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Design, Development, and Implementation of


Electronic Learning Environments for
Collaborative Learning

Paul A. Kirschner

Developments in society and business, and Higher education suffers from its stress on
related changes in higher education and the individual acquisition of knowledge and
lifelong learning, require educators and skills in an academic setting while society and
educational designers or technologists to industry cry out for learning outcomes that can
rethink education. Examples of such changes often only be achieved in authentic collaborative
are the growing importance of achieving contexts (Kirschner, Van Vilsteren, Hummel, &
complex learning, the integration of learning Wigman, 1997). Examples of such learning out-
and work in education, and the need for comes are negotiation of meaning in discourse
improved flexibility with regard to time, place, and argumentation, solving ill-structured or
and individual needs. These changes cannot wicked problems in interdisciplinary teams, and
simply be responded to by adding continuous or lifelong learning throughout a
technological solutions implemented according series of employment cycles. It is therefore no
to existing educational approaches. Instead, an wonder that curriculum evaluations at the uni-
integrated view of e-learning is necessary, versity level (e.g., academic audits or accredita-
characterized by the combination of tion reviews) are critical of skills development in
pedagogical, technical, social, and general and collaborative ability in particular.
organizational factors. This two-part special Universities and corporations are also mak-
issue elaborates on the different characteristics ing increasing use of information and communi-
of integrated e-learning, from design through cations technologies (ICT) to help them reach
future topics for research. current and potential students and employees.
As Reeves, Harrington and Oliver (in press)
note, a survey of college administrators (Allen &
Seaman, 2003) indicates that “nearly one-third
of. . . academic leaders expect that learning out-
comes for online education will be superior to
face-to-face instruction in three years, and
nearly three-quarters of them expect learning
outcomes for online education to be equal to or
better than face-to-face instruction.”
To help meet the needs of today’s universities
and tomorrow’s society, there is a conscious
drive toward the integration of learning and
working together as a guiding principle for both
the educational approaches used in these insti-
tutions (i.e., using constructivist techniques in
teaching or learning) and the position and use of
ICT (i.e., using technology to help students, edu-
cational staff, support staff, and employers to

ETR&D, Vol. 52, No. 3, 2004, pp. 39–46 ISSN 1042–1629 39


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40 ETR&D, Vol. 52, No. 3

work together). This approach has a dual func- action by understanding the power and limita-
tion, namely, supporting the use of effective dis- tions of the field as a resource for action (Barnett,
cursive-learning methods (making things 1997a).
explicit, discussing, reasoning, reflecting, con- These views of learning cannot be made
vincing) while allowing for the acquisition of operational in traditional didactic teaching set-
essential social and communication skills tings that are more often than not both individ-
(Dillenbourg, Baker, Blaye, & O’Malley, 1996; ual and competitive in nature. The generic skills,
Mirande, Riemersma, & Veen, 1997). attitudes, and competencies in the vocationalist
This thinking about higher education reform and reflexive views require the implementation
is in line with the integration of the vocationalist of a different approach to learning in a setting
and the reflexive views of learning posited by with a number of qualities:
Goodyear (1998). The vocationalist view of learn- • Shared realistic and relevant problems.
ing, one of operational competence, holds that
• Shared needs and goals.
employers want higher education to attend
more closely to what they consider they need in • Room for multiple perspectives on the prob-
lems and their solutions.
the graduates they recruit. These demands may
include the kinds of specialized technical knowl- • Shared responsibilities both for the process of
edge acquired by some students on some achieving a final product and for the product
courses, but increasingly they refer to generic itself.
skills or competencies (otherwise known as core • Mutual trust between the participants such
skills or transferable skills). Frequently men- that they are valued for their contributions
tioned generic competencies include literacy, and their initiative.
numeracy, communication, foreign language,
In other words, this can only be achieved in a
leadership, teamwork, and information technol-
collaborative or cooperative learning setting,
ogy skills (e.g., Assiter, 1995; Harvey & Mason,
often in electronic form.
1996). Harvey and Knight (1996) concluded that
Before discussing what is needed to achieve
organizations that recruit graduates are looking,
the type of learning and instruction strived for,
above all else, for transformative potential. That
we need to take a short look at what we do not
is, they want new graduates entering their need.
employ to have the capacity to transform their
organization, not merely to enhance its produc-
tivity and competitiveness along current lines.
WHAT IS NOT NEEDED?
Society and industry do not want graduates
merely trained in generic and specific skills. First, we need not postpone action in anticipation
They want graduates to be able reflect upon of technological solutions. One reason for not put-
what is needed, what the possible solutions are, ting off until tomorrow is that all of the techno-
what the repercussions of different solutions are, logical tools that we need are available today,
and then to make a well-considered decision. although some are in early forms of develop-
This reflexivity is best articulated in the writing ment. We have many tools—both proprietary
of Barnett (e.g., 1997a; 1997b), who argued that and open source—to create, order, store, dissem-
individual reflexivity (i.e., the capacity to go on inate, revise, and maintain all manner of materi-
interrogating one’s taken-for-granted universe) als. These are commonly known as word
is necessary for dealing with an essentially processors, authoring systems, learner content
unknowable modern world. Higher education management systems, electronic learning envi-
needs to respond by supporting students in their ronments, and so forth. There are also ever
acquisition of discursive competence, encourag- increasing and ever faster networks to transport
ing self-reflexiveness by framing their initiation information and communicate with others: e-
into a field of thought such that they see its mail or person-to-person-networking for one-to-
essential openness and how they may be actors one and multiple one-to-one communication;
in it, and encouraging informed but critical broad- or webcasts and listservs for one-to-
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INTEGRATED ELECTRONIC LEARNING ENVIRONMENTS 41

