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Interactive Lectures:
Effective teaching and learning in mass meetings with wireless networks
Anja Wesselsa,*, Stefan Friesa, Holger Horzb, Nicolai Scheelec, Wolfgang Effelsbergc
aDepartment of Educational Science (Pedagogical Psychology), University of
Mannheim, Kaiserring 14-16, 68131 Mannheim, Germany
bDepartment of Developmental & Educational Psychology, University of Greifswald,
Franz-Mehring-Str. 47, 17487 Greifswald, Germany
cDepartment of Computer Science IV, University of Mannheim, L 15,16, 68161
Mannheim, Germany
Abstract
Lectures have severe instructional shortcomings. Especially a lack of interactivity has to be noticed. To overcome these problems, the scenario of the interactive lecture is introduced. In this scenario, students and lecturer interact through the use of mobile computers in a wireless network. In an experimental study, 44 students participated in interactive and in conventional lecture meetings. A quiz service was implemented on mobile computers allowing a posting of questions, an evaluation of the students’ answers and a graphical presentation of the results. The participants evaluated the interactive condition better and reported higher levels of attention, activity and perceived learning success. Objective measures indicated a tendency toward better learning results in the interactive condition. Keywords: Lecture, Ubiquitous Computing, Interactivity, Blended Learning
* Corresponding author. Tel: +49-621-181-3573, fax: +49-621-181-2206.
E-mail address: [email protected] (A. Wessels)
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1 Introduction
The last decade has seen tremendous efforts to further integrate the use of new media
in higher education (Dutton & Loader, 2002). Universities and governments spent large
amounts of money in order to build a sufficient infrastructure, to develop multi-media-based
learning materials, and to equip students with the necessary computers. For example, the
German government offered in 2002 and 2003 German universities to participate in a
spending program worth 200 millions euros solely for the development of multi-media-based
learning material. Another example are the 16 international projects in the field of learning
with new technologies, which are financed by the European Union in 2004 (CORDIS, 2004)
These efforts were motivated by the aim of improving quality and effectiveness of university
teaching by introducing multimedia elements on a larger scale. Officials believed in
educational media leading to more appropriate teaching since these media allow for a better
adjustment to individual learning needs. Such adaptivity should result in higher learning rates
and a more effective use of learning time.
But regardless of all efforts, the various multimedia projects hardly led to a
modernization of universities. This is particularly true when looking at a classic instructional
scenario: the lecture. Despite their obvious instructional shortcomings, lectures are still an
important and common way of teaching students in higher educational. Evidently, teachers
have learned to use presentation media for their lectures. However, its basic structure with
solely the teacher presenting, what has to be learned, and the student trying to acquire the
presented content has not been modified at all. The main disadvantage of lectures is a lack of
interactivity between teacher and students. In conventional lectures a teacher presents new
information to the learners without getting any information on whether students can follow
and how they evaluate the lecture. Considering modern learning theories, describing learning
as an active process (e.g. Ernest, 1995; Jonassen, 1994; Honebein, 1996; Wilson & Cole,
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1991), the instructional shortcomings become even more obvious. Interactivity represents an
opportunity for the learner to take hand in shaping the informational, communicational and
learning process rather than remaining a passive recipient. Researches and teachers believe–
well grounded in empirical results–that an active involvement of the learners in the learning
process has a great impact upon successful learning (Ramsden, 1992).
Directly connected with the problem of low interactivity is the fact that conventional
lectures provide only limited opportunities for implementing adaptivity of instruction by the
lecturer. Adaptivity represents an essential way to improve the learning process. The
underlying rationale is to adapt explanations to the learners’ current state of knowledge. This
should result in greater efficiency and efficacy of instruction. Empirical findings reveal the
effects of diverse learning-centered measures upon learning success. For example, tuning the
learning content to the interests or goals of the learners will affect their learning success
positively (Bligh, 1998; Sass, 1989). Another promising way for a higher learning success is
to optimize the instructions for learners on the basis of learners’ foreknowledge and gradually
developing learning success (Vos, 1997a, 1997b). However, during the lecture the instructor
has almost no opportunities to adapt the content and/or the ways of teaching to the learner’s
cognitive state, since adaptivity has as a prerequisite a valid estimation of the learners’ actual
state of knowlewdge.
Another problem of lectures consists in the fact of this teaching-learning scenario
requiring a continuous attention of learners. Already in 1953, Bloom showed learners’
decreasing attention to be responsible for the small effort on knowledge acquisition in
lectures. Learnes simply become absent-minded after a certain amount of time (Bloom, 1953).
