Dorothy C. Kropf
[Dorothy.Kropf@waldenu.edu], Walden University, 100 Washington Avenue South,
#900, Minneapolis, MN 55401, United States of America [http://waldenu.edu]
Abstract
Transformed into a large collaborative
learning environment, the Internet is comprised of information reservoirs
namely, (a) online classrooms, (b) social networks, and (c) virtual reality or
simulated communities, to expeditiously create, reproduce, share, and deliver
information into the hands of educators and students. Most importantly, the
Internet has become a focal point for a potentially dynamic modern learning
theory called connectivism. Like any learning theory, connectivism has its
share of supporters and critics. Unlike any other learning theory, connectivism
attributes learning through cyber nodes specifically rooted in social networks.
The purpose of this article is to introduce or reacquaint readers with three of
the largest reservoirs of information attributed to the principles of
connectivism. In addition, it aims to examine these information reservoirs
through modern empirical studies in order to determine if their findings carry
sparks of likeness or alignment with the principles of connectivism.
Keywords:
connectivism, e-learning, information repositories, learning theory
Introduction
Siemens (2008) suggested that modern day
learning occurs through network connections as individuals share their
interests, knowledge, perspectives, expertise, and opinions in online or virtual
learning environments (Dunaway, 2011). Internet technologies, comprised of
databases and search engines, are capable of housing thousands of blogs, news
articles, book excerpts, journal articles, video clips, and podcasts. According
to Siemens (2008), connectivism is a learning theory comprised of different
series of nodes to connect hundreds of networks to facilitate synchronous and
asynchronous learning (Dunaway, 2011). These connections provide individuals
with direct access to reliable information from millions of sources to
duplicate, reproduce, and share within their social networks, and to delete,
critique, and discard inaccurate, irrelevant, and unreliable information.
Network connections contain streams of
information constantly flowing with substantiated data including empirical
findings from peer-reviewed journals as well subjective information from
personal websites or blogs (Siemens, 2008). One of the principles of
connectivism is how higher order thinking skills are activated when individuals
can distinguish which of the abundant and diverse information available online
are reliable or sustainable (Siemens, 2008). This connectivism principle is
aligned with Center for Advancement of Learning and Assessment (CALA)’s
definition of higher order thinking skills as skills achieved by individuals
who work in environments that facilitate “persistence, self-monitoring,
open-minded, and flexible attitudes” (King, Goodson &
Rohani, 2009, p.1).
Today’s students are “do-it-yourself”
learners (Nussbaum-Beach & Hall, 2012, p.11). Having acquired information
from a series of nodes, connectivism describes learning as an informal
opportunity that transforms individuals into ‘nodes’ themselves, equally
capable of sharing their knowledge and expertise with other individuals (Sangra
& Wheeler, 2013). This principle is similar to constructivism’s foundation
in which social and cultural interactions become triggering mechanisms for
learning (Driscoll, 2005). Constructivism posits that individuals learn from
mediators including parents, instructors, peers, or even computer applications
(Wertsch, 2008). Individuals, according to the constructivist’s viewpoint,
learn from these mediators just as individuals, according to the connectivist’s
viewpoint learn from several series of nodes. Another classical learning theory
equally effective in transforming individuals is behaviourism (Driscoll, 2005).
Individuals, according to behaviourist theorists including Thorndike and
Skinner, can change or transform their behaviour through stimuli such as
rewards and punishments (Gould, 2008). In the daily chaos of abundant
information, online collaborative tools can transform learners into individuals
who can manage their time and organize their tasks accordingly (Couros, 2009;
Garcia, Brown & Elbetagi, 2012, p.165).
The most radical educational
transformation befalls on higher education (Hogg & Lomicky, 2012). The
transformation of higher education institutions, as primary providers of
esteemed traditional education to facilitators of informal and virtual learning
environments surprised several research organizations, including the Pew Research Center (Hogg & Lomicky, 2012). In 2002, Pew Research Center indicated that despite the popularity of MOOCs, college students would persist in their
traditional brick and mortar classrooms (Hogg & Lomicky, 2012). Contradicting
to this prediction, six million students enrolled in online classes in 2010. By
2011, thirty-three percent of college students in traditional classrooms were
taking at least one online course (Allen & Seaman, 2011 as cited in Hogg
& Lomicky, 2012). Higher education students are satisfied with their online
classes, perceiving online education as equal to traditional education (Allen
& Seaman, 2011 as cited in Hogg & Lomicky, 2012). Consequently,
building more course modules and offering more MOOCs are some of the strategic
plans that higher education institutions are now undertaking (Hogg &
Lomicky, 2012).