many communication; agents for many-to-one The use of already existing approaches falls prey
communication; and discussion groups, multi- to two pitfalls (Kreijns, Kirschner, & Jochems,
casts, or forums for many-to-many communica- 2003). The first is taking social interaction in
tion. Finally, there is a wealth of tools and groups for granted. Many educators think that
widgets that can be incorporated in computer- because it appears that social interaction is easy
mediated information and communication sys- to achieve if not already present in contiguous
tems, such as shared whiteboards, collaborative learning groups, the same will be true in distrib-
writing environments, and Internet relay chat uted learning groups because the environ-
programs. ments—as shown in the previous para-
Second, we must not think that technology graph—allow it. The second pitfall is that the
alone will solve the problem. The technological stimulation of social interaction in such environ-
tools that we choose to introduce often do not ments is usually restricted to only the cognitive
achieve what we hoped they would because of a aspects of learning (i.e., on-task behavior). Most
combination of human nature and conventions. educators are either unaware of or ignore the
Gaver (1996) eloquently argued that: fact that social interaction is also important for
the socio-emotional processes underlying group
forming and group dynamics and, as a result,
[N]ew technologies seldom simply support old work-
ing practices with additional efficiency or flexibility.
think that group forming and group dynamics
Instead they tend to undermine existing practices and are processes that—similar to social interac-
to demand new ones. In this disruption, subtleties of tion—happen automatically. These necessary
existing social behaviors and the affordances upon processes are often the result of what is pejora-
which they rely become apparent, as do the new tively called off-task behavior (to be avoided at
affordances for social behavior offered by technology.
(p 112)
all costs!).
If we do not need new technologies and can-
not make use of traditional educational
This suggests that the process of technology
approaches, what then do we need?
design and implementation requires careful
attention to established practices within the tar-
get community. An interesting example is the
introduction of the escalator. Originally meant WHAT IS NEEDED?
to speed up the movement of people on a stair-
case (i.e., you can move twice as many people in The first thing that we need to do is rethink the
the same time because their stair climbing speed design, development, and implementation pro-
is enhanced by the speed of the escalator) it has cess (Van Merriënboer & Kirschner, 2001). Tra-
slowed the pace down and has led to congestion ditional educational and software–interface
at the top and bottom of escalators because peo- designers are similar in that both tend to design
ple have chosen to stand still and ride the escala- highly prescriptive, solution-driven, context-
tor. Another example is the way in which sensitive solutions through an iterative and
secretaries who learned to type on typewriters integrative process. In education, it is usually
may use word processors (spaces instead of tabs the educational designer, often in a team with
and tabs instead of tables). Technologies and teachers and subject matter experts, who first
social practices are always systemically inter- painstakingly determines what should be
connected, and changes in one need to be con- learned and how it should be taught (e.g., via
sidered with the other in mind. cognitive task analysis), designs and develops a
Finally, we must not attempt to implement system (e.g., formatively evaluating it in a series
these new ways of teaching and learning via of iterative steps), implements it, and then eval-
existing educational approaches. There is not yet uates it (Kirschner, Carr, van Merriënboer, &
a suitable educational approach specific to the Sloep, 2002). In software–interface design it is
computer-supported collaborative learning con- usually the predetermined usability of a system
text (i.e., the use of asynchronous distributed that is of paramount importance and which
learning groups in electronic environments). guides the design process. Usability is concerned
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42 ETR&D, Vol. 52, No. 3

