Learning Development Assignment 2022

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I. INTRODUCTION
In today's scenario, the Internet has dramatically impacted online learning development in higher
education (Swan 2019). Online learning is used to indicate the teaching and learning programs
implemented through the Internet, and students and lecturers can easily communicate with each
other (U.S. Department of Education & Office of Educational Technology 2012). According to
Horn and Staker (2010, cited in U.S. Department of Education & Office of Educational
Technology 2012), there are 'fully online' means all lessons will be taught on the Internet, and
'blended online' is a combination of online and direct interactions. Some benefits of online
learning are saving time to traveling, studying wherever and whenever, and improving students'
self-awareness (Ostankowicz- Bazan 2016). On the other hand, online learning has some
drawbacks, such as having poor communication, barely joining because of weak connection and
outdated computers, and insufficient stimulation (Dhull& Arora 2017). Online learning has
attracted many interests of people all around the world; they are predicted that there are 5 to 7
million students who have participated in at least one online class per year (Elfaki,
Abdulraheem& Abdulrahim 2019). In Vietnam, due to the COVID-19 pandemic, all schools had
to close, so the Minister of Education and Training (MOET) created courses on the Internet such
as online learning and televisions. This solution helped students conduct social-distancing
regulation and continue studying at home (Thuy Linh 2020). According to Minister of Education
and Training Phung Xuan Nha (Thuy Linh 2020), online learning is not only a short-term
solution, but it also a chance that the education department can enhance the digital
transformation. This report will propose some methods that help RMIT Vietnam set up the
online courses that meet RMIT students' demands based on technology tools. In the first part, we
will point out some aspects of the satisfactory learning experience and some technology tools.
Next, we will give some suggestions about some effective methods for online learning based on
these tools.
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II. ANALYSIS
1. Definition of satisfactory learning experience for online learning
According to many professors, users' satisfaction depends on information systems playing an
essential role in many founders and administrators of these software. Online systems' success is
related to customer satisfaction (Ives, Olson, and Baroudi 1983). In this case, online learning
satisfaction is defined that the software can help the user reach the outcome expectation, get the
customer demand, or provide an acceptable solution(Tessier, Crouch & Atherton 1977).
Moreover, learning satisfaction also is considered as achieving designed tasks (Beeler 1981;
Momenee 1987). Therefore, many high education institutions tend to increase and find the right
model of online learning to fulfill the student demand for knowledge and skill which applying
for their future job.
In general, there are a vast array of activities offered for e-learning in order to increase the
interaction between the teacher and student. The top 3 significant actions are shared collaborative
screen, interactive note-taking, and communication. Compared to face-to-face learning, online
learning also needs to contain many basic activities to confirm learning quality. These core
functions directly affect and improve the user experience to reach the satisfied customer's
criteria.
Besides, satisfactory standards are also an essential aspect that needs to be determined to
improve the quality of e-learning. As reported by Roca, online learning satisfaction criteria can
be figured out by the consumer evaluation of the usefulness andquality of the course, the
software quality, and the degree of expected achievement. Three main criteria are in-depth
learning, flexible communication, and high-quality education. These three demands are critical to
the online learning experience to ensure the effectiveness between it and face-to-face learning
needs to be equal. Therefore, these demands need to be responded in order to create a good
knowledge cornerstone for the customer.
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2. Factors that influence the satisfaction learning experiences for online learning
based on criteria
Applying the Community of Inquiry (CoI) as a framework, it has positive effects on the quality
of satisfactory educational experiences in remote online learning environments (Bektashi n.d.). It
facilitates meaningful learning experiences that occur at the intersection of cognitive, social, and
teaching presence.
Cognitive Presence is considered as the essential factor which
relates to in-depth learning. According to Garrison and his
coworker, Cognitive Presence can be defined as the learner’s
pattern of construct and confirm the meaning by many important
social preconceived ideas and discourse about everything in life.
