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Distance Learning
This Week's Topics
1. What is Distance Learning?
2. What Courseware Products
Support Distance Learning?
3. Distance Learning via Live
Video Technologies
4. Using Games and Simulations as
Teaching Tools
5. Evaluation and Assessment of
Learners
6. Evaluating the Effectiveness of Distance Learning Environments
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Overview
One of the major areas that
the Internet is only beginning to be used is as a distance learning
environment. The potential of the Internet as a place for students to
take
online
criminology courses and criminal justice professionals to
receive in-service training is great. However, there are several hurdles
to be overcome before Web-based learning will be generally accepted as
equal to (or superior to) face-to-face classroom instruction.
One of the biggest
obstacles has been the fear among traditional faculty and instructors
that computer-mediated education somehow will displace the need for
classroom instruction. The fear is similar to one that spread when
courses were first offered via videotaped lectures. Instructors feared a
reverse Dorian Gray scenario in which they would age while their
taped images never do. Delivering the same outdated lectures year after
year via tape, students meeting the instructor in person were
struck by how old they now look.
I do not believe that
campus-based instruction is in any danger of disappearing as a result of
the emergence of new teaching technologies. This is particularly true of
undergraduate studies and traditional research-oriented graduate
studies. The campus is the place parents will continue to want to send
their 17 and 18 year olds (if for no other reason than to get them out
of the house). Similarly, teens are attracted to the opportunity to get
away from their parents, while being able to defer taking on adult
responsibilities fully as they study for a career. Perhaps the best
universities are those ranked highly on both academics and partying. At
the graduate-level, students who wish to prepare for a professional
research and teaching career benefit greatly from direct interaction
with faculty, whether in the classroom, working on research projects, or
being supervised as a teaching assistant.
Rather than treating
computer- and Internet-based education as a replacement for the
classroom, I would prefer to consider new technologies as creating the
potential for a plethora of instructional delivery options. At one end
of the spectrum would be a traditional face-to-face classroom
environment that makes no use of new instructional technologies. These
are likely to decline in number as students request Web sites, forums to
post questions, etc., from all faculty. At
the other end, would be courses taught entirely using technology as a
mediator between instructor and students. In between these two extremes
are dozens of mixed mode options open for experimentation. Live classes
may be less essential, and could therefore meet less frequently, in
courses that feature email, forum discussions, chat, computer software,
and/or video-conferencing. Classes that meet face-to-face only every
other week, or at the beginning and end of the semester, or on weekends
will become much more common. On-campus courses are also likely to have
distance learners in the classroom as Web-based video-conferencing
becomes more easily accessible.
Of course, there is a
genuine need for courses and training materials that are one hundred
percent computer-mediated and available when students have time to
participate. This is particularly true for adult working professionals
and for multi-site organizations. Professionals in the criminal justice
field are likely to be subject to frequent time shifts in work
schedules, and have limited time to travel to college campuses.
Multi-site organizations such as federal agencies or corporations spend
a great deal of money for travel to bring employees to training
meetings. By making training available via computer to employees, funds
can be saved.
In this chapter the major
focus will be on what students need to know about distance learning. How
various computer technologies have been applied to create learning
environments will be discussed. Included among these will be courseware
products for assisting students, video-conferencing options, and the use
of games and simulations as teaching tools. Textbook publishers and
software companies are also developing computer-based
materialsm
enhancement and distance learning.
New issues also emerge, such as how to best measure student performance
and to insure that students are doing their own work.
Of course, distance
learning requires a tremendous amount of up-front preparation by the
instructor(s). Some universities are putting a great deal of time and
effort into the construction of distance courses.
These techniques will
be discussed briefly, so that students can be aware of them. By
understanding the process involved in constructing distance learning
environments, students will be able to better evaluate course materials
and creatively suggest ways to improve online
instruction. As
Internet-based distance learning is in its infancy, informed student
feedback can assist in its continued refinement and development.
1. What is
Distance Learning?

The definition provided by
the Distance Education and
Training Council reveals the roots of distance learning in
correspondence courses:
Distance
education is the enrollment and
study with an educational institution which provides lesson
materials prepared in a sequential and logical order for study
by students on their own. When each lesson is completed the
student makes available, by fax, mail, or computer, the assigned
work for correction, grading, comment, and subject matter
guidance by qualified instructors. Corrected assignments are
returned to the student, an exchange which provides a
personalized student-teacher relationship.
We would have to broaden this
definition considerably to encompass contemporary distance
learning. Some have suggested
abandoning the phrase altogether. In fact, distance learning
could be said to be taking place any time a medium is introduced
between the instructor and the learner. This would include
computer-based instruction while the professor is present in the
classroom, such as the use of a software program or a live Internet
hook-up.
My perspective on
distance learning attempts to incorporate active learning strategies.
Distance learning should include two-way mediated communication
between the instructor and the student in which the student must
both confront the instructional material presented by the
instructor and produce a response related to the
instructional outcome(s). The instruction may be presented
either live or recorded. The keys are (1) that the instructor
present material containing exercises requiring student response rather than just presenting
information and
(2) that the student(s) actively engage the materials rather
than passively reading, listening, or watching. The student response
activity may be designed to reinforce the knowledge or to
apply, synthesize, or evaluate the presented materials.
Distance learning has
become highly dependent on computer-assisted and Internet-aided
instruction. This is one of the major factors that separates current
distance learning efforts from traditional correspondences courses. Computer-assisted
instruction involves the use of a computer to provide
instructional materials or class managerial support. The
computer may be used as the principle means to deliver the
instructional material (computer-based instruction) or to
supplement more traditional delivery systems. The
computer may be used to provide the information to be
learned, activities to reinforce the information, or exercises
to evaluate learning outcomes desired. Computers are
particularly good for providing audio/visual materials,
self-paced tutorials, drill-and-practice materials, practical
exercises, and simulations.
Computer-assisted
distance learning has allowed for the emergence of new media
technologies as teaching aids. New media represents
the convergence of traditional media (e.g., radio, film,
television, musical recordings, art, photography),
computer-based multimedia software, and the use of networked
computers (including the Internet). New media is rapidly being
retrofitted as on-demand Internet broadcasting. Only film and television
remain to be converted; these will require broadband solutions. Within the field of education
itself, a new media pedagogy is emerging, incorporating a number of
new educational strategies such as active learning, student-paced instruction,
and the use of simulations. Interactive new media materials are
ideally suited to active learning strategies.
An important shift
resulting from new media distance learning is one away from
linear instruction and toward student-focused learning, best exemplified
on the Web in the use of hypertext.
Web surfing is a new form of learning; unfortunately this has not been
recognized sufficiently. Scholar Roland Barthes foreshadowed the
development of hypertext with his distinction between readerly and
writerly texts:
Readerly
texts, where the reader passively consumed information in a
linear manner, are the norm for print technology (e.g., reading
a book). Writerly texts are the norm in an electronic
environment, when the reader can choose how to relate to the
text by negotiating a path through it using different links,
nodes, and networks in a web of
information.
Within the electronic
versions of these materials you can choose to follow the materials in a linear manner
or go anywhere the hypertext links lead you.
Students must have access
to newer multimedia-enhanced computers (soundcard,
speakers, microphone, CD-ROM or DVD-ROM, and video camera)
with Internet connections in order to participate in courses. Students without home
computers may also use university computer labs, their work
office computers, computers in local libraries, or in online coffee houses to access the materials.
Some universities such as Sonoma
State in California and the University of Florida are requiring all students to have
computers and bring them to campus. This trend will continue.
Universities will need to provide network connections in dorms,
classrooms, libraries, and other social spaces.
These fundamental shifts
in media and learning will not lead to the abandonment of
older media formats or traditional education, at least not immediately.
The old
media formats will survive. Television did not replace radio or
film, although both certainly were impacted by the advent of the
former. People go to live football games even though you can see
more on TV. New media will use video, audio, music, art,
photography, etc., reformatting them for delivery over networked
computers upon demand.
However, the new
media paridigm may fundamentally change the old.
The
new virtual media is (and will be) much more than simply
"TV-plus." Its greatest departure from the old is be
its level of interactivity -- true interactivity, not the fake
kind of the old media, with their edited/censored letters to the
editor or their phone-in talk shows. New media allows true
interactivity between writer and audience. Now you, the audience
member, are in the driving seat. You can go where you want, when
you want, as you travel around the new virtual world of
cyberspace. Interactivity, together with open access to
information, shifts the media model from heavily centralized,
top down to widely decentralized, democratic. As mass media
begin to converge, the new media model will hopefully be the one
that applies to most media in the future. These concepts lie at
the very heart of what new media are about. It is what makes the
new media so radically different from the old.
Traditional education will continue
in the sense that students will show up for a four year
undergraduate experience and graduate course work. However, the
growing number of adult learners over 25 who want to attend
school at their convenience and have time limits placed upon
them by the demands of work and family are a natural audience
for distance learning. The best programs will attract students.
In addition, what goes on in an on-campus course will less and
less be traditional "chalk and talk" lectures, and
more and more rely on software, computers, and the Internet for
instruction. Given that all disciplines are moving toward a
technology base, college instruction must prepare students for
such a world.
One of my personal
goals in the area of distance learning is to unite
traditional classroom students with their distance counterparts
through real time applications shared via the Internet. The
vision is one of students meeting for class in a computer lab
interacting with students at home or work via chat, Web video,
and real time interactive simulations. For those unable to
participate in real time, electronically stored versions of materials,
discussions, and exercises can allow students to interact when it fits
their schedule.
Books will also survive
well into the
21st Century because they can reach everywhere the Internet does
not yet, particularly 3rd world countries. The start-up costs of
new media hardware are steep. Using the technology requires new
skills. Digital
publishing will exist side by side with traditional books and
magazines for the near future.
There are a
number of implications that can be drawn from the use of new media
technologies within criminal justice education.
In 1996, I first wrote a plan for a 2+2
distance learning curriculum in criminology for Florida.
Students finishing the first two years towards a bachelors degree at a
community or junior college would be able to finish their undergraduate
studies via the Internet and get an FSU degree. The proposal remains
relevant as the demand for college education within criminal justice
agencies is increasing.
There is a very high demand for a
distance education Internet-based criminology degree program
in Florida. Given the overall predictions of 50,000 to 80,000
additional students requesting admission to Florida colleges
and universities over the next ten years, we expect that a
significant number of those students will select criminology
as a major. Expenditures for law enforcement, courts, and
corrections continue to increase dramatically, resulting in
high labor market demand. Law enforcement and other criminal
justice agencies are now requiring AA and BA level class work
for hiring and promotion. In addition to jobs in the public
sector, new employment opportunities in the corporate and
private security industries, including computer/network
security, are being created at an even faster pace.
At FSU, student demand for
criminal justice classes has become problematic. Size of
annual enrollment has been a major issue for the School of
Criminology. With 1,300 undergraduate majors and only 18 full
time faculty over half of all classes offered have more than
60 students and 20% have over 100 enrolled. The same situation
exists at other Florida universities which offer criminology
programs such as USF, while the junior and community colleges
have very large sections in their criminal justice classes as
well. Distance education sections will provide more
flexibility in course delivery.
Serving New Student Populations
In addition to more flexible
delivery models, distance education courses will permit FSU
and those who adopt this curriculum to serve additional local
and regional students who in the past have not been able to
attend classes on campus as a result of time, distance, or
disability restrictions. Many entry level criminal justice
practitioners have variable work schedules which do not permit
regular class attendance. Distance learning classes can assist
in upgrading professionalism within the criminal justice field
by providing a flexible way to increase the education level of
practitioners.
Another advantage is that students
from around the country with dial-up or network access to the
Internet would be able to complete AA classes offered by FSU
or a Florida community college. Given the national reputation
of FSU's criminology faculty and programs, the new classes
should generate considerable student interest. Since no other
comparable criminal justice programs are involved in creating
Internet-based distance learning materials, FSU and the state
community college system have the opportunity to be the
national leaders in this area.
Distance learning efforts in
criminology are starting to appear. Florida Gulf Coast
University's program
has already received recognition. Private efforts to provide
training in specialty topics such as forensics or crime scene
investigation are emerging.
Additional Resources:
Distance Learning
Distance Education
and Training Council
http://www.detc.org/
I Got My Degree Through Email
http://www.forbes.com/forbes/97/0616/5912084a.htm
Education
in the Ether
http://www.salonmagazine.com/21st/feature/1998/01/20feature.html
Distance
Learning (Yahoo)
http://www.yahoo.com/Education/Distance_Learning/
Chronicle
of Higher Education
http://thisweek.chronicle.com/distance/
Educause
http://www.educause.edu/
Virtual
University Journal
http://www.openhouse.org.uk/virtual-university-press/vuj/welcome.htm
Resources
for Distance Education
http://webster.commnet.edu/HP/pages/darling/distance.htm
Distance
Education Clearinghouse
http://www.uwex.edu/disted/home.html
Distance
Learning Resources
http://members.xoom.com/SaksStat/de/
IMS Project
http://www.imsproject.org/
Learning
Applications Library
http://www.kn.pacbell.com/wired/bluewebn/
Southern
Regional Electronic Campus
http://www.srec.sreb.org/
Distance Learning Course Finder
http://www.dlcoursefinder.com/
Hungry Minds
http://www.hungryminds.com/
Active Learning
Using
Active Learning Strategies in Teaching Criminology
http://www.fsu.edu/~crimdo/courses/active.html
Internet-based
Distance Education Courses in Criminology
http://www.fsu.edu/~crimdo/sonoma/Syllabus-Conference.html
Learning Strategies Database
http://www.muskingum.edu/~cal/database/database.html
Approaches
to Instruction
http://www.sasked.gov.sk.ca/docs/native30/nt30app.html
Interactive Instruction Techniques
http://www.sasked.gov.sk.ca/docs/entre36/atien6.html
Critical Characteristics of Situated Learning
http://www.cowan.edu.au/lrn_sys/educres/article1.html
Computer-Assisted Learning
ComputerPREP
http://www.computerprep.com/
Computer-Mediated
Communication Magazine
http://www.december.com/cmc/mag/current/toc.html
Online Computer-based Interactive Training
http://www.net-campus.com/
Digital
Diploma Mills
http://www.firstmonday.dk/issues/issue3_1/noble/index.html
Computer-Assisted Instruction
http://www.nwrel.org/scpd/sirs/5/cu10.html
Comparison of the Relative Effectiveness of Computer-assisted
Instruction and Conventional Instruction
http://www.edu.uleth.ca/ciccte/gradpro.pgs/CompTechPage/CAI_vs_CI.html
Online Police Academy
http://www.net-campus.com/html/law_enforcement_training.html
New Media
Media
and Communication Studies
http://www.aber.ac.uk/~dgc/media.html
Media
History Project
http://www.mediahistory.com/
Dead
Media Museum
http://griffin.multimedia.edu/~deadmedia/
The
Multimedia Industry: RIP
http://www.mediaband.com/raps/mmindustryrip.html
Douglas
Rushkoff's Stuff
http://www.users.interport.net/~rushkoff/index.html
Cultural
Theory and New Media
http://carmen.artsci.washington.edu/panop/home.htm
Hypertext/Hypermedia
http://www.inf-wiss.uni-konstanz.de/Res/hypertext_e.html
The
Interface That Will Replace Windows
http://www5.zdnet.com/anchordesk/story/story_570.html
Intercast
Industry Group
http://www.intercast.com/
Advanced
TV Enhancement Forum
http://www.atvef.com/
Social
Informatics Home Page
http://www-slis.lib.indiana.edu/SI/index.html
SyllabusWeb
http://www.syllabus.com/
Realistic
Virtual University
http://www.ling.gu.se/~vladimir/rvu_demos.htm
2. What Courseware Products
Support Distance Learning?
Through the mid-1990s, Internet-based
distance learning was limited by the lack of availability of adequate
tools for designing, delivering, and managing courses. In order to put a
course online required making sure students had an adequate Web browser,
an email client, FTP program, and any specialized software needed for
the course. Developing a course required that the faculty member learn
how to design Web pages, and become an adequate user of scanners, photo
manipulation, and OCR software. Forum discussion software had to be
installed on a server capable of running it. In 1995, I first taught a
completely online course on Crime and Media using such assembled
components.
Given that dial-up modem connections
could not support live multiple-user audio or video connections, every
aspect of the course was designed as low bandwidth and allowed students
to interact with the materials at their convenience. Only later did I
find out I had created an Asynchronous
Learning Environment.