with whether a system allows for the accom- ence to cultivate richer contexts, reflective of
plishment of a set of tasks in an efficient and real-world contexts beyond the school, where
effective way that satisfies the user. In order to learners actively acquire and construct knowl-
achieve usability, a number of design principles edge. Learning needs to be situated in problem
(Norman, 1990) and prescriptive usability prin- solving in real-life contexts (Brown, Collins, &
ciples (Nielsen, 2001) are formulated. Duguid, 1989) where the environment is rich in
A possible alternative for both of these design information and where there are no right
procedures is interaction design, which is not only answers (embedded knowledge). The tasks
aimed at usability, but is also concerned with the must be authentic and are best learned through
utility of the system—the set of functionalities a cognitive apprenticeship (Collins, 1988) on the
system incorporates. Usability and utility are part of the learner in a rich environment. Mean-
both components of the usefulness of a system. ing is negotiated through interactions with oth-
Interaction design includes the usefulness of a ers where multiple perspectives on reality exist
system within its scope. (Von Glasersfeld, 1988). Reflexivity is essential
This new design approach (see Kirschner, and must be nurtured. Finally, all of this is best
Strijbos, Kreijns, & Beers in this issue) also (and possibly only) achieved when learning
avoids the more rigid traditional approach of takes place in ill-structured domains (Kirschner,
trying to capture all human behavior within pre- 2000; Spiro, Coulson, Feltovich, & Anderson,
scriptions, thinking that if the list of prescriptions 1988). Only technology can make this possible.
is large enough, a system will correctly respond As stated earlier, the technology already exists.
to every possible situation imaginable. This was However, to completely fulfil the needs of learn-
and sometimes still is the human computer
ing in distributed groups, computer mediated
interaction design approach to solve all of the
communication (CMC) systems, with their
interaction problems between the user and the
available add-ons for information and commu-
machine or computer (Shneiderman, 1998, Such-
nication transport and transfer, need to be aug-
man, 1987). Furthermore, interaction design is
mented by the integration of a number of
also concerned with aesthetics and emotion, and
already existing tools that permit and support
how the interaction may appeal to and benefit
group collaboration and coordination (Ellis, Gibbs,
the users, in a way that it absorbs the user within
& Rein, 1991). Group collaboration and coordi-
the interaction itself. Norman (2002) suggested
nation need to occur at both the group level (e.g.,
that aesthetics and usability are connected, as
allocating resources and defining workflow)
are affect and cognition. In his view, as long as
and the task level (e.g., a shared editor that lets
the design is pleasant, people are willingly toler-
group members know exactly where others are
ant of minor difficulties, irrelevancies, and
typing). Such an augmented CMC system can be
blockages. The ultimate goal of interaction
called a CM3C system where 3C stands for col-
design is condensed in the term user experience,
laboration, coordination, and communication
“creating user experiences that enhance and
(for a more in-depth discussion of CM3C see
extend the way people work, communicate and
Kirschner & Kreijns, 2004; Kreijns, 2004). Yet
interact” (Preece, Rogers, & Sharp, 2002, p. 6).
most computer supported collaborative learning
Now that we have a design approach, the
(CSCL) environments in use are very simple: in
second thing we need is an integrated view on
most cases either an e-mail system or a com-
what factors need to be a part of this e-learning
puter conferencing system (i.e., a discussion
experience. This two-part special issue discusses
forum). The more advanced ones integrate a
three factors, namely the pedagogical, the tech-
basic CMC system consisting of e-mail, forum
nical, and the social.
groups, and real-time chat.
The Factors Environments that integrate CM3C systems
offer a distinct advantage above those based on
Pedagogically, we need to free learning from its simple CMC, namely an increase in their poten-
sterile, institutional, didactic chains where stu- tial to support teaching and learning that rely
dents absorb knowledge and the learning experi- heavily on social interaction among the group
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INTEGRATED ELECTRONIC LEARNING ENVIRONMENTS 43

