CAR-TR-797 Sept. 1995
CS-TR-3542
Abstract
In our seven year effort to build electronic classrooms we tried
to balance the pursuit of new technologies with the exploration
of new teaching/learning styles while providing the necessary
infrastructure for faculty training and support, and collecting
ample evaluation data to guide our transformation. This experience
has led to a growing community of faculty users, widespread student
acceptance, and administration support for expansion.
After four years of usage by 44 faculty (20 tenured, 9 untenured,
15 other staff) from 16 departments offering 122 courses with
over 4010 students we are ready to report on the lessons we have
learned. Courses filled most slots from 8am to 10pm, and were
as diverse as The Role of Media in the American Political Process,
Chinese Poetry into English, Marketing Research Methods, Database
Design, and Saving the Bay.
Communications of the ACM, Log on Education column, vol. 38, # 11 (Nov. 1995) 19-24.
*Send Correspondence to Ben Shneiderman, ben@cs.umd.edu
Introduction
Paradigm-shifting landmark buildings are cherished by their occupants
and remembered because they reshape our expectations of schools,
homes, or offices. Classic examples include Thomas JeffersonÕs
communal design of the Òacademical villageÓ at University
of Virginia where faculty and students lived close to classrooms,
Frank Lloyd WrightÕs organic harmony with nature in Fallingwater
(in western Pennsylvania) where the waterfall sounds and leafy
surroundings offered a stress-reducing getaway for an urban executive,
or Kevin RocheÕs open glass-walled Ford Foundation (in
New York City) that promoted new team-oriented management strategies.
Current opportunities for architectural paradigm shifts are often
tied to information and communications enhancements. At many universities
there is a great rush to create electronic classrooms. Sometimes
these combine computer-based multimedia lecture tools with audio-visual
devices connected to a projector, such as Fred HofstetterÕs
PODIUM project at the University of Delaware. In other cases there
are networked computers for each student as in NunamakerÕs
electronic meeting rooms at the University of Arizona or Trent
BatsonÕs ENFI Project at Gallaudet University. The potential
for a paradigm shift in education evokes passion from devotees,
but there is ample reason for skepticism and resistance.
In our seven year effort to build electronic classrooms we tried
to balance the pursuit of new technologies with the exploration
of new teaching/learning styles while providing the necessary
infrastructure for faculty training and support, and collecting
ample evaluation data to guide our transformation. This experience
has led to a growing community of faculty users, widespread student
acceptance, and administration support for expansion.
After four years of usage by 44 faculty (20 tenured, 9 untenured,
15 other staff) from 16 departments offering 122 courses with
over 4010 students we are ready to report on the lessons we have
learned. Courses filled most slots from 8am to 10pm, and were
as diverse as The Role of Media in the American Political Process,
Chinese Poetry into English, Marketing Research Methods, Database
Design, and Saving the Bay.
There is no perfect floorplan that revolutionizes education, but
faculty members who have used the electronic classrooms have explored
novel teaching/learning styles that can create more engaging experiences
for students. While traditional lectures with or without discussion
will remain common, electronic classroom technologies can bring
fresh paint to lectures, while opening transformational windows
to active individual learning, small group collaborative learning,
and entire class collaborative learning.
Laying the Foundation
During the 1980s, the University of Maryland joined many institutions
in building workstation labs and classrooms with computers plus
projectors for teaching software packages. By 1988 our Steering
Committee believed that new teaching strategies for many disciplines
could emerge in an advanced electronic classroom with well-integrated
hardware, software, and networking. AT&T generously supported
our first electronic classroom, which was called the AT&T
Teaching Theater, reflecting our initial goal of supporting better
lectures - we used the performance metaphor to elevate the role
of the instructor. The construction of the second classroom was
supported by IBM as part of their Total Quality Management (TQM)
in Education Grant.
The first classroom was equipped with 22 AT&T 386-based computers
(recently upgraded to AT&T Globalyst Pentium-based computers
with 16MB of RAM and a 570MB hard disk). The second classroom
was equipped with 22 IBM Ultimedia 486-based computers (with 16MB
of RAM, 200MB hard disk). Both classrooms have high resolution
monitors/projectors (768 x 1024 pixels), Microsoft Windows 3.1,
and are networked together with the instructorÕs workstations
plus two large (4 by 6 feet) displays (see photo). Fortunately,
we insisted on a LINK video switcher so the instructor can view
or take over any studentÕs computer and show it on the
large displays.
