video demonstration of graphical elements
- Animated graphical frames (animated gifs)
- Audio annotations for animated graphics
- Animation of physical concepts
- Text annotations to video frames
- Animated simulations
- Numerical simulations for parametric studies
- Graphical simulation of mathematical equations
Video, animations, and simulations offer exceptional potential for enhancing 
  the interface of education. Experimental demonstrations and real-life experiences 
  and situations can be captured on video and provided as digital video.
  
Video can be a window to the real world for a given theoretical 
  description. In the past, there were considerable bandwidth, cost, and quality 
  issues associated with video enhancements. However, with the development of 
  video compression and real-time video streaming technology, many of these barriers 
  have been overcome, and the potential for significantly increased bandwidth 
  is real.
Animations are an inexpensive alternative to the video demonstration. 
  The animations of physical phenomena or a difficult concept can bring the point 
  home much more effectively than video clips can. However, animations are not 
  substitutes for video demonstrations.
Simulations can provide a risk-free environment for understanding 
  the consequences of parametric variations and can be considered “hands-on 
  experience” in place of real situations. For example, flight simulators 
  are used to train fighter pilots, and dangerous or expensive laboratory experiments 
  can be conducted without risk, and at a lower cost. The environments created 
  by numerical and animated simulation provide a unique opportunity to learn while 
  increasing the retention of the concepts.
Standards for Educational Media
In the past decade there have been several proposals for creating a uniform 
  standard that will provide a basis for universal use, reuse, and sharing of 
  learning objects. Since the adaptation of models used in library science to 
  categorize content objects (the Dublin Core), there has been a movement to create 
  metadata and standards for shared media—this includes Instructional Management 
  Systems (IMS) metadata standards, IEEE 1484 metadata and database standards, 
  extensible markup language (XML), educational markup language (EML), database 
  structures for educational components (Aviation Industry CBT Committee-Computer 
  Managed Instruction), and a sharable courseware object reference model (SCORM). 
  These standards and markup languages will potentially provide the means to define 
  course structure, objects, and hierarchy.
The goal of standards for educational media is to provide a taxonomy, methodology, 
  and object structure that will coordinate the development of online educational 
  courses. Most of these standards are in the evolutionary stage and the winner 
  in the race to be the de facto standard remains unclear.
Toward a Fundamental Change
The paradigm shift in the pedagogical design of online education will require 
  much more in-depth study and analysis of existing methods and evolving technologies. 
  Clearly, education delivery is not simply information transfer. There is much 
  to learn, but we already know much about the potential of the technology for 
  multimodal delivery of learning material to a variety of online learners.
   
    | The 
      Five Fundamental Learning Styles for Online Asynchronous Instruction | 
   
    | Apprenticeship A “building block” approach for presenting concepts in a step-by-step 
      procedural learning style.
 | Incidental Based on “events” that trigger the learning experience. Learners 
      begin with an event that introduces a concept and provokes questions.
 | Inductive Learners are first introduced to a concept or a target principle using specific 
      examples that pertain to a broader topic area.
 | Deductive Based on stimulating the discernment of trends through the presentation 
      of simulations, graphs, charts, or other data.
 | Discovery An inquiry method of learning in which students learn by doing, testing 
      the boundaries of their own knowledge.
 |