Article 114389
Article 114389
Linda Weiser Friedman, Ph.D. Zicklin School of Business, Baruch College, CUNY
ABSTRACT
Models of distance education have evolved over decades, just in time to collide with modern
pedagogies in which communication, interaction, student engagement, and active learning are of
critical importance. The number of college students taking online classes continues to grow.
Today, nearly 30% of college students are taking at least one online class. The social media
technologies encompass a wide variety of Web-based technologies such as blogs, wikis, online
social networking, and virtual worlds. This paper examines the relevant published literature,
looking at online learning activities through the prism of the defining characteristics of today’s
Keywords: Social media, Online learning, Higher education, MOOCS, Hybrid courses, Gaming,
Online Student Satisfaction
Introduction
The world is changing very rapidly. Libraries have morphed from structures filled with books to
repositories of information. Information and knowledge come in many forms including DVDs,
eBooks, and YouTube videos. The role of a newspaper has changed thanks to the Internet and
its social media. By the time readers see a newspaper, much of the news is old. Everyone knows
about the latest crisis, and has seen photographs on the web and read the story.
To make matters even more complicated, technology has converged so that, for example, a
telephone has become everything from a computer to a camera. Telephone manufacturers who
insisted that their job was to manufacture “pure” telephones – a telecommunication device for
transmitting speech- and nothing more, are obsolete. People use their computers to watch
television, listen to radio, find apartments to rent, and even find a spouse.
Tedlow (2010) describes what happens to companies who look away and go into denial when
paradigms shift. This is a good way to miss opportunities or even become obsolete. Some
famous examples of denial are Henry Ford’s obsession with only offering an inexpensive, black,
no-frills Model T Ford. A&P, which at one time was one of the largest retailers in the U.S.,
missed a huge opportunity to grow by not recognizing that television was making manufacturers’
brands more important than store brands. This sort of myopia is no less true in education, and
Even the disciplines of today are changing rapidly because of information access, collaboration
technology, and convergence, among other factors. There are many more specialties today than
in the past and there is much more "boundary crossing and interdisciplinary activity" (Klein,
1996: 42). Klein (1996: 191) asserts: "Almost all significant growth in research in recent
decades, the committee [National Research Council] concluded, has occurred at the
educator with expertise in only a single discipline will be able to provide the necessary
knowledge to solve problems that will arise in one or two decades. The amount of knowledge
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A report written by Georgetown University’s Center on Education and the Workforce concluded
that “not all bachelor’s degrees are the same” and “while going to college is undoubtedly a wise
decision, what you take while you’re there matters a lot, too” (Bruni, 2012). Colleges are going
to have to invest in higher education but the money is no longer there. The stimulus money
which began in 2009 and was sent to state and local governments after the Great Recession of
2008 helped save about 400,000 education jobs. However, the spigot has been turned off and at
least 100,000 individuals in the field of education have lost their jobs in the last few years. The
White House claims that the true number is more like 250,000 jobs (Editorial, 2012). This is
Many colleges are turning to online education as a way to expand offerings at a reasonable cost.
Institutions across the country have increased their offerings of online and hybrid programs and
classes. Carey (2012) feels that MOOCs (Massive Open Online Courses) will change the future
of higher education. MIT, Harvard, and Berkeley are offering free MOOCs via edX, a not-for-
profit venture (check it out at: https://www.edx.org/). One famous MOOC on artificial
intelligence was offered by Sebastian Thrun, a renowned robotics expert at Stanford. More than
100,000 enrolled in this free course (admittedly, not everyone completed the course). Needless
to say, the marginal cost of adding a student to a class of 100,000 is virtually zero. Carey (2012)
feels that it is only a matter of time before accredited colleges start accepting transfer credits for
colleges and yet reject MOOCs taught by world experts from stellar universities. Certainly,
ensuring integrity will be an issue for a MOOC as it is for any online course. This can be solved
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by having students pay to take secure exams at special facilities. Indeed, students taking
MOOCs at edX, can pay to take proctored exams at one of 450 Pearson’s VUE testing centers
A recent report from Moody’s Investor Services predicts that “MOOC’s could improve the
institutions and for for-profit colleges” (Azevedo, 2012). In fact, elite universities could
eventually use MOOCs to sell courses to other colleges. This is an easy way for colleges to save
money. Why offer numerous sections of popular required courses such as macroeconomics
when the same course can be offered as a MOOC? The course could be enhanced with teaching
assistants for students who need extra help. Many prestigious colleges have joined Coursera to
offer free online classes. The motto of Coursera is “Take the World's Best Courses, Online, For
Free.”
