Presenting E-Learning and Design Concepts Becky Feiran What is e-learning? • “E-learning is the use of electronic technologies to create learning experiences” (Horton, 2011, p.1). • “What is abundantly obvious is that there is some uncertainty as to what exactly are the characterisics of the term, but what is clear is that all forms of e-Learning, whether they be as applications, programs, objects, websites, etc., can eventually provide a learning opportunity for individuals” (Moore, Dickson-Deane, Galyenb, 2011, p. 130). • “We define ‘e-learning’ as teaching and learning that are delivered, supported, and enhanced through the use of digital technologies and media. We consider that e-learning may encompass face-to-face, distance, and mixed mode or blended delivery models” (Brown & Voltz, 2005). E-LEARNING is broken down into the following varieties: • Standalone courses: “Courses taken by a solo learner. They are self-paced without interaction with a teacher or classmates.” • Learning games and simulations: “Learning by performing simulated activities that require exploration and lead to discoveries.” • Mobile learning: “Aided by mobile devices, such as smart phones and tablet devices, mobile learners participate in conventional classroom courses and standalone e-learning while out and about.” • Social learning: “Learning through interaction with a community of experts and fellow learners. Communication among participants relies on social-networking media such as online discussions, blogging, and text-messaging.” • Virtual-classroom courses: “Online classes structured much like a classroom course, with reading assignments, presentations, discussions via forums and other social media, and homework. They may include synchronous online meetings.” (Horton, 2011, p. 2) Instructional Design • Design is decision, it governs what we do and “involves judgment, compromise, tradeoff, and creativity. Design is the 1001 decisions, big and small, that affect the outcome of your e-learning project” (Horton, 2011, p. 2-3). • Design starts with a goal…what do you want to accomplish? • “Instructional design requires selecting, organizing, and specifying the learning experiences necessary to teach somebody something. Good instructional design is independent of the technology or personnel used to create those learning experiences” (Horton, p. 3). • Effective e-learning starts with sound instructional design. E-Learning Design • “By ‘design’ we mean the planning or working out of the e-learning resource. This combines tasks including lesson planning, instructional design, creative writing, and software specification” (Brown & Voltz, 2005). • E-Learning Design is using best instructional design in creating an online learning experience. . Designing effective e-learning: GOALS STEP 1. clarify the goal of your project—what matters to your organization? How will your project directly contribute to that organizational goal? • Your overall goal tells you what really matters. To clarify this goal, you need to answer two questions. – The first question is "What matters to your organization?" In other words, what is the single most important measure of success for your institution? Try to answer in three words or fewer, which focuses your goal. – The second question asks how your project will help accomplish that goal. While elearning may not accomplish the goal by itself, you must be able to state how it will contribute. (Horton, 2011, p. 9-10) Designing effective e-learning: LEARNING OBJECTIVE • STEP 2: Write the overall learning objective. This objective states how your elearning changes the learner. It describes the end result of learning. – What will the learner create, decide, do, know, believe, or feel? – Who are the learners that must accomplish the goal? – What are the prerequisites for the objective? (Horton, 2011, p. 9) Designing effective e-learning: LEARNING OBJECT • STEP 3: Each learning objective requires us to design a learning object to accomplish that objective. That object requires two types of content: learning activities and tests. • Learners complete learning activities in order to learn. Three types of learning activities required: – the learner absorbs knowledge by reading or watching; – the learner does practice or discovery activities to deepen learning; – and learners complete activities designed to connect what they are learning to their lives and work. • Only after specifying the activities can we make choices of what media to employ: words, pictures, sounds, and so forth. • Tests are questions or other actions to verify that learning occurred and the objective was accomplished. (Horton, 2011, p. 9) More on Learning Objects A simple definition from Horton, 2011: “A learning object is a chunk of electronic content that can be accessed individually and that completely accomplishes a single learning objective and can prove it” (p. 47). The learning OBJECT accomplishes the learning OBJECTIVE. “Most people create the learning activities first and then, if time permits, tack