Siegel, Siegel, Capretta, Jones, and Berkovitz (1963) found the decreasing mental
performance of pupils to be correlated with the information retained from a lecture. Activity
changes must take place to obtain and maintain the attention within a lecture (e.g., a change
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between presentation and discussion phase). Continuous changing of teaching methods in
order to achieve higher attention in lectures has been variously described (e.g., Weld, 2002).
However, in lectures such activity changes mostly are not intended and if so, such lecture
elements depend exclusively on the ability of the lecturer (Ramsden, 1992).
Despite all these shortcomings lectures are not to be excluded from higher education
since they also have some advantages in comparison to other teaching methods. The
economic aspect is especially important. Only in lectures a single teacher can impart
knowledge at the same time to a relatively large number of students. Besides, lectures are a
flexible method with respect to their thematic and organizational integration. They can easily
be adapted to a certain topic area or different timetables. And finally, with respect to certain
aspects of knowledge acquisition lectures are superior to other teaching methods. For
example, McKeachie and Kulik (1975) compared lecture and discussion method. The lecture
was the superior method to examine facts, but not to support transfer and independent
thinking. Taken together, there are practical and empirical reasons to improve lectures.
Such an optimization has to enhance the interactivity and the adaptivity within
lectures. This can be achieved by using modern information technologies. Wireless local area
networks (WLAN) allow for such an improvement. In the following, we describe a scenario
in which WLAN and mobile computers are used to solve the typical problems of lectures.
Since the interactivity implemented in the scenario represents the central differentiating
feature to the conventional lecture, we call the scenario interactive lecture.
2 The scenario of an Interactive Lecture
2.1 The structure of Interactive Lectures
Wireless networks use radio waves instead of wires as transmission medium. Most
WLANs eventually connect into a wired network to obtain access to the Internet. Within a
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wireless network several (mobile) computers are interconnected by radio. Thus, wireless data
exchange is possible. PC-cards which support the wireless transmission also allow an access
to the network services outside stationary computer pools (mobile internet access) within the
read of access points (for further information see Tanenbaum, 1996, or Lopez-Hernandez &
Santamaria, 2001).
Despite its availability in many universities WLAN technology is hardly used in
instructional scenarios today. However, the use of WLANs proves particularly suitable for
redesigning the conventional lecture scenario: With WLANs–if appropriate services are
present–a bidirectional synchronous communication of one person with many persons is
possible. Deviating from the conventional lecture in such a structure not only one out of many
can answer the question asked by the lecturer, but all can communicate at the same time.
Thus, through wireless networks a lecturer can for example get answers to questions (suitable
response formats presumed) of all students, give a feedback to all of them and consider the
results in his/her further procedure.
In interactive lectures all students must be equipped with handheld computers or
notebooks using several wireless learning devices to interact. The basic software system to
run the interactive lecture is designed as a typical client/server application. As the central part
of the architecture, the server provides fundamental functionality (e.g. connection
management, user management and service management). Tools provide the specific services,
which are visible and executable for the users. They are programmed as independent modules
being loaded by the server at start-up time. The clients for the students use the WLAN to
connect to the server. They are designed as a single homogeneous software tool capable of
operating all services being available in a particular scenario. By using an interface
programme it is possible to connect a server to other external applications or to a server
running at a remote lecture hall. Figure 1 shows the server architecture of interactive lectures.
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===Insert figure 1 around here.===
2.2 WLAN-based services for Interactive Lectures
In the following, we give an overview about the different WLAN-supported
synchronous services being develloped for implementing interactive lectures (for more
information see Scheele, Mauve, Effelsberg, Wessels, & Fries, 2002).
Call-in. The call-in service allows students to enter a question or remark into the
mobile device and send it to the lecturer. The lecturer sees the question and can decide if,
when and how to answer it. In extension of this feature the lecturer can create an archive of
interesting questions and possible answers (i.e. FAQ list for the lecture). Of course this
service also supports simple “virtual handraising” as is needed for very large lectures or in
teleteaching environments.
Evaluation/ feedback. This service enables the students to provide condensed feedback
to the lecturer at any time, thus allowing for a continuous (online-)assessment and evaluation.
The lecturer is continuously informed about this feedback by means of bar graphs. To use this
service, the lecturer sets up several categories; typical categories are actual motivational states
of the students, speed, or difficulty of the lecture. Students express their opinion about the
category by adjusting a slider on the screen.
