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                                                                                                   Interest Rates


                to success in this challenge is interactivity—the activity of  reproduce online some of the advantages of collaborative
                “filling in” the knowledge presented in the medium.  peer learning. When utilized effectively, such communica-
                Strategies for interactivity can be divided into three parts:  tion can give people more direct and more convenient
                passive, hyperlinked, and interpersonal.         access to others and can make individual contributions
                                                                 more formal, thoughtful, and precise.
                PASSIVE INTERACTIVITY
                Synchronous learning involves the simultaneous interac-  SUMMARY
                tion of instructor and student. The traditional classroom  All learning is a function of interaction. In taking training
                is the traditional example of synchronous interaction  onto the Internet, instructors have an opportunity to
                where the instructor and students are in the same place at  script levels of interactivity in ways previously unavailable.
                the same time. Distance learning, where the instructor  To do so, however, requires rethinking online activities—
                and students are at different locations at the same time,  not merely as means of assessment, but as the primary way
                frequently involves audio/visual connections and “chat  to involve us and make learning “cool.”
                rooms.” Asynchronous learning, on the other hand,
                involves the interaction of instructor and student at differ-  SEE ALSO Artificial Intelligence; Information Processing
                ent times.
                   “Passive interactivity” need not be a contradiction in  BIBLIOGRAPHY
                terms, because one of the problems with digital instruc-  Gates, William H., III. (1999). Business @ the Speed of Thought.
                tion is the loss of context—both physical and psychologi-  New York: Warner Books.
                cal—that a classroom setting provides. To compensate for  McLuhan, Marshall. (1964). Understanding the Media. Cam-
                this, online training needs to create a visual “focus” for the  bridge, MA: MIT Press.
                lesson at hand—a referential map of where the student has  Shapiro, Carl, and Varian, Hal. (1998). Information Rules: A
                been, and where he or she is headed, to provide a context  Strategic Guide to the Network Economy. Campbridge, MA:
                                                                   Harvard Business School Press.
                for where he or she is now. Such a context allows a student
                to relate the subject matter of an individual lesson to the  Varian, Hal R., Farrell, Joseph & Shapiro, Carl (2004). The eco-
                                                                   nomics of information technology: an introduction. Cambridge
                larger scope of the course. Passive interactive page designs
                                                                   & New York: Cambridge University Press.
                are thus “interactive” because the visual mapping succeeds
                in making the student actively aware of its importance by
                providing a broader context for the current lesson.                               Philip D. Taylor


                HYPERLINKED INTERACTIVITY
                The key to asynchronous learning is “hyperlinked interac-
                tivity,” a feature of HTML, which makes possible the cre-  INTEREST RATES
                ation of multiple-choice questions, expert systems, and
                other such branching-informational models. Branching  An interest rate is a standardized measure of either: (1) the
                models approximate the way people actually work  cost of borrowing money or (2) the return for lending
                through problems. Individuals take different paths, ask  money for a specified period of time (usually one year),
                different questions, and need different information.  such as 12% annual percentage rate (APR).
                While books can utilize limited branching schemes in a  First consider the term “interest” from the perspective
                clumsy way, only computers have complex and speedy  of a borrower. In this case, “interest” is the difference
                branching capabilities. Complete interaction, combined  between the amount of money borrowed and the amount
                with accessibility at our convenience, exact repeatability,  of money repaid. Interest expense is incurred as a result of
                and uniform quality gives asynchronous online learning  borrowing money. On the other hand, interest revenue is
                the potential, in suitable situations, of not merely replac-  earned by lending money.
                ing the traditional learning experience, but surpassing it.
                                                                    For example, the amount of interest expense, as a
                                                                 result of borrowing $1000 on January 1, 20XX, and
                INTERPERSONAL INTERACTIVITY                      repaying $1,120 on December 31, 20XX is $120 ($1,120
                Even asynchronous projects benefit from the variety of  – $1,000). The lender, on the other hand, received $1,120
                communication options now available on the Internet,  on December 31, 20XX in exchange for lending $1,000
                including e-mail, listservs, and electronic bulletin boards.  on January 1, 20XX, or a total of $120 in interest revenue.
                Such communication, which can be roughly grouped  Thus, with regard to any particular lending event, interest
                under the heading of “interpersonal interactivity,” helps to  revenue equals interest expense.


                ENCYCLOPEDIA OF BUSINESS AND FINANCE, SECOND EDITION                                       401
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