Centre for Technology Enhanced Learning DESIGN FOR ELEARNING Sue Harrison - Senior E-Learning Content Developer Dr. Andreas Konstantinidis – Learning Technologist http://www.kcl.ac.uk/ctel http://blogs.kcl.ac.uk/ctel http://twitter.com/ctelkcl http://www.youtube.com/ctelkcl Licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License [email protected] ELEARNING EXAMPLE ELEARNING EXAMPLE ELEARNING EXAMPLE https://www.youtube.com/watch?v=CSmmNKbIB70 ELEARNING EXAMPLE https://www.youtube.com/watch?v=EQIl5G3E8zQ ELEARNING EXAMPLE https://www.youtube.com/watch?v=RcLy8Cyxw2k ACTIVITY Looking back at the examples you’ve just seen, what are some: • overarching themes, • common practices, • or similar elements …that you can single out? ACTIVITY: DISCUSSION • Group 1 • Group 2 • Group 3 • …... ACTIVITY Thinking about a lecture, seminar, tutorial, laboratory session that you run in a traditional face-to-face format, what aspects do you normally consider as you plan (design) the session? What are some key questions you must ask yourself about… • …the audience? • …the learning objective? • …the limitations, or restrictions? • …the content? • …the assessment? ACTIVITY: SCENARIOS • The impact of the crusades • Learn about the military, religious, and cultural impact of the Crusades on Europe and the Middle East. • Law of demand • If the price of something goes up, people are going to buy less of it. ACTIVITY: DISCUSSION • Group 1 • Group 2 • Group 3 • …... INSTRUCTIONAL DESIGN MODELS • Instructional Design is the entire process of analysis of learning needs and goals and the development of a delivery system to meet those needs. • When choosing between models, you should use the one that aligns the organization with your workflow, your team and your content. • short deadlines – SAM (Successive Approximation Model) • highly flexible team - Rapid Prototyping • training that focuses primarily on behavioural outcomes Gradual Release. INSTRUCTIONAL DESIGN: KEY PRINCIPLES • Begin by identifying learning outcomes (LOs). LOs Activities • Plan activities intended to help students achieve LOs. Assessment • Develop assessment instruments that measure attainment of LOs. Revise • In light of student performance, revise instruction on LOs and attitudes about learning activities. ADDIE – AS A STRUCTURE clarify problem, define audience, clarify goals, learning objectives, logistics (time line, budget, scope, learning environment, delivery method) structure, duration, learning objectives for each section, assessment, design elements (storyboards, prototype, graphic assets) training program, deliverables (course guides, assessment tools) deliver training (accessibility), feedback forms training outcomes, consider future iterations ADDIE – PROS & CONS Pros – • commonly used, • foundation for other models, • flexible across contexts, • adaptable to evaluation strategies Cons – • linear process (depends on how you implement), • costly, • time consuming, • newer instructional design models are more agile: don't require each stage to be completed before moving to the next. PLEASE NOTE Adapt our recommendations based on three main considerations: 1. the goal of your training, 2. the prior knowledge of your learners, 3. the environment in which you will develop and deploy your training ANALYSIS ANALYSIS: ELEARNING GOALS Inform • lessons that communicate information Teach a procedure • procedural skills • step-by-step tasks which are performed more or less the same way each time Teach a task • strategic skills • general approaches that do not have one correct approach or outcome ANALYSIS: PEDAGOGY • Learning Theories • increase student engagement, participation, practice • motivation, • collaborative construction of meaning, • feedback, • interdisciplinary opportunities, • inclusiveness Metacognitive skills Constructivism Behaviourism ANALYSIS Bloom’s taxonomy CHOICES: MATCH TECHNOLOGIES TO LEARNING NEED Source: Laurillard, 2008 Lectures, books, PPT, digital videos, animations, podcasts Attention Library, catalogue, journals, online resources, digital library, websites, search engines… Inquiry Tutorial, seminar, small group discussion, online conferencing, forum, chat room, wiki… Discussion Problem sheet, practice exercises, project work, interactive simulation, spreadsheet, data analysis tool, virtual game… Practice Essay, program, solution, design, product, performance, PPT, program, model, website, digital video… Production DESIGN & DEVELOPMENT PRACTICAL APPLICATIONS OF LEARNING THEORIES • Apply knowledge in a variety of contexts • A variety of practice/reflection opportunities • Constructive, guiding feedback on the effort • Personalization: add personal touches but also try to give students ownership as well • Motivation: sense of progress, potential reward (badges) SEGMENTING, CHUNKING SCAFFOLDING MENTAL MODEL 1. Structure contents 2. Use visuals 3. Use a story, metaphor, analogy DESIGN & DEVELOPMENT Structure Timing High Level Low Level Content & Medium DESIGN & DEVELOPMENT: STRUCTURE • How are things organised? • What are common themes or sections? • What comes first? What follows? • What relates to what? • Where to go next? • Recommended resources… DESIGN & DEVELOPMENT: TIMING • When is assessment? • When is something new introduced? • When do we reiterate, backtrack, repeat? • Utilize notifications, nudges • Assign deadlines • Are activities synch/asynchronous? DESIGN & DEVELOPMENT: TIMING DESIGN & DEVELOPMENT: CONTENT & MEDIUM LMS (medium) Student Devices (medium) Low Level (content) • KEATS • ePortfolios • Mobile Phones • Laptops • Tablets • Information Transfer (video, audio, documents) • Communication (forums, social networks, blogs) • Content creation (database, wiki) • Assessment (projects, quizzes, polls) DESIGN PRINCIPLES Contrast Repetition Alignment Proximity Multimedia Coherence Signalling Contiguity Pre-Training DESIGN: CONTRAST DESIGN: REPETITION & CONSISTENCY DESIGN: ALIGNMENT & PROXIMITY DESIGN: MULTIMEDIA PRINCIPLE DESIGN: COHERENCE PRINCIPLE DESIGN: SIGNALING DESIGN: CONTIGUITY PRINCIPLE PRE-TRAINING PRINCIPLE IMPLEMENTATION EVALUATION EVALUATION • The evaluation is both the first and last step of the educational process. • The effectiveness of the approach is measured by student feedback and accomplishment: • Reaction: • Did the students appreciate the new method? • What did they find challenging? • Learning: • Did the students increase their knowledge, and change their attitudes? • Was the content purposeful and timely? • Which content was most/least popular? • Results: • How can the approach be improved for future students? • Can the experiences of past students be used as a learning resource by future students? ACTIVITY #2 Design, in groups, a: • Lecture • Seminar • Tutorial • lab session ACTIVITY #2: DISCUSSION • • • Group 1 Group 2 Group 3 CONCLUDING THOUGHTS Learning is a designed activity • ADDIE presents a useful structure • Don’t forget LO and Assessments A digital educator (good teachers…) Where next? RECOMMENDED READING • Design for how people learn – Julie Dirksen • eLearning and the Science of instruction - Ruth C. Clark and Richard E. Mayer • Teaching as a Design Science – Diana Laurillard • e-Learning by Design – William Horton
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