Suhonen, J., & Sutinen, E. (2006). FODEM: developing digital learning environments in widely dispersed learning communities. Educational Technology & Society, 9 (3), 43-55. FODEM: developing digital learning environments in widely dispersed learning communities Jarkko Suhonen and Erkki Sutinen Department of Computer Science, University of Joensuu, Finland, P.O.BOX 111, FI-80101 Joensuu, Finland jarkko.suhonen@cs.joensuu.fi erkki.sutinen@cs.joensuu.fi ABSTRACT FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning environments for widely dispersed learning communities. These are communities in which the geographical distribution and density of learners is low when compared to the kind of learning communities in which there is a high distribution and density of learners (such as those that exist in urban areas where courses are developed and taken by hundreds or thousands of learners who are simultaneously present in the area). Since only limited resources can be allocated for the design of a digital learning environment for widely dispersed learning communities, it is necessary to use what limited funds are available to obtain valid feedback from stakeholders and to utilize such feedback in an optimal way. In terms of the FODEM model, the design process consists of asynchronous development threads with three interrelated components: (1) needs analysis, (2) implementation, and (3) formative evaluation. In needs analysis, both theory and practice are used to define specifications for the environment. In implementation, fast prototyping in authentic learning settings is emphasized. Finally, formative evaluation is used to evaluate the use of the environment within the thread. FODEM has been applied to develop ViSCoS (Virtual Studies of Computer Science) online studies and LEAP (LEArning Process companion) digital learning too in the rural regions of Finland where the population is geographically widely dispersedly. Keywords Design Methods, Digital Learning Environments, Online Learning, Formative Evaluation Introduction Digital learning environments (DLEs) are technical solutions for supporting learning, teaching and studying activities (Suhonen, 2005). A digital learning environment can be educational software, a digital learning tool, an online study program or a learning resource. A digital learning environment may thus consist of a combination of different technical solutions. A DLE may thus be used as the basis for an e-learning program (Anohina, 2005). The development of effective DLEs is not an easy task. The challenge when developing DLEs for us to use technology ingeniously and creatively to solve problems and meet the needs that arise in various technological, educational and cultural contexts (Kähkönen et al., 2003). The best design methods are those that help designers to develop innovative and effective solutions by clearly depicting the most important procedures and aspects of the development process (Design-Based Research Collective, 2003). A widely dispersed learning community refers to a student population that is thinly distributed over a relatively large geographical region or throughout a long period of time. Since widely dispersed learning communities like this are restricted by cultural, geographical or temporal factors, they tend to be relatively small in number. A widely dispersed learning community might, for instance, consist of 30 students who live in an area with a radius of 200 kilometers and who are learning Java programming. Such characteristics have two consequences: firstly, a thinly distributed community needs outstandingly accessible DLEs because the students live too far away from one another to offer or receive assistance, and, secondly, not even the sum of fees collected from such a small number of students can finance excellent DLEs of the kind we are contemplating. Such difficulties have given rise to in poorly designed ad hoc DLEs. Table 1 presents typical differences between widely dispersed and dense learning communities. The United Kingdom Open University (UKOU) is an example of a dense learning community where the student numbers are reasonably high. For instance, the UKOU offers a full range of degrees and it has over 200,000 students. According to Castro et al. (2001) and Bork and Gunnarsdottir (2001), the UKOU has a full-scale preparation system for the courses. Several years and millions of euros are invested to make high quality learning products to be used over several years. The evaluations and course improvements are often conducted to the final version of a DLE. This paper explains how we applied a FODEM (FOrmative DEvelopment Method) to create effective DLEs for the Finnish context which is well known for its widely dispersed learning communities. Apart from meeting the needs of a widely dispersed learning community, FODEM has to prove itself as a practicable DLE design method. Whatever method is used, it has to be responsive to the diversity of learners’ needs and situations, to ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org. 43 whatever technologies are available, and to the cultural idiosyncrasies of the learning context (Soloway et al., 1996). The lack of unified theories for functional specifications of DLEs can make the design situation unpredictable (Moonen, 2002). Such uncertainty gives, for instance, rise to the need for a formative design process. This is especially applicable when the whole design situation is new, and the