As reported byUC Davis canvas, this factor operates based on the iterative relationship between
personal understanding and shared dialogue. The quality of Cognitive Presence is divided into
three main activities. The first is exploration and construction, the meaning among
student↔student, student↔lecturer. The second is to reflect the quality and quantity of critical
thinking for the specific purpose
mentioned above. The final step is
collaborative problem solving to
ensure that it is the most accurate
definition for your project. Throughout
the three practical steps in Cognitive
Presence, the online learner can
recapitulate and find the solution for
the question based on their current
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Figure 1: Elements ofCoI
Framework (Garrison n.d.)
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understanding. As a result, Cognitive Presence plays an essential role in face-to-face learning
and online learning because it is the core learning presence.
Social presence is defined as the degree of awareness of every interactive communication
among many people in the same situation (Walther 1992) or Biocca, Harms, and Burgoon (2003)
defined social presence as a “sense of being with another”, which is an essential aspect in online
learning and necessary components of cognitive presence. Specifically, this factor can directly
affect many learners' comfort and emotional connection (Aragon 2003). In other words, effective
group work in learning depends on trust and the comfort level with other students, creating a
positive relationship and sense of belonging is the crucial thing to set the standard group and
effective working. Besides, the influential group works vastly building a broader and more
precise source of knowledge of world outlook, which contributes to the cognitive presence.
Moreover, this factor also related to learning result (Gunawardena & Zittle 1997; Mayer 2005)
and satisfactory learning (Borup, West & Graham 2012; Hackman & Walker, 1990; Richardson
& Swan, 2003; Rourke, Anderson, Garrison, & Archer 1999; Tu 2002).
Teaching presence is the third significant factor that directly impacts the online learning
experience. Teaching presence can be defined that includes the lecturer's previous actions as
instructional design, content, and preparation for the course studies and during class actions as
activities and provide necessary instruction required (Andersonet al.2001). Moreover, the online
teaching presence “is the binding element in cultivating a learning community”(Persico et
al.2010, p.5). Particularly, establishing an online presence in online learning can create a good
opportunity for an online discussion and provide the instruction. According to Shea et al. (2006),
there is clear evidence about the strong connection between teaching presence and sense of
learning community. Therefore, learning online presence is the crucial factor that every lecture
needs to determine and prepare because it directly affects student learning satisfaction.
3. Technological tools and their features that could be adopted for online
learning
As noted above, the unprecedented outbreak of the epidemic has caused significant challenges
for the higher education community worldwide. Thus, in response to the unparalleled education
disruption in the epoch of digital, network educational platforms' help has become a must to
maintain a satisfactory learning experience. A range of prominent Fourth Industrial Revolution
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(4IR) tools in the market such as Canvas,Microsoft Teamsand Quizlet provide students with
cognitive and teaching stimulation between students and educators.
Canvas
Canvas is well-known as an effective Learning Management System (LMS) with a plethora of
different features to support teaching and learning for higher education institutions. The ability to
evaluate student competence is one of the central benefits of its use. Assessment via Canvas is a
requisite for helping students inform their education status and achievement that can influence
both the decision to retain and the satisfaction learning of students.
Assessment in Canvas is a systematic process of analyzing, collecting, and interpreting. In one
instance, before receiving the academic outcome, the mandatory rotation of online plagiarism
check is required to make the assessment more straightforward and reliable for online learning.
After that, instructors will provide evaluations and feedback to students, and students, in turn,
can use the tools to critical thinking and reflection about their assignment (Birmingham Canvas
n.d.). More notably, Canvas offers an immersive, scalable learning experience with no-limited
exploration and engagement in other learning platforms. This can be linked directly to the
University library and external resources via Youtube, Slideshare, and so on. The myriad
features of Canvas are visible for learners in situations when the digital transformation is
blooming in education. The use of cognitive presence in general and Canvas, in particular, is
crucial for the satisfactory learning experience of learners in online learning.
Microsoft Teams
To create a social presence in the 'new normal' with education from a distance, MS Teams is a
communication tool with a cloud app digital hub that is ideally suited for education
communication and collaboration by integrating conversations, meetings, annotations, and
attachments (Microsoft 2018, cited in Wikipedia 2018). Its communication features have become
an indispensable tool for a reduction in transnational learning distance. It is easier to use to
support dialogue with instant messaging or text message, recording, screen sharing, one-to-one
or one-to-many voice and video conferencing, collaborative discussion board, content sharing
and built-in emojis (Buchal & Songsore 2019; Henderson et al. 2020; Tsai 2018; Hubbard &
Bailey 2018; Ilag 2020; McVey et al. 2019). Besides, there is a dedicated mobile application that
allows for instant notifications and exploits people everywhere.
