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Essay Review
Galina Culpechina
3523 words
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 2
Table of Contents
Topic....................................................................................................................................3
Conclusion.........................................................................................................................15
References..........................................................................................................................16
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 3
Essay Review
Topic
challenges faced by learners, the opportunities the environment presents, and the factors
So far, most research has focused on asynchronous e-learning. The results on its
learning has received much less research attention (Hrastinski, Keller & Carlsson, 2010).
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 4
feedback for learners. However, the research results on its benefits are inconclusive.
synchronous virtual Adobe Connect sessions have recently become a required part of the
online program, I realize that instructors are unprepared to implement synchronous media
and are in urgent need of guidance on when and how to use and design synchronous e-
The focus of this critical essay review is on summarising and evaluating previous
learning.
This critical essay review is used to inform instructors how to use synchronous
and builds learning community . Overall, it is used to share best instructional design
instruction (Ely, 2003; Khan, 2005). In order to fulfill these demands, e-learning should
According to Allan and Thorns (2009), video conferencing technology has been
used for connecting dispersed people. This idea echoes those of other researchers, for
example MacIntosh also stated that the advancement of technology makes it possible for
distant learners to access more effective and inexpensive instruction (MacIntosh, 2001).
However, as Allan and Thorns found, it has not been as effective in creating a
"close to real life communication experience" as expected. Allan and Thorns propose
shifting from "why the technology is unable to meet social expectations" (cause and
effect) to viewing the technology as a social disposition. They suggest shifting the locus
of power from the quest for the ultimate design (different design features) to investigating
how users perceive the use of technology (reaction to the practices affiliated with the
technology) (Allan & Thorns, p.449). They have adopted Bourdieu's Habitus and Field
Theory, and their survey findings suggest that viewing the technology as a social entity
rather than focusing on the marvels of the technology, will help deliver ultimate FTF
experience.
collaborate, discuss, engage with peers and tutors and share personal experience as
The study of MacIntosh (2001) revealed that the participants valued the authentic
environments that fostered collaboration. Another positive result was that video
conferencing in distance learning classes increased students' interaction and engaged the
Townsend, Demarie, & Hendrickson, 2001; Wilkinson & Hemby, 2000), enhance
community (Dawson, 2006) and accelerate information flows within a team (Carr, Cox,
Unlike Allan and Thorns (2009), Sarah Cornelius (2013) emphasizes the
importance of understanding the technical challenges that learners face. They address the
question of "why the technology is unable to meet social expectations" and discuss that
teachers using synchronous conferencing tools may have little first-hand experience as
learners in these environments and may not be aware of the technical issues with audio,
conferencing tools, such as time delay (Freeman, 1998; Pittman, 2003), low quality of
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 7
audio and video (Wilkinson & Hemby, 2000), and lack of training for utilizing new tools
needing guidance on when and how to use and design synchronous e-learning. They
propose design exemplars that can help manage and use synchronous virtual classrooms
learning theory (Slj, 1999; Vygotsky, 1978) and Wenger's (1998) theory of learning as
social participation) on when and how to use and design synchronous e-learning:
wide relations
reconsider lecturing, where learners mainly listen. Instead, they should address the
individual needs of their learners and create opportunities for learners to meet in smaller
wide relations
The authors argued that videoconferencing could be a good means for learners
and teachers to get to know each other (Hrastinski, Keller, & Carlsson, p.659) and
(Tuovinen, 2000). This exemplar echos the findings of Leidner and Jarvenpaa (1995) who
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 8
suggest that students communicate with each other or the entire class rather than on a
especially planning work, negotiating who does what and when, and decision making.
Hrastinski, Keller, & Carlsson suggest that further developments of this design
theory need to better take account of which medium is suitable for different activities
Leslie, A., Beverley, E., & Sian conducted a study with online nursing students.
The majority of students participated actively and highly valued interaction with
instructors, the opportunity to ask questions, share opinion, and receive feedback. They
also appreciated learning activities, materials, fun and interaction. Teaching and learning
methods provided increased student satisfaction and effective learning. Students felt
The study also found that computer literacy varies and is an underdeveloped skill
in these mature nurse students. The same findings were reported by Sarah Cornelius
(2013).
In her book The Virtual Training Guidebook: How to Design, Deliver, and
Implement Live Online Learning, Cindy Hugget shares the best practices for live virtual
training design, a three-step design process, and gives tips and ideas for helping students
She suggests three basic design considerations for a virtual training classroom:
Class size
Frequency of interaction
Timing
Regarding the class size, the most common range for virtual classrooms in the
UMD Executive MBA program (where I design online courses) is between 10 and 25
participants. Hugget argues that most training classes are kept small to allow for
meaningful discussion and facilitator observation and feedback of skill practice (Chapter
4). By increasing the participant numbers over 20 we are likely to lose the interactivity,
the discussion opportunities, and the ability to easily coach participants on the new skills.
emphasizes that virtual training should engage participants, which can be achieved
through frequent, meaningful activities that keep their attention. Similar to Hrastinski,
Keller, & Carlsson, she argues that lecture is one of the least effective ways to teach and
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 10
learn a new skill. We should design interactions (when participants are actively doing
something with other participants or the teacher) every three to five minutes. Break up
speeches with exercises and engaging discussions. Fowler echos her in this and suggests
As far as timing is concerned, according to Hugget, the ideal time for highly
interactive virtual live sessions is 45 to 60 minutes, and the maximum time is up to 120
minutes.
In her book Hugget offers a Virtual Training Design Model, which I find very
effective:
The best learning objectives specifically tie to what learners need to know or do
on the job. Having a clear and specific objective will help you understand how the
students may be asked to read. each designer/teacher should ask a question: Would
participants benefit from being together to learn this particular objective? If the answer is
positive, then the virtual session may be best to address the topic.
my program), for example, allows a video demonstration and has breakout rooms.