One might argue and say students are not interested in taking fully online courses. This is
incorrect. In fact, according to the Sloan Consortium study conducted in 2010, nearly 30% of
college students were taking online courses (Allen and Seaman, 2010). According to the Babson
Survey Research Group 2011 study, approximately 31% of college students were taking at least
one online course (Allen & Seaman, 2011). Growth may be slowing somewhat but the number
Models of online learning have evolved quite a bit from the correspondence courses that became
popular in the 19th century, just in time to collide with 21st century pedagogies in which
communication, interaction, student engagement, active learning, and assessment are of critical
3
importance. The purpose of this paper is to examine the relevant published literature, looking at
online learning activities through the prism of the defining characteristics of today’s new
communication technologies.
The so-called social media technologies – often referred to as Web 2.0 –encompass a wide
networking, virtual worlds and other social media forms. Much has been said about the unique
character of the social media technologies, the features that unite these seemingly disparate
technologies under a single umbrella. These characteristics of social media can be summarized
communication between and among human beings. This communication may be uni- bi- or
complement to publishing, but they may also be alternatives to personal webpages. Bloggers
don't only engage in one-way posting. Many cite each other’s work a great deal and post
comments and ripostes on each other’s blogs, and this results in "conversational blogging"
(Efimova and de Moor 2005). Social networking sites like Facebook and Twitter enable
communication among groups of people, large and small. The rapid speed of communication
over networked Web 2.0 technology platforms is probably best evidenced by videos that go
“viral.”
COLLABORATION. New media technologies enable collaboration over the Internet. Blogs in
general have limited collaboration, although a single blog may be shared among a group of
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bloggers and sometimes a blog may be used for group work. Wikis are today’s collaboration
tool. These are also scalable, in that private wikis for small groups of people work just as well as
the largest collaborative product we have ever seen – Wikipedia. Some authors have examined
how wikis are used (Tapscott and Williams 2006; Sunstein 2006), both at work and in other
arenas of life. Social media also encourages collaboration with virtual conferencing on, say,
SecondLife.
COMMUNITY. Social media like Facebook, Twitter, SecondLife, Webkinz, Del.icio.us, and
other Web-enabled social media forms serve to make the world a smaller place. Groups of
people, large and small, are better able to interact more regularly, stay in touch, and accomplish
various goals, because of these technologies. Social media technologies fostering community are
democratic and inclusive. Today’s technology may be the great equalizer, producing a leveling
of the playing field (Johnson 2007). Many of the web technologies we may not previously have
associated with social media now have a social networking component, for example eBay,
YouTube, and HowStuffWorks. In addition, these technologies may be used as a platform for
CREATIVITY. Does simple digitization turn old media into new media? Is digital media that
different from non-digital (analog) media? For one thing, digitization makes editing extremely
easy. Therefore, it also promotes creativity, since we are not burdened by the limits of the
medium we are working with. Remember making changes to a large document using a
typewriter? The size of the page severely limited any changes we were willing to make. With
digitization and the right software our editing capabilities are limited only by our capacity for
thinking. Today, consumers of digital media do not simply, read, listen, view, or play it. The
also edit, mod, and create mashups. This post purchase behavior means that a product is not
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necessarily "finished" when it goes into production. Social media technologies enable user-
generated content, and we have much more active audience members who create, edit, post and
contribute content.
CONVERGENCE. The past decades have witnessed a convergence of technology more fantastic
than fiction. This is primarily due to widespread digitization and to the Internet, which itself can
be seen as digitization plus telephony. Some of the results of this trend are: companies that
produce printers are now in the camera business; long distance telephone calls use a broadband
Internet connection; photographs are transmitted via e-mail using a cellular telephone; several
companies are competing for video-on-demand; computer manufacturers are in the music
business; and many more. Adaptation is the key to survival in the Internet age.