requirements and expectations of the developed environment can easily change during development (Fallman, 2003). Understanding the core problems and needs of learners is a crucial aspect of the development process. Design costs per course Number of students Design team Development time Primary use of technology Production Feasible DLEs Table 1. Features of widely dispersed and dense learning communities Sparse Dense Not more than US$10,000 100,000US$ or more Fewer than 100 From several hundred up to thousands 10-20 specialists A few people with multi-disciplinary skills and several responsibilities 2-4 person months Information processing 1-2 years Information delivery Tailor-made Multipurpose digital learning tools Mass production Re-usable learning objects In this paper we describe how we applied FODEM to two DLE development scenarios – ViSCoS and LEAP. ViSCoS is an online study program for first-year university-level courses in computer science. The ViSCoS curriculum consists of three main areas: the preliminaries of ICT, the basics of programming with Java, and an introduction to computer science (Sutinen & Torvinen, 2001). ViSCoS first began to be developed in 2000. Between 2000 and 2005, a total of 109 high school students completed the program. LEAP is a digital learning tool that was developed in response to challenges that arose during the ViSCoS Programming Project course (Suhonen & Sutinen, 2004). The main functions of LEAP are a digital learning portfolio and creative problem solving support (Suhonen, 2005). Formative development method – FODEM Thread as a core structure The most basic concept in FODEM is that a thread represents an identified developmental theme within a DLE development process. Such a theme represents a particularly important area or need that has to be addressed if a learning process and its outcomes are to be improved by a DLE. An example of a thread is the design process of a crucial component in a system of DLEs – such as a visualization tool in a programming course. We use the term thread rather than stage or phase because FODEM development process consists of several parallel and simultaneous asynchronous threads. The thread structure differentiates the FODEM method from, say, many general software design methods which proceeds linearly, stage by stage (Whitten et al., 2004). Threads in a development process can be asynchronous or they can progress independently of one another. Thread structures are used because they represent the most important aspects of the development process. In spite of this, threads do not necessarily reflect all aspects of a development process. Because resources for design and implementation of a widely dispersed learning community context are limited, it is better to focus on the most important features (which are threads) and undertake quality work with them rather than create a flat learning environment which in which one cannot penetrate too deeply into any given area because it would be at the cost of other areas. The developers of FODEM were inspired in this regard by jagged study zones which are a cross between open learning environments and intelligent tutoring systems (Gerdt et al., 2002). A thread has three interdependent, dialectic components: needs analysis (NA), implementation (I) and formative evaluation (FE), and it can include several instances of such components. Each thread has a certain development theme which aligns the goals of a thread and relates the components to one another. The line (left thread in Figure 1) shows an indefinite interaction among components. One of the main principles of FODEM is to gradually develop the DLE on the basis of the feedback received from the stakeholders (students, teachers, administrative staff and designers alike). It is important to note that more threads can be added into the process on the basis of feedback received. In the beginning, there might only be one thread and a need to implement the 44 first version of a digital learning environment as quickly as possible. As a formative design method FODEM emphasizes research-orientation throughout the entire lifecycle of a DLE. Various thread types can also be identified. In a cycle of development thread type, the components within a thread have an iterative dependency. With a cycle of development thread, one can, for instance, represent how a certain development theme progresses clearly in linear or spiral form. This means that typically a cycle of development thread includes several instances of components. Figure 1 illustrates how two threads might work together in a development process. The thread on the left illustrates a cycle of a development thread. First designs of courses NA I Single course NA Focus on a special case FE I FE Figure 1. Two threads in a development process FODEM components In a needs analysis, designers identify the needs and pedagogical objectives of the DLE and the consequent requirements of a design context. A needs analysis includes the definition of the main concepts, roles and desired goals of the environment in terms of the thread’s theme. In the early stages of development, the most urgent tasks are given the highest priority. The definition of pedagogical objectives can be grounded on both theory and practice. Learning theories, for example, can be a useful resource for suggesting various approaches and ideas to the designer. But design solutions may also be the product of human innovation and