Learning through internal processes is
evident in the classical cognitive learning theory (Driscoll, 2005). According
to Piaget and other cognitive learning theorists, individuals learn from
internal processes such as “insights, information processing, perceptions, and
memory” (Gould, 2008, p.2). The principles of cognitivism enable individuals to
understand abstract lessons and to make sense of the world around them (Gould,
2008). In cognitivism, individuals acquire knowledge through reflective
exercises such as journal writing.
Reid (2013) conducted a study for
healthcare professionals on the subject of mindfulness. Mindfulness, an
important skill for healthcare professionals, involves “attending to one’s
moment to moment experience” (Brown & Ryan, 2003; Kabat-Zinn, 2005;
Shapiro, Carlson, Astin, & Freedman, 2006 as cited in Reid, 2013). “Content
modules were delivered with guided recordings of meditations” (Reid, 2013, p.44).
This mindfulness class was the first of its kind for all participants who
admitted feeling nervous and sceptical. At the end of the study, most participants
affirmed that the downloadable e-learning materials and online journals helped
increase their knowledge about mindfulness. The online class helped the
students learn several meditation and breathing techniques, and most
importantly, the class taught them how to manage their well-being. It also
helped them achieve higher order thinking skills, which according to King,
Goodson and Rohani (2009) can be triggered when students face new problems and
uncertainties. Connectivism explains how individuals use their internal
processes to activate learning through a series of nodes originating from the
instructor. Mindfulness is a unique internal process, one that can generate
instinctive learning and reflection.
Learning and instructional theories
Critics of connectivism as a learning
theory, including Bell (2010), referred to connectivism as an instructional
theory, not a learning theory. An instructional theory is a conceptual
framework based on empirical findings and grounded in learning theories, which
recommends the design of learning materials, resources, or situations to help
learners achieve their learning outcomes and maximize their learning potential.
Individuals learn through instructional strategies performed by teachers, aimed
to “motivate students to learn and think on higher levels” (King, Goodson &
Rohani, 2009, p.43). Learning is the acquisition of knowledge and learning
theories explain how individuals learn (Driscoll, 2005). The primary evidence
of learning is an individual’s change in performance (Driscoll, 2005; Gould,
2008).
Information reservoirs
According to the principles of
connectivism, individuals acquire information through modern-day reservoirs of
information. Currently, there are three major reservoirs where individuals can acquire
information: (a) online classrooms including massive open online courses
(MOOCs), (b) social networks including podcasts and video clips, and (c)
virtual reality platforms, including ‘Second Life’ and 3-dimensional video
games. The article examines distinct studies in which researchers hypothesized
participants’ changes in their performances by using one of the primary
information repositories.
Online courses
Learning in this digital age consists of
online courses delivered synchronously and asynchronously. The offerings of
massive open online courses (MOOC) are increasing while hundreds of learners
from various disciplines take advantage of their cost effectiveness and
convenience. Several colleges and universities offer online courses to attract
more students. Researchers continue to watch the disruptive effects of online
course movements (Salas, 2013).
Undergraduate engineering students of Malaysia
Like many of their European and Asian
counterparts, the government of Malaysia emphasizes the importance of producing
higher education graduates who are independent, technologically knowledgeable,
and well-prepared to compete with the rest of the world (Subramaniam, Nordin
& Krishnan, 2013). Prompted by the Malaysian government’s announcement that
50% percent of the nation’s learning materials should consist of e-content by
2015, the researchers conducted a study on the readiness and the needs of
Malaysian engineering students in online classrooms (Subramaniam, Nordin &
Krishnan, 2013). Forty-six engineering students, all with extensive experience
with learning management system (LMS) platforms similar to Blackboard
participated in the study. They downloaded e-Content learning materials
including PowerPoint slides and connected with their friends and lecturers
online (Subramaniam, Nordin & Krishnan, 2013).
The study’s results indicated a
significant change in performance (Driscoll, 2005). Nearly 90 percent of the
students perceive themselves as technically knowledgeable with almost 50
percent admitted to using their smart phones to surf the web (Subramaniam,
Nordin & Krishnan, 2013). Eighty-seven percent of the students preferred to
have access to more online learning materials and over seventy percent of the
students asserted that online courses significantly increased their knowledge (Subramaniam,
Nordin & Krishnan, 2013). Finally, students felt confident and prepared to
take their engineering courses online (Subramaniam, Nordin & Krishnan,
2013), a scaffolding effect developed with higher order thinking skills,
wherein students eventually learn to work autonomously (King, Goodson &
Rohani, 2009).