There are a number advantages
to asynchronous learning over what very offer happens in live classrooms
or using live Internet connections (e.g., chat and videocam). Students can interact with the class when it
is convenient for them and faculty likewise can respond to student posts
without the immediate pressure of office visits or phone calls.
Conversations can be maintained over extended periods of time and
responses well thought out before posted. All conversations can be
archived and used to evaluate student participation in the course. By
comparing early and later posts in the course, student improvement can
be monitored. All responses can be indexed and searched to create a
usable knowledge base for future versions of the course or to later write
informed reference letters for students.
The use of asynchronous
forum discussions permits
interaction on a whole series of levels never possible with
correspondence: faculty to student(s),
student(s) to faculty, student(s) to student(s), faculty to faculty,
etc. Group projects can be planned, researched, prepared, and presented
to the rest of the class. Forums can be private or public. Outside experts can be permitted to join in
public forum conversations.
In the late 1990s, comprehensive course development and delivery
software began to appear. On the development side most systems allow
faculty to create easy to navigate Web sites without having to learn
HTML. For example, word processed documents can be uploaded. Quizzes and
exams can be constructed; unfortunately most software does not support
importing existing test banks. Forum discussions can be created before
the course begins, too.
Delivery features include
built-in email capabilities, student home pages, small group management
tools, auto-grading of exams, secure student look-up of grades, FTP site
for uploading and downloading of documents and other files, and a course
calendar. All features are capable of running within a Web browser
window, so that no additional software is needed to deliver the
course.
Examples of courseware
software include WebCT, Topclass, World Class Learning, and CourseInfo.
Features of a number of these systems have been reviewed extensively. Specific software also exists for creating
Web
lectures and other course components. A checklist of student
features appears below. These include:
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Authentication
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Bookmark management
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Multimedia support
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Private e-mail
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File submissions
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Threaded discussions
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Course Chat rooms
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Logged chat
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Whiteboard
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Self-assessing
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Progress tracking
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Desktop based file management for uploading to server
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Study skill building
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Un-timed quizzes
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One question-at-a-time function
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Bulletin board/conferencing tools
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Image database
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Student access to own grades
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Access to course grade distribution
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Automated glossary tool
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Automated index tool
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Online assistance
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Search tool for course content
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Student presentations area
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Allows students to view all current courses in which
they are registered after logging in
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I'm most familiar with
CourseInfo as our university has been using it for two years. It has all
the features discussed in the above paragraph. The
developers are releasing a version in 2000 that permits all university
academic functions to be integrated. These include direct import of
registered students into Web courses, complete management of student
records during the course, and automatic export of grades at the end of the
semester to the registrar. Students will have their own personal pages
with updated information on all courses they're taking, their progress
toward a degree, and announcements from the various extracurricular
organizations in which they participate. Administrators, faculty, and
organization heads will be able to send targeted information to students
directly; a step toward a paperless campus. Such global solutions are
likely to become commonplace.

Academic publishers are
providing both courseware environments, as well as moving their
traditional paper content into digital formats. They are developing new
media materials for courses as well. In some cases, publishers are
partnering with universities to develop and offer courses.
Given the plethora of
available Web and software materials which could be all too easily
"borrowed" by students or faculty, a basic understanding of
how fair use applies to distance learning in necessary. As the insert
below shows, specific guidelines for such use are still forthcoming.
Students developing projects and faculty producing distance learning
materials are left to interpret for themselves, based upon existing
standards for classroom use of copyrighted materials, what is
acceptable.
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Fair
Use and Distance Learning
Craig Scheiner
FSU School of Criminology
The
increasing popularity of the Internet, and the ease with which
it can be used to disseminate an enormous amount of information,
has presented frustrating legal questions for educators,
students, and copyright owners.
Recently, this legal dilemma has been further aggravated
with the advent of distance learning and the growing number of
online college courses. The
main question plaguing many teachers is when can the text of
published or unpublished works be copied onto Web sites for
educational purposes without violating the copyright law, i.e.,
does the Fair Use Doctrine protect this educational use of
copyrighted materials?
The
Fair Use Doctrine was incorporated into statutory copyright law in 1976
and serves as a defense to a copyright infringement claim
asserted by a copyright author.
The federal copyright statute, 17 U.S.C. 106 (West 1999),
lists the exclusive rights in copyrighted work.
This statute provides, in pertinent part:
Subject to sections 107 through
120, the owner of copyright under
this
title has the exclusive rights to do and to authorize any of
the
following:
(1)
to reproduce the copyrighted work in copies or phonorecords;
(2)
to prepare derivative works based upon the copyrighted work;
(3)
to distribute copies or phonorecords of the copyrighted work to
the public by sale or other transfer of ownership, or by
rental,
lease,
or lending;
(4)
in the case of literary, musical, dramatic, and choreographic
works,
pantomimes, and motion pictures and other audiovisual works,
to perform the copyrighted work publicly;
(5)
in the case of literary, musical, dramatic, and choreographic
works,
pantomimes, and pictorial, graphic, or
sculptural
works, including the individual images of a motion
picture
or other audiovisual work, to display the copyrighted
work
publicly; and
(6)
in the case of sound recordings, to perform the copyrighted
work
publicly by means of a digital audio transmission.
Of
course, the relevant part is subsection (1).
Doubtless, to place another’s text onto a Web page is
“to reproduce the copyrighted work in copies.”
But the analysis does not end here because Congress
enacted another copyright statute providing protection to those
who use copyrighted works for non-commercial purposes.
The statutory formulation of the Fair Use Doctrine, 17
U.S.C. 107 (West 1999), is as follows:
Sec. 107. Limitations on
exclusive rights: Fair use
Notwithstanding
the provisions of sections 106 and 106A, the fair
use of a copyrighted work,
including such use by reproduction in
copies
or phonorecords or by any other means specified by that
section,
for purposes such as criticism, comment, news reporting,
teaching
(including multiple copies for classroom use),
scholarship,
or
research, is not an infringement of copyright.
In determining
whether the use made of a work in any
particular case is a fair use
the
factors to be considered shall include -
(1)
the
purpose and character of the use, including
whether such use
(2)
is of a commercial nature or is for nonprofit educational
purposes;
the nature of the copyrighted work;
(3)
the amount and substantiality of the portion used in
relation to
the
copyrighted work as a whole; and
(4)
the effect of the use upon the potential market
for or
value
of the copyrighted work.
The
fact that a work is unpublished shall not itself bar a finding
of
fair use if such finding is made
upon consideration of all the
above
factors.
In
an effort to clarify the applicability of the Fair Use Doctrine,
Congress appended to 17 U.S.C. 107 a lengthy discussion of
copyright law and its limitations.
For the sake of brevity, the following excerpted
paragraphs represent the portions of this statutory annotation
that focus on the educational component of Fair Use.
Note, however, that a majority of the appended discussion
has been omitted.
AGREEMENT
ON GUIDELINES FOR CLASSROOM COPYING IN NOT-FOR-PROFIT
EDUCATIONAL INSTITUTIONS WITH RESPECT TO BOOKS AND PERIODICALS
The
purpose of the following guidelines is to state the minimum
and not the maximum standards of educational fair
use under Section 107 of H.R. 2223 (this
section). The
parties agree that the conditions determining the extent of
permissible copying for educational purposes may change in the
future; that certain types of copying permitted under these
guidelines may not be permissible in the future; and
conversely that in the future other types of copying not
permitted under these guidelines may be permissible under
revised guidelines.
Moreover,
the following statement of guidelines is not intended to limit
the types of copying permitted under the standards of fair
use under judicial decision and which are stated
in Section
107
of the Copyright Revision Bill (this section).
There may be instances in which copying which does not
fall within the guidelines stated below may nonetheless be
permitted under the criteria of fair use.
GUIDELINES
I. Single Copying for Teachers
A
single copy may be made of any of the following by or for a
teacher at his or her individual request for his or her
scholarly research or use in teaching or preparation to
teach a class:
A.
A chapter from a book;
B.
An article from a periodical or newspaper;
C.
A short story, short essay or short poem, whether or not from
a collective work;
D.
A chart, graph, diagram, drawing, cartoon or picture from a
book, periodical, or newspaper;
II. Multiple Copies for Classroom Use
Multiple
copies (not to exceed in any event more than one copy per
pupil in a course) may be made by or for the teacher giving
the course for classroom use or discussion;
provided that:
A.
The copying meets the tests of brevity and spontaneity as
defined
below; and
B.
Meets the cumulative effect test as defined below; and
C.
Each copy includes a notice of copyright.
Definitions
Brevity
(i)
Poetry: (a) A complete poem if less than 250 words and if
printed on not more than two pages or, (b) from a longer poem,
an excerpt of not more than 250 words.
(ii)
Prose: (a) Either a complete article, story or essay of ess
than 2,500 words, or (b) an excerpt from any prose work of not
more than 1,000 words or 10% of the work, whichever is less,
but
in any event a minimum of 500 words. (Each of the numerical
limits stated in ''i'' and ''ii'' above
may
be expanded to permit the completion of an unfinished line of
a poem or of an unfinished prose paragraph.)
(iii) Illustration: One chart, graph, diagram, drawing,
cartoon or picture per book or per periodical issue.
(iv)
''Special'' works: Certain works in poetry, prose or in
''poetic prose'' which often combine language with
illustrations and which are intended sometimes for children
and at other times
for
a more general audience fall short of 2,500 words in their
entirety. Paragraph
''ii'' above notwithstanding such ''special works'' may not be
reproduced in their entirety; however, an excerpt comprising
not more than two of the published pages of such special work
and containing not more than 10% of the words found in the
text thereof, may be reproduced.
Spontaneity
(i)
The copying is at the instance and inspiration of the
individual teacher, and
(ii)
The inspiration and decision to use the work and
the moment of its use for maximum teaching
effectiveness are so close in time that it would be
unreasonable to expect a timely reply to a request for
permission.
Cumulative
Effect
(i)
The copying of the material is for only one course in the
school in which the copies are made.
(ii)
Not more than one short poem, article, story, essay or two
excerpts may be copied from the same author, nor more than
three from the same collective work or periodical volume
during one class term.
(iii)
There shall not be more than nine instances of such multiple
copying for one course during one class term. (The limitations
stated in ''ii'' and ''iii'' above shall not apply to current
news periodicals and newspapers and current news sections of
other periodicals.)
III. Prohibitions as to I and II Above
Notwithstanding any of the above, the following shall
be prohibited:
(A)
Copying shall not be used to create or to replace or
substitute for anthologies, compilations or collective works.
Such replacement or substitution may occur whether copies of
various works or excerpts therefrom are accumulated or
reproduced and used separately.
(B)
There shall be no copying of or from works intended to be
'consumable'' in the course of study or of teaching.
These include workbooks, exercises, standardized tests
and test booklets and answer sheets and like consumable
material.
(C)
Copying shall not:
(a)
substitute for the purchase of books, publishers' reprints or
periodicals;
(b)
be directed by higher authority;
(c)
be repeated with respect to the same item by the same teacher
from term to term.
(D)
No charge shall be made to the student beyond the actual cost
of the photocopying.
The
Committee appreciates and commends the efforts and the
cooperative and reasonable spirit of the parties who achieved
the agreed guidelines on books and periodicals and on music.
Representatives of the American Association of University
Professors and of the Association of American Law Schools have
written to the Committee strongly criticizing the guidelines,
particularly
with respect to multiple copying, as being too restrictive
with respect to classroom situations at the university and
graduate level. However,
the Committee notes that the Ad Hoc group did include
representatives of higher education, that the stated ''purpose
of the * * * guidelines is to state the minimum and not the
maximum standards of educational fair use''
and that the agreement acknowledges ''there may be instances
in which copying which does not fall within the guidelines * *
* may nonetheless be permitted under the criteria of fair
use.''
The Committee believes the
guidelines are a reasonable
interpretation of the minimum standards of fair
use. Teachers
will know that copying within the guidelines is fair
use. Thus, the guidelines serve the purpose of fulfilling the need
for greater certainty and protection for teachers.
The Committee expresses the hope that if there are
areas where standards other than these
guidelines
may be appropriate, the parties will continue their efforts to
provide additional specific guidelines in the same spirit of
good will and give and take that has marked the discussion of
this subject in recent months.
Because
of the relatively recent emergence of the Internet, the legal
relationship between the Internet and the Fair Use Doctrine has
not been thoroughly analyzed by the courts.
As a matter of fact, the researcher was unable to find
one case that is directly on point.
Unequivocally, the number of cases dealing with this
issue will rise dramatically in the upcoming years; perhaps the
U.S. Supreme Court will soon be afforded the opportunity to
articulate its position on the subject.
To the chagrin of many teachers and students, the fact
remains that little guidance as to what is deemed appropriate
educational copying, and therefore “fair use,” on the
Internet has been offered by the courts.
Although
the Supreme Court’s and the federal courts’ Fair Use
decisions have not squarely addressed the issue of when an
academician may post another’s copyrighted work on the
Internet, there are two federal court cases that directly
involve the Fair Use Doctrine in an academic setting.
In
Basic Books, Inc. v. Kinko’s Graphics Corp., 758 F.
Supp. 1522 (S.D. N.Y. 1991), a federal district court in New
York decided a case involving the production of coursepacks by
Kinko’s (Zidar, 1997: 1378).
The students’ coursepacks were produced at the request
of university professors and consisted of excerpted portions of
copyrighted works. The
court held that Kinko’s committed copyright infringement;
furthermore, their actions were not protected by the Fair Use
Doctrine. One of
the critical issues leading to this finding was the fact that
Kinko’s profited from selling these coursepacks, i.e.,
Kinko’s use was commercial and not educational.
Because the parties reached a settlement agreement after
the district court’s verdict, the case was never appealed.
In
Princeton University Press v. Michigan Document Services,
Inc., 855 F. Supp. 905, order amended by, 869 F. Supp. 521 (E.D.
Mich. 1994), aff’d in part, vacated in part, 99 F.3d 1381 (6th
Cir. 1996) (en banc), the
federal appellate court affirmed, in part, a lower court’s
ruling involving a case similar to Kinko’s. Specifically, the court held that the defendant’s sale of
coursepacks to college students, without the copyright
holder’s permission, was not protected by the Fair Use
Doctrine. As in the
Kinko’s case, the Princeton court concluded that
the copying at issue was commercial in nature.
Though
one can hardly suggest that the foregoing cases represent the
legal position of the entire federal court system, the absence
of any favorable educational Fair Use cases is likely to instill
little confidence in members of the American academic community.
The few judgments heretofore handed down should motivate
the proponents of the Fair Use Doctrine to actively seek a more
liberal treatment of it by the courts.
Disturbed
by the lack of clarity in this area of law, many publishers
(copyright owners) and members of the educational environment
(copyright users) agreed to meet and exchange ideas with the
expectation of crafting workable Fair Use guidelines (Colbert
and Griffin, 1998: 455). The
discussions began in 1994 and lasted for almost 3 years.
The five main areas of interest were Distance Learning,
Multimedia, Electronic Reserves, Interlibrary Loans, and Image
Collection. Despite
their good intentions, the Conference on Fair Use (CONFU) did
not achieve its objectives.
This should not come as a surprise if you consider that
the publishers’ and educators’ positions are antithetical,
i.e., the copyright owners sought to restrict Fair Use while the
copyright users sought to expand the same.
Some argue that this lack of success was due in part to
the extraordinarily diverse group of conference members, which
made the attainment of a consensus unlikely (Klingsporn,
1999:115). CONFU’s final report provided in part:
Some
working groups succeeded in drafting proposals for guidelines
which were acceptable to a broad range of participants.
Others were not as successful in drafting proposals for
guidelines acceptable to abroad cross-representative number of
CONFU participants. In
some areas, participants felt that the time was not yet ripe to
write actual guidelines since the technology was still evolving
and the marketplace was still experimenting with how to deal
with these issues. In other areas, there was no clear consensus on how to draft
guidelines, or whether, in some cases, guidelines were even
necessary (Klingsporn, 1999: 116).
One
commentator has suggested that the publishers' provincial
attitude on the Fair Use issue stems from the popularity of the
Internet and the concomitant reduction in the number of
subscriptions to paper-based periodicals and sale of college
textbooks (Colbert and Griffin, 1998: 456).
But this perspective fails to account for the enormous
potential for Internet-based journal subscriptions and
electronically-distributed books.
