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Learning and collaboration at a
           distance
             Mark Childs
          Coventry University
   Field Museum of Natural History
Today
• Two case studies that use collaboration at a
  distance.
• Look at methodology for conducting
  evaluation
• For each look at some of the issues that
  learners have when undertaking these
  activities.
• Identify strengths and weaknesses of these
  environments.
Learning to create a better built
               environment
•   Project led by Coventry University
•   Co-researcher Robby Soetanto
•   Undergraduate module
•   Civil construction engineers in Coventry
•   Architecture students in Ryerson, Canada
•   Task: to design a building collaboratively
•   Problem-based learning
Ryerson to Coventry
Distanced-learning scenario
• Four students at each end
• Introduced to the idea of
  – Conveyance
  – Convergence
  – Coherence
  As communication elements
• Data captured through questionnaires and
  interviews
Analysis
• Interview data analysed
  – Interviews coded, sorted into nodes
  – Groups designated as successful or unsuccessful
  – Nodes clustered into three categories
• Distance (from transactional distance, Moore)
• Alignment (term coined as oppositional to
  distance
• Impact (students also reported value to them)
Overall model think this is quite
complex but leave it to you to explain
Questions
• What in your experience would be the most
  influential contributors to:
  – Distance … what barriers do people face with
    distanced communication?
  – Alignments … what strategies to people develop
    to come to overcome these barriers?
  – Impact … what are the benefits, both perceived
    and actual for learners undertaking these
    activities?
Virtual teamworking factors
Unsuccessful collaborations
Successful collaborations
I Dig Tanzania
• Project led by Field Museum of Natural History in
  Chicago
• Co-researcher Anna Peachey
• Summer programme
• School children learning about palaeontology
• Talking with students and field researchers in Dar
  Es Salaam
• Approximately 50 tasks over 3 weeks
• Transmission, experiential, social construction
Distanced-learning scenarios
• Four groups of four students split across two
  rooms for online activities.
• Videoconferencing
• Second Life
• Physical world activities
• Data captured through
   surveys, interviews, blogs, chatlogs, googledo
   cs,
1. Adapt to your biome
• Activity 2.3
• Learning about adaptation
• Learning to construct and conduct a hypothesis
• Preparatory work: 2.2 meet your team-mates in
  Second Life, discuss adaptation
• Assessed through the blog question: “List a few
  ways that animals are adapted to their
  environments. If the environment changes, what
  might happen to those animals?”
The biomes
Avatars: before
Avatars: in the rainforest
Avatars: in the coral reef
Avatars: in the tundra
Avatars: in the desert
Avatars: debrief discussion
Findings
• Students performed reasonably well in blog
  answers but were better in discussions.
• Students felt that having an initial activity on
  modifying their avatar gave them a stronger
  sense of identity within the environment.
• Continued to alter them throughout the
  programme.
Individualisation
Evaluator: Do you think it helped being able to change
and become a bit more individual over the weeks
Kevin: Yeah because our first activity was to change
with the environment we were in.
Amy: Yeah we had to adapt to the environment. They
put us in certain environments and we were in the
desert and I gave myself ... I was wearing thin clothes
and I was short and agile. I had a strong sense of big
ears and a large nose. I was separate from the whole
group. My own person.
2. Elephant farming
• Activity 5.4
• Goals: Understand negative and positive aspects
  of local wildlife, see how interconnected and
  dependent different species are on one another
• Preparatory work: Day 5, Skype calls 1) with field
  scientists and 2) learners in Tanzania about
  wildlife interactions, scavenger hunt around
  museum for African mammals. Football warm-up.
• Assessed by blog questions: “What are common
  conflicts between humans and wildlife?” “Why is
  all life important?”
Experiential learning
• Kaley: I thought it was really funny at first and
  I was laughing, then I got mad at Charlie, I
  was like "Charlie stop doing that".
• Rajesh: "Charlie's an elephant ha ha ha" then
  everyone got really angry (which you could
  tell) because they had spikes on the walls, all
  around the wall they had a bunch of spikes.
Seguing
• Combining the factual element from the Skype
  meetings and the experiential learning from the
  Second Life activities produced a cumulative effect.
• Kaley: “I think that learning about it in two different
  places we got to learn a lot by going into the two
  different places and looking at it in two different ways.
  Like one day we would have a theme that we would
  talk about every day and when we would go and talk to
  the scientists or the Dar Es Salaam students we would
  talk about them and ask them some questions and
  learn about it and then we would go into Second Life
  and do it for ourselves so it really put everything
  together.”
3. Create Museum Exhibit
• Activity 12.1 (final two days)
• Prior activity: creating scavenger hunt in
  physical museum
• Creating the museum exhibit intended to
  bring together the information the learners
  had acquired over three weeks.
• Assessed through observation of exhibits
Red: Early/Middle Triassic
Blue: Early triassic
Results
• Groups split physically across two rooms for
  entire programme. This activity presented the
  only problem.
• Learners had mixed responses to acquiring
  building skills.
• This activity showed up limitations of working
  and communicating.
• Online design collaboration is particularly
  hard, cannot support “messy talk”.
Questions
• What do you think the advantages are of
  working in an environment like Second Life?
• What do you think are the disadvantages?
• How could you use this sort of environment in
  your own work?
• What would be the barriers to your use of it?
Conclusions
• Learners work effectively with
  discussion, experiential learning, collaboration
  at a distance.