members. These sociable environments facilitate THE CONTRIBUTIONS


the emergence of a social space: a human network
of social relationships between group members, Part I
which is embedded in group structures of norms
and values, rules and roles, beliefs and ideals. Kirschner, Strijbos, et al. kick off this special
However, no environment is in or of itself capa- issue with a discussion of the design of and edu-
ble of creating a social space. People (i.e., learn- cational approaches in electronic collaborative
ers or group members) and their activities (i.e., learning environments. These environments for
learning tasks) are needed to recognize and learning and working are immensely popular.
exploit this sociability potential of the environ- Designers design them according to their own
ment. The greater the sociability of an environ- constructivist interpretations of what collabora-
ment, the more likely that it will result in the tive learning is and what it should achieve. Insti-
emergence of a sound social space with affective tutions (both school and corporate) employ
work relationships, strong group cohesiveness, them with different educational approaches and
feelings of trust, respect, belonging and satisfac- in diverse situations to achieve different ends.
tion, and a strong sense of community. Students use them, sometimes very enthusiasti-
These factors can be thought of as rings sur- cally, but often in a perfunctory way. Finally,
rounding effective, efficient, and enjoyable researchers study them and—as is usually the
learning. case when apples and oranges are compared—

Figure 1 Factors affecting effective, efficient, and enjoyable learning.

efficient,
effective, and
enjoyable
learning
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44 ETR&D, Vol. 52, No. 3

find no conclusive evidence as to whether or not how collaborative learning can take on special
they work, where they do or do not work, when forms in the ongoing professional development
they do or do not work and, most importantly, of engineers in a multinational corporation as a
why they do or do not work. This contribution tool for capturing experience, reusing it, and cre-
presents an affordance framework for such collabo- ating new artifacts and solutions for workplace
rative learning environments, an interaction applications. In a multicultural setting—which
design procedure for designing, developing, and is often the case in global corporations—collabo-
implementing them and an educational afford- rative learning can facilitate better understand-
ance approach to the use of tasks in those envi- ing among colleagues from different regions of
ronments. It also presents the results of three the world and can also be a tool for developing
projects dealing with these three issues. mentoring relationships, because technology
Gulikers, Bastiaens, and Kirschner follow this can support teams regardless of the locations of
up with an article dealing with the role of individual members. But there are barriers to
authenticity in learning, but primarily in assess- collaborative learning in the corporate context.
ment. Their argument is threefold. First, they The trend toward just-in-time, anywhere, any-
hold that authenticity (in learning or assess- time learning can set up expectations that learn-
ment) is a multidimensional concept, where ing should be at one’s fingertips, in just the
each dimension can be seen as a continuum and amounts needed for one’s momentary need.
not a dichotomy. Second, they view authenticity Time is a major constraint as well, in that collab-
as being not solely an objective attribute of an oration can take more time than individual
artifact (here the learning task or the assess- study. The design approach being used at the
ment), but also as a very subjective attribute, Shell Learning Centre in The Netherlands for
determined by both the conceptions and the per- blended learning emphasizes collaborative learn-
ceptions of the student-learner. Finally, authen- ing as well as flexibility. This article gives fea-
tic assessment can only be optimally used when tures of the design approach and an overview of
there is a constructive alignment (Biggs, 1996) some of the products of collaborative learning
between the instruction, the learning, and the activities that are being reused as learning
assessment. Based on an extensive literature objects in the corporation.
study, Gulikers et al. derived a theoretical Reeves et al. present a research agenda for
framework consisting of five dimensions of collaborative learning. In their view traditional
assessment that can vary in their degree of basic-to-applied research methods have pro-
authenticity. After the description of this frame- vided an insufficient basis for advancing the
work, they discuss the results of a qualitative design and implementation of advanced collab-
study with two levels of college students and orative learning environments. Instead, most of
their instructors. This study explored whether
the significant progress that has been made has
the framework is a complete description of
been accomplished through development
authenticity or is missing important elements,
research, design experiments, or formative
and what the relative importance of the dimen-
research. Contemporary development research
sions are in the perceptions of students and
protocols require intensive and long-term col-
teachers. Finally they discuss the implications of
laboration among researchers and practitioners.
this for the constructive alignment of education.
Their contribution summarizes the development
research success stories in collaborative learning
accomplished at several research and develop-
Part II ment centers in Australia, Europe, and North
America. It concludes with a prescription for
In Part II of the Special Issue, to appear in Educa- implementing development research models
tional Technology Research and Development Vol- more widely as well as a collaborative learning
ume 52 Number 4, Collis and Margaryan take research agenda for the next five years.
e-learning from the traditional school setting to Elen introduces the notion of instructional
the corporate setting. In their article they show design anchor points (IDAPs) as the basis for
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INTEGRATED ELECTRONIC LEARNING ENVIRONMENTS 45

