Revised Personal Design Framework Joel C. Simmons IST 626 8/26/2014 Introduction As a frequent consumer of military online and eLearning courses, I have over time developed ideas about how an ideal course should be designed. I have found that most common are mediocre or even bad online courses that can make ten minutes spent engaged in learning the material seem like hours. On the rare occasion that I have stumbled across an excellent eLearning course, I have often wondered why there can be such a range in educational and technical quality. Equipped now with a background in instructional technology, I have focused in on a few areas for a personal design framework that includes application of sound instructional theory and design to the instructional materials to be placed in the online learning environment, and using the online learning environment to maximize learner engagement and motivation. Instructional Theory and Design The application of sound instructional theory and design principles needs to take place before even selecting online and eLearning as a delivery platform. If an instructional designer selects eLearning as a delivery platform before analyzing learners or the performance objective, the result may be yet another dull and mundane learning experience for the student. Therefore, I believe Robert M. Gagne’s Conditions of Learning are very useful to use in any instructional medium, especially in that they can be directly applied to principles of instruction. Main components of Gagne’s Conditions of Learning are the five varieties of learning, with internal and external conditions of learning necessary to acquire skills associated with each of them. In addition, Gagne elaborates on nine instructional events and their corresponding cognitive processes needed to achieve learning outcomes. For the design of instruction, Gagne espoused the development of a learning hierarchy, starting with a terminal objective that is analyzed into subordinate skills and tasks (Gredler, 2009). Basic strategies. Two of the most important aspects of Gagne’s Conditions of Learning are the nine instructional events and the design of instruction to include task analysis of learning objectives. The nine instructional events are: 1. Gain attention 2. Inform learners of objectives 3. Stimulate recall of prior learning 4. Present the content 5. Provide “learning guidance” 6. Elicit performance (practice) 7. Provide feedback 8. Assess performance 9. Enhance retention and transfer to the job Examples of the application of these nine instructional events to instructional design are found in a broad range of learning settings from the traditional classroom to eLearning environment (Kruse, 2006; University of Florida, 2013). Another process widely used in instructional design from Gagne’s learning theory is analysis of the performance objective to be broken down into subordinate tasks. According to Gagne (1962), breaking down the objective into component tasks and then arranging the learning situation in a sequence ensures positive transfer from one task to the next and achievement of the learning outcome. Construction of a learning hierarchy through a learning task analysis forms the foundation of instructional systems design models such as the Dick and Carey model. Globalized eLearning. In carrying out the learner analysis process, an additional factor should be considered: a culturally competent instructional design. A 2011 case study researched instructional designers’ views on cultural inquiry of distance learners and discovered there is often a lack of knowledge and awareness among the designer community about how to approach the process of cultural analysis (Saxena, 2011). Although there are a number of organizational and personal barriers to conducting a cross-cultural learner analysis, this can be a critical consideration in the development of effective eLearning for students with diverse cultural backgrounds. As a result of a thorough analysis of the performance objective and the learners, it is possible that the online learning environment is ruled out as a means of instructional delivery. However, if eLearning is found to be the best method to deliver the instructional content after learner and task analyses are completed, the chances are good that the eLearning will be well received by students. Learner Engagement Using the full potential of the online learning environment is important for the student to attain the desired knowledge. Some of the more effective eLearning courses that the military uses are simulations or ‘gamification’ of the instructional materials. While some may consider this to be only effective to a younger generation of learners, I can personally attest that I remembered more of the online instructional content when presented as a game or simulation, compared to previous online versions of the same topic in slide or PowerPoint format. As described by Kapp (2012), games are engaging because they provide an environment and a context in which actions provide direct feedback and lead to direct consequences. The online environment can deliver unique aspects to a game or simulation with multimedia graphics, interactive characters and avatars, and automated scorekeeping. However, as Kapp (2012) notes, the drawbacks to gamification of instructional material are that they can be time-consuming, costly and difficult to develop. In addition, the right balance between learning and gameplay has to be struck. As an alternative to development of a learning game, Kapp (2012) proposes that certain game elements, such as freedom to fail, interest curve, storytelling, and feedback are useful to making content more engaging. As instructional designers in the online environment, we must strive to develop the skills and creativity to incorporate more game aspects into ordinary content in order to engage students and bring the full capability of eLearning to bear in helping them to learn the material. Learner Motivation Another important factor to consider is students’ motivation to learn the instructional material in an online environment, and how to put strategies into practice to internalize their motivation. Internalized or intrinsic motivation is critical to the success of a learner engaged in an online learning environment. Guyan (2013) suggests that certain strategies can be used to assist learners in internalizing motivation, such as giving learners some level of control as they work through the module; providing regular feedback; incorporating social elements; providing opportunities for collaboration between learners; keeping stakes low and allowing learners to practice; and allowing learners to make meaningful choices and pursue challenging goals. The focus of these strategies is on creating the conditions to internalize students’ motivation towards the eLearning module or course. Conclusion With software programs such as Adobe Captivate and Articulate Storyline, it has become fairly easy to make an eLearning product and place it online with software programs. However, the true art of presenting instructional material using this medium comes from combining instructional theory and sound instructional design practices with the knowledge of how to engage and motivate learners in this environment. In today’s online learning environment, a careful and detailed analysis of the intended learners, to include consideration of cross-cultural issues, will go far in determining how to maximize effectiveness of online learning. This course was interesting in that in allowed us to finally put most of the pieces of previous classes together and work toward an actual instructional design product. I think the challenge was in the beginning – there were many materials to reference and several assignments, such as making the Webliography or writing the Personal Design Framework, which did not seem connected to our main goal. This led to a certain level of confusion among all of us at the beginning of the class as to what we were trying to accomplish by the end. In addition, I believe there were some changes made in the original document, Dr. Lara’s Teaching Online Workshop, and changes to what was assigned to the teams that was confusing. For these reasons, the class started slowly and by the time we all caught on, we had lost two weeks out of the eight weeks total. I would have liked to have seen Dr. Lara’s iLearn website right from the start so we could have gathered more context in moving forward with the project. Scope and time needed to achieve each milestone was harder to define until we actually saw where our modules would fit in with the overall Online Teaching Workshop. I did like your “CEO” approach and thought it was effective in this particular class. Overall, we all came together in the end and accomplished a decent product in only six weeks. So, I learned a great deal from the processes involved in completing each step of an instructional design project. References Gagne, R. (1962). Military training and principles of learning. American Psychologist,17(2), 83-91. Gredler, M. E. (2009). Learning and instruction: Theory into practice. Upper Saddle River, N.J: Merrill Pearson. Guyan, M. (2013). Improving motivation in eLearning. eLearn Magazine. Retrieved from http://elearnmag.acm.org/archive.cfm?aid=2527388 Kapp, K. M. (2012). Games, gamification, and the quest for learner engagement. T + D, 66(6), 67+. Retrieved from http://go.galegroup.com/ps/i.do?id=GALE%7CA292513787&v=2.1&u=csumb_ main&it=r&p=AONE&sw=w&asid=3f43b1797d395bb8d5390f3acb1e5470 Kruse, K. (2006). Gagne’s Nine Events of Instruction: An Introduction. Retrieved from http://modps34.lib.kmutt.ac.th/documents/Ajarn09/8.GagneStyle.pdf Saxena, M. (2011). Learner analysis framework for globalized e-Learning. The International Review of Research in Open and Distance Learning, 12(5), 93-107. University of Florida Center for Instructional Technology and Training (2013). Gagne’s 9 Events of Instruction. Retrieved from http://citt.ufl.edu/tools/gagnes-9-eventsof-instruction