While circumstances may vary, we recommend four physical design decisions:
- two students per computer to encourage discussion (the AT&T classroom had 4 tiered rows of 5 work areas and the IBM classroom had two concentric U-shaped rows of 6 and 14 work areas).
- monitors are partially recessed into the desks for better sightlines among students and instructors.
- computers are in an adjoining room to reduce bulk, heat, and noise, while improving security.
- connection to the campus net means that floppy disk access and
printing are not needed.
Other features included lighting to minimize glare, sound absorbing
walls and carpets, desks to permit wheelchair access, upholstered
adjustable swivel chairs, and ample air conditioning. A video
console with 3 cameras, ceiling microphones & a wireless microphone
allows faculty to record classes.
Familiar efficiency-related aspects of the electronic classrooms
were electronic grade keeping, online class rosters with student
photos, and some attempts at online tests. Online course outlines,
bibliographies, assignments, datasets, etc. were commonly used.
As with other networked environments, students could access these
any time of day and were able to keep up if they missed a session
or were sick at home. No more delayed homework because the student
lost a handout.
Emergent styles of teaching/learning
As with any research project, excitement emerges as initial expectations
give way to new realities. We originally called our electronic
classrooms Teaching Theaters, but as faculty experimented with
new teaching styles the Steering Committee shifted to the term
Learning Theaters to convey an increased emphasis on student-centered
learning styles. We kept the term Theaters to acknowledge the
key role of faculty. They may have shifted from the Òsage
on the stage to the guide on the sideÓ but they are still
the directors of the process and the source of motivational goal
setting. Most faculty acknowledge spending more preparation time
to use the electronic classroom especially in their first semester,
but one wrote, it is Òwell worthwhile in terms of greater
learning efficiency in the Theater.Ó The teaching/learning
styles we identified included improved traditional lectures, but
the paradigm shifting styles were active individual learning,
small group collaborative learning, and entire class collaborative
learning:
1) Traditional lectures with discussions do occur, but most faculty
are eager to try something fresh in this elegant and novel environment.
Simple and safe explorations include expanded use of videotapes,
demonstrations of software, and use of the video visualizers to
show images from books and newspapers. Some faculty hackers shifted
from plastic slides to PowerPoint for presenting their lectures
with the advantages that changes can be made even while class
is in session and students can be given access to the slides on
the network server for electronic note-taking and annotation.
2) More active individual learning experiences include using software
during class time to write essays in English or poems in a foreign
language, find antecedents of Impressionism in an art history
library of 9000 images, run business simulations to increase product
quality, perform psychological statistical analyses, do landscape
design with computer assisted design and graphics packages, compose
computer programs, and search the internet. A common strategy
(e.g. Norman, K., Navigating the educational space with HyperCourseware,
Hypermedia 6, 1, January 1994, 35-60) is to assign time limited
tasks (3-10 minutes), and then use the video switcher to review
the studentsÕ work, give individual help when necessary,
and show the studentsÕ work to the entire class. The transformational
breakthrough is opening the learning process by rapidly showing
many studentsÕs work to the entire class. This generates
student and faculty anxiety the first time, but quickly becomes
normal. Seeing and critiquing exemplary and ordinary work by fellow
students provides feedback that inspires better work on subsequent
tasks. It takes only one button press to bring up a workstation
making it is quick and even cognitively less demanding that a
mouse click.
3) Small group collaborative learning experiences include having
pairs of students work together at a machine on a time limited
task. Like other researchers we found that pairs learn better
because they can discuss their problems, learn from each other,
and split their roles into problem solvers and computer operators.
With paired teams the variance of completion time for tasks is
reduced compared to individual use and fewer students get stuck
in completing a task. Verbalization of problems has often been
demonstrated to be advantageous during learning and is an important
job skill to acquire for modern team-oriented organizations.
Innovative approaches with larger teams include simulated hostage
negotiations with terrorist airplane hijackers in a course on
conflict resolution, and business trade negotiations in a United
Nations format for a course on commercial Spanish. Teams work
to analyze situations, develop position statements online, and
communicate their positions to their adversaries by the network.
Students become invested in their positions while working hard
to produce desired outcomes. They gain an appreciation of the
importance of accurate and timely data, plus the need to understand
their adversariesÕs positions.