Granted, technology costs will rise; however, printing
expenses will be diminished greatly, if not eliminated
altogether. Moreover, the journals and texts might reach a much
larger audience. The
old distinctions between texts and trade books might break down
as interested readers discover they can easily purchase college
texts electronically. Surely
the benefits of Internet-based publications outweigh the costs.
While it may be true that online works may be an easy
target for the unscrupulous “unfair user,” it is also true
that the infringement
of paper-based materials is a simple task with the ubiquitous
photocopying machine.
The
power of the publishers’ lobby is evidenced by the
introduction of legislation in committees of both Houses of
Congress in 1996 (Colbert and Griffin, 1998: 458).
The proposed bill, “The National Information
Infrastructure Copyright Protection Act of 1995,” aimed to
restrict the reach of the Fair Use Doctrine.
To the delight of the academic community, this
legislation has yet to become law.
Despite Congress’ inability to pass legislation
regulating Fair Use on the Internet, the imagination of legal
and technology experts has not been stifled.
In
1998, the U.S. Congress enacted Section 512 of Title 17, which
is entitled the "Digital Millennium Act." Though
this statute focuses on copyright law, and even makes reference
to educational institutions, the Fair Use Doctrine is not
affected. In particular, this law deals with copyright
infringement liability; it does not provide rules pertaining to
whether or not a valid claim for unlawful infringement
exists. Simply put, Section 512 should not come into play
when Fair Use is proven.
One
legal commentator recommends an “automated rights
management” (ARM) system to govern online use of copyrighted
materials (Klingsporn, 1999: 123). The ARM technology operates on a “fared use” rather than
“fair use” system. In
other words, the copyright holder would charge the user for each
item copied. Note
that this system is not simply a substitute for the Fair Use
defense; in fact, it may completely eliminate the doctrine. And
thus the argument that competition among the various ARM systems
would lead to more favorable contractual conditions for users
still misses the point; the point being that Fair Use spares
certain types of users the expense of securing permission to use
a copyrighted work. To
perpetuate Fair Use in cyberspace, the ARM system must provide
free access to non-commercial users such as students,
researchers, and journalists. The federal Fair Use Statute’s non-binding guidelines permit
multiple copies of teaching materials; an unresolved issue is
whether or not the Web can be classified
as “multiple copies?” Debate on the answer to this question is likely to continue.
Another
scholar contends that the adoption of a private licensing scheme
to protect copyright holders on the Internet would act as an
impediment to the goals of the Fair Use provisions of copyright
law (Phan, 1998:202). In
particular, DanThu Thi Phan argues that a licensing system
would work to the detriment of poorer users, e.g., students and
libraries, that can not afford to pay licensing fees.
If universities used password-protected Web sites for
their courses, only registered students, i.e., educational
users, would have access to copyrighted materials.
It is conceivable that colleges may charge students
affordable fees for Web site access.
Another negative consequence of licensing schemes is that
copyright holders might deny permission to authors who seek to
critique the copyright owner’s works.
An
interesting suggestion is made by Dan Thu Thi Phan (1998).
He suggests making the Internet a true fair use
zone, allowing educators, students, media artists, and others
the opportunity to use materials for all of the purposes
originally intended under the fair use doctrine.
For example, if art students want to pull down a number
of digitized art images and remake these into their own
composition, they should be able to do so without having to
compensate the original artists.
Similarly, articles placed online should be available for
intellectual study, scholarly writing, journalistic comment,
etc., without the writer having to pay for access to them. In
other words, the Internet would be a free creativity zone, thus
advancing knowledge and the arts.
The copyright on all materials would remain and would
come into play when the user attempted to make money from the
resulting product. If the artists wanted to sell their resulting composition
from downloaded images, the original artist(s) should be
compensated.
Bibliography
Periodicals:
Colbert,
Stephana I., and Oren R. Griffin. (1998). “The Impact of Fair
Use in the Higher Education Community: A Necessary Exception?”
Albany law Review 62: 437-65.
Klingsporn,
Gregory K. (1999). “The Conference on Fair Use (CONFU) and the
Future of Fair Use Guidelines.” Columbia – VLA Journal of
Law & the Arts 23: 101-26.
Phan,
DanThu Thi. (1998). “Will Fair Use Function on the
Internet?” Columbia Law Review 98: 169-216.
Zidar,
Bernard. (1997). “The Randolph W. Thrower Symposium: The Role
of the General Counsel: Comment: Fair Use and the Code of the
Schoolyard: Can Copyshops Compile Coursepacks Consistent with
Copyright?” Emory Law Journal 46: 1363-1410.
Statutes:
17
U.S.C. 106 (West 1999).
17
U.S.C. 107 (West 1999).
See Also:
Copyright
|
Additional Resources:
Crime and Media
http://www.fsu.edu/~crimdo/gradc&m.html
Comparison of Online
Course Delivery Software Products
http://multimedia.marshall.edu/cit/webct/compare/comparison.html
Side by Side Comparisons of Course Delivery Software
Web Lectures
http://www.syllabus.com/jan00_magfea.html
Tools
for Developing Interactive Academic Web Courses
http://www.umanitoba.ca/ip/tools/courseware/
Quia
http://www.quia.com/
Course
Syllabus Builder
http://ils.unc.edu/balus/oit/course/
Faculty
Home Page Builder
http://www.unc.edu/courses/ssp/tools/fac-build.html
WebCT
http://homebrew1.cs.ubc.ca/webct/
Topclass
HomePage
http://www.topclass.com/
WBT Systems
http://www.wbtsystems.com/
LearningSpace
http://www.lotus.com/home.nsf/welcome/learnspace
Real Education
http://realeducation.com/
|
3.
Distance Learning via Live
Video Technologies
While the above
discussion focused on asynchronous distance learning technologies, the biggest
drawback to their overall acceptance is the loss of real time interaction,
instant direct feedback, and reading of the subtleties of voice and facial
expressions. Both faculty and students have come to rely heavily on these
features of classroom interaction, particularly in discussion and seminar
courses. Synchronous distance learning attempts to preserve the learning
atmosphere of the discussion classroom. As examples of such, we'll look
at the options currently available for videoconferencing. These include videoconferencing via satellite, dedicated high speed phone lines,
or POTS (plain old telephone service),
and newly emerging Internet technologies.
Video phones will be mentioned next week also, as they constitute another
variant of live chat over the Net.
Traditional
videoconference broadcasting requires expensive equipment, soundproof studios,
considerable staff effort, and is highly time dependent. Internet-based systems
can prove much less expensive because none of the above is required. However,
high speed access to the Internet is a must for everyone participating in the
online
conference. Also, Internet-based videoconferencing is in its infancy and
will, in all likelihood, improve dramatically over the next few years. For the
immediate future, traditional videoconferencing technologies will continue to be
employed by those who have already invested in them. Universities attempting to
fully utilize the Internet for distance education and/or computer-assisted
learning will likely move toward desktop videoconferencing models.
Satellites have been
used to broadcast live courses, telecourses, and video conferences for a number
of years. Video signals are transmitted from a
broadcast center to a satellite, which in turn sends them back to earth
instantly, where they can be received and viewed from multiple locations.
Older video
broadcast and receiving systems typically were one-way video and two way audio.
I used such a system to teach a course that combined "live in-class
students" (is this an oxymoron?) and students located throughout prisons in
Oklahoma. The only way the distance students could ask questions or make
comments was to just start talking. Their voices would then be heard in the live
classroom.
As this was a course on the
workings of the criminal justice system, as soon as I'd start to describe
anything a voice would erupt in the room with "Oh, yea! Let me tell you how
it really goes down."
Newer systems have
introduced true videoconferencing which requires two-way video and audio
communication. This means that two or more people at different sites can see and
hear each other at the same time. Videoconferencing is often more convenient and
less expensive than travel, especially for a group of people.
One variation of the
satellite delivery method is the telecourse. These are packaged courses or
seminars available through proprietary hardware, closed circuit TV or, in some
cases, on cable television stations. Telecourses are available nationwide. Schedules for satellite broadcasts by
universities
and organizations, such as the American
Law Network are available.
The Law Enforcement Training Network
offers a 24-hour satellite channel sending encrypted signals directly to
subscribing police departments, plus pre and post tests. FEMA (Federal Emergency Management Agency) has
established the Emergency
Education NETwork (EENET), a satellite-based distance learning system
utilized to bring interactive training programs into virtually any community
nationwide. This system provides fire and emergency management training on a
regularly scheduled basis through EENET's "National Alert" monthly
broadcasts, as well as a variety of "special" videoconferences,
training courses and town hall meetings.
The biggest drawback
to the widespread use of satellite videoconferencing is its cost. Originating
broadcast facilities often include multiple cameras and require soundproofing. A
fully equipped video satellite broadcast studio can cost between 1.5 to 2
million dollars, including $500,000 for the uplink station.
An editing suite
including pre- and post-production facilities is part of this package. A videoconference
system must have audio-visual equipment (monitor, camera, microphone, control
pad, speakers, a roll-about cart and peripherals such as a document camera, VCR,
PC. By adding a fully multi-media enabled computer to the system, the presenter
can add PowerPoint-type graphics, animations, video clips, etc.) as well as a
means of transmitting information between sites. A broadband satellite
connection with studio-quality equipment produces an excellent full-motion video
connection, but the equipment and transmission expense is great. In addition,
satellite time, using Florida's current rates for education, is about $300 an
hour. Commercial rates are around $1,000 an hour.
Unfortunately,
less concern has been demonstrated for the remote facilities where
students will gather. Typically, these are rather ordinary college classroom or
facilities rented from junior colleges, high schools, or libraries. Creating an
optimal environment for receiving
video broadcasts is important. Failure to do so can lead to poor student
ratings on the courses and retention problems. Plans for handling technical
problems which might emerge during a live video session should be planned
for in advance.
There are other
alternatives to satellite
broadcasting. These include
ordinary phone line connections, high speed phone lines (ISDN, ADSL), or the
Internet. Traditional phone
lines (POTS) do not send signals fast enough for use as a video conduit, unless
very low frame rates are acceptable. As a solution, dedicated phone lines
(including multiple ISDN
lines) and compressed
video have been developed. ISDN (Integrated Services Digital Network)
phone lines run at speeds two to six times as fast as 56k modem
connection.
Hardware that
allows videoconferencing over telephone lines must be installed. The piece of
equipment is called a codec (short for coder-decoder). The codec takes the
analog video signal and codes (digitizes and compresses) it. The codec also has
to decode (decompress and un-digitize) the received transmission, and you can
probably guess that this kind of processing takes its toll on the picture and
sound quality. The most obvious consequence is a "jerky" picture and
an audio time delay of 0.5-2 seconds. Although compressed video is not broadcast
quality, it's more than adequate for many videoconferencing situations.

Graphic Supplied by Pac
Bell
Pacific Bell is one
of many phone companies offering ISDN-based systems that can also support
room-sized, dial-up videoconferencing. With this application, entire classrooms
can exchange inform ation, carry on discussions, and conduct research projects
with other classrooms or institutions. Here's what's
needed:
One to three lines
of ISDN to enable video calls from 128 kbps to 384 kbps .
Three lines of ISDN (384 kbps) provides a clearer
picture than a single line of ISDN (128 kbps) because less video and audio
compression takes place.
Videoconferencing
using more than one ISDN line requires a device called an inverse multiplexer.
Schools and
libraries must have inside wire -- a phone line and jack -- to connect to the
outside world. Pacific Bell provides free inside wiring as part of the
Education First offer.
Schools and
libraries must have the necessary videoconferencing equipment to complete the
connection. This equipment includes a monitor, camera, microphone, control
pad, speakers, a roll -about cart and peripherals such as a document camera,
VCR, PC, etc. The videoconferencing system should meet the H.320 standard and
provide multipoint capability. There are several vendors selling
videoconferencing systems for use with ISDN.
The next
advance over ISDN is ADSL (Asymmetric Digital Subscriber Lines). ADSL will
connect computers and televisions at speeds up to 9 megabits per second, 300
times faster than modems, 70 times faster than ISDN. ADSL uses existing phone
lines, but requires that telephone companies update equipment to make ADSL
service possible.
With ADSL,
multi-site videoconferencing will become a reality, with image quality
comparable to current television standards of 30 frames per second. ADSL also
will remove the last bottleneck to high speed access for the Internet, video on
demand, video education, and myriad applications we can only imagine
today. Current distance learning programs will be able to combine real time
interaction with their existing low bandwidth asynchronous
components.
Internet and Web
videoconferencing are already up and running, including versions that have been
optimized for 56k modem connections. However, these have not been satisfying as
image quality has been poor, only a few frames per second can be transmitted,
multi-point conferencing is not feasible, and the size of the images has been
criticized as postage stamp video.
Internet and Web
versions of videoconferencing are often referred to as desktop
videoconferencing because of their reliance of desktop PCs. Of course, if
you attach a large monitor, projector or LCD panel to the computer the
differences between Internet videoconferencing and other techniques become
transparent to users. Desktop videoconferencing systems come in three basic
types: those that operate over phone lines such as ISDN and POTS (plain old
telephone service), those that operate over a LAN such as Ethernet, and
dedicated systems that use special video cables between each connected computer.
Ultimately, cable
modems
or ASDL are o provide the bandwidth required for Internet
videoconferencing from home.

Graphic Supplied by Pac
Bell
In the past, if two
parties wanted to participate in a
Web (H.320).
Videoconferencing
systems
that support this standard can share not only video and audio, but
white boards and other collaborative spaces (e.g. writing environments) as well.
A turn key Internet-based group videoconferencing system can cost around $45,000
with desktop systems costing
up to $8,000 per unit. There are a number of desktop
videoconferencing systems now being marketed.
Costs vary
tremendously (the $8,000 price listed above is for a high end system). A cost
effective alternative (under
$150 for the addition items needed) for personal
conferencing is a combination using the color Quickcam
or other webcam
and software such as Microsoft
Netmeeting or CU-SeeMe. No additional
computer components are needed to capture and process the
video signals.
High quality digital
video cameras such be directly connected to a computer through a firewire port.

The next step in
Internet videoconferencing is the embedding of the video images within a Web
page format: live webcams. This allows additional class materials in HTML to be
presented in the same computer screen space as the video interaction. Conference
participants can share access to text, graphics, Java applets, etc., which have
been prepared prior to the video conference, but remain available for review
after the live session has disbanded. Examples include Vxtreme
Web Theater.
Criminology courses
and law enforcement academy training could include live field experiences as
wireless
modems permit instructor or student to broadcast or receive video
images from remote locations. A
researcher investigating
alleged cases of police deviance planned to
set up live Webcasts:
We will soon be
broadcasting our investigations live to this web site. You will be able to
watch our investigations of the police from the field. You can judge for
yourself whether we are setting the cops up as many officers complain or do
some police officers abuse their authority?
Distance education courses in the near future will be able to use all of these
features, creating video rich multimedia, interactive learning environments.
These
experiments will be limited only by the imaginations of the faculty designing courses
and the students interacting with the materials.
The Ultimate Distance Learning
A Harvard Law School lecture
in Second Life.
By CHRISTINE LAGORIO
Published: January 7, 2007
Isaac Greenbaum, a continuing education student
at
New York University, remembers the day last
semester when his media studies class was
settling into a discussion of its next group
project. Shortly after class began, a brawny,
bare-chested figure bounded in wielding a
crossbow.
“This guy is shooting arrows, and if he hits
you — of course, you can’t die — you get
teleported to a different land. And he hit me! I
got sent to, like, the Himalayas!”
Sabotage can happen when your class is held
in cyberspace, where a marauding avatar may just
barge in and audit. Avatars are the virtual
personas that users design and embellish (with
anything from wings to, well, crossbows) to
navigate the digital three-dimensional world
called Second Life. Much of Second Life, now
occupied by some two million users, mimics real
life (R.L., in the vernacular): sun, sky, trees,
waterways and anything users think to build.
Were avatars the size of their human creators,
the Second Life “grid” — a mainland and
surrounding islands that users can buy with real
money — would be the equivalent of more than 100
square miles. (Enter at
www.secondlife.com.)
Scores of colleges and universities have set
up campuses on islands, where classes meet and
students interact in real time. They can hold
chat discussions and create multimedia
presentations from virtual building blocks
called prims. The laws of physics don’t
necessarily apply.
At Middletown Island (named for Ball State’s
middle-American campus town, Muncie, Ind.),
students hold after-class chats about their
assignments while their avatars practice dance
moves at the island tiki bar. They log in from
their R.L. dorm rooms to decorate their avatars’
virtual dorm rooms.
