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Assessing the Impact of Technology on Learning Outcomes

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Auscultation of Heart Sounds. High-fidelity simulator (Harvey) (and high price --$100,000) ... rotation of wrist for anatomy; pulse and auscultation for Harvey) ... – PowerPoint PPT presentation

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Title: Assessing the Impact of Technology on Learning Outcomes


1
Assessing the Impact of Technology on Learning
Outcomes
  • Geoff Norman, PhD
  • norman_at_mcmaster.ca

2
  • If the new educational technologies are so
    incredibly
  • Learner - centered
  • Accessible
  • Efficient
  • Individualizable
  • Active
  • why is it so hard to show that students learn
    more from them and like them more

3
  • The Cost - Effectiveness Equation
  • Cost / electronic lecture hour
  • 1992 Planalyzer (hematology) 50,000
  • 2004 Temple/Hopkins 10,000
  • ca. 2000 face to face 500-1000?
  • Is electronic is 20-100 times as effective?

4
Agenda
  • Researching Effectiveness of Instructional
    Technology
  • Designing for the active ingredient
  • Technology as compared to what?
  • Measured with what?

5
Some Bad Design Strategies
  • Compare Computer to Conventional
  • or
  • Conventional Computer to Conventional
  • 1) What exactly is the conventional group
    getting?
  • 2) What exactly is the computer adding?
  • Any additional time additional learning

6
  • Specify precisely what is added by the technology
  • Then control for the technology
  • At instruction
  • At test
  • i.e. Avoid media-comparative studies

7
An Example - Anatomy
  • In learning 3-D materials (e.g. anatomy),
    presentation of dynamic images (virtual
    reality) should enhance anatomy learning
  • Experimental -- multiple views
  • Control -- key views
  • All interventions and tests on the computer

8
Intervention
0
Key Views (2) KV
Multiple Views (36) MV
80
0
220
180
180
90
270
310
0
9
Test (50 items)
10
M.V.
KV
MV
11
SPECIFY THE ACTIVE INGREDIENTEffect of lo/hi
simulator on surgical skills (Anastakis, 1999
Matsumoto, 2002)
  • Anastakis
  • 6 procedures n 23
  • Text only,
  • Bench model,
  • Cadaver
  • Matsumoto
  • Cystoscopy, ureteroscopy n 40
  • Text only
  • Lo fidelity (straws coffee cup) 20
  • Hi fidelity (plastic ) 3700
  • Test on hi-fi model

12
Anastakis
13
Matsumoto
14
More Design Problems
  • Use long term followup (weeks or months)
  • 4) How do you measure the dose?
  • 5) Hawthorne effect
  • The fact that theyre being studied makes
    intervention group do better
  • 6) John Henry effect
  • The fact that the other guys are being studied
    makes the control group work harder

15
Measurement Problems
  • 1) Measurement based on satisfaction
  • Computer wins against text (almost always)
  • Computer loses against teacher (almost always)
  • No relation between satisfaction and learning
    anyway (almost always)
  • 2) Measurement based on performance on the
    computer
  • Learning confounded with familiarity
  • (NBME CBX)

16
Surgical simulator for anatomy(Harari, Rawn, et
al., 2004)
  • Intervention Shoulder anatomy
  • virtual reality simulator vs.
  • Text
  • Measurement
  • Identification of structures
  • Satisfaction

17
Hariri
18
CAI vs. Tutorial for Phobia Inst.(McDonough,
2002)
  • Intervention
  • Tutorial group vs. CAI
  • Measurement
  • Satisfaction rating
  • Knowledge gain

19
McDonough
20
Testing on the TechnologyAuscultation of Heart
Sounds
  • High-fidelity simulator (Harvey)
  • (and high price --100,000)
  • - plastic body
  • - heart sounds distributed through chest
  • - coordinated wrist pulse, JVP
  • - chest moves (but no breath sounds)
  • (Ewy et al, 1987 Issenberg et al., 1999)

21
Harvey as test (Issenberg, 1999)
22
Real Patients as test (Ewy et al., 1987)
23
SOLUTION
  • Clear specification of the value added by
    e-learning
  • Control for other aspects (e.g. familiarity with
    software)
  • Use medium-neutral measurement
  • Control time to avoid co-intervention

24
  • Specification of value-added
  • Make the experimental manipulation specific to
    this component (e.g. rotation of wrist for
    anatomy pulse and auscultation for Harvey)
  • Control for medium, computer experience
  • Do experimental manipulation within medium

25
  • Use medium-neutral (or bias -) measurement
  • Test in real world transfer
  • e.g.real patients for heart sounds
  • or
  • Test in a medium that is biased against
    intervention
  • e.g final exam on paper
  • or
  • Do both arms of study on same medium
  • (everybody gets the computer)
  • and manipulate the active ingredient
  • e.g. brain anatomy, wrist anatomy

26
Conclusions
  • A new medium is often not necessarily better than
    the old, and is not often better
  • Active learning is a description of what the
    brain is doing, not what the mouse is doing
  • Decent studies of new media are hard to do

27
Conclusions
  • Virtual simulation has as much chance of
    replacing face-to-face interaction for helping
    people achieve conceptual understanding
  • as
  • In vitro fertilization has of replacing
    face-to-face intercourse for helping people
    achieve conception
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