The results are not at all surprising
since Malaysian students are accustomed to online learning. Having taken
science courses including university-level physics, bio-technology, and even
physiotherapy courses online, their exposure to e-Content, online discussions
and exercises continue to activate their higher order thinking skills (Donnelly
& Fitzmaurice, 2005; Poikela et al. 2007 as cited in Subramaniam, Nordin
& Krishnan, 2013, p.286).
Online EPHOC
“In 2007,
the University of Alabama in Birmingham’s (UAB) School of Public Health (SOPH),
with the Jefferson County (Alabama) Department of Health (JCDH), and the
Centers for Disease Control and Prevention's National Center for Environmental
Health (CDC/NCEH) partnered” together (McCormick & Pevear, 2013, p.52).
This alliance aimed to produce a “comprehensive online package of courses for
environmental public health (EPH) practitioners” (McCormick & Pevear, 2013,
p.52). The initiative includes free of charge courses utilizing the LMS
platform operated by “South Central Public Health Partnership for Workforce
Development” (McCormick & Pevear, 2013, p.52). Lack of qualified workforce,
training materials and shortage of trainers in 2007 prompted this initiative
leading to a series of online classes called “Environmental Public Health
Online Courses (EPHOC) (McCormick & Pevear, 2013, p.52). Data generated
came from “355” survey respondents (McCormick & Pevear, 2013, p.52).
The study indicated that 73.73 percent of
the respondents were satisfied with the EPHOC series. Nearly 65 percent of the
respondents attested that the EPHOC courses increased their knowledge about
their jobs. When asked if EPHOC series are applicable and relevant to their
daily jobs, 51.06 percent rated the series 8 or better, with 10 being the most
applicable. Results of the study indicated significant changes in their job
performance. Before taking the EPHOC series, only 60.41 percent passed the
Registered Environmental Health Specialist (REHS) exam. However, after taking
the EPHOC series, over ninety-percent of the students passed the exams.
Topical information in the video lecture
series include “General Environmental Health, Food Protection, Hazardous
Materials, and Air Quality and Environmental Noise” (McCormick & Pevear,
2013, p.53). “Applications of procedural knowledge that involve analysis and
synthesis of two or more concepts” are referred to as higher order thinking
skills” (King, Goodson & Rohani, 2009, p.12).
Social networks
Social networks are nodes of idea
generators (Kijkuit & Van Den Ende, 2007). Social networks are built on
mutual understanding, which is the “ability to understand and build on each
other’s knowledge base” (Kijkuit & Van Den Ende, 2007, p.863). Businesses
and educational institutions utilize social networks in their marketing
efforts, particularly in their branding processes. An organization’s marketing
efforts are grounded in both traditional ad campaigns and in social network
campaigns. Their constant presence in the Internet is crucial to maintaining a
stream of prospective customers.
Remix World
“Remix
World, an educational social network, functions as an interactive online
constituent for Digital Youth Network in Chicago, Illinois” (Zywica, Richerds
& Gomez, 2011, p.33). The Remix World study required students from 6-12
grades to join the network by setting up their profiles (Zywica, Richerds,&
Gomez, 2011). The purpose of the study was to analyze the use of learning networks
in the educational community and its capacity to bring collaboration between
students (Zywica, Richerds & Gomez, 2011). Researchers hypothesized that
the network community for students will enhance their creativity and help with
their knowledge acquisition. In the web space provided for them, students
communicated with their friends, mentors, and other members of their
communities. Students can add comments and other materials that they created or
found from the Internet. The study indicated that there were 252 Remix World
registered users with 4,883 site visits, at an average of 31.3 visits each day.
There were 1965 photos, 355 videos, 222 blog entries, and 3800 discussion posts
shared within the community (Zywica, Richerds & Gomez, 2011).
Teachers were given flexibility to
integrate their curriculum within Remix World. Both teachers and mentors
visited students’ personal pages, which provided more opportunities to provide
feedback. Remix World demonstrated that their content-driven social network system
created a sense of community for students, teachers, and mentors. Collaborative
activities such as “student discussions, peer tutoring and cooperative learning
are effective in the development of thinking skills” (King, Goodson &
Rohani, 2009, p.2). Moreover, creativity skills such as “divergent and
convergent thinking to produce new ideas” (Crow et al., 1997 as cited in King,
Goodson, & Rohani, 2009, p.13) also trigger higher order thinking skills.