on a few multiple-choice test questions. A better approach is to create the tests as soon as you have defined the learning objective. It may seem illogical to create the test before creating the learning that the test measures, but the test is the best guide to designing learning activities” (Horton, p. 50). Tests clarify the objective. “There is no clearer and more precise statement of a learning objective than a test question that measures whether that objective has been accomplished. If the test is valid, passing the test indicates accomplishing the objective” (Horton, p. 50). Analyze Learners’ Needs and Abilities CONSIDER THE FOLLOWING: ► Motivation for learning. Why would learners devote the time and effort necessary? ► Psychomotor skills. What is the level of the learner’s working memory capacity? ► Attitude and mindset. What are learners' attitudes toward learning and toward authority? ► Mental discipline. Can they skip quickly among simultaneous tasks or do they need to complete one task before moving on to another? ► Communication skills. How well can they read, listen, speak, and write? ► Social skills. How well do learners work with others? ► Talents and intelligences. Verbal, visual, logical, mathematical, musical, performance, athletic, intrapersonal, or interpersonal? ► Media preferences. Video, graphics, voice, music, or text? ► Background knowledge and experience. What do learners already know about the subject? ► Learning conditions. Where and when will they learn? How much time do they have available? ► Locus of control. What do learners have power over? ► Style of prior education. What kinds of learning have learners participated in? ► Digital fluency. Is the potential learner digitally naive or a digital native? (Horton, 2011, p. 13-14) Identify What to Teach THERE IS MORE THAN ONE WAY TO FIGURE THIS OUT… Essentialism is a technique to focus learning on essentials needed to accomplish goals— and omitting everything else. With essentialism, the educator gives a project and provides the means to accomplish the activity, including expert advisors to answer questions that the learners have. This quickly establishes what needs to be taught and what doesn’t. Gap analysis asks what is needed to close the gap. What do those at the target level create, decide, or do differently? And, is the difference a result of what they know, believe, or feel? Probe the gap by interviewing people on both sides of the gap. Analyze how work is done by deconstructing from the goal to the job, to the tasks necessary to complete the job, to the decisions and actions that are made to complete the tasks. Once you identify the individual decisions and actions, determine what abilities the learner must acquire to perform each action or make each decision. Ask “those in the know,” because insight into what people need to learn can come from asking those who routinely interact with them and observe their behavior. For example, a teacher knows what the standards are; colleges know what they want students to know and be able to do as well. (Horton, 2011, p. 14-15) “Instruction is only effective if it teaches the right things. For example, problems often occur when we teach low-level, explicit knowledge that learners already know, could figure out on their own, or will never apply.” (Horton, 2011, p. 31) Set Learning Objectives What the project will accomplish… Everything stems from the objectives. From the objectives, we identify prerequisites, select learning activities, and design tests. Good objectives focus efforts, reduce false starts, and cut waste enormously. A learning objective does three things: First, the objective states the intent, that is, what will be taught. Second, it identifies the target learner. Third, it identifies starting requirements. Learning Objectives SHOULD BE CLEAR: A learning objective should be clear to everyone involved with it. The objective must tell the project's management team what you intend to accomplish. It must give the designer of learning activities specific targets to achieve. And it must communicate the "what's in it for me" to the learner. PRECISE: The learning objective must specify the required learning in enough detail that we can measure its accomplishment. WORTHY: Your learning objectives must all contribute to accomplishing the underlying organizational goal. Responsible developers continually check their objectives against the organizational goal: "Why am I teaching this?