Instructors say the Second Life class
experience is particularly enhanced for distance
learners. In Second Life, classmates and
instructor don’t just communicate in chat rooms;
they can actually see one another — or, at
least, digital alter egos — on screen.
Bill Moseley, whose distance-learning course
for
Pepperdine University meets roughly every
two weeks in Second Life, found an unexpected
benefit: within the program’s lifelike graphic
environment, his students had “a community
online and the feeling of being together.”
Nearly any time he logs on, he finds one or two
tinkering with their project or exploring
another area of the grid. For fun one day after
class, everyone took a student’s new virtual
dune buggy for a spin around Malibu Island (Pepperdine
is in California, after all).
Rebecca Nesson, a Ph.D. candidate in computer
science, brought her class at
Harvard Extension School to Second Life last
semester. “Normally, no matter how good a
distance-learning class is, an inherent distance
does still exist between you and your students,”
she says. “Second Life has really bridged that
gap. There is just more unofficial time that we
spend together outside of the typical class
session.”
Linden Lab, the company that created and runs
Second Life, has sold more than 100 islands for
educational purposes, at about $1,000 each plus
$150 monthly maintenance. Owners of islands have
more sophisticated controls over the virtual
experience, including the ability to make their
land public or private (invisible to others).
Since N.Y.U.’s media studies class was one of
the school’s first forays into Second Life, the
class, which is offered within the Paul McGhee
Division for adult education, took up residence
on an island called simply Campus: Second Life.
Linden donates a free acre for the duration of a
class so a college can experiment before
investing in an island.
SECOND LIFE’S education community is growing:
subscribers to its education listserve number
more than 1,000; at least three islands run by
library groups are open to the public; and
universities are collaborating by lending space
on their own islands or sharing ideas. Graduate
students doing research or teaching in Second
Life have formed a mobile colony that holds
discussions with experts in subjects like online
ethics or aesthetics.
Seton Hall, in South Orange, N.J., presented
its Second Life teaching methods at a recent
conference held on New Media Consortium’s
island, and the
MacArthur Foundation held a panel discussion
called “The Future of Digital Education” on
Harvard’s island.
“A year ago, in ancient history, we heard
educators saying, ‘Wow, I logged into Second
Life, and it is pretty neat,’ ” says John
Lester, manager of education and community
development at Linden. “A year later, we’re
seeing them produce case studies in Second Life,
pointing out what worked, what didn’t and giving
a direction to future educators.”
For example, Second Life isn’t conducive to
traditional lecturing, since streaming real-time
audio is difficult. So class on the grid is less
professor-centered, because of the free-for-all
nature of real-time chat.
“I prefer classes to be discussions, and
that’s a necessity in Second Life,” says Ms.
Nesson. “Things pop up in a less linear fashion
than they do in a regular classroom.” Still,
even when 10 students chime in, the threads of a
discussion are easy to follow, she says. “But
I’ve found that it is important to ask questions
that are not entirely open-ended,” she adds,
“because that’s when chaos ensues.”
Christine Lagorio is a news
producer at CBSNews.com.
|
|
BALL STATE UNIVERSITY
Sarah Robbins (above, as her avatar,
Intellagirl) was already a
“video-game-excited person” when she
decided to conduct her section of
English 104, a required writing course,
in Second Life. Knowing the learning
curve is steep, she put out a call last
summer for interested underclassmen, and
got 300 responses for 18 spots. Ms.
Robbins doesn’t use Second Life to
impart textbook knowledge; she sends her
students out to interact with other
inhabitants to get them thinking and
writing — “about our own identity, and
respecting the identities of others, and
exploring the look of our own avatar.” A
500-word blog is due weekly.
|
|
One day students dressed their
avatars to look like pitchers of
Kool-Aid and traveled as a pack
to observe reactions. Did they
feel safer or bizarre? Another
day, they switched genders by
editing body form. “I gave them
a big box of clothes to use,”
Ms. Robbins says. “The women in
class all put on sort of dorky,
unathletic clothing and became
sort of intellectual-looking
men. Men in the class all put on
bikinis and had big guns.” The
women’s alarmed reactions to the
men’s wardrobe choices provided
fodder for that week’s blog. “I
wanted to break out of
real-world learning,” Ms.
Robbins says.
|
|
|
HARVARD LAW
SCHOOL Last
semester, Harvard Law
offered “CyberOne: Law
in the Court of Public
Opinion,” which explored
public expression and
new media. Only law
students could enroll in
the portion taught by
Prof. Charles Nesson in
a bricks-andmortar
classroom. But
continuing-education
students at Harvard
Extension School could
participate via Second
Life. Some 40 avatars
attended weekly “in
world” classes and
watched Professor
Nesson’s lectures on a
large screen in the
outdoor lecture pit
adjacent to Austin Hall
(above). Sessions were
held outdoors because,
“for people who are new
to Second Life,
navigating the indoors
can be difficult,” says
Rebecca Nesson, the
extension-school
instructor who taught
the course with, yes,
her father. Harvard’s
island is open to the
public, and nonstudents
eavesdropped: the
law-school lectures were
downloaded at least 300
times a week, and many
avatars at large sat in
on her class (although
not many law students
showed up). Some
nonstudent avatars even
logged in to visit Ms.
Nesson during her
virtual office hours.
This winter, Professor
Nesson is moving his
intensive
trial-procedure class,
“Evidence,” into a newly
built virtual courtroom
where students can
simulate cases. The
public will be able to
observe from a gallery. |
|
|
|
Universities register for virtual future
Students may soon meet with professors once a
week and then use simulations, virtual worlds
and downloads to complete coursework.
Published: February 7, 2007,
9:15 AM PST
SAN FRANCISCO--If you want to know
what higher education will look like in
a few years, you might ask Charles Reed,
chancellor of the largest four-year
university system in the United States.
As head of the California State
University system--with 23 campuses,
46,000 employees and more than 400,000
students--Reed says he's worried about
classroom space in the future because
of, among other reasons, expanding
enrollment.
Consequently, Reed said he envisions
students becoming more like
telecommuters. They might meet with
faculty and peers one day a week on
campus, and then use simulations,
virtual worlds and downloaded
information the rest of the week to
complete coursework.
"It's not an either-or thing. We need
the 'high touch,' but we need the high
tech at the same time," Reed said
Tuesday at Sun Microsystem's Worldwide
Education and Research Conference here.
The three-day conference kicked off
Tuesday to a packed hotel ballroom of
roughly 400 attendees hailing from
universities around the world. Sun
devoted a large part of the day to
selling educators on its open-source
technology for classroom computing. Sun
Chairman Scott McNealy himself promoted
a range of Sun efforts, including
Project
Blackbox, which creates data centers
packaged in stackable shipping
containers, and
Curriki.org, which focuses on
creating free curriculum in the mold of
Wikipedia.
"It's not an either-or thing. We
need the 'high touch,' but we need
the high tech at the same time."
--Charles Reed,
chancellor,
California State University
"Technology has to play a huge role
in education. (It's) changed
commerce...publishing...banking. It's
got to change education big time,"
McNealy said during a keynote speech.
Virtual worlds are already beginning
to change higher education, according to
several educators.
For example, more than 70
universities have built island campuses
in Second Life, according to
Stuart Sim, CTO and chief architect of
Moodlerooms, which builds structures
in virtual worlds and offers course
management software. Sim said his
company is currently developing tools to
help universities better manage students
and courses delivered in Second Life.
That way, universities can have an
application to control adding or
removing a student avatar to the island
campus, he said. The project is dubbed
Sloodle.com.
Gerri Sinclair, executive director of
the master's degree program for digital
media at the Great Northern Way Campus
in Vancouver, Canada, said her group is
building a Second Life virtual
campus alongside its physical one. "Our
students are digital natives, and they
don't want to be reached in traditional
ways. So we're creating a virtual campus
as we're building our real campus,"
Sinclair said.
Jane Kagon, director of UCLA's
Extension Department of Entertainment
Studies and Performing Arts, also
announced during the conference that the
university has opened a Second Life
island for its digital-film students.
"It's an interesting time" to be part
of gaming, noted
Chris Melissinos, Sun's chief gaming
officer. "There's an opportunity to grab
this technology and new modes of
communication and use them for a greater
purpose."
In that vein, Melissinos discussed
Sun's Project Darkstar, which is
designed to help developers of online
games via server-side technology. With
this technology, developers can create
multiplayer online games that can be run
on any game device, he said. Sun plans
to demonstrate the technology at a game
conference next month and will offer a
free license for it to schools and
universities, he said.
Still, there are downsides to mixing
virtual worlds and education. For
example, Sinclair said that her school
held a seminar in Second Life and
an avatar entered the room and began
shooting at all the other avatars. "We
didn't know if we should duck," she
said. An administrator in the seminar
left the room and figured out how to ban
the offender.
Melissinos said Sun is working on
open-source client-side software, called
Project Wonderland, so developers can
build applications on top of its
server-side software. That presumably
could solve security issues.
"We wouldn't do business in Second
Life there because it is insecure.
That (security is) necessary for
education, too," Melissinos said.
Ultimately, Reed said, he cannot talk
about where education is headed without
talking about the future of technology
because "it's shaping how we reach out
to students and team (with) them in
every way," he said.
The California State University
system, for example, plans to finish in
2008 a new so-called common management
system, which will combine financial
information, human resources and student
services for all 23 campuses on one
network. It will let students and
faculty access information from any
location.
CSU also has systems in place for
admission applications, teacher training
and college prep tools. Reed said that
schools' biggest challenges are in
keeping costs down, getting teachers and
students linked on the systems, updating
outdated technology and keeping the
system secure. For example, he said CSU
gets as many as 100,000 hits a day from
hackers trying to access personal,
financial data on students and faculty
in its system.
"Many of the challenges we face
today," he said, "are similar to ones
the rest of the country's universities
will face in the next 8 to 10 years."
|
Additional
Resources:
Satellite 101
http://www.hughespace.com/sat101.html
Glossary of Satellite Terms
http://www.satnews.com/glossary.html
Satellite Program
Providers
http://www.uwex.edu/disted/satellite/satprov.htm
4. Using Games and Simulations as
Teaching Tools
No one has ever said that "learning can't be
fun" or that "fun can't be educational." In addition to
the asynchronous and synchronous technologies described so far, new types of
software applications are revolutionizing teaching. It's now possible to design
and use simulations and games that are both fun and educational. Everything
from virtual chemistry labs to emergency room scenarios to ethnographic field trips have been created. These
can be sent to distance learners on CD-ROMs for home use, put on campus lab computers for
outside of class exercises, or made available over the Internet for both types
of students.
Today's
computer games fall into three major categories; shoot-em ups, mystery
and puzzle games, and system simulations. Each could prove useful in
creating realistic criminal justice simulations capable of teaching
rapid response skills, research skills, decision making logic, and
long-term planning abilities. By combining elements of the three modes
in one simulation, hybrid learning environments can be created. By adding
models borrowed from game theory, artificial intelligence, and
computer-based algorithms, simulations can better reflect real world
situations. While in the past games were typically one user
interacting with a computer, the Internet and networked computing have
opened up gaming to group participation, widening dramatically the
skills which can be taught. Networked games can teach the benefits of
collaborative work over reliance solely on the resources of
independent individuals. Games integrated as part of 3D multi-user
interactive worlds are likely to become the network computer interface
of the near future.
There are a number of reasons why the game might
become the interface or template of choice for new media learning
environments in the near future. None is more compelling than the fact
that tomorrow's students are today's kids, a generation raised on
video games. According to Jesse Berst:
Lately I’ve been thinking about where we go after Windows, how
the human/computer interface will evolve, and what it means for
computer professionals and enthusiasts. Indeed, I believe the first
primitive versions of the next interface have already been
delivered.
They’re called video games.
The computer era of tomorrow will be created and controlled by
the children of today. Kids don’t think of computer interaction in
terms of menus and windows, but of games. This points to two
developments: a new kind of interface, and a new kind of
collaboration.
You could even say that the next interface is burnt into kids
brains. A growing body of evidence suggests that early childhood
patterns become hard-wired. Our brains are born with many
"extra" connections. Those that get used often survive and
strengthen. The rest atrophy.
So, when you say, "they think differently than we
did" you’re not just mouthing a cliché. You are describing
an actual anatomical difference. Because of patterns etched during
their early years, baby boomer brains—TV generation brains—are
wired differently than those of the generation before, which grew up
without TV.
The video game generation sees things differently, too. Think
about the spatial metaphor that dominates most games. Typically, the
hero wanders rooms interacting with objects—weapons, treasures,
enemies, other users. Now think about the expectations engendered by
this mindset. Gamers expect:
-
to be "inside" the interface, represented by an
avatar or character. (Contrast this with today’s metaphor,
where users stand apart from the interface and interact with
it.)
-
to navigate "through" the environment
-
to learn by trial and error, with no penalty (you can
always come back to life)
-
to have clues everywhere in case they get lost
-
to encounter objects that are "alive" and
actionable
As you consider these assumptions, you can start to see the
outlines of a new interface. Where databases become information
villages, with maps, streets and landmarks. Where documents can be
visualized as rivers, highways and the like. And you can start to
see the contour of a new kind of collaboration. One that happens in
real time, with both parties "inside" the interface,
interacting with the environment and each other.
Does the idea of 3D landscapes for business applications seem
unlikely, silly, "not right?" The new interface will
initially make us as uncomfortable as today’s computers made our
parents. But there’s not much we can do about it. Today’s
interface is at the end of its useful life. Tomorrow’s interface
is already struggling to hatch. Chances are it will have little in
common with the drop-down menus of Windows. And much more to do with
the Nintendo 64...

Promo for Redneck Rampage
Yahoo
actually lists six game categories, with the numbers of Web game pages for
each listed below:
-
Action
(1830)
-
Adventure
(114)
-
Role
Playing (823)
|
-
Simulation
(566)
-
Sports
(383)
-
Strategy
(926)
|
For the purposes of discussing how games might play a useful role in criminal justice education if
adapted properly, I have reclassified them into
three broad categories:
(1) shoot-em ups, (2) mystery and puzzle
games, and (3) system simulations.
1. Shoot-em ups are extremely
popular with kids (and many adults). At the 1997 E3 computer
gaming expo in Atlanta, I witnessed thousands of adult playing
shoot-ems, while their children, barred from entry, cried in
the hallways. Shoot-em ups might take place in any
"space," including military battlefields, aviation
simulations, outer space, inner earth, or medieval settings.
Some involve strategy, others are largely mindless killing
vehicles. Examples include Wolfenstein 3D, Doom, Quake,
Postal, and a legion of others.
|
Are Shoot-em Ups
Dangerous for Our Kids?
Quake 3 Arena screen capture
One of the most frequently asked questions about kids' fascination with these
types of games is, whether such violent game play is dangerous? I've previously
tried to address similar questions as have many social
scientists. A number are quite concerned:
While the studies
on video games and aggressive behavior must be considered
preliminary, it may be reasonably inferred from the more than 1,000
reports and studies on television violence that video game violence
may also contribute to aggressive behavior and desensitization to
violence.
I'm not quite as worried about the negative impact of video games
given the way results are generated in many of these studies. The
changing responses to pre- and post-test questionnaires may be the
result of a Hawthorne
effect. In addition, Twitchell (1989) has identified "preposterous
violence" as an persistent adolescent male preoccupation.
What about girls?
Girls are not as interested in killing games as boys, part of the
overall gender imbalance in use of computers by kids.
Computer games are proving to be a major factor attracting young
boys to play with computers at increasingly earlier ages. This early
access helps to make them feel comfortable with the technology. To
date, the game companies have been far less effective in producing
games which target girls and some now fear that the result will be a
further exaggeration of the gap between male and female
participation in technology and science.
The paucity of
software specifically for girls was witnessed firsthand at E3.
Besides Clueless, Barbie, and Cosmo makeovers, little was available.
Recently, I've been involved in a series of focus groups in which juvenile
delinquent teens have been asked to describe the kind of worlds they would create
on a computer. Boys and girls worlds differed greatly. Boys wanted to
create higher levels for Quake while girls wanted to create homes and
communities in which they could discuss personal problems.