NING site
Peck conducted a study at Nacquarie University in Australia, using NING site, a social networking site. He hypothesized
that the NING site can motivate students to interact with one another,
participate in class lectures, read tutorials, increase student confidence, and
improve social literacy (Peck, 2012). Fifty Linguistics students participated,
ranging from ages 18 to 23. Twenty participants were international students
from China, Korea, and Japan. Local students also had ethnic diversities,
ranging from British, Greek, Indian, Polish, and Lebanese (Peck, 2012). The
study indicated that by the end of the first semester, the NING site had 61
blogs and 52 forum comments.
Teachers selected a topic for further
discussions while students added comments in the discussions. Students
admittedly felt as if they belonged in a cultural community (Peck, 2012). Peck
(2012) noted that students who frequently posted online were usually quiet in
the classrooms. Blogging requires social literacy skills not familiar to many
students. The study generated friendships and students were less sceptical
about the study. Social learning theorist, Vygotsky, noted that social
interactions with peers, instructors, and parents contribute to learning and
cognitive development (King, Goodson & Rohani, 2009, p.13).
Podcast study for nursing students
Vogt, Schaffner, Rivar and Chavez (2010)
hypothesized that students who acquired lectures from podcasts will achieve
higher exam scores compared to students who acquired lectures in classroom. The
researchers also hypothesized that students would prefer podcast lectures over
lectures delivered in the classroom (Vogt, Schaffner, Rivar & Chavez,
2010). The researchers conducted a study with 63 undergraduate nursing students
in 2007 to 2008, who acquired lectures in classrooms and 57 students who
acquired lectures via podcasts. The first exam covered topics in health
promotion, the second exam covered topics in growth and development, and the
third exam covered topics in immunizations (Vogt, Schaffner, Rivar &
Chavez, 2010, p.40). The results of the study indicated no significant
difference in the first exam test scores between students who acquired lectures
via podcasts and students who acquired lectures in the classrooms. However,
there was an increase in test scores for the second exam for students who
acquired lessons using podcasts compared to students who acquired lessons in
the classrooms. For the third exam, students who acquired podcast lectures did
worse than students who acquired lectures in the classrooms. In addition, only
44 % of the students preferred to use podcast lectures. Majority of the
students preferred classroom lectures.
According to Vogt et al. (2010), students
were not familiar with the podcast technology, and therefore, preferred the
traditional classroom lectures. Since the study was conducted in 2007 and 2008,
the author recommends more studies using podcasts and videocasts (podcasts
simultaneously played with video clips) to deliver lectures. Nevertheless, the
study failed to produce performance changes in exam scores and generated
negative perceptions from the students regarding podcast lectures.
Podcasts for General Biology students
White (2009) has been delivering General
Biology lessons to undergraduate students since 2005. He typically has 150-200
students enrolled in his biology classes. Since 2005, he has made 39 podcast
lectures, allowing his students to listen to his podcasts to enhance their
knowledge acquisition. The researcher’s log indicated that 1,333 lecture audio
files were downloaded from 228 different IP addresses. On the weeks before
exams 1, 2, and 3, there were 76 % downloads, 70 % downloads, and 98 %
downloads respectively. For the final exam, 100 % of the students
downloaded his podcasts. According to White (2009) several educators worry that
podcast lectures would keep students from entering the classrooms. However, in
this study, data indicated no significant difference in student attendance. The
students continued to download the podcasts while maintaining active
participation in the classrooms. This “executive control of behavior” also
considered metacognition, wherein “attitudes, commitment, and attention” are
demonstrated by individuals constitute to higher thinking order (King, Goodson
& Rohani, 2009, p.22). The study demonstrated consistent changes in the
students’ performances and participation.
Virtual Learning Platforms
In a virtual world, a “networked learning
environment is transformed into a 3-D shared learning space in which the
learners are represented by avatars (Lin, Chou & Kuo, 2007, p.101). Avatars
are representations of learners (Lin, Chou & Kuo, 2007, p.100). Virtual
learning platforms encourage creativity from both educators and students. They
also encourage virtual collaboration through activities that enable avatars to talk,
walk, move, and point on objects to create intense social and intellectual
interactions” (Lin, Chou & Kuo, 2007, p.100).