“ (Horton, 2011, p. 18) Six Types of Objectives: Learning objectives can be set up in this way: By experiencing this course, lesson or topic, the learner will: Primary objectives (be able to ...) ► Create or design an X that does Y. ► Decide X, given Y. ► Do procedure X to accomplish Y. Secondary objectives ► Know X about Y ► Believe X. ► Feel X about Y. Criteria: Has the Learner Met the Objective? “We teach so that learners can apply what they learn, not merely accumulate knowledge.” (Horton, 2011, p. 24) • People apply learning in real-world situations. As part of the objective, we need to specify what those situations are: events that trigger application of learning, conditions under which the learner must act, and resources the learner will need in order to apply learning. • For each objective, we should realistically state how successful learners should be in applying what they learn. Quantifying the degree of success is not easy, but we can adapt metrics such as these: ► Percent of learners who will accomplish the objective perfectly. ► Average error rate. ► Time required performing the task. ► Results produced in a specified period of time. (Horton, 2011, p. 24-25) Identify Prerequisites of the Learning Objective For each objective, identify the requirements for learning to take place, that is, its prerequisites. Prerequisites specify the abilities, knowledge, beliefs, and feelings learners must possess before they can begin to accomplish the main objective. These prerequisites may have prerequisites of their own. Thus, objectives develop in a cascade downward from the top-level learning objective as we repeatedly ask what the learner must know before beginning an objective. To identify prerequisites for an objective, ask why learners may fail to accomplish the objective. Do they not recognize the need or misperceive the situation? Do they lack a crucial fact? Are they stumped on how to proceed, or are they afraid to take the next step? Or, are they just unmotivated or uninterested? To state the problem as an objective, ask what the learner must be able to create, decide, or do and what the learner must know, believe, and feel. (Horton, 2011, p. 26-29) Better Objectives = Better E-Learning “For better e-learning, reduce the number of Know objectives. With information readily available online and onboard mobile devices, people seldom fail for a lack of knowledge. It is more likely that they are unable to apply their knowledge. Focus more on Create and Decide objectives to emphasize application of learning. And consider whether a lack of performance is due to the fact the learner does not believe what you are teaching or does not feel it is important. If so, increase the number of Believe and Feel objectives” (Horton, 2011, p. 32). How to Accomplish the Objective “Up to this point, you have considered only what you want to accomplish, not how you will accomplish it. You have not even decided whether e-learning is part of the solution— or even if learning is necessary. “ (Horton, 2011, p. 35) As a designer, openly consider all the possible ways to meet objectives and pick the best solutions for your learners, your mission, and your situation. Possible solutions include standalone e-learning, games and simulations, virtualclassroom e-learning, physical- classroom learning, coaching, referring learners to existing learning materials, interacting with a social network, searching online resources, letting learners find solutions on their own, and changing external factors to make learning unnecessary. (Horton, 2011, p. 36) APPROACHES TO OBJECTIVES Conventional standalone e-learning “leads learners individually through structured sequences of learning experiences chosen to accomplish specific learning objectives. In this form of learning, people interact with e-learning through a computer or mobile device. This is a proven, flexible approach” (Horton, 2011, p. 36). Games and simulations “let learners discover knowledge, polish skills, and experience the consequences of a variety of behaviors. Games and simulations require effort, time, and money to develop, so we want to use them wisely, that is, where they are the best solution” (Horton, p. 36). Virtual-classroom courses “structure learning on the model of a physical classroom. Scattered learners connect through an online meeting tool. An involved teacher may lecture, make assignments, and initiate discussions among learners directs activities” (Horton, p. 37). Physical-classroom learning is used because “some learners, subjects, and situations are not suited for e-learning, but can still be handled by an old-fashioned physical classroom. Physical classroom activities include lectures, question-and-answer sessions, seminars, symposia, and other face-to-face activities” (Horton, p. 38). Coaching: “Instead of a formal learning program, the best solution may be to assign a coach, mentor, or advisor to each learner. Apprenticeship is one of the oldest and most effective ways of learning” (Horton, p. 38). APPROACHES TO OBJECTIVES Referring to learning resources: “Instead of teaching an objective directly, you may choose to send learners to existing resources that can teach it for us. Such resources include other courses, podcasts, e-books, paper books, blogs, and other sources of well-researched and structured learning materials” (Horton, 2011, p. 39). Searching online resources: “Instead of providing the answer or providing specific resources, you can teach learners to find the answer for themselves. Sophisticated search engines and vast online resources mean that much of what learners