ingenuity, particularly in circumstances where no relevant theories exist. The requirements of the design context may also be constructed from extrapolating from experiences of successful practical developments in similar situations in the past. Needs analysis may also include an analysis of formative evaluations in other threads. Tasks Methods Outcomes Challenges Table 2. Summary of the FODEM components NA I Identify the design solutions and Implement design solutions as main concepts (Kerne, 2002). quickly as possible so that experiments with learners can take place as soon as possible (Soloway et al., 1996). Analysis of contextual factors, Fast prototyping, sketching, learning theories, and practical experimenting (Bahn & experiences. Literature reviews. Nauman, 1997). Evaluation of experiences from other threads. Pedagogical and technical design An environment that is usable principles and solutions in authentic learning settings To incorporate and combine the design ideas from different origins in an effective and meaningful way (Abdelraheem, 2003) To expose the environment to users at the right moment. FE Identify viable features by evaluating. Use of environmental and experiential analysis, content analysis. Information about the functions of the environments in future development To go beyond the structure of the design (Kommers, 2004) The implementation component is used to implement the design solutions identified in needs analysis. One of the applied implementation methods is fast prototyping. This is used to test design ideas at an early stage for information about which design solutions are viable and which are unsuccessful. This can be achieved through 45 constructive feedback elicited from stakeholders. The developed environment must be developed to a level of maturity where its core functionalities are operating satisfactorily. While usability need not be fully refined, the attention of learners may be constantly distracted to secondary issues if there are too many usability problems. In the worst case scenario, learners might not even realize the main functions of the environment. If learners are exposed too late to the development process, major changes to the core functionality of the environment will be costly and complex to implement. Furthermore, learner participation in the implementation process (through making suggestions and proposing developmental ideas) also benefits the learners themselves. The third component is formative evaluation by means of which users’ experiences of the developed environment are evaluated. In FODEM, multiple data sources and pluralistic research methods ensure the production of a comprehensive, rich and layered overall picture. Activity logs, databases, and browsing histories can be used to evaluate learners’ usage of the environment. As part of FE, developers can also interpret users’ personal opinions, experiences and perceptions of the environment by using (most typically) interviews and questionnaires for to elicit data. Designers need insight, sensitivity and creative empathy to identify those often implicit or hidden viewpoints, attitudes and emotions that users have but sometimes cannot or will not reveal. An evaluation can also focus on obtaining practical design ideas from users themselves. Research results can indicate new problems or design ideas for future development. Table 2 summarizes the tasks, methods, outcomes and challenges of FODEM components. Dependencies: interdependent structure of threads Dependencies in FODEM are used to represent the interdependent structure of threads, the interaction among components and the critical relationships among components in different threads. A dependency is represented pictorially by an arrow showing the direction of the interaction. A dependency between threads and single components can be one-directional or bi-directional (a bi-directional dependency represents a mutual dependence between two components or threads). The name of a dependency shows the nature and meaning of the interaction. A thread dependency shows that a whole thread is initiated by another thread. Figure 2 illustrates a possible FODEM scenario. The dependency between Threads 1 and 2 illustrates how Thread 1 created a need for the re-design of the environment’s technical architecture (a thread dependency). The arrow from Thread 3 to Thread 2 illustrates that the implementation component in Thread 2 is dependent on the needs analysis component in Thread 3. Figure 2. A possible FODEM scenario In principle, many layers of threads can exist. When a development process is extensive, a thread may be divided into a set of sub-threads. Should a sub-thread become too large, it may be reconstituted into a separate development process. The dependencies in multi-layered threads exist among thread layers and sister subthreads. Figure 3 visualizes an example of a multi-layered thread structure. Methods that are similar to FODEM FODEM has been inspired by general software development and educational technology design models. The System Development Life Cycle (SDLC) and Context Design (CD) originate from the software development tradition while Instructional Design (ID) and Design Research (DR) are used specifically in educational technology. Common to all of these approaches are specification (S), implementation (I) and evaluation (E) 46 phases. The specification phase is used to determine the needs, requirements and expectations for the solutions. In