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The Studio Experience: Educational Reform in Instructional Technology
Lloyd P. Rieber
Department of Educational Psychology & Instructional Technology
The University of Georgia
**An abbreviated version of this article appeared in Brown, D.G. (2000). Teaching with technology: Seventy-five professors from eight universities tell their stories. Bolton, MA: Anker Publishing Company.
Introduction
Creating effective educational multimedia requires many people with many
skills, talents, and experiences. The abilities needed to complete a successful
project are necessarily distributed across the development team. Examples
include knowledge of the subject matter, project management, instructional
design, evaluation, graphic design, and a wide array of computer tools
(authoring/programming, graphics, animation, etc.). No one person can
possibly know it all. The increase in web-based forms of instructional
materials further complicates this design process, requiring not only
another layer of technical sophistication, but often complete rethinking
of how instructional materials ought to be designed. At the core of all
of this is a creative and collaborative problem-solving process in which
members of the team must somehow learn how to work with and rely upon
each other.
Unfortunately, graduate programs that prepare people to join these development
teams rarely teach this way. Even the most innovative of instructors have
difficulty providing their students with authentic and collaborative design
experiences under the constraints of the one-course/one-instructor model.
All faculty who are serious about their teaching struggle with these problems,
but are usually stymied in how to initiate change in their departments
or colleges. After all, universities are not known as champions of change
when it comes to teaching. Our departmental faculty took advantage of
a unique opportunity -- the decision at the University of Georgia to convert
from quarters to semesters in the Fall of 1998 -- to reconceptualize our
graduate curriculum in educational multimedia design to teach in a way
we feel is more consistent with what we know about learning while at the
same time is closer to what our graduates will encounter upon graduation.
We refer to our new curriculum as the "studio experience" because it borrows,
at least metaphorically, from studio models historically found in schools
of art and architecture. A brief overview of our studio experience is
offered in this short vignette. More information, as well as several detailed
papers can be found at our web site (http://it.coe.uga.edu/studio).
Ideas Behind our Design
Two theoretical frameworks have guided our thinking and teaching. First,
faculty in our department have generally held a constructivist perspective
on teaching and learning. This perspective has philosophical and pedagogical
implications beyond the scope of this short vignette (see, for example,
Jonassen, 1991), but, briefly put, is based on several core ideas: 1)
learning is an active and controllable process in which meaning is constructed
by each individual; 2) learning is also a social activity founded on collaboration
and mutual respect of different viewpoints; and 3) learning is embedded
in the building of artifacts that are shared and critiqued by one's peers.
Second, we have been strongly influenced by the theory of situated cognition
and its application in the form of cognitive apprenticeships and scaffolding
(Brown, Collins, & Duguid, 1989). This point of view stresses that learning
is best achieved through activities embedded in authentic and meaningful
contexts. Scaffolding acknowledges that as individuals progress in their
skill and experience, they require less structure and guidance. Just as
a construction worker uses a scaffold to support the building of a complex
structure, such as a stone archway, and then removes the scaffold once
the structure can stand on its own, so too would a teacher provide additional
support to learning in its early stages, only to gradually remove these
supports as a student gains expertise.
Redesign of our Curriculum According to a Studio Model
Many potential problems plague the curricula of design fields such as
ours in which the one-course/one-instructor model dominates. For example,
instruction is often organized around tools favored by a particular instructor
in a given course. Tools, such a computer authoring languages, are often
taught according to the tool's structure, not in how it is actually used
in a design project. This is akin to learning English by studying a dictionary.
An instructor is usually faced with teaching a large group of people in
a class that usually meets only once or twice a week. Consequently, an
instructor is apt to teach a tool or a set of design skills around some
ideal sequence, even though individual differences among the students,
or the design needs of their eventual projects, may dictate many other,
and better, routes to learning. An instructor of a course taken concurrently
or in a subsequent term must assume either that students will be able
to apply what is learned in one course to the other or the instructor
spends significant time reteaching much of the material -- a difficult
call with negative consequences if the situation is miscalculated. Finally,
the one-course/one-instructor model isolates students and faculty artificially.
The skill of working well on a team cannot be conveyed in a set of PowerPoint
slides, but instead must be taught, practiced, and critiqued over an extended
period of time.
Our Studio approach addresses many of these problems by adopting a completely
different approach where a group of students at various levels of experience
and skill with design techniques and tools collaborate and learn from
each other in the context of authentic projects. Likewise, instructional
duties and tasks are shared among the studio faculty. Our redesign came
after two years of intensive discussions and planning involving faculty
and students. The faculty most responsible for the final design were Michael
Orey, James King, and myself.