Quiz. This service constitutes the most important feature of an interactive lecture. It
allows an online posting of test items, an immediate (online-) evaluation of the students’
answers and a graphical presentation of the results both to the teacher and the students. Before
using the service the teacher prepares a small number of questions (e.g. multiple choice
questions) as a quiz. At the appropriate moments during the lecture, the quiz is uploaded via
the wireless link to the students’ mobile computers in the lecture hall. Students have to mark
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the answer(s) on their screens and send them back to the server. The server evaluates the
answers online and presents an overview to the teacher. This overview might be projected on
the lecture screen in order to allow everyone to see the results. Furthermore, the server can
also send individual feedback to every student, providing him/her with criterial information
about his/her performance. Figure 2 shows examples of the implementation of the quiz
service.
===Insert figure 2 around here.===
The setting allows the lecturer to comment directly upon the responses and interpret
results. If a question has been answered incorrectly by a critical amount of participants, the
instructor can choose among various ways to react: He/she can provide a new explanation of
the content or refer students to external sources (cf. expert literature).
Apart from the just described synchronous tools the interactive lecture also
compromises asynchronous tools such as messaging, forum and chat. These tools function
analog to their classical implementations; hence no further explication about the
implementation details is given here (see Scheele et al., 2002).
2.3 Advantages of Interactive Lectures
The scenario just described has several advantages in comparison to conventional
lectures. These advantages become obvious by analyzing interactive lecture from the
perspective of well-known instructional models. In most instructional models (e.g. Gagné,
Briggs, & Wagner, 1992 Merrill, 1991; Reigeluth, 1983) the diagnosis of the learner’s
knowledge status by the teacher is one central element of the instructional process, which
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enables an adaptive teaching behavior for an improvement of the learning process. From such
an instructional point of view, the interactive items are important for several reasons.
The interactivity should lead to a greater motivation (Moore, 2000) and deeper
knowledge elaboration of the learner (Anderson, 2000; Kommers, Jonassen, & Mayes, 1992).
From the point of view of the achievement motivation theory, the availability of performance
feedback is a necessary prerequisite for achievement-motivated behavior (Heckhausen,
Schmalt, & Schneider, 1985). Besides, the interactive items lead to activity changes, such that
the attention of the students will be maintained longer and students will behave less passively
(Fletcher, Hawley, & Piele, 1990; Simpson, 1994). Furthermore, it allows lecturers to adapt
their behavior. The lecturer receives a direct feedback over the learning success already
achieved and can react with an appropriate adjustment. For example, if the lecturer finds out
that only few students understood the contents just presented, he/she can repeat parts
and/dwell into problematic details causing the lack of understanding. Such a behavior is
especially neccessary in order to prevent later topics not being understood due to a missing
apprehension of the topics presented before.
Apart from these advantages concerning the learning process an additional advantages
of the interactive scenario should be mentioned. A general problem with the evaluation of
teaching meetings is the relative long answering cycle. Usually, the lecturer receives an
acknowledgement only after the end of the lecture time. Here the use of mobile computers can
help. For example, the last three minutes of a lecture might be used to fill in a evaluation
questionnaire presented on the mobile computer. Thus, within an interactive lecture an
immediate acknowledgement over the current lesson can be received.
In summary, in interactive lectures learner-centered instruction can be realized.
Learners can communicate with the lecturer, give him/her feedback and thus have
possibilities to actively influence the teaching. Such active involvement should have a large
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effect on successful learning, because it should promote students’ attention and motivation.
Therefore their knowledge acquisition through deeper knowledge elaboration processes
should be fostered (Anderson, 2000; Weinert, 1999). In the following a first empirical test of
the acceptance and effectiveness of interactive lectures is presented.
3 Experimental investigation of the Interactive Lecture scenario
3.1 Method
Participants. Altogether, 44 students participated in the investigation. Nine of the
participants were female. 38 of the subjects were studying economical informatics, while the
remaining six students came from technical computer science, mathematics and computer
science. The mean age of the participants was 23.57 years with a range from 21 to 35. The
mean number of semesters of the students was 6.52 with a range of 5 to 24. All participants
were attending the regular lecture “multimedia technology” held in English, which is unusual
in Germany and a reason for the rather low number of participating students.