• When collaboration starts to fail, distance can
  make the distrust, miscommunication
  worse, other factors then become an issue
• Collaborative design is tricky though. Uses
  many channels of communication
  simultaneously.

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Learning collaboration through virtual environments and distance connections

  • 1. Learning and collaboration at a distance Mark Childs Coventry University Field Museum of Natural History
  • 2. Today • Two case studies that use collaboration at a distance. • Look at methodology for conducting evaluation • For each look at some of the issues that learners have when undertaking these activities. • Identify strengths and weaknesses of these environments.
  • 3. Learning to create a better built environment • Project led by Coventry University • Co-researcher Robby Soetanto • Undergraduate module • Civil construction engineers in Coventry • Architecture students in Ryerson, Canada • Task: to design a building collaboratively • Problem-based learning
  • 5. Distanced-learning scenario • Four students at each end • Introduced to the idea of – Conveyance – Convergence – Coherence As communication elements • Data captured through questionnaires and interviews
  • 6. Analysis • Interview data analysed – Interviews coded, sorted into nodes – Groups designated as successful or unsuccessful – Nodes clustered into three categories • Distance (from transactional distance, Moore) • Alignment (term coined as oppositional to distance • Impact (students also reported value to them)
  • 7. Overall model think this is quite complex but leave it to you to explain
  • 8. Questions • What in your experience would be the most influential contributors to: – Distance … what barriers do people face with distanced communication? – Alignments … what strategies to people develop to come to overcome these barriers? – Impact … what are the benefits, both perceived and actual for learners undertaking these activities?
  • 12. I Dig Tanzania • Project led by Field Museum of Natural History in Chicago • Co-researcher Anna Peachey • Summer programme • School children learning about palaeontology • Talking with students and field researchers in Dar Es Salaam • Approximately 50 tasks over 3 weeks • Transmission, experiential, social construction
  • 13. Distanced-learning scenarios • Four groups of four students split across two rooms for online activities. • Videoconferencing • Second Life • Physical world activities • Data captured through surveys, interviews, blogs, chatlogs, googledo cs,
  • 14. 1. Adapt to your biome • Activity 2.3 • Learning about adaptation • Learning to construct and conduct a hypothesis • Preparatory work: 2.2 meet your team-mates in Second Life, discuss adaptation • Assessed through the blog question: “List a few ways that animals are adapted to their environments. If the environment changes, what might happen to those animals?”
  • 17. Avatars: in the rainforest
  • 18. Avatars: in the coral reef
  • 19. Avatars: in the tundra
  • 20. Avatars: in the desert
  • 22. Findings • Students performed reasonably well in blog answers but were better in discussions. • Students felt that having an initial activity on modifying their avatar gave them a stronger sense of identity within the environment. • Continued to alter them throughout the programme.
  • 23. Individualisation Evaluator: Do you think it helped being able to change and become a bit more individual over the weeks Kevin: Yeah because our first activity was to change with the environment we were in. Amy: Yeah we had to adapt to the environment. They put us in certain environments and we were in the desert and I gave myself ... I was wearing thin clothes and I was short and agile. I had a strong sense of big ears and a large nose. I was separate from the whole group. My own person.
  • 24. 2. Elephant farming • Activity 5.4 • Goals: Understand negative and positive aspects of local wildlife, see how interconnected and dependent different species are on one another • Preparatory work: Day 5, Skype calls 1) with field scientists and 2) learners in Tanzania about wildlife interactions, scavenger hunt around museum for African mammals. Football warm-up. • Assessed by blog questions: “What are common conflicts between humans and wildlife?” “Why is all life important?”
  • 25. Experiential learning • Kaley: I thought it was really funny at first and I was laughing, then I got mad at Charlie, I was like "Charlie stop doing that". • Rajesh: "Charlie's an elephant ha ha ha" then everyone got really angry (which you could tell) because they had spikes on the walls, all around the wall they had a bunch of spikes.
  • 26. Seguing • Combining the factual element from the Skype meetings and the experiential learning from the Second Life activities produced a cumulative effect. • Kaley: “I think that learning about it in two different places we got to learn a lot by going into the two different places and looking at it in two different ways. Like one day we would have a theme that we would talk about every day and when we would go and talk to the scientists or the Dar Es Salaam students we would talk about them and ask them some questions and learn about it and then we would go into Second Life and do it for ourselves so it really put everything together.”
  • 27. 3. Create Museum Exhibit • Activity 12.1 (final two days) • Prior activity: creating scavenger hunt in physical museum • Creating the museum exhibit intended to bring together the information the learners had acquired over three weeks. • Assessed through observation of exhibits
  • 28.
  • 31. Results • Groups split physically across two rooms for entire programme. This activity presented the only problem. • Learners had mixed responses to acquiring building skills. • This activity showed up limitations of working and communicating. • Online design collaboration is particularly hard, cannot support “messy talk”.
  • 32. Questions • What do you think the advantages are of working in an environment like Second Life? • What do you think are the disadvantages? • How could you use this sort of environment in your own work? • What would be the barriers to your use of it?
  • 33. Conclusions • Learners work effectively with discussion, experiential learning, collaboration at a distance. • When collaboration starts to fail, distance can make the distrust, miscommunication worse, other factors then become an issue • Collaborative design is tricky though. Uses many channels of communication simultaneously.