Additional Resources:
Media Effects Theories
http://www.fsu.edu/~crimdo/lecture1.html#effects
Mediascope
http://www.mediascope.org/
Video Game Violence
http://www.mediascope.org/pubs/ivgv.htm
Hawthorne Effect
http://pespmc1.vub.ac.be/ASC/HAWTHO_EFFEC.html
Virtuous Video
Games?
http://hotwired.lycos.com/synapse/katz/98/02/index1a.html
From Barbie to
Mortal Kombat
http://web.mit.edu/womens-studies/www/cyvixen.html
Twitchell, James. 1989. Preposterous
violence: Fables of aggression in modern culture.
New York: Oxford University Press.
|
If one reversed the logic of today's shoot-em ups, they could be
used as teaching tools for law enforcement training. In the shoot-em
ups, firing one's weapon often is the first response to any appearance of an
intruder; in police work discharging one's weapon is the choice of
last resort. Nevertheless, in real police work, officers sometimes
must make split second decisions on whether to shoot or hold their
fire. However, by following proper police procedures, officers can
limit the times they end in situations in which such choices must be made. The BEAT series of
interactive CD-ROMs made by St.
Petersburg Junior College used standard training procedures as the
game model. Combining simulated stop and search situations with
multiple user options, officers were taught how to avoid being placed
in life and death situations. The scene below would never have
occurred had the officer "called for back-up."

Rookie Officer is Dead Meat in BEAT!
2. Mystery and puzzle games are another staple of the computer
gaming industry. One subcategory is best described as "interactive
cinema" (Friedman, 1995). The game player enters into the game's
world as the protagonist. In effect, the game typically has a narrative
structure that the player must follow from beginning to end. In order
not to bore the game player and to make the story interactive, the
games is set up as a series of puzzles that must be solved in order
to progress through the narrative.
A second option is to design the game more like hypertext,
meaning it is not required to follow the narrative in a linear way.
There are many paths to the same conclusion. Its also possible to
construct the game with multiple endings, but each level of increasing
variability requires additional design, programming, and expense for
the game company. In some games, every choice you make effects your
future options and the attitudes and actions of other game characters
in the future. For example, being friendly to a character early on in
the game may determine whether they're willing to help you later on
when your life is in peril. Games can follow dozens of different story
lines with many of the scenes never visited.
What is driving the increased complexity of such games?
Dedicated computer gamers (again largely adolescent males) have come
to expect better graphics, more difficult puzzles, etc., so that each
generation of games must be better than the last. This, of course
makes the games much more difficult for novices, opening up a
secondary market in help books and cheats.
Do you hate the spaceship in Myst
as much as I do?
|
I could never match the notes on the organ located inside the rocket ship. I tried taping
the first set of sounds and replaying them while trying to set
the slider bar!!!
Here's the solution:
Play the notes from the
Selenitic Age book in the organ, and set the same notes in the
controls of the ship. If you're tone deaf, just count number
of notes from the bottom. (8, 20, 23, 13, and 6, respectively,
including the bottom as one). Press the button and the book
will appear before you.
|
The mystery and puzzle game model has lent itself very well to
crime-related games. Given that solving crimes in which no apparent
criminal is at hand is much like solving a mystery, police and
detective games abound. These include games based on Sherlock Holmes
and Philip Marlowe novels, and the Police Quest series, etc. There are
now online mystery sites
as well. The Crime
Scene Evidence File has fooled a number of visitors into thinking
it was a real case.
The problem with most of these games is that they attempt to do police
investigation and forensic analysis without an adequate grounding in the
scientific basis of either. Crime detection and forensic science
are disciplines ultimately based upon applying rigorous scientific analysis to
multiple hypotheses, testing each, and then choosing the best
supported one. Following the U.S. Supreme Court's Daubert
decision, such methodology is essential. It attempted to:
...place appropriate limits on the admissibility
of purportedly scientific evidence by assigning to the trial judge
the task of ensuring that an expert's testimony both rests on a
reliable foundation and is relevant to the task at hand. The
reliability standard is established by Rule 702's requirement that
an expert's testimony pertain to "scientific . . .
knowledge," since the adjective "scientific" implies
a grounding in science's methods and procedures, while the word
"knowledge" connotes a body of known facts or of ideas
inferred from such facts or accepted as true on good grounds.

Simulated crime scene includes gruesome photos
Given that Web sites are easier to design that complete games,
this may be the forum where interactive scientifically-based forensics
simulations emerge. The Crime Scene Evidence File is one example. Combined with the
growing number of academic forensic
sites on the Web, students can learn a great deal about the art of
collecting, analyzing, and preparing criminal evidence for court. The
game D.A:
Pursuit of Justice
is one of best courtroom prep simulations to date. You know who did it;
proving it was another matter. The game was so tough to win the U.S. Justice
Department used it to prepare their attorneys for trial.
Game Theory
Rough (but
Silly) Justice and Striking (Also Silly) Moves
A prosecutor and a witness in
"Phoenix Wright Ace Attorney: Justice For All."
Published: January 25, 2007
When the judge in a murder case pronounces a
defendant not guilty, I doubt that confetti
streams from the ceiling. I also suspect that
the prosecutor is rarely a foul-tempered
teenager who carries a whip and curtsies when
she presents compelling evidence. But if trials
were as entertaining in the real world as in
Phoenix Wright Ace Attorney Justice for All, it
might be worth jury duty just see it all
firsthand.
PHOENIX WRIGHT ACE ATTORNEY: JUSTICE FOR ALL
Developed and published by CapCom
for Nintendo DS; for ages 13 and up;
$29.99.
Phoenix Wright is the spiky-haired defense
lawyer previously seen in Phoenix Wright: Ace
Attorney. In this sequel from CapCom for
Nintendo DS, most of the rest of the cast
also returns, including Phoenix’s psychic
sidekick, Maya, and the glum detective Dick
Gumshoe.
With their help, Phoenix seeks out evidence
to exonerate clients facing seemingly
incontrovertible testimony. This testimony comes
from odd characters, including a ventriloquist
who is continually insulted and pummeled by his
dummy, a clown who uses makeup that is
“sensitive enough for a baby, strong enough for
a mime” and a security guard who wears an
astronaut suit and carries a toy ray gun that
she fires whenever she is annoyed.
The prosecutor for most of the cases is an
18-year-old legal prodigy who derides Phoenix
with remarks like “only a foolish-looking fool
could be fooled by such a foolish fool’s foolish
dream.”
The game is divided into two parts:
investigative segments in which you gather
clues, and courtroom sequences where you must
exploit inconsistencies in a witness’s testimony
using deductive reasoning.
If a witness swears your client was standing
over the body with a knife, you must review the
evidence in the court record for proof that the
witness must have been looking the other way, or
the knife was actually a carrot, or your client
could not possibly have been seen wearing that
particular pair of shoes.
Find the right evidence and Phoenix will
shout “Hold it!,” the jury will murmur in shock
and the witness will cry out “Arrrgh!” Present
the wrong evidence and Phoenix will stammer out
a confused objection, after which the judge will
penalize him; earn enough penalties and your
client will wind up on death row.
Winning is made more difficult by a legal
system in which disproving every shred of
evidence is not enough; you must get the
murderer to confess on the stand. Fortunately
for Phoenix, it seems every killer will make a
public confession in a courtroom if you just
show that missing shoelace or torn photograph
that proves that only one person could have
committed the crime.
Justice is a terrific game, but it suffers in
comparison with the previous one. This time
around the plot twists aren’t quite as
unexpected (you usually know who the real killer
is fairly early on), and some of the puzzles in
the last case are rather unreasonable. And while
the previous game gave the player some cute
toys, like a fingerprint kit and a liquid that
revealed blood stains, there is little of that
in the sequel. But as in the first game, Justice
has gripping stories, clever, logical puzzles
and laugh-out-loud dialogue.
E-mail: Herold@nytimes.com
|
3. There are a number of other kinds of
simulations. The types of simulations which hold great promise for
criminal justice education are those that model social systems (system
simulations), with the SimCity line of games being the most well known.

The Sims simulates family and community life
Playing a systems simulation game is very different from a shoot-em up or puzzle game. As Ted Friedman
(1995) points out:
The interaction between human and computer is constant and
intense. Game playing is a continuous flow---it can be very hard to
stop because the player is always in the middle of dozens of
different projects...By the time the player has made a complete pass
through the city, a whole new bunch of problems and opportunities
have developed...The game can grow so absorbing, in fact, that
players' subjective sense of time is distorted...the player forms a
symbiotic circuit with the computer, a version of the cyborgian
consciousness...
Given that criminal justice is itself a system and at the same time
is constrained by the larger social system in which it is embedded, a
systems-modeled simulation is a natural teaching tool. The functionalist cybernetic approach to criminology can be
modeled within a system simulation.
As in life,
learning and winning in a computer game is a process of
demystification. One learns the principles behind the game while
discovering the inevitable flaws in its design. There are no perfect
computer games, just as there are no functioning systems without
problems.
Can SimCity be used to teach criminology? We discover that SimCity has its own ideas about what causes crime and how to lessen it.
According to Dargahi and Bremer (1995):
...crime breeds and spreads in areas of low land value and high
population density. High crime also lowers the local land value,
forming a feedback effect which can get out of control and lead to
riots. Providing law enforcement, lowering the population density,
and raising the land value are actions that defeat or lower the
crime rate.
Law enforcement includes building both police stations and jails. A
fully-personed police station, following the overall
contiguously-based simulation engine of Sim City, lowers the crime
rate proportionally in 5 radial areas surrounding the station. The
closer to the police station a radial is the greater the crime
reduction impact.
Jails/prisons in SimCity makes the police stations more effective because
police do not have to guard the captured criminals at the station, but
can return to their beats. Jails, if they become overcrowded (more
than 10,000 inmates) start to release criminals back into society
early; the result can be that crime runs rampant in the sector. Under
normal conditions 25% of the inmates are released each year. Finally,
there is a build-in NIMBY (not in my back yard) feature; sims attempt
to block the building of jails in their neighborhoods.
Obviously, this model is overly simplistic and largely ignores
the myriad of factors which could be taken into consideration in any
multivariate analysis of crime causation and cessation. Whether the
Sim City geo-spatial model is even adequate could be questioned. A
thorough review of studies dating back to the concentric
zone mapping done by the University
of Chicago Department of Sociology in the 1920s through today's
use of computerized
mapping and GIS
technologies might result in a more
accurate model. SimCity 3000 features layered maps that allow users to
isolate crime hot spots.
| SimCity Network Edition uses Internet Chat to allow
multiple city managers to collaborate or compete. City
managers themselves play multiple roles, requiring gamers to
constantly shift identificatory positions.
|
|
A simulation based on the NYPD model might prove instructive. In
the 1990s, New York City credits the use of geo-spatial computer
technology to decreased crime rates:
The systematic approach was basic. Use computer databases and
push-pin maps to mark troubled sites. These sites would become
easily identifiable once someone, or something, kept track of any
wrongdoing in that particular locality. The department designed
computer maps to plot crime trends daily for every street in New
York City. This way, the criminals could be stopped before they make
their next move. The success of the strategy in New York law
enforcement seems to reject the theory that crime is mysteriously
tied to being poor or a victim of social prejudice.
The advent of networked and online gaming has significantly
changed the nature of computer simulations.
(After years of
playing Scrabble vrs. a computer, I finally have some real world
opponents.) While in the past games were typically one user
interacting with a computer, the Internet has opened up games to group
participation, widening dramatically the skills which can be taught.
Networked games can teach the benefits of collaborative work over
reliance solely on the resources of independent individuals.
Of course, all types of games have migrated to the Net,
including shoot-em ups, puzzle games, and simulations. Doom and Quake
fanatics can kill daily. Quake, for instance, can pit up to 16 players
against one another in a death match.
In solo mode, players wander
through a dark and dangerous virtual world, killing hideous monsters
with an arsenal of weapons. The graphics are incredible and gameplay
is frighteningly realistic. In a multiplayer mode, you stalk other
players who appear as buff, armor-clad soldiers toting ridiculously
large guns. Playing against computer-generated monsters is fun, but
playing against other humans, who, in most cases, are a lot smarter-is
absolutely compelling. It's like cops-and-robbers on digital steroids.
online
quiz games such as You
Don't Know Jack mix multiplayer gaming with unavoidable commercial
advertising. Former inhabitants of text-based MUDs,
MUSHes, and MOOs and Dungeons & Dragons players find they can
now visit the Realm, (a much
friendlier looking place than Quake) and role play for endless hours.
On a recent visit to a cybercafe in Copenhagen, I found the club filled with
young adult males immersed in Internet role play games.
 
Looks
like this is more girl-friendly than shoot-em ups!
The Realm is an interactive fantasy
world where people can go on a quest or scour a dark forest
for monsters, or simply find a quiet corner of the landscape
to talk to a friend. Players can be powerful warriors,
shadowy thieves, magical wizards or brave adventurers. One
can choose a criminal career as a thief:
A thief thrives by moving quickly and quietly.
Thieves usually become adept at opening locked objects, robbery, ambush and
avoiding traps. Many a Realm resident has discovered items missing from an
encounter with a thief. Also, for those seeking a well-guarded treasure, a
skilled thief in a party can be a valuable asset.
The Realm was developed by Sierra, whose game designer, Ken Williams (1997), has given significant thought as to how to make all future
games multiplayer. There were some differences of opinion within the
company on what form multiplayer adventure games should take,
particularly over whether the story plot or player interaction should
dominate. One possibility considered was to create specific chat rooms for each
level or act within a game, so that players could interact with others
at the same place in a game. This assumed all would be following the same
narrative toward a common end point. The Realm, however, ultimately
was designed with no plot; only you determine whether to make friends,
explore new worlds, or fight monsters. Future networked games may also
include management and behind the scenes aspects. For example, rather
than just racing cars, the player may first have to design the car,
hire a racing team, and interact with the corporation sponsoring the
racer, etc. These would all be roleplayed by other game players.
In the long run, games themselves may become interlinkable.
After a hard day at work designing your race car, you might change
clothes and join other avatars in trophy bass fishing.
The most discussed online gaming initiative is Ultima
Online. Based on the original Ultima series of role playing games,
the online version is based upon the recognition that thousands of
game players can't all be after the same quest. Instead the online
world is a functioning community with participants adopting trades of
their choice, learning lessons borrowed from ecology, and taking part
in cooperative endeavors. The designer referred to it as a medieval
agrarian simulation. Over 150,000 copies of game's CD-ROM were
sold in a few months, overwhelming the company's expectations about
how many would want to participate. 10,000 new online players were
showing up each week, with players staying online an average of 4 to
6 hours a day.
Video Games
O Brave New World That Has Such Gamers
in It
One “World of
Warcraft: The Burning Crusade”
destination is the Dark Portal,
gateway to Outland.
Published: January 19, 2007
This week it’s likely that thousands
of people cut school, called in sick
and otherwise turned away from the
real world so they could be among
the first adventurers to traverse
the Dark Portal and battle the
demons of the Burning Legion in the
broken world of Outland.Call it
the World of Warcraft effect. This
is what happens when Blizzard
Entertainment, the maker of World of
Warcraft, the top online computer
game with more than eight million
paying subscribers, releases the
game’s first retail expansion set.
The Burning Crusade, as the set
is titled, went on sale at midnight
Tuesday. For people who don’t play
online games, it can be a little
difficult to describe the freakout
many gamers experience as they try
to explore and conquer the new
content. Imagine the convergence of
rabid fans if, say,
Luciano Pavarotti were to star
in a long-hyped live remake of “Star
Trek” at
Carnegie Hall, with special
appearances by
Tom Cruise and
Kiefer Sutherland.
It’s a bit like that, except for
people who mostly don’t read People,
care about Jack Bauer or subscribe
to the Met.
I’m one of them, which is why I
spent 24 almost consecutive hours at
my computer playing and why I will
be playing the game for most of the
next couple of weeks as I write an
online serial review and travelogue
through the most successful virtual
world in, well, the world.
The reason World of Warcraft has
become such a cash factory (the game
has attracted more than eight
million subscribers, most of whom
pay about $15 a month to play) is
that it delivers an overall
entertainment experience that goes
far beyond what one might expect
from a mere game.
For example, in the new addition,
as soon as you cross through the
mystical Dark Portal and into the
new continent Outland, you are
immediately confronted with an epic
battle taking place on the gate’s
steps between the grotesque Burning
Legion and the heroic defenders of
peace and justice.
It is an effect meant to impress
that the player is merely part of a
much larger, more important story.
It is the same device used in the
opening scenes of war films like
“Saving Private Ryan” to viscerally
establish the broader context before
narrowing to focus on a much
smaller-scale human drama.