instructional design, illustrating this on the basis Collins, A. (1988). Cognitive apprenticeship and instruc-
of the articles in this special issue. He argues that tional technology. (Technical Report No. 6899). Cam-
bridge, MA: BBN Labs Inc.
research on IDAPs can become more useful and
Collis, B., & Margaryan, A. (in press). Applying activ-
influential when it meets four conditions: (a) ity theory to CSCL and work-based activities in cor-
clear description of the IDAP under study; (b) porate settings. Educational Technology Research and
presence of a clear conceptual framework; (c) a Development.
deliberate consideration of complexity, and (d) a Dillenbourg, P., Baker, M., Blaye, A., & O’Malley, C.
realistic perspective on improvement and imple- (1996). The evolution of research on collaborative
learning. In P. Reimann & H. Spada (Eds.), Learning
mentation. The arguments are supported by dis-
in humans and machines: Towards an interdisciplinary
cussing the IDAP electronic learning learning science (pp. 189–211). London: Pergamon.
environments largely based on the contribu- Elen, J. Turning electronic learning environments into
tions. useful and influential instructional design anchor
Finally, Wilson offers an activity-based per- points. (in press). Educational Technology Research and
Development.
spective on e-learning environments, resulting
Ellis, C. A., Gibbs, S. J., & Rein, G. L. (1991). Group-
in a flexible stance toward instructional strate- ware: Some issues and experiences. Communication
gies, artifact design, emergent activity, and of the ACM, 34(1), 38–58.
learning outcomes. This same flexibility should Gaver, W. (1996). Affordances for interaction: The
be evident as we appropriate theories from other social is material for design. Ecological Psychology
disciplines and develop some of our own. I sup- 8(2), 111,129.
Goodyear, P. (1998, March). New technology in higher
port the contributors’ call for more design
education: Understanding the innovation process.
research specifically addressing challenging Keynote at the International Conference on Integrating
problems of practice encountered by design information and communication Technology in Higher
practitioners. Education (BITE), Maastricht, The Netherlands.
Harvey, L., & Knight, P. (1996). Transforming higher
education. Buckingham, UK: Open University Press.
Paul A. Kirschner [paul.kirschner@ou.nl] is with the Harvey, L., & Mason, S. (1996). A quality graduate. In
Educational Technology Expertise Center at the J. Tait & P. Knight (Eds.), The management of indepen-
Open University of the Netherlands in Heerlen. dent learning (pp. 13–28). London: Kogan Page.
He would like to give special thanks to Jan Elen Kirschner, P. A. (2000). Using integrated electronic
and Brent Wilson, who took on the task of reviewing learning environments for collaborative teach-
and discussing all of the contributions, both at AECT ing/learning. Research Dialogue in Learning and
2003 in Anaheim and for this issue, and J. Michael Instruction, 2(1), 1–10.
Spector, Development Editor of this journal, for his Kirschner, P. A., Carr, C. S., Van Merriënboer, J., &
faith in all of us. Sloep, P. (2002). How expert designers design. Per-
formance Improvement Quarterly, 15(4), 86–104.
Kirschner, P. A., & Kreijns, K. (2004). The sociability of
computer-mediated collaborative learning environ-
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Call for Manuscripts


ETR&D invites papers dealing with research in instructional
development and technology and related issues
involving instruction and learning.

Research: Manuscripts that are pri- Development: Manuscripts that are


marily concerned with research in edu- primarily concerned with the design
cational technology should be sent to and development of learning systems
the Editor of the Research Section: and educational technology applica-
tions should be sent to the Editor of the
Steven M. Ross
Development Section:
Research Editor, ETR&D
Center for Research in J. Michael Spector
Educational Policy Development Editor ETR&D
325 Browning Hall Learning Systems Institute
The University of Memphis Florida State University
Memphis, TN 38152 University Center C4622
Tallahassee, FL 32306-2540

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