Design and procedure. Within the regular lecture on “Multimedia Technology” (a
course regularly offered by the fifth author) two WLAN-supported meetings were compared
with two conventional topic-same lectures. Two chapters from this lecture (each covering one
meeting) were chosen and material for implementing the quiz-service in these chapters was
prepared. The chosen chapters were “operating system support” and “automatic content
analysis”. Since the scenario was new to all participants and teachers the implementation of
the interactive lecture was restricted to the quiz service. An implementation of the other
services might have resulted in an overload of the unexpericienced participants, resulting in
an underestimation of the potentials of the scenario.
The participating students were divided into two groups. Each of the two groups
worked once with the quiz service (interactive lecture) and once without (conventional
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lecture). In every meeting only one group of students was present. Therefore, every chapter
had to be presented twice (once as an interactive lecture and once as a conventional lecture).
In the meetings implementing the interactive lecture scenario Notebook PCs were
supplied to the students. At three points in time of the lecture (after approx. 25 and 45 minutes
and at the end of the meeting) the quiz-service was used. Two to four multiple choice
questions of the actual contents were sent to the students’ computers. The users had five
minutes time to select solutions from four response alternatives (cf. figure 2). After the
students had answered the questions and had sent them back on the computer of the lecturer,
the results of the quiz round were presented graphically on the instructor’s whiteboard to all
users (cf. figure 2). In the control condition students were given the opportunity to ask
questions on three comparable points in time.
Instruments. The measurement of the relevant variables was conducted through
subjective judgments in form of questionnaires and through application of tests. Since our
hypotheses focus on acceptance and learning our main measures were as follows:
After each meeting the users judged the lecture just heard by 13 items on the basis of
four-level ratings (0 (non appropriate) to 3 (appropriate)) in a paper pencil procedure. These
items included both evaluation and motivational aspects like level of attention during the
lecture. Typical items were “the today’s lecture was interesting” or “I followed today’s lecture
particularly attentively”. Similarily, the acceptance of the quiz service was evaluated on the
basis of nine four graded items (0-3). A typical an item was “the quiz service facilitated
learning today’s contents”. The students answered these questions after the end of each
lecture meeting.
On the basis of a pre-post-measurement, the success in learning–separate according to
the respective topic–was captured. Therefore, a knowledge test for each topic was developed
by a computer science expert. Each knowledge test contained altogether eight questions, four
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of which were multiple choice items (each with four response alternatives and a single
solution), and four questions were open-ended items. The subjects filled in the knowledge
questions immediately before the beginning of each meeting and immediately after the end of
the lecture.
3.2 Results
Acceptance. Table 1 gives the results with respect to the acceptance of the different
scenarios.
===Insert table 1 around here.===
As evident from the table, the WLAN-supported meetings were evaluated very well
and were clearly superior in their acceptance to the conventional lecture. The first topic was
evaluated somewhat better thand the second topic. For both lectures, an analysis of variance
revealed highly significant results in favor of the interactive lecture. Estimates of effect-sizes
range from η²=.384 to η²=.440 (topic 1: F(1,39)=30.617, p<.001, η²=.440; topic 2:
F(1,32)=19.959, p<.001, η²=.384).
Regarding the single items of the questionnaire, the students’ approvals are
significantly higher for all items. Most notably, the students experienced the interactive
lecture as more varied, felt more actively included and as being more attentive. Besides, they
estimated their success in learning as being higher.
The additional questionnaire tapping the evaluation of the quizzes shows a high
acceptance by the participating students. A mean value of 19.94 (SD: 3.96) is close to the
maximum value of 24 and well above the theoretical mean of 12. The participants perceived
the quiz service as facilitating and enhancing their learning.
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Learning increase. In figure 3 the results for the pre- and posttest of the knowledge
test are shown.
==Insert figure 3 around here.===
Independently of the method (conventional or interactive condition) learning occurred
in all meetings (p<.001). This learning increase was somewhat smaller for the second topic. In
comparing the two conditions, a small, not significant effect favoring the interactive lecture
was found for the first week (F(1,40)=3.509, p<.068, η²=.081). However, for the second topic
no differences were found (F(1,36)=.255, p<.617, η²=.007).
4 Discussion
Conventional lectures face fundamental instructional problems: Lack of interactivity
and the resulting lack of adaptivity are their most prominent instructional shortcomings.