There are many different forms of convergence in the social media phenomenon. Convergence of
technology, encompasses both hardware and software, for example, computer technology and
entertainment produced technologies like Tivo and the infotainment industry. We have seen
especially students – who may be using several media simultaneously, e.g., computer, internet,
music, newspapers, telephone, camera, etc., and in consumers who produce digital mash-ups
using several forms of media. Hynes (2003) asks: Does technology convergence drive consumer
convergence or vice versa? Finally, one of the hallmarks of the social media is convergence of
roles. Today there is a blurring of the lines separating users, developers, distributers, producers,
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CHANGES IN ACADEME
Almost every state is working with a challenging fiscal environment thanks to the recent Great
Recession. State budgets are quite austere and it is very doubtful that there will be money in
most of them for additional buildings for universities. The Texas A &M University system is
using a spreadsheet to evaluate the gains and losses from every single faculty member. This is
grants, etc.) and deducting the expenses (faculty salary, costs of labs, etc.). This is also being
done by department (Simon and Banchero, 2010). The balance sheet is showing that some
faculty members netted the university close to $280,000 for the 2009 fiscal year while others
cost the college about $45,000. Some departments generate gains of more than $5 million while
One metric determines amount of earnings per student taught; some professors (i.e., nontenured
lecturers) teach large classes and earn about $100 per student while others (full professors
teaching small seminar classes) earn more than $10,000 per student (Simon and Banchero,
2010). Like it or not, this is these performance metrics are being used by more and more colleges
as public officials are demanding more productivity and accountability and are examining
educational statistics such as graduation rates, retention rates, number of students that pass
professional licensing exams (e.g., CPA), median starting salaries of graduates, average student
loan debt, and other such measures. Some states are insisting that these measures should be
posted online so that the taxpayer should have a good idea as to the value of a college degree
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It is apparent that academe will have to learn to be more productive. Education can learn from
what retailers have done. Many retailers have moved from a brick-and-mortar approach to a
click-and-mortar approach. This means fewer buildings but an expanded presence on the
Internet. Consumers can make purchases at stores and online. Thus, for example, Wal-Mart sells
products at many stores but also does a brisk business online. The publishing industry has also
made changes to its business model. E-books may not totally replace paper books but companies
that want to survive must offer both. College textbook publishers currently offer both types of
books as well as a great deal of material using the web. Textbooks often come with a homework
manager that enables students to do homework online and get immediate feedback. Banks have
buildings but also provide service at thousands of ATMs throughout the world.
Academics who define themselves solely as individuals who teach traditional classes in a face-
to-face (FTF) format are being very myopic. Academics are in the knowledge “business” whose
job it is to provide information, mediate learning, and, more importantly, to enhance students’
ability to think and learn for themselves. The goal is to provide students with the tools and
desire for lifelong learning, not only to impart information. The Chinese proverb – “Give a man a
fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime” – is
especially true when it comes to education. The true job of an educator is to provide students
with an unquenchable thirst for knowledge and the ability to acquire it.
One of the most important tools in education is homework. However, students are spending less
time doing homework. Educators have to find ways to make homework more interesting and
relevant to today’s students. There is evidence that the homework American students do has
little impact on test scores. It is not how much time students spend on homework that enhances
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learning; it is the quality of the homework assignments. Meaningless homework assignments, so-
called busywork, will have no value in the educational process (Paul, 2011). We believe that the
social media tools can be used to make homework fun and useful.
Some academics insist that the only way students can learn is via a traditional, face-to-face
classroom. This might be justifiable if studies demonstrated that traditional learning was
superior to online learning. The evidence, however, does not support this view. Means et al.
(2009) did a meta-analysis of more than 1,000 studies published from 1996 to 2008 comparing
online with traditional classroom teaching. What they found was that online learning does offer
many advantages over traditional classroom learning. In fact, students who take courses that are
either completely or partially online will perform better than students taking traditional, face-to-
face courses. Interestingly, hybrid courses that combine classroom learning with online learning
seem to be the best of all delivery methods. Means et al. (2009) conclude:
Despite what appears to be strong support for online learning applications, the
a medium. In many of the studies showing an advantage for online learning, the
online and classroom conditions differed in terms of time spent, curriculum and
was likely to have included additional learning time and materials as well as
advantages. At the same time, one should note that online learning is much more
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Diana G. Oblinger, president of Educause, made the following statement in response to the
above study: "Online education provides additional opportunities. It gives people greater
opportunity for flexibility, for experiential learning, for illustrating things in multiple ways such
as visualization." She emphasized that the study makes it quite obvious that colleges have to
make sure to use online education and not insist on only offering courses using traditional, face-
Interestingly, a recent study found that when students were asked to rate their college-level
learning experiences, those they considered the most valuable all took place outside of the
Educators today are trying to determine the goals of education. The Internet has changed the
rules, and skills that were important in the past may not be so important today. For example, is
the ability to calculate a standard deviation or square root important in the computer era? Some
of the goals of education are providing students with the following abilities and skills: problem
solving, critical thinking, communication, collaboration (ability to work with others), navigating
the Internet and finding accurate and useful information, and making ethical judgments. An
overarching goal is to provide students with a passion for learning. In the Internet Age,
knowledge acquired in the freshman year in college may be obsolete by the senior year
(Friedman and Friedman, 2011). As we shall see the social media tools can enhance all of the
above skills.