The Studio experience consists of one third of our students' coursework
taken toward a Masters degree (12 of 36 credits):
- EDIT 6190 Design & Development Tools (3 credits, though repeated for a
total of 6 credits)
- EDIT 6200 Learning Environments Design I (3 credits)
- EDIT 6210 Learning Environments Design II (3 credits)
Each course is prerequisite to the next and so, on the surface, this appears
to be a standard course sequence. Our structure, after all, had to fit into
the University course-based scheme. However, the way in which these credits
are completed and student progress evaluated is quite different. I characterize
the studio experience as a place where our students learn about design (in
general and also instructional) while gaining more and more technical skills
(authoring and multimedia software tools) in a very social (formal and informal)
setting -- the most and least experienced students and faculty from all
the studio courses meet and work together from day 1. Mentoring is a big
part of the studio and we use all technological means available to foster
communication and collaboration within the studio, including email, the
world wide web, and course tools, such as WebCT.
We refer to the first of our studio courses (EDIT 6190) as the "constructionist"
course based on the ideas of Seymour Papert (1991). Constructionism shares
the philosophical goals of constructivism, but does so under the assumption
that learning is achieved through the building of artifacts to be shared
in a public forum. This approach can be summarized as "learning by building".
Students explore design issues while reading the professional design literature,
learning a variety of authoring and multimedia tools and designing/developing
a personally relevant and meaningful project. Students complete one set
of contracts to learn certain tools and another set of contracts for completing
an independent project. A significant part of this course is reflection
about design. Written reflections, tied to the literature, accompany the
contracts. We also strongly encourage "design conversations" and desktop
critiques of projects (called 'desk crits') while students are engaged in
project development. Students in this course propose the criteria for evaluating
their independent projects and this is negotiated with faculty. These students
are also interacting with all other studio participants during the term,
therefore, they are privy to a range of opinions, perspectives, advice,
and examples.
The second studio course (EDIT 6200) also involves an independent project,
but one that must meet instructional design criteria. EDIT 6190 and our
department's instructional design course (EDIT 6170) are prerequisite to
this course. Therefore, students enter EDIT 6200 armed with an introductory
set of computer and design skills from EDIT 6190 and a introductory set
of instructional design skills from EDIT 6170 and are given the task of
applying these in the creation of an independent project while being exposed
to additional design literature specific to their project specifications.
The project must be web-based and involve a significant interactive component.
These students also play a role on the EDIT 6210 Team projects, as per the
next paragraph.
The final studio course (EDIT 6210) involves completion of a substantial
educational multimedia project in a team. The selection of teams and project
ideas is interesting and we use the metaphor of a "job fair" to describe
it. Any organization that has a viable problem or project idea can be a
client. Clients send us their "job ads" whenever they wish and we post these
immediately on the Studio web site. Students are encouraged to start thinking
about next semester far in advance. Teams are formed based on certain the
projects that students (usually 1 or 2 at first, following by "behinds the
scenes" discussions and persuading). Team leaders accept "applications"
from prospective team members -- some projects get more applications than
positions available (and so some are turned down) whereas others get few
or no applications and the project risks not being staffed and these students
must instead join another group. This job fair is an interesting start to
each semester. Faculty only step in assign people if absolutely necessary.
All studio participants get involved in these team projects to some extent,
though only the EDIT 6210 participants themselves are responsible for the
project's completion. Other students are viewed as "consultants" or "contractors",
providing help or assistance but without any long-term obligation. This
seems to be a good way to mentor students as they think about their role
as EDIT 6210 project leaders by giving them good and bad examples of team
practices.
Assessed Outcomes
We give traditional grades to students enrolled in the respective studio
courses based on faculty evaluations of individual and team projects and
completion of other studio requirements. However, several other evaluation
means are used to prepare a student to become a practicing member of the
professional community.
Studio Showcase. The culminating event held at the end of each term
is the Studio Showcase. Holding a public display of professional work is
a hallmark of studio-based models of learning. In our case, the showcase
resembles a professional conference in which all individual and team projects
are presented. Students know from the beginning that this event will be
announced to the entire university and it is conceivable that the University's
President might attend (so far, he hasn't). Students likewise know they
must meet the expectations of their immediate professional community and
their peers. A public showcase involves a different class of motivation
and attention on the part of a student than completing a project solely
to meet the expectations of one person, that of the instructor.
Comprehensive Exams. The studio experience requires participants
to read extensively from the professional literature, but we do not give
exams. Instead, students are expected to participate in online discussions
of the readings and integrate this literature into their design documentation.