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The classroom chat is created in MS Teams, where the instructor delivers messages including
weekly announcements, upcoming assignments to the whole class members, and students can
leave a post for the class. If students have struggles, they can contact the instructor directly via
chat features, which means one-to-one communication. Also, in-classroom chat, a video meeting
will be organized in which the faculty's screen will be shared with students for troubleshooting
and discussion more effectively. It is versatile enough to offer reciprocal correspondence
between learner-instructor or learner content. Utilizing the numerous features of MS Teams
creates an authentic learning experience in the social presence framework.
Quizlet
With the teaching presence factor, Quizlet is a tool to support the process of constructing a
lecture for more attractive in online learning. Quizlet is considered to be developed to help
students study information more accessible, more interesting, which can be used on both
computers and smartphones (Quizlet n.d.). It allows instructors to set up the play a part in the
learning process. Instead of uninteresting learning methods, as usual, Quizlet offers a range of
exciting game forms to turn into new; thus, it can significantly increase students' enthusiasm
during the remote-learning time. In Quizlet, traditional information is organized into "study
mode", including digital flashcards, multiple-choice, and gravity to assimilate memory
processes, helping students deepen their memory. Its features in online classes can be both
informative and entertaining. Quizlet also provides the test section, which automatically
generates test questions to assess the students' understanding of academic knowledge stem from
the online class. Another outstanding feature of Quizlet is that users can select or design their
own recitation materials. Quizlet has been regarded as a handy tool that instructors can ensure
the learning and practice process will be meaningful (Sailin & Mahmore 2019) in terms of
improving students' expectation outcomes and simultaneously, increasing an incentive for
learning (Pacharn et al. 2013).
III. RECOMMENDATION
1. A simple online learning solution based on the selected technological tools discussed
above
According to the analysis above, our group has concluded that the key factors influencing online
learning experiences demands and satisfaction are collaborations, educational, management
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systems, and recreational activities. To support educational organizations in offering a
comfortable online learning experience and the environment for the student. We want to mention
the combination of some technological tools appropriate with the features so that this solution
can be adapted to online learning. Firstly, a tool with social presence is Microsoft Teams; this
tool helps students and teachers to communicate with others easily, such as using text messages,
video calls, or sharing screens. Secondly, another tool we chose is canvas, a popular application
with many schools and universities. Moreover, students and alumni use this tool to control their
course, schedule, and assignments and also receive all the notifications. For example, people can
get the instruction, online test, new lessons from canvas, or submit their works to the lecturer.
Finally, the tool that we use to combine canvas and Microsoft Teams is Quizlet, which can
attract concentration, student involvement and improve the lesson’s quality. Therefore, students
can practice the course and increase their connection with their classmates. The recommendation
above has been considered to apply and generate because it provides a satisfactory experience
and meets students’ online learning expectations. To bring an appropriate solution based on
technological tools and their features, we will discuss how to integrate three tools and how it
works together.
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2. How the tools integrate, deliver the experience, and work together to meet
learners’ expectations.