Chinese manual for Second Life
In this study, the researchers, also
language instructors, utilized second life (SL) to enhance knowledge
acquisition. Their study was conducted in China, requiring Chinese students to
use SL to create a Chinese version of the second life manual (Wang & Shao,
2012, p.15). The study demonstrated that SL provided effective “language
learning tasks” (Wang & Shao, 2012, p.15). This activity demonstrated
skills in several areas, including linguistic-verbal skills wherein the
participants were able to distinguish correct meanings and word orders (King, Goodson
& Rohani, 2009, p.29). The activity also triggered creativity as
participants learned to “use basic principles or rules in this new situation”
while trying to “put pieces together into a coherent system that integrates new
information with what a person already know (Sternberg & Davidson, 1995;
Crowl et al., 1997 as cited in King, Goodson, & Rohani, 2009, p.14).
MBA students and Second Life
In Schiller’s study (2009), MBA students
specializing in Information Systems, participated in an SL project to enhance
their experiences with commerce and to improve teamwork efforts. Through
reflective essays and online chats, the study indicated that students perceive
this SL project as relevant to their course content (Schiller, 2009). Students
enjoyed this class and perceived the project to be fun and engaging. It is
important to note that the “emotional tone of person solving problems” affects
insights (Sternberg & Davidson, 1995, p. xi as cited in King, Goodson,
& Rohani, 2009, p.16). The internal processes that activated learning in
this study was similar to the ‘mindfulness’ study conducted by Reid (2013). The
students learned from their reflective exercises, gaining knowledge about
several distinct ways to solving problems.
Geology and virtual reality
In this study, “Geology students in Northern Arizona University utilized virtual environment in the Geowall” (Kelly &
Riggs, 2006, p.158). The researchers hypothesized that the virtual reality
landscape would increase student “confidence and performance in the
introductory level field class” (Kelly & Riggs, 2006, p.158) First year
geology students often find learning “baseline terrain-analysis skills” to be
challenging (Kelly & Riggs, 2006, p.158). The project included
“field-mapping experiences and exercises” (Kelly & Riggs, 2006, p.158) Geowall
software was designed to enhance spatial understanding.
The researchers hypothesized that this
project would improve students’ spatial skills and student confidence. The
students entered a virtual environment where geology laboratory activities and
3-dimensional earth data were explored. The study indicated that Geowall
delivered positive results in student performance. However, students asserted
that the software did not help them acquire better visual images that would
clearly explain heights, distances, slopes and other spatial knowledge needed
to conduct a land survey (Kelly & Riggs, 2006). In situational learning,
students achieve higher order thinking skills when faced with real-life context
to solve problems and overcome obstacles (King, Goodson & Rohani, 2009,
p.37). It is unclear if the researchers realized the participants’ constant
exposure to more dynamic three-dimensional audio-visual materials including
video games and simulated environment including SL may have affected the way
students perceived Geowall. Nevertheless, geological concepts take into
consideration creative and critical thinking skills as well as complex analysis
which constitute to higher order thinking skills (King, Goodson & Rohani, 2009).
Mobile Devices
All information repositories can now be
acquired through mobile devices. Hence, a portion of this article is dedicated
to examining studies in which researchers utilize mobile devices to find
connections between versatility and learning. Since connectivism starts with
the individual, personal knowledge consists of an individual’s network, which
is made up of various online information repositories (Mackey & Evans,
2011), that can trigger learning. A common practice for students is to surf the
web and acquire data from these online information repositories by using their
mobile devices such as cell phones, iPads, and iPods. Not only are they used
for social and entertainment purposes, mobile devices are pivotal in helping
individuals acquire higher order thinking skills.
Nintendo DS Lite to increase self-study
The author draws the readers’ attention
to mobile devices, devices that most students use to surf the web. These mobile
devices include smart phones, iPads, iPods, and handheld video games. According
to Kondo, Ishikawa, Smith, Sakamoto, Shimomura and Wada (2012) Japanese
university students prefer to receive learning materials from their mobile
devices, not from their personal computers (Thornton & Houser, 2005 as
cited in Kondo et al., 2012). Kondo et al.’s (2012) study utilized a Nintendo
DS Lite to determine if students will spend “more time on self-study” (p.172). Even
after completing the modules, Kondo et al. (2012) hypothesized that students
will continue to engage in “independent self-study” (p.172). Also hypothesized,
with an increased involvement in their studies, test scores would also
increase. Language skills courses were imbedded in these mobile devices with
modules that foster “self-study” (Kondo et al., 2012, p.173).
