Interactive Nonlinear Learning Environments
Ronald Robberecht
Department of Rangeland Ecology, University of Idaho, USA
E-learning materials often have a linear design where all learners are forced into a single-mode pedagogy, which is contrary to the interaction that occurs in face-to-face learning. Ideally, e-learning materials should be nonlinear, interactive, contain context-sensitive and active learning elements, and accommodate various learning levels and styles. Learning environments in which the educator’s pedagogical approach and expertise are encoded into the design represent an effective and intelligent use of information technology for learning environments where each student is guided during their independent study. This goal is extraordinarily difficult to achieve, especially since educators are often not adept at computer programming or using other tools required to achieve such a goal. While the technical aspects of e-learning are often performed by technical personnel and instructional designers, such personnel do not have the pedagogical expertise of an experienced educator. Therefore, the perspective of the educator in designing nonlinear interactive learning materials is essential. This paper presents an educator’s perspective on approaches to designing such e-learning materials, which are essential to enhancing the education of future generations of students. In order to significantly enhance the e-learning educational experience, information technology must be effectively and intelligently used for learning materials that are: (1) interactive in the sense of context-sensitive responses to the learners actions, (2) nonlinear so that learners can determine their own learning path, and (3) actively engage learners of different levels of base knowledge. Learning materials that incorporate the interactive nonlinear designs provide a powerful pedagogical approach that simulates a highly individualized instruction for mass education: individualized instruction is not a function of scale. A key goal is to design materials are learner-centered so that the learner is primarily responsible for mastering th e subject material under the guidance of the instructor’s pedagogical approach and expertise, which are encoded into the e-learning materials.
Keywords: Interactive, nonlinear, e-learning environments, active learning
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