A memorable moment occurred in the first programming course in
which 10 teams wrote components and sent them through the network
to the lead team who combined them into a 173-line Pascal program
all in 25 minutes. The class performed a walkthrough to clean
up bugs till everyone was satisfied, and the program executed
correctly the first time. The instructor was thrilled, but the
students took this in stride as if this was the normal way to
work (Shneiderman, B., Education by Engagement and Construction:
Experiences in the AT&T Teaching Theater, In Maurer, H. ,
Editor, Educational Multimedia and Hypermedia Annual 1993, Association
for the Advancement of Computing in Education, Charlottesville,
VA, 471-479, see http://www.cs.umd.edu/projects/hcil). Typical
final student projects in this course were four times as long
as in traditional classes. Student comments about the electronic
classroom included: ÒThis is a great room...I brag to my
friends about it...I feel sorry for all those other students that
do not have access to this facility - TOO BAD.Ó
4) Entire class collaborative learning experiences focus on the
use of groupware products (VisionQuest from Intellect Corp. and
GroupSystems from Ventana Corp.) to support brainstorming in which
every studentÕs anonymous response to a question is shown
on the large display. In minutes, dozens of diverse 1-2 line suggestions
are brought forward for further discussion, refinement, or voting.
Some faculty (e.g. Alavi) use this approach to start their classes
by asking which issues in the previous class or homework require
further discussion. Within minutes many issues are raised, students
can gauge their understanding compared to others, and the sense
of engagement in shaping the course is dramatically heightened.
Other faculty deal with content questions, business case study
solutions, or course evaluation questions.
Anonymity leads to a livelier and more diverse set of responses
than the usual hand raising, and if a reasonable question is asked
the rapid flood of comments is almost always stimulating. Good
questions should be clear enough that students know what is expected,
and open enough that there are several answers. Wisecracking students
can be sharp and funny, but other students are often quick to
respond with balancing comments.
Other collaborative learning experiences depend on software developed
by support staff (led by Borkowski). In the One Minute Paper each
student writes a paragraph in response to a question and can submit
it signed or anonymously. Instructors review the submissions on
their workstation and select responses to show everyone. The Multiperson
Chat program allows the entire class or subgroups to utilize electronic
discussion rooms in separate windows . Comments may be signed
or anonymous, and the groups can last a few minutes or the whole
semester while generating a log of the discussion for later review.
These styles overcome the dual problems of traditional discussions:
a small number of students frequently respond and a large fraction
of the class never participates. Electronic brainstorming and
chat groups consistently produce higher participation and motivation.
Faculty have to readjust their expectation of how much time to
allocate to these activities because of the vigorous discussions
that they generate.
Community building and infrastructure support
Our naive assumption that improved lectures was the main goal
changed as faculty tried collaborative teaching methods and talked
about them to each other. Faculty who had used paper-based collaborations
appreciated the smoothness of showing typed student submissions
to the whole class. Faculty who had not used collaborative methods
were lured in by the ease and liveliness of an anonymous electronic
brainstorming session. Our initial assumption that students and
faculty would value feedback buttons and meters to indicate comprehension
levels has not been validated. But more active participation by
students using the collaborative tools like the One Minute Paper
and Multichat is a greater success than anticipated.
Some faculty find that adapting to the electronic classroom environment
changes their styles so that they teach differently even in traditional
classrooms. Other faculty vow that they will never teach in a
traditional classroom. We and most of our colleagues want to continue
teaching in these electronic classrooms. We have discovered that
more than our teaching styles have changed - weÕve often
changed our attitudes about what teaching is and revised the content
of the courses we teach. Many faculty have higher expectations
for student projects. Some have become evangelists within their
disciplines about teamwork plus the accompanying communications
skills.
On the negative side, a math professor who used the computers
only to do occasional demonstrations returned to teaching in a
traditional classroom where he had much more blackboard space.
Some reluctant colleagues express resistance to change their teaching
styles and anticipate a large effort to use the electronic classrooms.
To help ensure success of new faculty users, we budget for a high
level of support staff, faculty training, and software acquisition.
Equipment maintenance and some software development complete the
infrastructure needs. The campus-wide Computer Science Center
staff manages the process. Students are hired and trained to provide
daily support for courses, avoiding the need for faculty to deal
with failing machines or network glitches.
