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Email, perhaps the simplest of the information technologies at our disposal,
can be quickly and easily utilised in ways that (1) improve student comprehension
in small group teaching, (2) enhance a sense of community within the group,
and (3) free student attention from the task of note-taking so that more
students can engage with the topic fully. To use ‘IT’
thus requires almost no technical skills beyond what everyone at the university
already possesses. What is necessary is a plan for using the technology
so that higher quality discussions are able to occur more frequently.
At the start of the semester, instructors interested in using email
in ways outlined above must begin by creating an ‘email network’
for each small group. In the first meeting, the instructor must get
the email addresses that the students actually use, as the university-provided
accounts may not be consulted frequently. During the first class,
just as each student is assigned a particular date/topic for presentation
or for leading discussion, each student can also sign up for ‘secretarial
duty’. The secretary is responsible for writing down what happens
so that everyone else can concentrate on the discussion; the secretary
must also edit the transcript and then mail it to everyone in the group. Instructors
will be shocked at what some students think others have said. But with
email networks, it is far, far easier to correct misinformation: simply
hit ‘Reply to All’ and then correct the class notes before
sending them out again. Each student takes on this duty approximately
once, allowing opportunities for the quietest students to participate
actively.
There are several key benefits to this system. Immediately, 80%
of the students (assuming a tutorial group of 10) are freed from note-taking
(and are unable to hide behind the semblance of intensive note-taking). The
system thus separates data-transmission (which only one student must attend
to) from actual thinking and discussion. It does not guarantee open
and confident discussion, but it certainly removes a serious obstacle,
since all students know that they will receive a transcript by email,
and that the corrections will be forthcoming if there are egregious errors
in the write-up. This kind of quality control is impossible in ordinary
tutorials, as the teacher does not really learn the degree of misinformation
until students take the final exam.
Another benefit: one has—apart from the single student presentation
and a general notion of whether students have participated regularly—a
record of which students have responded, and so the evaluation of tutorial
participation for purposes of ‘continuous assessment’ can
be done a bit less impressionistically. In addition to the student presentation
and the (now documented) student discussion, instructors may wish to grade
the write-up and can, at any rate, get some diagnostic information on
the student’s writing ability.
If the instructor is comfortable with constructing web pages, the sessions
can be put up on the Web for student reference. The chief benefit
of publishing all tutorial transcripts in this way is that students can
then be invited to ‘compare notes’ between tutorial groups
and so determine which topics were central and which were of passing interest
in a given tutorial. The distinction between the central and the
peripheral may seem commonsensical to the instructor, but very few students
are likely to agree.
Email networks can be used, finally, to redirect useful questions from
a private to a public context. For instance, Student A asks the question
that you wish had been asked in class. So you say, “Write me an
email,” and then send the question and answer to all students in
the class. This obviously saves the instructor time since he/she
need not answer the same question several times, but it also aids in the
creation of public space: students who could never ask a question of the
instructor in physical reality often feel encouraged by the game-like
atmosphere of hyperspace. Insofar as they are less afraid of losing face,
they have ‘hyperface’, the digital equivalent of face. Will
a wrong answer or a silly question make one lose face? Yes, in a
way that a wrong move in a game will make one ‘lose a life’. Loss
of hyperface is much less grave than losing face in non-virtual reality,
and so the game-atmosphere that prevails in email discourse can be an
aid to instruction as it frees even the shyest student to experiment.
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