need to know is only a few seconds away. Teaching facts, figures, and simple procedures makes less and less sense every day” (Horton, p. 40). Interacting with a social network: “One of the most important uses of social networking is to serve as a source of education, guidance, and information for learners. As such, it serves as a human performance-support mechanism. Learners, at any time, can ask their networks of friends, experts, and fellow learners. Answers are not limited to short text answers; they can include any appropriate media and can include ongoing conversations” (Horton, p. 40). Letting learners find the solution on their own: “Instead of directly trying to accomplish an objective, we challenge learners to accomplish the objective on their own. In this case, we do not specifically tell learners to conduct a search, refer to a social network, or consult specific materials” (Horton, p. 41). APPROACHES TO OBJECTIVES Changing external factors: “Learning and information are not the solution to all problems. Often the best way to meet an objective is to change factors outside the realm of learning. These may be organizational or business factors. They may involve changes to economics or technology” (Horton, 2011, p. 41-42). Blending if necessary: “If all objectives can be perfectly met by one approach, great! Your design and development task just got simpler. If not, you must either adapt one approach to handle objectives for which it is not ideal—or you must mix or blend approaches within a single course, lesson, or topic. Strike a balance. A blend of more than a half-dozen approaches may seem chaotic to learners and frightening to your budget committee. Remember that all objectives are not equally important. Some must be taught perfectly—others, only competently. Even though an approach is not the best possible way to accomplish an objective, you can often apply your creativity and hard work to make it work adequately. (Horton, p. 42) Decide the teaching sequence of your objectives Three Main Sequences: Bottom-up sequence (teach prerequisite objectives before teaching the objectives that require these prerequisites) Novices benefit from this structure because they lack extensive knowledge in a field. The bottom-up sequence is much like the way traditional schooling is organized. Top-down sequence (assumes learners have all the prerequisites, and, if not, that they will access the objects that teach the prerequisites they are missing) It is often used for efficiency of learning because learners encounter only the content they explicitly request or clearly need. “The top-down sequence is also good for experts who already know much of a subject and can quickly identify gaps in their own knowledge and skills. Top-down sequencing is well suited for just-in-time learning where learners seek out just the nuggets of learning they need at the moment of need.” Sideways sequence (allows learners to investigate the subject freely, meeting prerequisites as they are encountered) “The sideways order, because it is less predictable, can add excitement to the learning process. It is a good choice for discovery learning where learners must discover and integrate separate bits of knowledge. And it is good where you are teaching learners to learn on their own as they cope with a complex, dynamic situation—like many work environments today.” (Horton, 2011, p. 47) How to Accomplish the Objective To accomplish learning objectives, we typically require three types of learning activities: Absorb, do, connect. Absorb: the learner is physically passive, but mentally active. Do: the learner practices, explores, and discovers. Connect: learners connect what they are learning to their work, their lives, or their prior learning. (Horton, p. 51) Finally, decide on which media to utilize… “Once you have prescribed the activities necessary to accomplish the objective and the tests necessary to verify that accomplishment, you can turn to selecting and specifying the media necessary to implement the activities and tests. Each object may require a different mix of text, graphics, sound, voice, music, animation, and video.” “Now that all media are technically possible, and most are economically practical, we need to exercise judgment to pick the media that most directly and effectively express the ideas we want to get across. That is, we must look for the natural language for the learning experience we want to create.” (Horton, 2011, p. 61) References Brown, A., & Voltz, B. (2005). “Elements of Effective e-Learning Design.” The International Review Of Research In Open And Distance Learning, 6(1). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/217/300 Horton, William. e-Learning by Design, 2nd Edition, 2nd Edition. John Wiley & Sons P&T, 9/26/11. VitalBook file. Moore, J., Dickson-Deane, C., Galyenb, K. “e-Learning, online learning, and distance learning environments: Are they the same?” Internet and Higher Education 14 (2011) 129–135. 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