All participants enrolled in the final studio course (EDIT 6210) must also
complete a comprehensive exam that explores each individual's competency
with the professional literature. This oral exam is quite rigorous and resembles
the classic final oral exam of a graduate degree. The exams are conducted
by a committee consisting of studio faculty and doctoral students from our
department. Anything from the professional literature covered in any of
the candidate's coursework to date (not just the studio) is fair game for
questioning. Students know they cannot fake their way through this exam
and that the best way to prepare is to take all readings and discussions
seriously.
Lessons Learned
- We knew while we were planning the studio concept that it would be impossible
to anticipate everything we would need to do. Even though we prepared a
50-page handbook for the very first Studio meeting, we understood that the
structure would need to be revised continually. We likened the process to
writing a new constitution for a government and knew that many amendments
and "laws" would need to be created or abolished as the experience unfolded.
This perspective has given us freedom to be critical of what we are doing
and to not hold anything too sacred from one term to the next. Student input
has been critical to our initial evaluation of the Studio and many of the
changes so far have been a direct result of their feedback.
- Make no mistake, it is hard work being one of the Studio faculty. It
is very difficult at first to co-teach with other faculty. Each instructor
must be open to different teaching styles and work habits. Most of all,
studio teaching requires a very different management style than in the one-course/one-instructor
model and we have finally had enough cycles of the studio experience for
faculty and students to start to feel comfortable with a different management
style.
- A good studio needs good resources. Like all departments relying on technology
for our curriculum, we face the problem of keeping our resources up-to-date.
Our faculty wrote many grant proposals and we were fortunate to have one
of these proposals funded by the University of Georgia for new hardware
and software for one of our labs. We do not require students to purchase
their own computer, but virtually all do. Faculty and students seem to agree
that it is almost impossible to be a viable professional in our field without
making this investment. Our biggest concern is to find funding to keep our
software resources current, given the speed at which new versions are released.
We have received the promise of a modest amount of yearly financial support
from our local school (our college is divided first into four schools within
which all of the departments are housed) of a few thousand dollars. This
is helpful but insufficient. Frankly, we remain confused as to why the software
industry fails to make their products readily available to the university
community as we prepare professionals to use their products. We think the
time has come for universities to exert their collective weight on the software
industry on this issue.
- We are just beginning to learn how to tap the most important mentoring
resource -- other students. There has been a natural and steady increase
in students relying on other students for information and skill development.
The studio experience not only seems to facilitate the informal stuff that
always happens, but we also have been able to formalize this mentorship
in various ways. For example, our students have a service requirement of
providing at least 10 hours of service to non-profit groups. Some perform
this in schools or other community centers, but many choose to perform their
service in the studio itself. Experienced students are free to offer workshops
and seminars and lead online discussions of the Studio readings and they
get "service credit" for doing so. We also now require experienced students
to perform the role of "counselor" for students just starting the studio.
Also, as students take advantage of the opportunity to learn tools that
they feel are most relevant to their needs, they, not the faculty, are becoming
the "studio experts" in these tools. This has the positive result of decreasing
the need for faculty to become "jacks-of-all-trades".
- One unexpected advantage of team teaching is that it becomes a means
for faculty development. Faculty get the opportunity to see their colleagues
in action and to pick up skills and knowledge from each other.
- Finally, we have learned that it takes time for students to get accustomed
to the studio model, a model in which there are clearly different expectations,
roles, and responsibilities than they have previously experienced in their
formal schooling. This can be an uncomfortable transition for many students.
We all bring our own teaching and learning "myths" to an educational setting
and it is unsettling when we are asked to put many of our preconceived notions
aside.
Conclusion
The studio experience as conceived and implemented at the University of
Georgia is designed to practice what most professors of Instructional Technology
preach. We are trying to prepare the next generation of multimedia designers,
developers, and teachers by modeling an approach that is consistent with
what we know about learning and performing in schools and the workplace.
Admittedly, our approach is far from perfect and we still must work within
a system that best understands the one-course/one-instructor model. It would
be presumptuous to think our efforts have "turned the Titanic around," but
we think we have at least nudged it towards warmer waters.
References
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the
culture of learning. Educational Researcher, 18(1), 32-42.
Jonassen, D. (1991). Objectivism versus constructivism: Do we need a new
philosophical paradigm? Educational Technology Research & Development,
39(3), 5-14.
Papert, S. (1991). Situating constructionism. In I. Harel & S. Papert (Eds.),
Constructionism, (pp. 1-11). Norwood, NJ: Ablex. |