the implementation phases, the solution is implemented. Finally, the evaluation phase is used to analyze implementation. Table 3 shows how the different ideas (marked in bold) from similar methods relate to FODEM. Figure 3. Multi-layered thread structure Table 3. Characteristics of FODEM’s sister methods in the specification (S), implementation (I), and evaluation (E) phases SDLC CD ID DR S De-contextualized Learner-centered User needs Practical knowledge requirements design I Iterative through SDLC methods Sketching for Embedded in use prototyping, sequential presenting the design versions, structured ideas to users approaches E Summative, phased Stories of experience, Based on theoretical Experimenting, actual observations development reflection, formative models of human behavior evaluation SDLC models are often based on structured approaches (Whitten et al., 2004). The development of any software is thought to take place in a series of phases (Löwgren, 1995). In traditional methods, evaluation is often conducted on the final product. In newer SDLC models, the development process follows an iterative, spiral model in which design ideas are tested in the early stages of development. In CD models, the emphasis is on problems that relate to particular user concerns such as, for example, how to recognize the needs of users (Löwgren, 1995). The focus in ID models falls more on the pedagogical side of the development process (Moallem, 2001). Contemporary ID models, for example, stress learner-centered approaches, reflection and formative development (McKenna & Laycock, 2004; Moonen, 2002). DR includes a series of approaches that issue in technological designs and practices for learning and teaching (Barab & Squire, 2004). The emphasis there is on testing systems in authentic settings. The development of an environment is blended with a strong theoretical emphasis on human behavior. If one compares it with similar methods, the uniqueness of FODEM consists of the way in which it models the parallel, but interdependent and asynchronous units of the DLE development – units that we call threads. FODEM in action FODEM in ViSCoS development ViSCoS (Virtual Studies of Computer Science) is an online study program offered by the Department of Computer Science, University of Joensuu (ViSCoS, 2005). ViSCoS students study first-year university-level 47 Computer Science courses by means of the Web. The curriculum consists of three main parts: the preliminaries of Information and Communication Technology (ICT), basics of programming with Java, and an introduction to Computer Science (Torvinen, 2004). The development of ViSCoS began in 2000, and the first students commenced studies that same year. One hundred and nine (109) students had completed the program by the end of 2004. While ViSCoS studies were initially offered only to high school students between the ages of 16 and 18 who lived in the rural areas of Eastern Finland, subsequent collaboration between the Department of Computer Science and the Continuing Education Centre at the University of Joensuu made it possible for this course to be taken by anyone in Finland. Table 4 summarizes the content of ViSCoS courses. Table 4. ViSCoS courses Course Introduction to Information and Communication Technology (ICT) and Computing Programming I Programming II Hardware, Computer Architecture and Operating Systems Programming Project Introduction to the Ethics of Computing Design of Algorithms Research Fields in Computer Science Content Computer hardware components, computer programs and operating systems, data communications and local area networks, network services and digital communication, controlling the risks of information technology. Practical skills needed for using word processing and spreadsheet applications, basics of Unix, introduction to HTML. Algorithmic thinking. Basic structures of programming with Java. Introduction to object-oriented programming (objects, classes, inheritance) An overview of architecture of computers, parsers, system software, and databases Software design, implementation, testing and documenting General principles of the ethics of computing. Introduction to basic issues in computer science; algorithms, computation, and data structures. Introduction to a selection of research fields in Computer Science There are five threads in ViSCoS development: first designs, loop of improvements, new technical solutions to support learners, ViSCoS Mobile, and English version. We implemented and ran the first versions of the courses in the first designs thread in 2000 and 2001. The design of ViSCoS is based on the CANDLE scheme (Torvinen, 2004), the primary goal of which is to get courses up and running as quickly as possible. We went out of our way to rework these initial courses so that they reflected the needs and interests of the kind of young high school students who would take the course. Once they had been modified and adjusted, the course examples and assignments were more topical and reflective of the everyday concerns and interests of this target group. While these first courses were running, we collected feedback from all the stakeholders. Our main research efforts were dedicated to identifying and understanding the reasons why students encountered difficulties in the ViSCoS program (Meisalo et al., 2003). In pursuit of our aim of achieving a clear understanding of how students experienced the courses, we made use of questionnaires, interviews, log