Of course in an online
role-playing game like World of
Warcraft the biggest and most
central draw for most players is in
exploring that virtual world and
making one’s character more
powerful.
The two concepts — exploration
and growth — go together. In W.O.W.,
as in most such games, characters
begin life as a weakling at what is
called Level 1. And since W.O.W.’s
debut in late 2004, characters have
been capped at Level 60.
After two years of players
champing at the bit to advance,
Burning Crusade has raised the cap
to Level 70 and opened seven new
high-level zones for players to
explore, complete quests and defeat
monsters.
The fun part is that on each
server, or copy of the game world,
thousands of other players — humans
and orcs, wizards and rogues, druids
and warlocks — are trying to do the
same thing. What naturally emerges,
at least among some players, is a
race, or land-rush, mentality. There
is a whole new continent to explore,
all this new power to attain; who
will see and experience it first?
And so at midnight Tuesday the
starter’s gun went off. Around 5:45
a.m., after completing most of the
available quests in the first zone,
called Hellfire Peninsula, I became
the second player on my server to
reach Level 61, around 20 minutes
after another gamer in my guild. I
moved west to the moody, slightly
creepy bogland zone called
Zangarmarsh and became my server’s
first Level 62er just before noon.
By then I was receiving dozens of
private messages in the game every
hour from players I had never met
who could see that my guildmate and
I were out front: “OMG how did you
level so fast?,” “Hey you must have
a lot of gold, can I have some?” and
of course “You guys are huge nerds.”
(Yes, and proud ones, I might add.)
The chatter only increased after I
became the first on my server to
reach Level 65 early yesterday
morning.
In addition to bragging rights
there is a very practical reason for
wanting to stay in front of the pack
in a situation like this. Only by
maintaining a lead does one gets to
experience the world in an almost
pristine state. As I moved into lush
Terokkar Forest Wednesday, there was
almost no one else there, creating a
blissful sense of exploration akin
to hiking into Yosemite well before
the tourists arrive. In a week
Terokkar will be packed full of the
equivalent of tour buses and noisy
R.V.’s.
As I continue to explore I will
share my impressions and progress.
After I reach Level 70 I hope to
loop back and explore some of
Burning Crusade’s other new
features, like the new alternate
starting areas for low-level
characters.
|
Multiplayer gaming as the basis for designing criminal justice
simulations will allow the creation of complex models. For example,
for an overview of the criminal justice system course, two interlocked
simulations could be created. Both could be based on a systems model
simulation engine similar to those used in Sim City and The Sims (this
simulates citizens making ordinary life decisions), but using better
developed understandings of crime causation and cessation. The first
would be a simulation of the criminal justice system itself, the
second a simulation of the larger social system in which decisions
about matters which impact on the criminal justice are made. In fact,
both simulations are fundamentally interrelated; those playing roles
within the criminal justice system will find their options, resources,
etc., continually being modified by choices made by role players in
the social system simulation. For example, as appropriated legislative
expenditures for prisons and jails go up and the share remaining for
education goes down, expect juvenile delinquency to be on the rise,
creating problems for police, courts, and the juvenile justice system.
Half of the students could be assigned to each simulation at the
beginning of the course, and at the half-way point of the course
switch to the other one. By taking the role of the other students
might learn how to facilitate system needs rather than block them. The
text and hypertext materials included in the course would help to
provide clues on how to play the game better.
Below is a more detailed example of how an Internet simulation could be used to
develop skills that would be difficult to teach in a college classroom or police
academy, and impossible to set up in the field. Sorry if this reads too much
like a grant proposal, but that was it's original form.
|
Using
a Virtual City to Teach Community Policing Skills
Copyright Cecil Greek 1999
The
following proposal describes the procedures that will be employed to
develop a new technology for police training, using a 3D virtual model
of a typical city. The virtual community will be used to train police
recruits in both short term and long term problem solving techniques.
Officers will interact virtually with citizens and other officers as
they are faced with problems likely to be encountered in the real world.
Problem solving training can be offered in text materials or discussed
in classes, but the ability to role play such situations and develop
responses particular to specific neighborhoods and their residents while
virtually experiencing these factors is simply not possible today.
Using a simulation the following topics can be introduced in an
integrated manner within a nonthreatening environment: investigative
science, nonintrusive concealed weapons and contraband-detection
technology, officer protection, and firearms. In addition, information
technology areas such as data management, information analysis, and
Internet communications will be demonstrated.
BACKGROUND
This
proposal builds upon a number of upgrades already made to a basic
recruit curriculum, and others that are now being completed.
Key already completed or under development components include:
(1) redesign of the basic recruit curriculum,
(2) incorporation of scenarios as the basis for all training, (3)
interactive CD-ROM featuring a number of the problem solving scenarios,
and (4) complete design, on paper, of a virtual community and
surrounding environment for use within the scenario-based training.
This
project represents the first effort to move the basic recruit curriculum
into an Internet-based distance learning environment.
The simulation will become a fundamental part of the
infrastructure needed to teach the recruit curriculum in distance
learning mode.
The
3D simulation described here will serve as the capstone to the new
recruit curriculum in problem solving. (a) Recruits will discuss problem
solving throughout their academy experience, as it is threaded through
the entire curriculum within the scenarios. (b) After their exposure to
problem solving, students will use the interactive videos to develop and
refine their problem solving skills. (c) Finally, the 3D version of a
virtual city will allow students to role play situations, with citizens
and other officers, likely to be encountered in the community. Of
course, the use of the role play simulation could be introduced
somewhere near the middle of academy training; with repeated use of role
play recruits should be expected to develop better action plans. This is
similar to the US Justice Department’s repeat use of the interactive
CD-ROM DA: Pursuit of Justice (Legacy Software, 1997) to
prepare attorneys for trial.
Basic
Recruit Curriculum Redesign
(1)
Over the past three years the entire basic recruit curriculum has been
redesigned. It is different from the traditional curriculum in the
following ways:
-
New
instruction focuses on application of learning rather than
memorization
-
A
Problem-Solving Model will be used throughout the academy
-
Instruction
is initiated through scenarios that are set in a virtual city
-
New
curriculum includes lesson plans, support materials, and student
workbook
-
A
new certification exam will include both application and knowledge
questions
The
new curriculum is based upon the S.E.C.U.R.E. problem solving model,
which is similar to SARA as developed by Herman Goldstein (Police
Executive Research Forum, 1999). SECURE represents Safety, Ethics,
Community, Understanding, Response, and Evaluation as the order of
thought an officer would generally follow when approaching a new problem
situation. SECURE combines a first response model to resolve short-term
problems and a long-term problem solving model to be used to examine
root conditions that might cause the problem to reoccur.
(2)
A key component of the new curriculum is that it is scenario driven. A
scenario is a description of a situation or incident that requires the
learner to apply skills or knowledge to define the problem to determine
what to do to solve the problem. An example scenario:
Post
college football game drinking has spilled over into destructive
behavior in an area of town with a number of bars. Officers are called
to the scene of a rowdy crowd and must develop an immediate response
plan, followed by a long-term plan to avoid repeated occurrences.
(3)
A number of sample scenarios will be videotaped for inclusion on an
interactive training CD-ROM. The software will include several decision
points for each scenario based on the SECURE model. What happens next
will depend upon the choices made by officer recruits. Wise decisions
will help to diffuse immediate problems. Long-term planning decisions
will help to avoid repeated problem situations. Both positive and
negative outcomes will be filmed so that students can experience either.
(4)
The scenarios will take place in a fictional town. The imaginary town
has all the physical elements, criminal justice agencies, community
service agencies, residential, business, and government areas, and
outlying small communities that might be encountered by criminal justice
officers. It will be populated by imaginary citizens who represent the
various types of persons criminal justice officers would encounter on
their jobs. A complete set
of details of the street and road layouts, buildings, and people has
been completed.
PROJECT
DESIGN SPECIFICS
: 3D Interactive Version of a Virtual
City
This
proposal is for a 3D interactive version of a virtual city to be used
for role play-based training, as follow-up to the video scenarios
described above. The use of a 3D immersive environment will permit
officers to take into consideration a number of factors at once while
interacting with multiple citizens. Thus, such a simulation will be
closer to real world community conditions than a text-based or
video-driven training module. The advantages of using simulations in
training are many. This
type of training would be nearly impossible to model within actual
communities.
The
3D virtual city will be constructed using ActiveWorlds software.
ActiveWorlds is Internet-based, 3D chat world software that has a large
existing stock of building materials, avatars, and bots (pre-programmed
avatars or objects. Avatars are 3D representations of human beings able
to interact with other avatars and their simulated environment. Avatars
have a range of physical movements they can display such as walking,
waving, jumping, and fighting. Additional objects and avatars can be
designed in any 3D graphics software package and imported into
ActiveWorlds. Additional animation movements can be added using Life
Forms software. Bots can be programmed using C++.
All graphics can be loaded from CD-ROM rather than the Internet
for fast response on all client computers.
As
a potential training tool, Active Worlds supports text chat, sound
files, hot spot links (to anywhere on the Internet), and accompanying
Web pages in the same browser window. Any audio chat program (or
videoconferencing program) can be used simultaneously with ActiveWorlds.
The ActiveWorlds client software is free.
The
ActiveWorlds version of a virtual city will be constructed. In order to
properly prepare the city for role play situations, the following will
be required: designing neighborhoods and buildings, avatars, and bots,
recording sound files, and writing scripting and personality profiles
for role playing with avatars. A large number of existing objects and
avatars are available from ActiveWorlds and the hundreds of already
completed online worlds, giving us a major head start.
In
addition, a back end database that contains information about the city's
neighborhoods (crime stats, demographic factors, housing statistics,
community organizations, etc.) will need to be designed.
While inside the simulation, recruits will be able to click on
hot spots to bring up database information about the community for use
in problem solving. The database will contain simulated data that can be
searched by month intervals, thus providing a time series component. For
example, users will be able to review crime statistics for each
neighborhood by month, going back twelve months.
Tipping
Points and Problem Solving
One
additional set of environmental elements will be added to the existing
model. Greg Saville will assist in redesigning several of the
neighborhoods in the virtual city employing his “community tipping
points” model. Saville has documented that certain neighborhood
factors (e.g., the number of abandoned buildings, bars, etc.) are
directly related to local crime rates. When the number of crime
attracters in a particular neighborhood reaches a critical mass, the
crime rate increases dramatically. By modeling these factors within a 3D
community in which officers can walk by, enter, and inspect buildings,
another aspect of problem-solving policing can be demonstrated. This
part of the project alone is quite significant, as it has implications
not only for policing, but also for urban planning, ordinance and code
enforcement, and community social policy.
Problem
Solving by Working With the Community
While
one of the major tenets of problem solving and community oriented
policing is that police should work cooperatively with local community
leaders and organizations, unfortunately sometimes community policing
becomes something done “to” a community rather than with them.
Within the 3D version of the virtual city, scenarios will be developed
that encourage direct police cooperation with community organizations
such as churches, schools, businesses, grass roots and fraternal
organizations, etc. Leaders of these organizations will appear as
citizens within the simulation and interact with police.
Evaluation
Instruments
Given
the large number of factors recruits will be able to consider in
developing short and long term solutions to the problems they encounter
in the virtual city, a traditional evaluation instrument is not
possible. There may be no one best solution to a problem, particularly
for long term problems. Thus, the pedagogical goals will be to train
officers to consider as broad a range of factors as possible, develop a
number of alternative solutions, evaluate each considering its potential
impact on the community, decide upon a plan of action, implement it,
then get feedback from the community and make changes to the plan as
needed based upon feedback. The model is in reality a cybernetic systems
approach.
One
effective way to incorporate evaluative instruments into the simulation
is to include them in the help system. The help system will be set up so
that users can go to it to check their progress. For example, a number
of checklists can be built into the help system so that students can see
which factors they have not yet considered in their plans. The help
system can de designed with an option that allows review checklists only
to be seen after students have submitted their plans, and therefore
serve as an evaluative feedback mechanism. Similarly, outcomes for each
scenario based upon plans likely to be submitted by students can be
preprogrammed and used as feedback for recruits. However, there will
need to be evaluations of students’ plans done by the instructors
directing the students, as every possible plan that might be developed
by a student cannot be anticipated.
Additional
Resources:
ActiveWorlds
http://www.activeworlds.com
Life
Forms software
http://www.credo-interactive.com
|
Games and simulations such as those described above can be useful teaching
tools,
but the outcomes may not mirror reality.
Of course, this also presumes that game players will agree to
interact according to the rules laid out in the simulated world. However, deviant players, like real
world criminals, will not follow the rules. In working out how to
response to deviant game players, students may get to put the classic
fourfold model of punishment, taught in every introductory criminal
justice course, to a test. Within Ultima Online, p-killers emerged who
rather than developing skills and working to advance themselves, instead killed
and robbed other players. Something very similar happened at Kymer (Worlds
Away), according to Robert Rossney:
Kymer's inhabitants are spinning a culture
of their own. This is most visible in the strange crimes that
Kymer's tricksters and malcontents learned to commit and the
practices the more law-abiding citizens have adopted to defend
against them. For instance, while the wedding I attended was
festive, its participants were also on guard against wedding bandits--raiders who crash the party, steal the valuable decorations on
the floor, and run away. And then there are the headhunters.
Buying a head is the most prominent way
to assert your identity in Kymer. Your choice of a head determines
how other people see you. (It's not for nothing that in wedding
ceremonies the bride and groom momentarily exchange heads.) It's no
coincidence that heads are among the most expensive artifacts in
Kymer's virtual economy of tokens. As objects of great value, heads
also attract criminals.
The headhunters hang out by the docks,
waiting for the boat that brings new users to Kymer. When a newcomer
disembarks, the headhunter welcomes him with a friendly greeting. He
gives the newbie a few hints on places to go and things to do. Then
he moves in.
"Here's something fun," he
might say. "Did you know you can take off your head? Try
it!"
The newcomer removes his head. "So
I can! That's pretty neat!"
"Here," says the headhunter,
"let me show you something else. Give me your head."
You would think that most people would
have the sense not to give something valuable, like their head, to a
complete stranger. Judging from the number of headless avatars I saw
wandering forlornly around the streets of Kymer, a fair amount of
people do not. To combat the plague of headhunters, public-spirited
citizens have started frequenting the docks just to warn newcomers
not to give their heads to strangers.
None of Fujitsu's oracles came up with
these solutions or, for that matter, the problems. The users did.
Douglas and Richardson don't see headhunting and thievery as
problems that Fujitsu needs to solve. Indeed, they're signs of life:
proof that the customers take what they're doing seriously enough to
invent new ways, even creepy ones, of interacting. "We've had
users ask us, 'Can't you do something about this?'" says
Douglas. "And we say, 'What are you going to do about
it?'"
This warning is now given to new members:
Certain objects, such as avatar heads,
acquire value in a WorldsAway community whether or not an official
economy and exchange system exist. And probably every WorldsAway
community will have some thieves who use unethical and dishonest
methods to take valuable items away from others. Each WorldsAway
community will have its own methods and customs for dealing with
thieves and teaching theft prevention. Proceed carefully until you
are familiar with the operations and the citizens of the world you
are visiting.

I wasn't sure the heads in this apartment were stolen!
How to handle the issue of deviant game players is only one concern
for the designer. In the game programming world, the major problem is
how to translate the game designer's intent into a simulation which
maintains a verisimilitude to reality. (In some baseball
simulations, Mark McGuire or Sammy Sosa hit 80 home runs in a season. Given this has
never happened in baseball history, the result in unsatisfying to the
baseball purist.) If a simulation is based on an adequate
"theoretical model" the outcomes should be within the realm
of plausibility.
So how does such a simulation get
developed? Depending upon the kind of simulation being designed, the developer
may need a grounding in game theory, an understanding of
artificial intelligence, and knowledge of computer algorithms. If the simulation is
to adequately provide ways for the students to achieve measurable
learning goals, input from the field of instructional system design is
needed as well.
Game theory began as a branch of applied mathematics. It could
be called the science of strategy. It analyzes situations in which
people's fortunes are interdependent. Game theory provides a
systematic way to develop strategies when one person's fate depends on
what other people do. According to Ratliff:
Game theory is sometimes described as
multiperson decision theory or the analysis of conflict. Recurring
themes include threatening and bluffing, punishing and rewarding,
building reputations, signaling your unobservable "type,"
and sustaining cooperation in apparently noncooperative environments
through repeated interactions.