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SOCIAL MEDIA AND ONLINE LEARNING
The best of online learning, much like the best of FTF learning, requires active engagement on
the part of the student. Rather than being passive recipients of transmitted knowledge, students
are active participants in the learning process; they are engaged. Students – not only the
instructor – help to create the learning environment. Teaching is all about communication. Not
environment. Ideally, we would like students to learn as much from each other as they do from
Liu et al. (2009) found the most commonly used social media technologies in higher education,
as studied in the literature, were: blogs, podcasts, social networking, and virtual environments.
Hovorka and Rees (2009) studied the use of a number of social media technologies in
information systems courses. Introducing social media into courses may not only help make
them more interesting and even fun, but at the same time teach students can learn valuable and
creativity.
Here we use each of these characteristics of social media – the so-called 5 Cs – in an online
learning context. These characteristics serve as a convenient prism through which to examine
COMMUNICATION. Williams and Jacobs (2004) consider blogs and academic discourse to be
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Communication technologies can include “old” technologies such as email, lectures notes in pdf
files, or even an online discussion forum. It can also include communication on the new Web
2.0 technologies, using social media, e.g., student blogs; a class wiki project; a twitter discussion;
online social networking; video presentations on YouTube; or even a virtual world like
SecondLife.
COLLABORATION. Learning how to communicate and work with others should also be a goal
of education (Robinson, 2008). The three skills students must have in order to succeed in the
knowledge economy are: “the ability to do critical thinking and problem solving; the ability to
communicate effectively; and the ability to collaborate” (Friedman, 2010). Social media tools
can be used to teach students how to collaborate and work with others. Many schools have lists
describing the goals of general education. These lists include critical thinking, mathematical
make ethical judgments, appreciation of the fine arts, encouragement of lifelong learning, and
more. Few lists include the ability to work productively with others. Collaboration is of great
importance in almost every enterprise. Very few occupations allow individuals to work alone
CREATIVITY. Pink (2006: 3) observes that "the defining skills of the previous era -'left-brain'
capabilities that powered the Information Age -- are necessary but no longer sufficient." The
skills that are valuable today, in the Conceptual Age, include such factors as creativity, empathy,
happiness, and meaning. Video games may not be a waste of time in the Conceptual Age.
Studies are finding that playing video games may sharpen the skills of physicians involved in
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laparoscopic surgery and help in decision making (Pink: 2006: 193). Even the military uses
games and virtual worlds to train soldiers. One DARWARS computer game, AMBUSH!, is
used to instruct soldiers on the appropriate course of action when their convoy is being
ambushed on a dangerous roads in Iraq or Afghanistan (Boyd, 2006). Video games are being
developed as training tools for firefighters to teach them how to handle hazardous materials that
might appear in New York City subways (Boyd, 2006). Gee (2003) feels that "when kids play
video games they can experience a much more powerful form of learning than when they're in
the classroom. Learning isn't about memorizing isolated facts. It's about connecting them and
manipulating them."
Robinson (2005) believes that the current system of education is antiquated as it was designed
with a production line mentality. Essentially, it was created in the 19th Century to meet the needs
of large industries as we moved away from agriculture. Industrialism back then needed workers
who were literate and creativity was not that important. Before that there was no public
education since the prevailing belief was that the common man could not learn very much. A
classic education was for the gentleman. This changed with the Age of Enlightenment and the
Industrial Revolution. According to Robinson, companies today believe the most important
challenge is "finding people who could make good decisions in times of uncertainty, who can
adapt to new opportunities and respond creatively to change" (Robinson, 2005). He observes that
in 1997, only 74 companies of the original Standard & Poor list of top 500 corporations
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standardized exams and standardized curriculum. The corporate world needs people who
understand divergent thinking, seeing multiple answers to a problem. Schools today rely heavily
on standardized tests which teach students that problems have one answer. Courses that utilize
social media force students to be self-starters and have the potential to encourage them to be
creative. They also teach them about networking as they will have to find ways to connect to
fellow students to work on collaborative projects just as they will in the career world.