files, analyses of examination and submitted exercises and assignments, and analyses of student and tutor feedback to elicit the required information. First evaluations indicated that it was the programming courses that caused students the greatest difficulties since the highest drop-out rates had occurred there. The Programming Project course in particular was evidently a difficult one for students. In the second thread – loop of improvements – we addressed these problems by improving the programming courses in whatever was we could (Torvinen, 2004). We made changes, for example, on the basis of feedback from Thread 1 to the course structures and learning materials. One such change required us to merge two courses into one. After careful consideration of the student feedback we received, we then also modified the curriculum so that students could give more of their attention to the more demanding topics and so that they would have more time for Programming I (we increased the duration of the course from 10 to 12 weeks). We also created optional exercises, new examples and assignments, as well as interactive animations, to illuminate what we by then knew were the most difficult student topics (arrays, loops, and methods). Several studies within the loop of improvements also investigated the reasons why students were electing to drop out of the ViSCoS program. (This loop of improvements thread has been active since 2001, and research efforts to investigate the drop-out phenomenon are still continuing.) Our aim in the third thread, new technical solutions to support learners, was to develop and introduce new technical solutions that would enhance ViSCoS studies. We introduced the first of these new solutions in 2002. 48 Four sub-threads can be identified: the LEAP digital learning tool, the ethical argumentation tool called Ethicsar, the Jeliot program visualization tool, and data mining techniques. LEAP is a tool for helping students to manage their programming projects in the Programming Project course. Details of LEAP development are presented in the next section. Ethicsar is a web-based tool for argumentation and evaluation of ethical issues and questions (Jetsu et al., 2004). Jeliot permits novice programmers to visualize their own Java code (Moreno et al., 2004). The development of data mining techniques focused specifically on processing data related to the course assignments. Our ultimate aim here was to create intelligent support for learners by means of instructional intervention (Hämäläinen et al., 2006). Dependency between ViSCoS and the technological solutions is bidirectional (Figure 4). The introduction of these improved technologies has meant that students now receive better and more comprehensive support. The two most recent threads are ViSCoS Mobile and the English version. ViSCoS Mobile was created so that students would be able to use a mobile device to study their ViSCoS courses (Laine et al., 2005). Because this is a relatively new concept, only the first procedures in the needs analysis component are currently being implemented. An English version thread has also been created so that the ViSCoS courses can be offered to English-speaking students. The first English-medium learning materials were implemented in the courses Introduction to ICT and Computing, Programming I, Introduction to Ethics of Computing and Research Fields of Computer Science in September and December of 2005. Table 5 summarizes how the ViSCoS program was developed, while Figure 4 depicts the process graphically. Table 5. ViSCoS development (Th = Thread) NA I Prioritization of the tasks, Running the first identifying the contextual versions of the courses factors of the high school students Th 1 Theme First designs 2 Loop of improvements Identification of the most difficult aspects of the courses 3 New technical solutions created to support learners ViSCoS Mobile Needs identified while running the first versions of the course. Practical experiences. Content adaptation of course materials. Programming with a mobile device. Student support activities in a mobile device (eg. Mobile Blog) – – English version Analysis of the current Finnish versions Implementation of the English version. Improvements included in the Finnish version. – 4 5 Improvement of the program on the basis of feedback received from learners Development of Ethicsar, Jeliot, LEAP, and data mining FE Feedback obtained from all stakeholders through direct questions, interviews, content analysis. Drop-out phenomenon, questions, interviews, analysis of exercises The evaluation of the implemented solutions from many different points of view FODEM in the development of LEAP Figure 4 shows ViSCoS development at a higher level of abstraction. Details may be examined by zooming into a particular thread. The LEAP digital learning tool development, for instance, can be divided into a set of subthreads. LEAP application has two main functions. These are digital learning portfolio and creative problemsolving support (Suhonen & Sutinen, 2004). Three sub-threads can be identified: the first prototype, re-design of the technical implementation, and a mobile adaptation extension. We based the first prototype in Thread 1 on the needs that we had identified in the ViSCoS Programming Project course. Some kind of tutorial mechanism was needed to help students to manage their projects in a creative way. This tool was also inspired by digital learning