The earliest applications of game theory
within economics focused on industrial organization. More recently,
game-theoretic analysis has insidiously penetrated the literature of
macroeconomics, international trade, labor, public policy, natural
resources, and development.
While game theory has been applied to law it has not, to my
knowledge, been applied to criminal justice decision making. Simulations
could be
constructed based on classical game theory or combinatorial
game theory. The latter differs from the former in that game
players are assumed to move in sequence rather than simultaneously, so
there is no point in randomization or other information-hiding
strategies (chess is an example).
The incorporation of artificial intelligence can enhance a
simulation's ability to respond to game players. However, there is no
widely-agreed-upon definition of "artificial intelligence".
In fact, artificial intelligence is considered an oxymoron by many
computer scientists because computers don't really think. The
definition is also a moving target, referring to whatever types of
information processing computers can't yet handle. In terms of
complexity, designing computer gaming engines has moved from fixed
responses, to fixed rules, to AI-generated lookup tables, to flexible
algorithms, to analysis of the human player's actions, and, finally,
to sub-goal
selection.
At this point in time, however, game realism is determined by
the sophistication of the mathematical algorithms
used within the simulations. Algorithms
have greatly enhanced the human capacity for performing complex
intellectual tasks by organizing detailed plans, scripts and
procedures hierarchically... Algorithms are the subject of all
computer programs and the object of higher order programming
languages.
Designing games is a collaborative process involving not only
computer programming experts, but subject matter experts, graphics designers, and
instructional systems design professionals. The five
stages of ISD game design identified by Bernie Dodge are (1)
analysis (2) design (3) development (4) implementation and (5)
evaluation.
From the point of view of instructional systems design, games
which involve problem solving and provide continuing motivation
to students once the initial fascination with the new technology has
waned will do best. According to Sumner:
The types of interactive programs that would benefit the most
seem to be ones based on problem solving activities. This by the way
is one of the hardest things to design instruction around since it
is not a matter of teaching students to repeat steps or memorize
facts. They must use conceptual abilities and to an extent,
imagination. The latter is challenging to assess. Furthermore, it is
not the actual end result that is important. The knowledge derived
from the process of solving the problem far outweighs the actual
solution….which can be seen as a twist to the old saying,
"Half the fun is in getting there." (or something like
that.)
Of course, the biggest danger in creating simulations is to
lose sight of the instructional goal, which is why an Instructional
Systems Design (ISD) approach is important. By using systematic
steps, objectives are written and assessments are formulated, which
will lead to an effective outcome, or so the theory goes.
Additional Resources:
General
The
Interface That Will Replace Windows
http://www5.zdnet.com/anchordesk/story/story_570.html
VideoGameSpot's History of Video Games
http://www.videogamespot.com/features/universal/hov/index.html
Gamespot TV
http://www.zdnet.com/zdtv/gamespottv/
Games
Domain
http://www.gamesdomain.com/
Wired
Collections: Gaming
http://www.wired.com/collections/gaming/
Computer
Simulations
http://mailer.fsu.edu/~jflake/CompSim.html
Interactive
Educational Simulations
http://www.simulations.com/
Computer
Games: Genres
(Yahoo)
http://www.yahoo.com/Recreation/Games/Computer_Games/Genres/
Shoot-em Ups
Virtual Reality: The Future of Law Enforcement Training
http://nsi.org/Library/Law/lawtrain.html
IES
http://www.ies.com/
Police
Investigations & Mysteries
Gamecenter Strategy
Guides
http://www.gamecenter.com/Features/Guide/?st.gc.fd.tb.feg
The
Mysterious Home Page
http://www.webfic.com/mysthome/mysthome.htm
MysteryNet.com
http://www.mysterynet.com/
Crime
Scene Evidence File
http://www.crimescene.com/
Daubert Decision
http://supct.law.cornell.edu/supct/html/92-102.ZS.html
Forensics
Web Sites
http://www.fsu.edu/~crimdo/forensics.html
D.A: Pursuit of Justice
http://www.gamecenter.com/Reviews/Item/0,6,0-1077,00.html
System
Simulations
Functionalism
within Criminology
http://www.criminology.fsu.edu/crimtheory/week7.htm
SimCity
http://www.simcity.com/3000/3000.html
Concentric
Zone Theory
http://cua6.csuohio.edu/~norm/rac/racczt.htm
Animations
of Crime Maps Using Virtual Reality Modeling
Language
http://wcr.sonoma.edu/v1n2/lodha.html
Computer
Simulation of Judicial Behaviour
http://webjcli.ncl.ac.uk/1998/issue3/allen3.html
Legal
Crime
http://www.byteenchanters.com/legalcrime.html
Millennium
Institute: National Sustainable Development Models
http://www.igc.apc.org/millennium/t21/index.html
Journal
of Artifical Societies and Social Simulation
http://www.soc.surrey.ac.uk/JASSS/JASSS.html
Virtual
Cities (VRML)
http://www.planet9.com/indexie.htm
New
York City's Use of Computers in Law Enforcement
http://wings.buffalo.edu/Complaw/CompLawPapers/devine.html
Multiplayer
& Role Playing
Role
Playing Computer Games
http://www.yahoo.com/Recreation/Games/Computer_Games/Genres/Role_Playing/
Computer
Games: Multiplayer
http://www.yahoo.com/Recreation/Games/Computer_Games/Multiplayer/
Online
Gaming Library
http://www.oglibrary.com/
You
Don't Know Jack
http://www.bezerk.com/
MUDs, MUSHes, MOOs
http://www.yahoo.com/Recreation/Games/Internet_Games/MUDs__MUSHes__MOOs__etc_/
The
Realm Home Page
http://www.realmserver.com/
Ultima Online
http://www.uo.com/
PowerPlay
http://www.powerplayinfo.com/
Designing
Games
Game
Theory (Yahoo)
http://www.yahoo.com/Social_Science/Economics/Game_Theory/
History
of Game Theory
http://william-king.www.drexel.edu/top/class/histf.html
Combinatorial
Game Theory
http://www.ics.uci.edu/~eppstein/cgt/
Robots
& AI
http://www.wired.com/collections/robots_ai/
Artificial
Intelligence
http://tqd.advanced.org/2705/
Gaming
Intelligence
http://rpg.net/gi/
Game
Algorithms
http://www.geocities.com/SiliconValley/9498/gamealgorithms.html
Game Design
Overview
http://edweb.sdsu.edu/courses/edtec670/GameDesign.html
Additional Bibliography:
Dargahi, Nick and Michael Bremer. 1995. Sim
City 2000: Power, Politics, and Planning. (Revised
Edition). Rockland, CA: Prima Publishing.
Friedman, Ted. 1995. Making Sense of Software:
Computer Games and Interactive Textuality. in Steven
G. Jones (ed.). Cybersociety. Thousand Oaks,
CA: Sage Publications. pp. 73-89.
Sumner,
William. 1997. Personal Correspondence. (William
is a graduate student in the Instructional Systems
Design Ph.D. program at FSU).
Williams, Ken. 1997. The Future of online Gaming. Interaction Magazine. Spring. pp. 7-9.
5. Evaluation and
Assessment of
Learners
One of the most significant area of
concern shared by both students and instructors is how evaluation and assessment
of student learning will be measured. In courses mediated by electronic
communication, with little or no face-to-face interaction, the problem is
peculiarly acute. For faculty, a major concern is how to guarantee that students
are doing their own work. While the latter issue currently remains unsolvable
without some form of proctoring, there are a number of ways to construct courses
so that evaluation, assessment, and feedback are ongoing aspects of the course.
Without such feedback, many students will become frustrated and drop out along
the way. Before discussing online exams, it is useful to consider the wide range
of projects and activities that can be used for student assessment of
learning.
The use of
active
learning strategies is essential in
designing a distance learning course that includes ongoing feedback. The Internet with its wealth of
readily available research articles, Web sites created by criminal
justice agencies, and online databases can provide an endless source
for interactive class projects. For example, the Internet projects for the George Cole
text includes a project for each
chapter requiring students to use material gathered from Web sites. Researchpaper.com
goes even further, suggesting term paper topics with direct links to
search engines and key words already optimized for each search. They
offer criminal
justice topics. A scavenger
hunt can help students learn how to find materials on the Web and
improve search skills. Real statistical data sets
can be downloaded from sites like the National
Archive of Criminal Justice Data and BJS
and others offering criminal
justice information. Once downloaded students can use the data
within SPSS or
spreadsheet programs such as Excel (Chao and Davis, 2000).
The Avalon
Project at the Yale Law School provides access to a wealth of
historical legal resources. Only the imagination of the instructor and
students limits the kind of projects that can be created. Feedback
on projects should be as immediate as possible. One way to do this is to have
students turn in larger projects a section at a time rather than all at once.
For example, I typically set up term papers with specific due dates for the
chosen topic, initial bibliography, first draft of each section of the paper,
first draft of entire paper for peer review, and final draft. This also
eliminates receiving papers written as "all nighters." Peer
review can be an effective feedback instrument as well. However, as students are
not familiar with it and may feel uncomfortable critiquing the work of fellow
students, a blind review process may be needed. Both student and peer reviewer
can remain anonymous. The other problematic issue is the quality of reviews that
will result. Marginal students unable to locate the problems within their own
writing style may not provide much feedback to superior students. On the other
hand, superior students can truly assist others to produce better writing. Peer
review needs to be guided by the instructor. I use a prepared written set of
guidelines, based upon those things I ultimately consider important when I
assess papers. Finally, as almost all professional writing goes through a
process of peer review and editing, teaching these skills helps prepare students
for the real world. The Internet opens up a number of
possibilities for student evaluation which have proven elusive in
traditional lecture and discussion courses. One of these involves using
discussion as part of overall grading. Within the course Intranet,
study or discussion questions can be set up using Web forum discussion
software. The instructor can instantly see who is participating in the class and
who is not. More importantly, it is possible to tell when
students are participating and evaluate whether the
quality of their comments is improving as the semester moves along, etc.
In addition, forums can be archived and searched whenever a student,
colleague, or employer asks
for a reference. The resulting reference document can be a detailed evaluation of
that student's abilities.
Live chat software can be used for
small group discussion. It is essential that the chat software support
archiving of conversations, as these can be later reviewed to assess the quality
of student participation. A different set of skills are required for
conversational chat sessions, as comments are not nearly as polished as those in
discussion forums. The latter allows more time for research and reflection. Chat
sessions can be used to survey if a student has read the class materials and is
prepared to intelligently discuss them. Issues about which the instructor wants
students to "think on their feet" can also be effectively incorporated
into chat sessions.
Of
course, traditional quizzes, tests, and exams can also be
done over the Internet. There are several software companies developing
software to permit online testing. Examples include products developed
by Scantron and ESA. Superior Web-based testing software should support the generation of
individualized tests, allow importation of questions from existing test
banks while allowing instructors to submit their own questions, support
full HTML features, and offer instant grading and feedback to students
(including detailed help for incorrect answers). Some faculty have taken
to constructing their own tests in HTML, but sometimes make mistakes
such as making
the correct answers obvious.
Universities planning to move
ahead with plans to institute Internet-based courses also need to
consider how to manage grading. Ultimately, what is needed is an
integrated solution involving course registration, input of student
rosters (including photo IDs) to faculty course accounts, course
management software for class activities including test banks, online grade books, and a way to export grades to the registrar's data base.
Won't All the
Students Cheat like Beavis and Butthead?
Cheating on online exams is
a major concern among faculty teaching distance learning courses or
using computerized test banks over computer networks. Students are also
concerned about cheaters, as they drive down the grades of honest
students. The only way to insure who is taking an exam is to have it
proctored. That said, there are several issues to be considered here
and a number of partial solutions being proposed:
(1) How can you authenticate
that the person submitting the assignments or taking the exams is indeed the student
registered in the course? (2) Is it possible to prevent students during
exams from
simply looking up answers to questions in their texts or online materials? (3) What's to stop students from cutting and pasting together
term papers from online sources rather than writing their own, or just
submitting a paper found on the Web?
If secure, authenticated communications between faculty and
students are required, particularly for sending exam and grade-related
information, the use of encrypted email or secure Web interactions may provide an answer.
Secure email was discussed in the chapter on email. Students can be given
individual IDs and passwords as authentication for submitting test
materials. Similarly, smart
cards can be used for a number of purposes, including authentication. Of course,
all of the above could be given to friends who might submit the work for
them.
Having the student sit in front of a
Web cam and the use of biometric devices (eye scans, fingerprint scan, or
keyboard recognition devices) have been proposed, but someone else could be in
the room providing the test taker with answers. So then, we need listening
devices, too? For each level of increased surveillance, students are likely to
come up with a way to get around it. Ultimately, the quest for a secure, remote
examining system becomes very expensive and impractical.
A solution for multiple choice testing would
be to have all such tests monitored in some way. Students would either
have to come to a computer lab, community college, local library, etc.,
to take tests. The logistics of such an operation are tremendous and require university-wide planning. The
Open
University in the United Kingdom uses regionalized
study centers for this purpose. Students submit all course work
directly to "tutor markers," but must take a proctored final exam.
The
Open University: A Model for Distance Learning?
Distance
learning, particularly over the Internet, is the latest craze in
education. Experts predict that by 2001, 97% of all colleges and
universities will be offering courses in a distance mode. Not wanting to
be left out, many universities are trying to decide how best to go about
preparing for this monumental shift.
Recently,
I spent a week in England visiting the Open University’s home campus in
Milton Keynes and two regional study centers in Cambridge and London. My
university, Florida State, has an agreement with the OU to co-produce
distance learning courses. Our joint production center in Tallahassee
recently received $2.5 million from the Florida legislature to begin
course development.
In
this brief piece, I’d like to discuss the OU model of distance
education, Florida State’s plans to adopt it for an American audience,
and give my opinions on the viability of each approach. The Open
University was founded over 30 years ago, as the only university in the UK
whose charter specifically mandated that all courses would be offered in a
distance learning mode. Today nearly 30,000 students enroll annually.
The
key to the OU’s success has been to devote considerable attention to
both the course production and course delivery portions of distance
teaching. The teaching faculty in Milton Keynes don’t actually teach,
instead they assist in the preparation of course materials. Traditionally,
materials consisted of specially prepared texts, readers, and workbooks,
plus audiotapes, videotapes, and BBC broadcasts, and kits (e.g. chemistry
lab sets) for certain courses. All were mailed directly to students; thus
the Open University was correspondence-based. The course production team
consists of multiple faculty members, graphics designers, computer
programmers, BBC producers, plus other members as needed. Faculty produce
all tests and assessment tools as well. A typical course delivered by the
OU would be equivalent to 4 or 5 three-credit courses taken at an American
University. Once a course is developed it may not undergo a major revision
for 5 or more years.
Delivery
of the courses is facilitated by a network of regional study centers that
manage local meeting places for students and their tutors (typically 25
students per tutor). Tutors are frequently faculty at local universities
and/or experts in the course subject area. Tutors will run non-mandatory
bi-monthly discussion sessions (courses run for 6 months), counsel students,
and grade student assignments. All students must sit for a proctored final
exam and receive a passing grade on both the final and tutor-marked
assignments. All marking is closely monitored by staff in Milton Keynes to
insure that all students get a quality education.
In some courses, students may receive a week of intensive
instruction from faculty at regional facilities rented from other UK
universities.
The
OU has never used satellite teaching, and has been cautious in adopting
new technologies available via the Internet and the Web. For example, they
have not rushed into transferring their print or media materials into
multimedia-based Web pages and have no plans to do so immediately. Email
and forum discussion conferencing has been added to a number of courses,
and CD-ROM production has been undertaken as courses come up for revision.
Overall,
the OU has been very successful, given that students must pass no
admissions standards. Many students complete BA programs, and go on to
careers and advanced studies with the same rate of success as other UK
college graduates.
Bringing
the OU model of distance learning to an existing university, particularly
a research university such as FSU, could be a difficult task given that
scholarly publication and grants have historically been the key criteria
in tenure and promotion decisions. Taking time to develop teaching
materials has not been traditionally rewarded. While tenured full
professors may wish to become involved, junior faculty will need to be
reassured that their time spent in course material preparation will be
properly recognized. A more full adoption of the OU faculty model might
provide a solution. Milton Keynes faculty all have a research assignment
in addition to their teaching load. By not having to deliver lectures or
manage groups of students through courses, OU faculty are productive in
both their teaching and scholarly endeavors.