The Steering Committee reviews proposals for using the Learning
Theaters and resolves schedule conflicts by time shifts to accommodate
as many courses as possible. We preserve approximately 10% of
the time for instructor preparation and another 10% for demonstrations
to visitors or use by outside groups.
We prepare brochures, send email announcements, build websites
(http://www.umcp.umd.edu/TeachTech/Welcome.html), offer seminars,
and organize annual Technology in Teaching conferences to promote
the electronic classrooms and other initiatives. Faculty in varied
disciplines describe their teaching styles and experiences. Having
dedicated staff and student aides facilitates all these activities.
Evaluations and improvements
Evaluations were always part of our plan, from standard course
evaluations, to use of VisionQuest, and specially prepared questionnaires.
One faculty member conducted a controlled study with 127 students
(Alavi, M., Computer mediated collaborative learning: An empirical
evaluation, MIS Quarterly 18, 2, June 1994, 159-173) indicating
that electronic classroom students had higher perceived skill
development, self-reported learning, and evaluation of classroom
experience than students in a collaborative learning traditional
classroom. Electronic classroom students also had a statistically
significantly higher final exam grade. Popular features were the
electronic note-taking, ability for interactivity, idea sharing,
and brainstorming. Other studies led to at least ten published
reports by individual faculty.
Faculty evaluations and experiences revealed problems. Network
access from outside the classrooms and file sharing methods within
the classroom had to be simplified. Many students wanted more
deskspace while many faculty found the imposing instructor workspace
to be too large. We may have been victims of our theater metaphor,
but this problem was remedied in our second electronic classroom.
Room lighting controls were simplified, but we still have difficulty
making the white board readable while using the large displays
or viewing videos. Students generally were positive and often
enthusiastic: ÒEveryone should have a chance to be in here
at least once...Great tech. Great education technique...Easy to
use, but tends to crash and die at times...The theater is really
the best thing that I could think of to improve the ability to
teach interactively. Even though there were a few humps to get
over at the beginning - it was well worth the effort (and money).Ó
Conclusions
We and others were the architects and the clients for these electronic
classrooms. Living in the environment we created forces us and
other faculty to see the impact of design decisions, encourages
creative problem solving, and clarifies our vision of electronic
classroom design for future construction. Our third and fourth
electronic classrooms will soon be functioning and two more are
under construction. It might be a good idea for other architects
to live in buildings they designed.
Current architectural challenges are to deal with larger classrooms,
allow students to plug in their laptops, and enable movement of
workstations to form physical clusters. Faculty want richer software
tools, easier methods of collaboration, larger image databases,
and faster network access. Cost is a concern, but we see prices
dropping and payoffs increasing. We anticipate that students and
faculty will be attracted to institutions with such facilities.
The largest paradigm shift is not in reshaping physical buildings
or the hardware/software, but in ourselves. The faculty users
feel that there is no turning back. They continue to find novel
corridors towards more active individual and small group learning
experiences, plus entire class collaborative learning that provide
high levels of engagement. Several have applied these concepts
for distance learning situations using video conferencing (e.g.
Alavi and Norman), email, and the World Wide Web (e.g. see http://www.cs.umd.edu/projects/eve/vrtp.html),
while others have explored service-oriented authentic projects
in the university community and beyond (e.g. Shneiderman).
We were taught that form should follow function, but weÕre
learning a transformatinal principle: new forms can inspire new
functions.
Acknowledgements: We are especially grateful for the early influence of Glenn Ricart and Ron Weissman who were key figures in the original proposal to AT&T. The excellence of these electronic classrooms is due to the devoted and continuing efforts of many people, especially Walt Gilbert of the Computer Science Center and Jim Greenberg of the Center for Teaching Excellence. Other contributors were Theo Stone and Jennifer Fajman. We appreciate the vigorous guidance of Elliot Soloway in reshaping the presentation
References
1. Alavi, M. Computer mediated collaborative learning: An empirical evaluation. MIS Quart. 18, 2 (Jun. 1994), 159-173.
2. Norman, K. Navigating the educational space with HyperCourseware. Hypermedia 6 (Jan. 1994), 35-60.
3. Shneiderman, B. Education by engagement and construction: Experiences in the AT&T teaching theater. In H. Maurer, ed., Educational Multimedia and Hypermedia Annual. Association for the Advancement of Computing in Education, Charlottesville, Virg., 1993, 471-479; see http://www.cs.umd.edu/projects/hcil