portfolio, creative problem-solving support and provocative agent concepts (Suhonen, 2005). But we did not restrict the implementation of LEAP to the Programming Project course. Our purpose was rather to implement a generic gadget that could be used in several different settings. The formative evaluation component in the first thread included two studies on use of the tool in authentic learning settings. In the first study, we used the tool in the Problem Solving contact teaching course at the 49 University of Joensuu (we used the digital learning portfolio functionality in this study). In the second study, we used the tool in the ViSCoS Programming Project course. This study allowed us to test the LEAP tool in its original design context (we used both the digital learning portfolio and creative problem-solving support functionalities of the tool). In both studies we used a dual evaluation scheme. These two parts dealt with the analysis of how students were using the tool (use analysis) and the analysis of students’ opinions about the tool (experience analysis). We investigated usage by analyzing the content of students’ contributions with LEAP, and elicited learners’ reflective impressions and opinions from interviews. The first designs Loop of improvements NA NA ogramming Focus on pr FE I FE Programmin e ng ha ex c ata t, d me n ve pro NA NA NA Im Etchic s NA I Data mining NA In I FE English version tio ra g te n, em ov r p im ts en FE FE LEAP pta tio n I Jeliot da Ethicsar FE nt a I NA I nte FE Co I rse C ew ,n ts l su g e r e an h h rc xc ea a e s re at re s, d a p ea om id g Project Cou of Com puting Cours e I FE ViSCoS Mobile Figure 4. Development of ViSCoS In the second thread, re-design of the technical architecture, we modified LEAP in terms of the findings of the two studies within the first thread. In that thread we identified problems by means of the usability of the tool. Our main finding was that LEAP was complicated to use and that it required simplification. We added no new features within the second thread, but merely refined existing features. We also re-implemented the technical architecture of the tool because of requirements posed by the third thread. We then conducted a third study within the second thread in the ViSCoS Programming Project course, and evaluated it with an evaluation scheme that was similar to the approach that we had used in our earlier studies. Our main finding was that LEAP should be customized for the context of the course since students were of the opinion that the tool was not relevant (Suhonen, 2005). Thread 3, a mobile adaptation extension, is still in the concept design phase (Kinshuk et al., 2004). Although we had decided that we should begin to implement the mobile adaptation after the core functions of LEAP had become sufficiently mature, the needs analysis for the technical implementation of the mobile adaptation extension affected the implementation in the second thread. The mobile adaptation extension will certainly influence the ViSCoS Mobile thread at the higher level. Figure 5 visualizes the development of LEAP. It shows the interaction among the three threads. Table 6 shows the details of the LEAP development process. 50 Th 1 Table 6. Summary of the LEAP development NA I Pedagogical and technical design; First designs digital learning portfolio and creative problem-solving support Theme First prototype 2 Re-design of the technical architecture Ideas and knowledge from the first thread. Requirements from the mobile adaptation extension thread. XML-based implementation 3 Mobile adaptation extension Concept design of mobile adaptation extension – The first prototype Re-design of the technical architecture NA NA FE Two studies; Programming Project and Problem Solving courses A study in the ViSCoS Programming Project course. Comparison with previous studies. – Mobile adaptation extension Requirements and needs NA Experiences I FE1 I FE I FE FE2 Comparison, changes to the evaluation scheme Figure 5. Visualization of the LEAP development Woven Stories-based environment to support FODEM The multithreaded structure of FODEM allows us to specify a corresponding visual environment to support the design process. The first sketch for a FODEM design environment prototype has been implemented. The prototype is built on a client-server web-based application called Woven Stories (WS) (Gerdt et al., 2001; Nuutinen et al., 2004). The prototype can be used to manage the threads, components and dependencies in a development process. A designer can add, remove and edit threads to represent the main aspects of the development process. Information can be added to each component in a thread. Although the current version of the prototype allows the inclusion of web links to the components, users cannot add documents to the environment. Dependencies can be created between threads and components. The client-server implementation enables a number of users to work with the same design process from remote locations. The prototype also includes a chat facility which allows designers to interact while they work with the environment. Figure 6 shows the FODEM design environment prototype. The next challenge in the design environment development was to improve the preliminary prototype that would enable more meaningful support for the designers. The first new feature would have to be the addition of arbitrary documents to components in threads. Designers could, for example, add