FSU faculty who choose to develop distance learning courses for the
FSU-OU production center could be offered a similar job assignment.
The
second set of issues is where to locate regional study centers and whether
to employ tutors. Both are essential, in my opinion, to successful
distance learning. FSU will probably opt to use Internet and Web
technologies to create new course materials rather than attempt to copy
OU’s print empire. Using primarily asynchronous Web tools, tutors can
provide the support students need to keep going, assist in grading
assignments, and provide opportunities for group discussion. The junior
and community colleges located conveniently through out the state of
Florida provide excellent facilities for tutoring sessions, as they can
offer classrooms, computers, labs, and libraries for student use. While
there may be other options for distance delivery—my own thinking
combines multiple synchronous Internet technologies, including 3D role
play simulations, with university-run cybercafes—the junior college
tutor choice is a sound one.
Additional Resources:
The Open University
http://www.open.ac.uk/
FSU Office of Distributed and Distance Learning
http://www.fsu.edu/~distance/
|
In my opinion, moving away from
total reliance upon multiple choice testing
lessens concerns about cheating. If class assignments consist of papers
or projects, essay type questions submitted using online forms, and
chat/forum discussions, then there is little chance a student--not even
a Beavis
or Butthead type--will be able to find another student to do all their
work for them. Only perhaps a spouse might complete an entire course for
someone else. On the other hand, the instructor should recognize that
all such assignments are, in effect, "open book" ones and plan
evaluative exercises accordingly. Thus, group projects that involve
collaborative problem solving or simulations, and for which chat or
forum transcripts are available, are a natural evolution in Web-based
courses. Exercises that require higher level thinking, as
discussed in Bloom's taxonomy, should be incorporated into distance
learning courses, with online quizzing relegated to rote learning tasks.
The temptation to cut and
paste materials found on the Web into assignments is another important
issue. While honest students will not do this, any written materials
that deviant from required citation and formatting create suspicion. By
better knowing the rules about when citations are necessary, students
can avoid being investigated for plagiarism.
|
Citation Use and Plagiarism
Class Handout: Cecil Greek
When should a citation be used?
(1) All direct quotes must be cited. In addition, they must be
either placed inside quotations marks, or, if a lengthy quote, indented
using single spacing.
(2) Even when you have translated an author's words into your
own (which you should make every effort to do), you must still give them
credit by including a citation. When an entire paragraph of material is
based on one author's ideas, you only need place one citation at the end
of the paragraph. Exceptions to this rule follow in (3) and (4).
(3) All statistics that are cited require a citation immediately
following the sentence in which they appear.
(4) All historical events and dates mentioned require a
citation.
Note: A good rule of thumb to follow is to first assume that
each sentence requires a citation. Then go through your rough draft
again and decide which sentences don't need citations. For example,
there is no need to cite your own thoughts or material that you have
found discussed in many sources and is therefore common knowledge. (e.g.
George Washington was the first president of the United States.)
What constitutes plagiarism?
Using others words as if they are your own may constitute
plagiarism, an unethical and illegal act. The following are clear
examples of plagiarism:
(1) Using directly quoted material without placing it within
quotations marks (or indenting and single spacing the quote).
(2) Paraphrasing the work of an author and attempting to pass it
off as your own by not including a citation.
(3) Submitting the work of another student (including papers
purchased from college term paper companies) as if it is your own.
|
While some students may be downloading
term papers despite warnings about plagiarism,
its much easier to catch them than in the real world. In my traditional
classes I sometimes received papers with what I perceived to be
"deliberately" faulty referencing. This usually meant a trip
to the library and hours of searching through books and journals to
check for plagiarism, only to be told by caught students that they were
ignorant of the violations, even though the class
handout (see above) discussed plagiarism in detail and how to avoid it.
On the
Internet, the instructor can cut and paste whole sentences from a
student's writing assignment into a search engine query box, and locate the original Web document from which the text was taken.
BullsEye works very nicely for this, as it will search dozens of Web search
engines simultaneously, rank the document containing the sentence as the most
likely source, and highlight the phrase in the document. As
the old
term paper for sale businesses move to the Web, faculty must become more
vigilant to check if papers are being submitted fraudulently. Organizations such
as Plagiarism.org exist to help ferret out cheating as well. Glatt's software
removes every fifth word from a submitted document; students who have written
their own paper should have no problem with filling in the missing words (or fun
playing Mad Libs).
Additional
Resources:
Active
Learning in Criminology
http://www.fsu.edu/~crimdo/courses/active.html
Internet
Projects to Accompany Cole Text
http://cj.wadsworth.com/cole/chapters/chapters.html
Research
Paper.com
http://www.researchpaper.com/
Research
Paper.com Crime and Criminal Justice
http://www.researchpaper.com/questions/
Society/Crime_and_Criminal_Justice/
Best
Information on the Net - Hot Paper Topics
http://www.sau.edu/CWIS/Internet/Wild/Hot/hotindex.htm
Dr.
Gwen's Research Paper Page
http://astro.fccj.cc.fl.us/LearningResources/DrGwen/research.html
CJ
Scavenger Hunt
http://cj.wadsworth.com/cole/scavenger.html
National
Archive of Criminal Justice Data
http://www.icpsr.umich.edu/NACJD/home.html
Bureau of Justice Statistics
http://www.ojp.usdoj.gov/bjs/
Agencies
Providing Criminal Justice Information
http://www.fsu.edu/~crimdo/info.html
SPSS
http://www.spss.com/
Avalon
Project at Yale Law School
http://www.yale.edu/lawweb/avalon/avalon.htm
Example
Term Paper Project
http://www.criminology.fsu.edu/crimtheory/hw1.htm
Peer
Review of Student Term Papers
http://www.criminology.fsu.edu/crimtheory/peerreview.htm
ParTEST
by Scantron
http://www.scantron.com/ta_soft/ptest.htm
ESATEST
2000
http://www.esatest.com/prod01.htm
Exam
Builder
http://www.exambuilder.com/
Secure Documents
http://www.spyrus.com/content/products/
Smart Cards & Internet security
http://www.netscapeworld.com/netscapeworld/nw-03-1997/nw-03-smartcard.html
Bloom's
Taxonomy
http://www.isd.uga.edu/facdev/sot/prep/blooms.html
Criminal
Justice & Police Issues Term Papers for Sale
http://www.termpapers-on-file.com/termpapers/criminal.htm
School
Sucks - Download Your Workload!
http://www.schoolsucks.com/
Research
Papers Online
http://www.ezwrite.com/
Cheat Wave
http://www.zdnet.com/yil/content/college/colleges99/cheaters.html
BullsEye
http://www.intelliseek.com
Plagiarism.org
http://plagiarism.org
Glatt
Plagiarism Services
http://plagiarism.com/
Additional
Bibliography:
Chao, Faith and James Davis. 2000. How Statistics
"Excel Online. Syllabus Magazine.
February, 46-47
-
6. Evaluating Distance Learning Courses
As distance learning via the Internet is still very much in its infancy,
evaluating what is effective from what is not remains crucial at this
stage. In this section students will be given some tools for evaluating
Web-based instruction. An understanding of the types of changes in
academic instruction that are emerging will better equip students to
critically assess the quality of distance learning courses and programs.
One of the first signs of a quality
distance learning course is the amount of pre-preperation that is evident. This
includes smoothing the way for student access to university services, much more
detailed syllabi, and new formats for lectures.
Developing a cooperative relationship with all university service
providers is essential for teaching a course in a distance mode. These
include registration, ID card center, campus
computing services, the bookstore, and the library. Failure
to do preplanning with any of the above can lead to significant student
retention problems. Hopefully, university wide policies and procedures
for distance mode students will become fully institutionalized and such
problems will cease.
Everything
that ordinarily would be put into a syllabus to be
handed out in class should be included in a course study guide: contact
information for all university services, required
texts, course outline, weekly assignments, grading criteria, and
additional bibliography (both Internet and text). The study guide can be
mailed to students before the course begins, with an
electronic version also available on the course Web
site. Direct links
to other parts of the course (e.g., lectures, demonstrations, citations
and references formats, quizzes, tests, student projects, discussion
forums, chat rooms, etc.) can be built into the online version of the
study guide. All courses should have a similar look so
that students don't waste time learning the equivalent
of a new interface for every course.
Developing a course
according to sound principles of instructional system design is something
foreign to most faculty, but is essential in creating distance learning
materials. ISD support can help to insure that course goals and objectives are
clearly stated, course materials actually match those objectives, and that
assessment instruments permit students to demonstrate their mastery of the
materials at the level expected by the instructor.
While some have predicted the demise
of the lecture as an aspect of distance learning, a transformed version of this
teaching tool may survive. Many professors consider their classroom
lectures, sometimes honed by giving them repeatedly for twenty years, to
be their most important "intellectual property." There are a number of fears,
both founded and unfounded, about the implications of making lectures
available in an online format for students to study at their own pace.
Once committed to online text, professors worry if they are necessary?
Certainly, professors who are typically inadequately prepared for class,
or using outdated materials, or boring will be found out (or challenged
to improve in all these areas). The time commitment required to
reconfigure a traditional classroom lecture course for the Web can be
tremendous, particularly for faculty with little computer skills and no
hands-on help.
Most importantly, the lecture needs to be
revised into an interactive format that "feels" like an
ongoing one-on-one conversation between teacher and student. The Open
University has long used this approach in the development of its
correspondence-based teaching materials. The usefulness of lectures also
can be improved dramatically by adding in-line graphics, hypertext links
and/or a bibliographical index of relevant Web sites, and feedback
mechanisms built into the Web page itself, such as an email link,
mailing list, or forum discussion questions. New media techniques
can be used to present lecture information to students. Components such as
multimedia
graphics, video, and audio can be employed to create dynamic, interactive learning
environments.
How does all of this differ from a typical
lecture? Karp and Yoels (1976) first discussed the "banking
model" of college classroom interaction. Typically, students enter
a class with the presumption that the professor is the source of
knowledge, while students are receptacles who will receive wisdom.
Because students are only making "withdrawals," they feel that
their classmates' comments are irrelevant, and attention tends to wander
when classmates ask questions or make comments. Certainly, no one writes
down what a student says because it is not important or "testworthy"
material. In classroom interaction, if any exists, the professor asks an
occasional low-order recall question, and the same small cadre of
students always respond. The other students even begin to stare toward
the known talkers when questions are asked, as if they are morally
obligated to respond. Professors politely refuse to call on any of the
other class members for fear of embarrassing them in front of their
peers. Also, students remain silent rather than risking the possibility
that their ideas will be questioned by the professor. Although the
professor may be responding to students' comments by asking for further
elaboration or clarification, or by asking an individual to think out
the logical consequences of his or her position, students often
interpret such reactions as a put-down of their ideas. Finally, students
quickly recognize that even professors who claim to count classroom
interaction as part of the overall grade rarely assign it a percentage,
but sometimes use it as a justification for raising or not raising
borderline grades.
Can the use of active
learning techniques combined with Internet-based lectures change the
status quo? The impact
of technology on education has been discounted
by some, but studies document a number of positive outcomes, including
the following student
outcomes:
-
Increases performance when interactivity
is prominent.
-
Increased opportunities for interactivity
with instructional programs.
-
Is more effective with multiple
technologies (video, computer, telecommunications, etc.).
-
Improves attitude and
confidence-especially for "at risk" students.
-
Provides instructional opportunities
otherwise not available.
-
Can increase opportunities for
student-constructed learning.
-
Increases student collaboration on
projects.
-
Increase mastery of vocational and work
force skills.
-
Help prepare students for work when
emphasized as a problem solving tool.
-
Significantly improves problem solving
skills of learning handicap students.
-
Improves writing skills and attitudes
about writing for urban LEP students.
-
Improves writing skills as a result of
using telecommunications.
Changes
is teaching styles have been noticed as well. Instructors
are taking on new roles as mentors, tutors, guides, and discussion
leaders, while allowing students to uncover knowledge more on their
own. This does
not mean that professors are any less actively involved with their
students than in a face-to-face class, just that the type of interaction
is different. Documented changes in instructors include:
-
Less directive and more student-centered
teaching.
-
Increased emphasis on individualized
instruction.
-
More time engaged by teachers advising
students.
-
Increased interest in teaching.
-
Interest in experimenting with emerging
technology.
-
Teacher preferences for multiple
technology utilization.
-
Increases administrator and teacher
productivity.
-
Increased planning and collaboration with
colleagues.
-
Rethinking and revision of curriculum and
instructional strategies.
-
Greater participation in school and
district restructuring efforts.
-
Business partnerships with schools to
support technology.
-
Increased education involvement with
community agencies.
Increases in teacher and administrator
communication with parents.
-
|
Pitfalls of Online
Courses Warned
By NICOLE ZIEGLER DIZON
Associated Press Writer
CHICAGO (AP)
When Pat Shapley taught advanced organic
chemistry the traditional way, she often
found herself looking into a sea of blank
stares, or no stares at all. ``I'd have a
lecture hall full of students, most of whom
were sleeping or eating Cheerios,'' the
University of Illinois professor said
Tuesday. ``No one ever asked questions.''
That all changed, Shapley said, when she put
her course on the Internet. Suddenly shy
students were piping up with questions, and
class members were excited to learn at their
own pace.
Shapley's course is an example of good
Internet teaching, according to an online
learning study by group of University of
Illinois professors. They found that online
courses can be high-quality; but not if they
become university cash cows filled with
faceless teachers and anonymous students.
The idea for the study came in 1997, after
university President James Stukel discussed
a vision for the school that included an
emphasis on learning ``beyond the bounds of
time and place.''
Not all professors embraced the idea.
Among the skeptics was John Regalbuto, an
associate professor of chemical engineering
at the university's Chicago campus.
Regalbuto, who became chairman of the
professors' group, said he was concerned
that the quality of teaching suffers when
students and professors don't interact in
person. ``The good news is high-quality
online teaching can be done ... but it's not
going to be the moneymaker administrators
think it's going to be,'' Regalbuto
said.
The study concluded that good online
teaching still requires professors to
maintain a ``human touch'' with their
students, usually through small classes. The
professors also said students benefit more
from social settings where they can interact
with classmates and teachers.
Shapley's online chemistry class includes
quizzes three times a week and ``lectures''
that have pictures and text students can
click on to learn more about unfamiliar
concepts. Clicking on a diagram of a
chemical reaction, for example, might show
that reaction taking place step by step. But
she said a large class--hers usually has 100
to 180 students--can still work. Students
still talk with teaching assistants in small
groups in additional to going online.
Matt Wargin, a 22-year-old University of
Illinois journalism graduate, said he liked
an economics class that offered online
quizzes. ``I loved the fact that it was
online,'' Wargin said. ``I didn't have to be
in a specific room at a specific
time.''
Janet Poley, president of the American
Distance Education Consortium at the
University of Nebraska, said college
students whose work or family commitments
prevent them from attending class find the
Internet more convenient. She does not know
how many student take online courses,
although 58 colleges participate in the
consortium and the University of Illinois
alone has about 4,000 students in 200 online
classes.
Regalbuto said professors must be
involved for online courses to be
successful. He sees some advantages to
online learning, although he still wouldn't
support an entire online undergraduate
education. ``Perhaps the best of both worlds
is to be a resident student with access to
these online teaching tools, because some of
them are fantastic,'' Regalbuto said. |
Additional Resources:
Humanizing Online Instruction
http://www.shawnee.cc.il.us/libbyr/example/
Using Bloom's Taxonomy in Assignment Design
http://www.umuc.edu/ugp/ewp/bloomtax.html
Distance Education
at a Glance
http://www.uidaho.edu/evo/distglan.html
Strategies for Teaching at a
Distance
http://www.uidaho.edu/evo/dist2.html
Strategies for
Learning at a Distance
http://www.uidaho.edu/evo/dist9.html
Is
Distance Education for Me? (includes evaluation
instruments)
http://eleaston.com/edqz.html
Student
Evaluation Form
http://ranger.mie.uc.edu/Teaching/KinDyn/evaluation.html
Evaluation
Resources
http://www.elec.gla.ac.uk/TLTSN/resource.html
Evaluating
Distance Learning
http://www.ghayhoe.com/access/distance.htm
Distance
Education Research
http://www.uidaho.edu/evo/dist10.html
Karp,
D. and W. Yoels. (1976). "A College
Classroom: Some Observations on the Meanings of
Student Participation." Sociology and
Social Research. 60 (Fall): 421-439.
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