Andragogy aligns
with constructivism as a theory and a method employing new techniques that
engage adult students in online learning.
The constructivist paradigm is suited to the adult learner who has a
cabinet-full of information and experience that he brings to the table of
learning. Adults are often more
confident in their views and enjoy active engagement in dialogue and debate. They
have “learned” their lessons of the younger years, when “knowing meant being
able to remember and repeat.” (Brown, 2005). The use of online learning or e-learning should be designed
to take advantage of this theory.
Although learning spaces in the past have been constrained to the
classroom of brick and mortar, the Internet opens these spaces to include
virtual classrooms that can take place anywhere, anytime, using various
technical advances. Students actively pursue their interests, share information
quickly, digest it and interact socially over synchronous and non-synchronous
means (Brown, 2005). Constructivism may be the holistic theory that is best
utilized with online learning for higher education, when students create
artifacts of their learning.
Adult learners
have busy lives; they usually have learned to multi-task and meet the demands
of work, family, and life. But along with this complicated life, adults have
experiences that are valuable not only in the workplace but in the course of
higher learning. Some of these adults have become experts in certain areas, and
they bring that knowledge with them to the learning environment. Age is often a factor, as the more time
invested in specific work, the more knowledge a person has often acquired. The young adult learner will often
bring less to the learning platform than a more seasoned adult. Because of the
nature of adult lives, the flexibility of online learning and learning spaces becomes
advantageous. Learning for many
adults is a lifetime pursuit, which can be enhanced and tapped in an online
learning environment.
Learning spaces
within the online community encompass a myriad of “spaces” where students can
pursue their interests and not only receive information, but incorporate it
into discussions, writings, and applications. These spaces can support learning and sharing of knowledge,
similar to the concrete libraries and cafes of a university campus. A “virtual space is any location where
people can meet using networked digital devices…referring not just to
synchronous, highly interactive functions (such as chat, blogs, and wikis) but
also to asynchronous functions such as e-mail and discussion threads.” (Brown,
2005). Students utilize several
“hardwares” to communicate within this virtual sphere: laptops, tablets, iPads,
and phones with wireless Internet connections enable learners to use discussion
boards, Skype, instant message, and email. Even when Internet is not available
with a wireless connection, students can log into their accounts and gain
access through their phones, which are often equipped with this ability. [G1] This
virtual space supports constructivism for the adult learner; he can be actively
involved in class, at any location, at any time, and in many venues. Asynchronous
discussion boards allow a learner to leave a message and check back to see if a
fellow classmate has logged in to contribute or they can leave a message for a
mentor to address and answer. Sometimes, a student can find answers to his
questions from previous board discussions. Email provides another learning space that falls into the
asynchronous category, but can be answered quickly if the addressee is
online. Students access live
interaction or synchronous functions such as Skype, by writing a message or
initiating a call. Video enhances
the ability to communicate with other class members, mentor or teacher. In this way, learners and mentors are
sharing a virtual space, while being physically in differing locations. These innovations address the needs of
the adult learner to be actively engaged in coursework and maintain a busy life
of responsibility. Many young adult learners are familiar with virtual worlds
through the online gaming world. They have become more than adept at message
boards, microphones that facilitate communication while working in teams to
conquer virtual landscapes. For those adult learners that may have missed this
learning opportunity, online universities will have to provide tutorials and
hands-on examples to help students become comfortable in the virtual world of
learning. Older adults may have more experience with online meetings,
conference calls, emails, sharing documents, and creating spaces for
corroboration. All of these
activities, though not face-to-face, are opportunities for personal interaction
that becomes significant in the lives of the participants (Bach, et al., 2007).
These experiences support the constructivist method of learning, where students
will continue to progress and construct more knowledge.
The idea that
learning is active construction and not a passive reception of information is
at the forefront of online learning design. (Koohang, et al., 2009). Learning
is active and always changing, based on the learner’s knowledge, as he moves
from novice to expert (Brown, 2005). In the past, students were told what to
learn, and given this information in a form that was to be memorized. You might
say it was much like teaching a parrot to repeat phrases. Students learned to
parrot back what they were told. Reading, Writing and arithmetic were
essentially the subjects that involved rote memorization. Constructive learning
is best adapted to the adult because “learners construct knowledge by understanding
new information building on their current understanding” (Brown, 2005). The
Internet facilitates rapid and active learning. Knowledge is more accessible
through the use of laptops, iphones, ipads and tablets, where everyone becomes
a student, seeking answers to questions about anything the mind can conceive.
The shelves of encyclopedias that were once the only home source for
information have become relics of a time gone by. Online learning is happening
daily, inside the universities and outside – paid for and free. Free college
courses from elite universities are now available for anyone with the desire to
learn. Andragogy has melded with
constructivism, as adults become
active Internet users, bringing their queries to search the databases and seek
higher educational goals.
Learner engagement
may not occur at the start of a course, as some students may need to develop
the skills and experiences to maneuver the new virtual classroom setting. It is much like the real world, where a
learner takes time to find the right study location, where he will be
comfortable and focused. Many of the study areas that are used in traditional
school settings will be the same ones used in virtual learning. The mobility of
online classes has advantages of being able to reach a number of students over
a wide range of geographical areas. This has the possibility of enriching the
experiences of the students as they become involved in sharing information on
discussion boards and online classrooms. However, the mobility of online
courses also has some drawbacks in that students may overlook the need to have
that block of time and space where studying is convenient and successful. The
college library, the quad, and the café that are often the sites of study on
campuses may still be needed in the virtual classroom. This is especially true for any live
online interactions. Student engagement in the real world and the virtual world
will require some face-to-face time. Instructors in some online courses have
pre-recorded videos where they talk to you and explain difficult concepts or
their methods of delivery. The holistic environment of online learning will
need to include real instructors, even if they share their content outside of
real time. Video is one way to approach this. Live conferencing, though not as
flexible is another method to improve student engagement in the classroom of
the virtual world. After all, there is a real student and a real instructor, we
have not become entirely devoid of the human, as they have in the life of
online gaming.
References
Bach,
S., Haynes, P., and Lewis Smith, J. (2007). Online
learning and teaching in higher education. New York: Open University
Press.
Brown,
M. (2005) Learning Spaces. In
Oblinger, D. G., & Oblinger, J. L. (Eds.). Educating the Net Generation, (pp. 12.1- 12.22). Educase. Retrieved
from http://net.educause.edu/ir/library/pdf/pub7101l.pdf
Koohang,
A., Riley, L., Smith, T., Schreurs, J. (2009). E-Learning and Constructivism:
From Theory to Application. Interdisciplinary Journal of E-Learning and
Learning Objects. Retrieved from http://www.learningdomain.com/MEdHOME/WEB-BASED/Learning.Actiivty.pdf
[G1]See
also
Norris, C.,
& Soloway, E. (2011). Learning and schooling in the age of mobilism. Educational
Technology, L1(6). Retrieved from
http://personal.crocodoc.com/mlpe8ir
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