requirements documents, articles and review results to a needs analysis component. The environment would also need to include basic functionalities for document management. The design environment would also need a zooming functionality that would help designers to grasp the development process at various levels. The environment should also automatically construct different visualizations of the development process by, for example, presenting the process in a time-based view, or by separating the most important threads (as defined by the designers) from other threads. A comprehensive design environment would also include built-in procedures that would facilitate working with components. A formative evaluation component, for instance, could include a list of possible evaluation methods, and the designers could get some information about their applicability in different situations. This kind 51 of service would help designers to decide which evaluation methods would be most suitable for a given development phase (Reeves & Hedberg, 2003). Tacit knowledge about different aspects of the development process could also be stored in the environment. Finally, such a web-based environment would help designers to work collaboratively with one another, to exchange ideas and information about problems in different threads, and ultimately to undertake collaborative management of the development process. Figure 6. FODEM design environment The possibilities that FODEM opens up for a novel DLE design tool (such as the one described above) is yet another indication of the effectiveness and feasibility of the FODEM approach. The inherently parallel structure of FODEM allows the designers to manage a complex but need-based process for the development of effective DLEs. Conclusions In this paper we introduced the FODEM method for developing digital learning environments in the context of widely dispersed learning communities. We also used ViSCoS and LEAP development cases in a Finnish educational context to show how the method works. The ViSCoS program has now been running for five years and has been proven to be sustainable. ViSCoS provides a flexible solution for studying first-year computer science courses over the net. But the development of LEAP is still in its early stages. Three prototyping experiences have in the interim revealed both some positive and negative features in LEAP. The two cases have shown how FODEM can be used to develop different types of digital learning environments. FODEM provides tools to conceptualize the most important aspects of a development process with thread, component and dependency structures (Suhonen, 2005). FODEM includes tools that can capture the dynamics of a development process and that can be used to model various representations of the FODEM development process from different perspectives. FODEM also supports the integration of different development processes: a thread within a development process can be a part of another development process. An important aspect of FODEM is its emphasis on the utilization of all feedback from the users of the developed digital learning environment. Case studies, interviews, user observations and contextual analysis methods are among the appropriate evaluation techniques that developers utilize gradually to improve the environment. 52 The unique features of FODEM are evident from three features of the development of DLEs for widely dispersed learning communities. Firstly, development costs should be low. Both ViSCoS and LEAP have been developed with reasonably low investments (approximately US$10,000 per course). Secondly, needs analysis and research orientation in FODEM can be used to create contextualized and appropriate DLEs. When we developed ViSCoS, for example, we used a number of methods to fit the course arrangements and digital learning materials to the students’ needs. Finally, the development process should follow a simple, yet structured, design method. FODEM models the development process with parallel, interrelated threads. The formative evaluation component ensures that the development process is both rigorous and focused. One of FODEM’s best -known characteristics is how well it adapts to the context of everyday school life and youth culture. Far too frequently, development methods (and hence the DLEs) were far too heavily loaded or rich in technical features. This might account for the fact that ICT has in the past been widely underutilized in several educational contexts. FODEM – in contrast to the proliferating approach of comprehensive design methodologies – emphasizes simplicity. At the same time, FODEM’s inherently parallel approach which represents and reflects the dynamic nature of most educational contexts, gives due weight to the complexity of learning and teaching needs. Unlike rapid prototyping, FODEM does not reduce the simultaneous needs that are identified in real school contexts into a sequential design process. FODEM therefore copes better with the uncertainty that is characteristic of real life, a common expectation of ICT in other areas of society as well. Because FODEM treats the individual needs of heterogeneous student communities with appropriate seriousness, it is an affordable alternative to design information-delivery-oriented DLEs for dense communities which take into account individual needs through adaptive technologies or re-usable learning objects. 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