The study indicated that ‘reading and
listening’ test scores of 99.4 percent of students who utilized the mobile
devices significantly increased. The students stated that learning with
‘Nintendo DS’ was enjoyable. The study also indicated that students spent
104.18 minutes per week to view or download E-learning materials. Eighty-one
percent of the students would like to continue learning the English language
with the Nintendo DS. Self-study behaviour has significantly increased and
evidently motivated students to be actively engaged in their studies. “Playfulness,
creativity, and an ability to unify separate elements are major parts of
insight” which contributes to higher order thinking skills (King, Goodson &
Rohani, 2009, p.15).
Sociology and m-learning
McConatha, Praul, and Lynch (2008)
conducted a study on m-learning, or mobile learning. Out of 112 sociology
students, 42 chose to use their smartphones to study for two scheduled exams
while the remainder of the students chose to study using their desktop
computers (McConatha et al., 2008). The software utilized was the HotLava
Software’s Learning Mobile Author (McConatha et al., 2008). URLs were given to
the two groups of students. Learning materials such as handouts, practice
exams, and review sessions were delivered online. The software for the cell
phone can track access to the site, frequency of the access and “quiz scores
feedback” from the instructor (McConatha, 2008, p.19). The results of the study
indicated that the average scores for the two exams for students who utilized
their cell phones to access their learning materials is 89 % compared to
the average score of 84 % from students who did not utilize their cell
phones to access their learning materials
The study’s results are similar to other
studies indicating that the use of mobile devices can activate learning and
improve student performance.
Vocabulary words as text messages
Katz and Yablon’s (2011) study consisted
of 241 freshman university students in Israel enrolled in an English language
course. Eighty-one of the students acquired vocabulary words from text messages
in their cell phones, eighty-five percent of them acquired vocabulary words
from email messages in their personal computers, including laptops, and
seventy-five students acquired vocabulary words via snail mail. Although there
were no significant differences in the examination scores of students in each
of the three groups, students who acquired vocabulary words from text messages
in their cell phones perceive the method as effective and efficient, leading
them to have positive attitudes towards the foundational course. In terms of
autonomy, students who acquired their vocabulary through text messages are also
the most autonomous students in the group.
If one is looking for increased
achievement scores to assess performance change as prescribed by Driscoll
(2005), the study failed to deliver those results. However, students who are
satisfied with their courses tend to persist in their programs and researchers
may have to consider slight changes in the e-Content materials delivered
through mobile devices.
Conclusion
A learning theory “comprises a set of
constructs linking observed changes in performance with what is thought to
bring about those changes” (Driscoll, 2005, p.1). It explains why and how
learning occurs. Learning theories consist of internal or external variables
that can activate learning (Driscoll, 2005). As learning theorists observe
these variables over time, they can provide accurate descriptions of how
students learn. A learning theory utilizes empirical findings to integrate
several factors that can explain learning phenomenon. Is connectivism a
learning theory? Examining the information reservoirs commonly used in
connectivism led the author to recommend that connectivism has a dual role in
education. It serves as a learning theory and as an instructional theory. On
one hand, out of the 13 studies evaluated in this article, 11 of the studies
demonstrated significant changes in performance and achievement of higher order
thinking skills along with diverse E-learning materials in diverse learning
environments. However, the articles do not support Siemen’s suggestion that
connectivism can replace all three schools of learning theories. In fact,
connectivism can also be part behaviourist, part cognitive, and part
constructionist learning theory. With thousands of materials flowing through
the network nodes, connectivism can provide thousands more E-learning materials
in which all three classical learning theories are embedded.
The author also suggests that
connectivism is an instructional theory because 2 out of 13 studies in the
article need significant design improvements predominantly in the aesthetic
quality of the content. Future instructional design specialists should
prioritize improving the aesthetic quality of E-learning content since this
generation’s students have been exposed to high quality and lifelike
audio-visual materials including movies with IMAX screens and lifelike images
in video games since they were born. The way the content in these studies is
designed could be the reason why the studies did not deliver changes in
performance. It is also necessary for researchers to determine if their student
participants are familiar with the innovation introduced in their studies.
Finally, future researchers must understand
that E-learning content perceived by students as fun, would most likely
increase their self-study skills, which will enhance their performance scores. There
are hundreds of innovations that can be housed in the three major information
reservoirs introduced in this article. Evidently, there will be more
information reservoirs scheduled to emerge in the future. Surely, connectivism,
through various information reservoirs can explain how individuals in the 21st century learn.
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