It is also important to plan an activity that will help your students to learn how to
relevant practice opportunities and can be applied in the real world. Depending on the
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 11
content type and the objective, you can create the activities based on a video
experiences. You can ask the participants to "raise their hand, respond to questions via
chat, take part in a poll, draw/write on the whiteboard, work in pairs or groups in
breakout rooms, etc. The most important thing to keep in mind is that the activities should
curriculum. First, the exact number of virtual sessions, offline or self-paced assignments,
and how these components fit together. The second type of structure is the flow of each
virtual training session: the sequence of learning content and activities within a session.
Thus, for any of my 5-week UMD courses, there are five 90-minute virtual sessions, one
each week.
Two most important areas in each synchronous session are opening and
sequencing.
part in a poll or share any questions they have about the platform or content of this week.
Introduce it.
Practice it.
Apply it.
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 12
If there are several topics to cover, this sequence should be repeated several times
and appropriate available tools should be considered to keep students active and help
Other important topics Hugget covers is the use of visual aids and creating
facilitator guides.
Hugget states that slides are used by most teachers, and they should be used to
keep learners' attention, provide guidance and help present and visually enhance the
content. She suggests keeping slides clean and engaging and provide students with
handouts. Fowler (2005) also discusses PowerPoint. She argues that it is a tool that is
often used while creating synchronous content and that it is overused; slides are usually
packed with data, screens become too "busy" and students "tune out". Fowler suggests
that slides should be created with a minimum of words and should have concepts,
questions, and/or graphics that encourage conversation. Fowler also emphasizes that all
the content in the synchronous virtual classroom should include only "need to know"
students know how to access these resources and when/why they might decide to use that
information.
found Hugget's part about creating a well-designed facilitator guides very important. The
exercises and increase the comfort level for participants not experienced in the
To effectively deliver virtual classes, instructors need to learn the basics of live
online delivery, the technology used, the content and design of the class, and to learn to
multitask. Instructors/facilitators also need to have backup plans in case the Internet
connection is interrupted or the computer crashes. Most importantly, they have to be able
In her book Live and Online! Tips, Techniques, and Ready-to-use Activities for
the Virtual Classroom, Fowler extends Hugget's virtual synchronous design overview and
Fowler discusses that the synchronous environment provides tools for real-time
Here is how Winer and Ray (1994) describe collaboration: "when individuals put
aside personal agendas in favor of the common goal of the group, they are collaborating.
The groups create a plan to meet a goal, determine team leadership and responsibilities,
and share resources to attain the common goal." Before instructors decide to include this
level of collaboration, they need to make sure it supports the overall learning goals.
According to Fowler, some other tools that can be used to support a virtual
Audio discussions
Live video
Discussion boards
INSTRUCTIONAL DESIGN OF VIRTUAL CLASSROOMS 14
students to learn. But even if all of these factors are in place, you are not guaranteed
Many teachers may have little first-hand experience with virtual classroom
environments and may experience technical difficulties with audio, video, headsets and
breakout rooms. In addition, they may not be aware of the same issues their learners
experience and have little experience in designing and facilitating synchronous sessions.
activities that align with the objective and establishing a collaborative relationship with
students will lead to a successful synchronous virtual session. Learning how and when to
use tools for real-time collaboration, such as whiteboards, chat, breakout rooms,
application sharing, synchronized web browsing, discussions, polls, etc. will help
Attention should also be paid to creating a clear structure of each session, having
a strong and engaging opening and sequencing of activities, using well-designed visuals,
Conclusion
classrooms are added to asynchronous online courses, it is important that there is new
awareness of its vast potential in order to ensure that this technology is fully exploited for
Designing open, flexible, and distributed e-learning systems for globally diverse
learners is challenging. This critical essay provides appropriate support to faculty who
will be able to use synchronous virtual classroom as a valid educational resource and
enhance teaching and learning in virtual learning environment using best practices for
References
Allan, M., & Thorns, D. (2009). Being Face to Face-A state of Mind or Technological
Carr, T., Cox, L., Eden, N., & Hanslo, M. (2004). From peripheral to full participation in
Clark, R. C., & Kwinn, A. (2007). The new virtual classroom: Evidence-based guidelines
Cornelius, S., Gordon, C., & Ackland, A. (2011). Towards flexible learning for adult
interaction and sense of community. The Internet and Higher Education, 9(3),
153-162.
Ely, D. P. (2003). Selecting media for distance education. Syracuse, NY: ERIC
Fowler, S. (2005). Live and Online! Tips, Techniques, and Ready-to-use Activities for the
Horton, William Kendall. Designing web-based training: How to teach anyone anything
Hrastinski, S., Keller, C., & Carlsson, S. A. (2010). Design exemplars for synchronous e-
Huggett, C. (2014). The virtual training guidebook. American Society for Training and
Development.
Martin, F., & Parker, M. A. (2014). Use of Synchronous Virtual Classrooms: Why, Who,
Leidner, D. E., & Jarvenpaa, S. L. (1995). The use of information technology to enhance
Leslie, A., Beverley, E., & Sian, M. P. (2015). Enhancing the online learning experience
McKinnie, R. (2008). Best practices for delivering virtual classroom training. White
http://students.cna.nl.ca/~tpittman/ED6590PaperTPittman.PDF
Slj, R. (1999). Learning as the use of tools: a sociocultural perspective on the human-
Tolmie, A., & Boyle, J. (2000). Factors influencing the success of computer mediated
Winer, M., & Ray, K. (1994). Collaboration Handbook: Creating, Sustaining, and
Enjoying the Journey. Amherst H. Wilder Foundation, 919 Lafond, St. Paul, MN
55104.