Internet Time Group

Overview of Real-time Learning Tools

August 2, 2000

Preparation for the Silicon Valley eLearning Network Meeting, August 14, 2000

Our August topic is synchronous learning -- same time/different place -- virtual face-to-face. Please prepare by

 

Why real-time learning environments?

In the learning sphere, real-time environments simulate:

  •         Instructor-led workshops
  •         Give-and-take seminars
  •         Lectures
  •         Reference desk
  •         Study groups
  •        Office hours
  •        Community

In the workplace, real-time collaboration includes:

  • Virtual conferences (remember video conferencing?)
  • Virtual meetings
  • Remote demonstrations
  • Team coordination
  • Knowledge management feeder

And there's more to it. Virtual classroom experiences are generally more satisfying than pure learner-machine interaction. While it takes ten to twenty hours to prepare for a live session, authoring a standalone course of instruction takes at least five times that.

 

Terminology

Synchronous = simultaneous = real-time. "Synchronous" is a needlessly confusing buzz-phrase for simultaneous virtual interaction. Jay generally uses "real-time" or "RT" to avoid confusion.

VOIP = voice over IP, i.e. two-way audio over the net instead of your phone. Problematic going through firewalls. Older versions are iffy. Requires a Java applet or browser plug-in. You have to download an applet whenever you need it. Plug-ins stick around but many IT departments forbid their use.

Knowledge capture = synchronous capture for asynchronous use. (Re-runs of the live performance.) This is more valuable now that Interwise, Virage, and others can index video to let you jump to exactly the piece you want to see. Most SMEs are great talkers and horrible writers so this technology is a keep component of what I'll call "authorless authoring."

Thick client = RT that requires installation of an application program, generally more than a megabyte, by download or CD. Can provide a feature-rich, stable environment. Generally better quality sound and/or video. Examples are Interwise, Learnlinc, and Lotus. These are 4 MB to 12 MB downloads.

Thin client = browser-based RT that relies on a download, often a Java applet, that disappears at the end of a session. Another approach is to use a plug-in that lives on in your system’s plug-in collection. Some systems use both Java and a plug-in. To rate as "thin," download should be a minute or less at 28.8 (about a megabyte). No advance planning required. Some predict that this is where the market is headed.

Thick client = mainly client software Thin client = mainly host software

requires preparation -- download or CD

recurring visits (a class at work) may justify it

takes a decision in advance

knowledge capture feasible

often best for internal environments

ability to cache may make it faster for low-bandwidth users

better quality sound and video

ready to go when you are

infrequent visitors (customers) won't go for it

like surfing to a web page

knowledge capture unlikely

usually best for external environments

you've got to download it every time

improving all the time

 

Digital Collaboration Tools and Vendors

Athenium
Arel Communications
Caliber
Centra Software
Convene.com
Envoyglobal.com
HorizonLive
IBM
Interwise, Inc
Learning Communities, LLC 
Mimeo
Mentergy
NetMeeting
One Touch System
Pensare
Placeware
Rotor Communications
V-Span
WebEx
My Centra
e-Groups
e-Rooms
IntraActive

List and URLs courtesy Elliott Masie, Digital Collaboration site.

 

Good Sources of information

ASTD’s Learning Circuits has a wealth of information on RT.

"Guide to Synchronous WBT Features" by Jennifer Hofman, January 2000, defines three general categories and describes these 15 differentiating features:

Thinking Thin: The Race for Thin-Client Synchronous E-Learning by Tom Barron, June 2000

Debate Simmers Over Plug-Ins, Voice Technologies by Tom Barron, June 2000

ASTD members only: The January issue has a comparison of "Deluxe" RT Systems Centra Symposium, LearnLinc, Interwise, One-Touch, and Arel Spotlight. The July issue compares thin-client RTs Astound, CentraNow, Centra Conference, Educata, Evoke, HorizonLive, Placeware, and Webex.

CNN: Video phones, what’s wrong with this picture?

Groupware, The Changing Environment by David Coleman. Chapter 1.

"If you get only one message from this chapter, it is that groupware is not just technology, it is also social. Groupware is collaborative technology. That means it impacts the way people communicate with each other. Impacting communications results in impacting the way people work and eventually the structure of the organization. In other words, groupware is people as much as it is a tool that people use. Most organizations are able to handle the technology obstacles, because there are many technical alternatives available. The difficulty lies with the relationship between technology and the people who have to use it."

Collaborative Strategies, David Coleman’s site.

Learning in the Time of Internet

Determining Your Distance Learning Needs: What About Me?!
Which of these interactive functions are critical?

Which of these asynchronous functions would be important in working with your distance learning solution?

Electronic Agoras, City of Bits by William J. Mitchell, The MIT Press

"A face-to-face human conversation-the sort for which dinner tables and traditional seminar and meeting rooms are designedis a spatially coherent, corporeal, and strictly synchronous event. The participants are all present in the same place, everybody hears the words as they are spoken, and replies usually come immediately. The telephone and talk radio have allowed conversants to be dispersed spatially but have not altered this condition of synchrony. (Until the introduction of the answering machine, you had to be by the phone, at the right time, to take a call.)

But there is an alternative....

Jay ponders...

How much does it take to lead an effective realtime session?

In the days of the clunky conference-room videoconferencing systems, people tired of the video very quickly. They found that the screen was better used for application-sharing.

Image fidelity doesn't hamper getting the message across. Grainy movies work. People get turned on by blurry porn movies the size of a large postage stamp.

Research at Xerox PARC found that sound and gesture alone could carry 90% of a class. No video. The gestures are such things as seeing a live annotation in a shared PowerPoint. Clark Aldrich, once at PARC and now with GartnerGroup, suggests that companies use more bandwidth for sound and less for video.

The highest-fidelity electronic media available today are no substitute for being there in person. I suspect this has something to do with smell or some other cryptic messages we send one another. To maximize performance, I'd rather spend money on more plane tickets than on high-bandwidth collaborative video.

As learning and work converge,


 
...distinctions blur, and it becomes 


 
... all one thing.
                                                                                                                                                                                                                              

Things I’d look at were I selecting a real-time learning environment:

How good is the social engineering? What is the underlying metaphor and how well is it implemented? Does it feel natural?

|---------------|---------------|---------------|---------------|----------------|

Arcane interface, few social features

Not intuitive, confusing

Awkward but usable

Easy to interact, metaphor is clear

Feels natural, "flow" experience

 

How well does the technology work? Over the net and in a controlled environment. Lots of users and handful of users. Sound, video,                    

|---------------|---------------|---------------|---------------|----------------|

Staticky sound, often lose connection

Postage-stamp size video, slooow

Inconsistent, doesn’t scale beyond five or six people

Scales.

Snappy, robust 

What else is in my learning mix and how do I integrate this into it?

Is this part of eLearning or a subset of the larger realm of digital collaboration?

By and large, I have stolen ideas from only the best of sources:

Thank you, folks.

 


webmaster
 
© 2002-2004 Emergent Learning Forum