Courses that are offered fully or partially online and use social media can enhance creativity
since they can use numerous teaching tools that include animations, videos, wikis, blogs, web
links, webinars, and virtual labs. Brown (2000) observed that the Web has created a "new kind of
information fabric in which learning, working, and playing co-mingle." He adds that the Web is
also "two-way, push and pull." The old method of lecturing passive students is a "push"
approach that does not work for many students. Brown (2000) asserts that young people today
are always "multiprocessing" and conducting several tasks simultaneously. Many can be
working on the computer, talking on their cell phones, and listening to music, all at the same
time! The goal of education today, according to Brown, is to teach students information
COMMUNITY. It is very difficult to be creative in this day and age if one works alone. Indeed,
the ability to communicate has little value if one does not possess the ability to be part of a team.
Many young people are quite comfortable with using communities such as Facebook for social
purposes. How important are communities for learning? Online communities have an important
effect on interaction. The kind of interaction that occurs in a face-to-face class is different from
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the interaction that occurs in a fully online class.
Bernard et al. (2009) performed a meta-analysis on the distant education literature and examined
three types of interaction treatments (ITs): student-student (SS), student-teacher (ST), and
student-content (SC). Student-student interaction may be built into distance education courses
through the use of group projects. Student-teacher interactions are easy in hybrid courses where
there are some face-to-face meetings and a bit more difficult in fully online courses. Even with
fully online courses, student-teacher interactions can occur via the use of email, phone calls,
having students read online material, collect information, or watch a video. Bernard et al. (2009)
conclude that all three types of interactions are important and should be an important part of
fully online courses since they enhance student learning as well as satisfaction. Web 2.0
technologies are making it less costly and much easier for students to collaborate and have the
student-student interaction. The research in the field is supporting the idea that three kinds of
interaction are very important in learning (Wanstreet 2006; Swan 2002). Battalio (2007),
however, concludes that not all students have the same learning styles. Some students may
prefer learning in a traditional, face-to-face environment; others may thrive in fully online
courses. Younger students, who do not have family obligations and are comfortable with social
networks, may benefit greatly from online learning communities. Older students that work and
have family obligations may not be satisfied with courses that utilize online learning
communities.
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When we use social media technologies to mediate learning in traditional and online courses, we
increase our arsenal for knowledge creation exponentially. Indeed, the hybrid course – a blend
CONCLUSION
There was a time when laughter was seen as a problem in the workplace. People on the assembly
line at Ford Motor Company during the 1930s and 1940s were fired for laughing or smiling
while working. Ford's philosophy was: "When we are at work, we ought to be at work. When we
are at play, we ought to be at play. There is no use in trying to mix the two." Today, many firms
want employees to be happy at work since they feel it increases productivity and profits. The
mission statement of Southwest Airlines says it all: "People rarely succeed at anything unless
they are having fun doing it." (Pink, 2006: 186-187; Collinson, 2002).
A large number of students quit college and fail to graduate not because of economic factors, but
because they find college uninteresting. These students need to be motivated (Carnes, 2011).
No one has studied whether full-time online learning works for poor children but it is being used
offering online learning for K-12 children. Time will tell whether it works but there are 250,000
cyberschool children now (Collins, 2011). It is difficult for college professors to shun online
when thousands of disadvantaged, young children are being taught that way.
Arum and Roksa (2011) claim that a significant number of college students barely improve their
skills in the vital areas of critical thinking, writing, and problem solving/critical reasoning.
Indeed, after four years, 36% had made no significant gains in those three areas. The average
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amount of time spent studying by college students is now less than half of what it was in the
1960s. Anne Neal, president of ACTA (American Council of Trustees and Alumni) says:
“College tuitions have risen more than 440% over the last 25 years – and for what? The students
who say that college has not prepared them for the real world are largely right” (McGurn, 2011).
Clearly, we have to transform education and make learning fun and relevant to the real world in
which we live. We live in the Internet Age and young people spend huge amounts of time with
social media. The best way to bring courses to life and make them more exciting, energetic, and
enjoyable is by using social media. Selingo (2012) feels that “despite resistance to the idea from
academics,” the evidence is there that online education has the ability to lower costs and improve
the quality of education. William E. Kirwan, chancellor of the University System of Maryland,
believes that, in the future, the typical college class will be a “hybrid of in-person and online
elements.” He also notes that this type of hybrid approach reduces costs by roughly 25% (Pèrez-
Pena, 2012).
Educators who refuse to adapt and continue to insist that the only way to learn is via “chalk and
talk” methods will find themselves hopelessly obsolete. Besides the changes that have taken
place in libraries and in journalism, one only has to think of what is currently happening to the
film industry where the traditional way of showing films -- in movie theaters -- is disappearing.
Professors who wish to increase their value to their institutions must embrace technology and use
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