Taking into account their frequent use in higher education and their advantages over other
instructional formats with respect economic efficiency the need for optimization of lectures
becomes obvious. In this paper we introduced the scenario of an interactive lecture. In this
scenario students are equipped with mobile computers allowing them to communicate with
the lecturer over a wireless net. Within this setting, several services enable interactivity
between lecturer and students. These services allow for a “1-to-n-to-1” communication. A
call-in service makes it possible to students to send questions and remarks to the teacher. An
Evaluation and Feedback service allows the students to give information about their current
perception of the lecture. Finally a Quiz service enables the teacher to work in short test of the
students’ apprehension of the contents being taught. The interplay of these different services
should result in an optimization of the lecture scenario by allowing more interactivity between
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students and teacher as well as by permitting the teacher to adapt his/her instructions to the
actual apprehension of the students.
An experimental investigation of the interactive lecture scenario was carried out. Two
WLAN-supported meetings within a lecture were compared with two conventional meetings
addressing the same topics. With respect to the original scenario only the quiz-service was
implemented. This restriction of the original scenario was implemented in order to prevent an
overload for the inexperienced users, thus resulting in an underestimation of its potentials.
In comparison to the conventional meetings the acceptance of the interactive meetings
was very well, although also the conventional meeting got evaluated on an above average
level. Furthermore the acceptance of the quiz service was very good. With respect to learning
differing results were found. First of all the students saw themselves as having learned more
in the interactive setting. Concerning objective measures of knowledge there was a tendency
favoring the interactive lecture for the first topic but no differences were found for the second
topic. Considering the explorative character of our study results can be interpreted
optimistically: Students accept the scenario and there is no deterioration in learning but rather
a tendency of improvement. Thus, further investment in the implementation of interactive
lectures on a broader scale seems indicated.
The current study has some weaknesses needing to be addressed. First of all the
problem of generalizability must be considered out of three reasons: (1) Not only that the
small sample made it difficult to validate effects but more importantly a problem of scaling
must be discussed. Conventional lectures are typically attended by one hundred or more
students. In order to evaluate the potentials of interactive lectures, one would need to
implement the scenario in such large scale lectures. But there is reason to be optimistic about
the results, since especially in a setting were students are almost disappearing because of the
masses surrounding them the power of services like the call-in or the quiz should prevail. (2)
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As mentioned, the sample in our study was highly selective. Since the lecture was read in
English, which is most uncommon at German universities, it must be assumed that only
motivated and capable students were participating. In order to enhance the generalizability
one would like to sample more heterogeneous participants and to not only implement the
scenario with computer science students. (3) Finally one would like to implement the scenario
not just in single meetings but rather along complete courses. Effects of newness, that can be
discussed as an alternative explanation for the high acceptance of the scenario among the
participating students would be excluded by such studies.
Furthermore, the scenario of interactive lecture has some inherent problems. The most
important is the resulting complexity for the teacher. The demands are clearly increased in
comparison to the conventional lecture, since the teacher needs - apart from giving his/her
presentation - to monitor the different services. In future implementations of the scenario
additional tools will guide the lecturer’s attention (e.g. an automatic reminder for starting a
quiz round) or existing tools will have a reduced visual and informational complexity, so
lecturers are in a better position to handle them.
Despite the just sketched restrictions for interpretations we take the first results as
highlighting the potentials of the use of WLANs for changing lectures in higher education
essentially. Nowadays, it is still necessary to equip the students with corresponding hardware
in order to realize the scenario. However, the distribution of mobile computers (PocketPCs)
will increase rapidly in the next years. Thus in the future, the problem of appropiate
equipement of students will no longer exist. In the long run, the availability of the sketched
scenario will increase.
Lectures will remain an integral part of higher education. Thus, an enrichment of this
dominant teaching method around interactive and adaptive elements might result in a
persistent optimization of higher education. Using technology for the execution of interactive
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lectures is possible in all disciplines as long as the respective knowledge contents are
mediated in lecture methods. Particularly in mass meetings, WLANs are–from our point of
view–a good possibility to include the students actively into the learning process. In the long
run a scenario like the interactive lecture might be a step towards the modernization of higher
education being sought by officials when starting large scale investment programs in multi-
media based learning.
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Table 1: Acceptance of the different meetings implementing interactive and conventional
lectures.
Interactive lecture
Conventional lecture
M SD M SD
Topic 1 33.27 5.71 24.46 4.39
Topic 2 30.00 5.82 20.86 5.95
Note. M = mean, SD = standard deviation; Range: 0-39.
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Figure captions
Figure 1. The server architecture of the Interactive Lecture.
Figure 2. The quiz service: Examples of questions presented on the students’ screen (upper
part) and their assessment presented to all (lower part).
Figure 3. Learning increase in the respective lecture (separated according to topic).