According to the analysis of people’s demands and expectations in online studying. This is the
diagram of a potential integrated system of technological tools:
Designed by G&G
The diagram illustrates the information about how the tools integrate, work together, and bring
benefits to users. In more detail, the circle shape showed the technological tools that have been
chosen (Microsoft Teams/ Canvas/ Quizlet); the hexagon shape represents the features that the
tool delivers, the square shape indicates the minor function and the purpose of the combine tools
is improving the online learning which performs in triangle. Using Microsoft teams, students and
teachers can create a virtual space and online classroom to connect and collaborate. With
convenient and beneficial functionalities, it is easy for everyone to organize an online classroom,
audio meeting without a limited number of people’s involvement. Also, Microsoft Teams offer
some other features such as instant messaging, screen sharing, meeting notes and recording, and
scheduling. Additionally, teachers can generate some warm-up activities before the lesson starts
or exercises to get the knowledge and understanding lesson quickly during the online session by
using Quizlet. Furthermore, Quizlet is flexible for people to join like people who can work and
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discuss individually or in a group to discuss and exchange the information privately so Microsoft
Teams can separate each other into their small group with the breakout rooms. Besides that,
Quizlet helps the class's atmosphere be more exciting; it also creates online competition to
improve their teamwork skills and show their effort. The effective way to get encouragement,
motivation and make students hard-working is competition (Careerbuilder n.d.). On top of that,
Canvas is the prevalent tool in Vietnam for schools and teachers to evaluate students’
competency through the assignment and online test posted in Canvas. Besides, the Canvas is a
reliable educational system to determine students' learning process, homework, achievement and
ability most fairly and objectively. Based on the process of analysis and collection, teachers will
give comments, scores and advice for students to improve their skills the next time. One
particular thing is that Canvas can help students avoid plagiarism and feel secure when storing
their articles in this post.
3. A practically example of an educational institution that relevant to the choices
RMIT is a popular educational institution in Vietnam. It is well-known because of its luxury
appearance with excellent facilities and various amenities and the high quality of education.
Recently, RMIT focussed on improving the online service and applying more technological
methods in the learning process to bear with the struggle, COVID-19, to meet the student’s
expectations and demands. The evidence to prove it is in the period that COVID-19 was
spreading out quickly so every student, teachers and staff of RMIT can not enter the university.
Therefore, RMIT encourages and provides the online learning platform through the internet and
technological tools like Canvas, Microsoft Teams and Quizlet. At present, people use the
Collaborate Ultra in Canvas to study online and work with teammates but this tool still has some
deficiencies so they should consider using Microsoft Teams for online learning because it brings
an entire learning process. Firstly, the student can also use Teams, not only teachers, to create a
meeting with classmates. Secondly, it has a recording tool for students to record and then listens
to the lesson again if they have not understood. Ultimately, it has some special tools like noise
cancellation to avoid the meeting’s interruption, raising the hand button for people who want to
talk and screen sharing for all involvement. In terms of making the lesson less tedious and more
enjoyable, using Quizlet is an effective way to get concentration from students. Similarly, with
Kahoot, people should enter the PIN code to join the game and answer the questions that are
relevant to the lesson, but the highlights of Quizlet is people can play individually, in pairs or in
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a small group; the class can track the result and process of the race on the main screen. In brief,
people can gain knowledge in a comfortable method, create good relationships with
classmates,and have some relaxed and memorable moments in class. The last tool that can apply
to the RMIT institution is Canvas, it is easier for teachers and schools to give tasks, applications,
instructions and marks to their students through Canvas; also provide the lesson’s presentation
and evaluate, control their class. By the way, it will be convenient for students to get the
assignment and keep track of their submission schedules to avoid delay and miss the deadline;
more than that, Canvas also has Turnitin to check the plagiarism. Moreover, Canvas is a private
space for people to reserve and maintain their scores and study document. Overall, the
technology is developing and exploding quickly with many people using smartphones, which
will be 6,1 million residents using it in 2020 (Ericsson 2015). That’s why applying technology
and combining some tools to use in daily, especially educational environments, bring many
benefits and conveniences.
IV. CONCLUSION
In conclusion, for the analysis part, learning satisfaction occurs when the uses can complete their
assignments well. People improve some activities and functions in the online environment in
order to enhance the online learning quality and gain the satisfaction of users. There are three
factors, such as cognitive presence, social presence, and teaching presence that can help learners
have the satisfaction of learning experiences with online learning. Based on cognitive and social
presence, students can create critical thinking and interact with each other. The teaching presence
factor helps the lecturers to discuss and provide lessons easily. Due to the pandemic, most of the
students have to use 4IR tools such as Microsoft Teams, Canvas, and Quizlet to take part in the
online classes. For the recommendation, in order to make the students have satisfactory
experiences about online learning, we will combine the tools. For example, Microsoft Teams will
allow users to contact each other based on sending messages, voice or sharing content, or making
calls. Canvas helps students to manage their assignments and receive feedback from lecturers.
Quizlet allows instructors to create exciting games that help to remind lessons for students.
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