E Learning Design Challenges
E Learning Design Challenges
E Learning Design Challenges
In the next sections, we will explore what developers need to know about
design and technology for e-Learning solutions:
Standardization
An increasingly popular idea in networked industries is the idea of setting
standards to encourage universal recognition and distribution among
competing developers. If an industry can agree upon standards in the
language and components of software design, it fosters interoperability
between systems and applications. In this way, developers and educators
can interconnect content and tools from different vendors.
Successful Standards: HTML, XHTML and XML
The most ubiquitous and accepted standards involve the language of building
web sites. The World Wide Web Consortium (W3C) continues to evolve the
Web development language from HTML, which is universally interpreted by
all web browsers, toward XHTML and XML, markup languages that allow
more flexibility in tag creation for style and content management, as well as
the ability to modularize and extend traditional HTML content.
Standards Organizations
There are several organizations that are leading development in setting
standards for E-Learning. The key groups are listed below with a brief
summary and links to their web sites (Rosenberg, 2001:169):
Airline Industry CBT Committee (AICC)
Although this organization focuses on developing guidelines for the aviation
industry for delivering Computer-Based Training, its efforts to promote
interoperability are widely successful.
EDUCAUSE Instructional Management Systems Project (IMS)
More and more vendors are following the guidelines set for by the IMS, which
define open specifications for using educational content, tracking learner
performance, and maintaining administration and record-keeping.
IEEE Learning Technology Standards Committee (IEEE LTSC)
This organization certifies and accredits contributions from other
organizations to publish official industry technical standards,
recommendations and guidelines.
Challenges in Standardization
Of course achieving interoperability does not occur quickly. Although
advances are increasing the use of standards, industry awareness is still a
Modularization
Scalability
they demand that all learners work at the same pace, and remove some of
the time/space freedoms E-Learning is so often associated with. Perhaps
most importantly, however, synchronous models are more costly and require
more technology: higher network speed, such as broadband; and more
complex apparatus such as web cams.
Synchronous models allow the student to enjoy self-paced study, repetition
and more personalized content, but can create the feeling of remoteness.
What the developer should keep in mind is that the hybrid of these two
models creates exciting possibilities for E-Learning. By defining which
components of a course should be delivered as knowledge objects and which
components should foster social learning remains imperative.
CASE STUDIES
MIT OpenCourseWare
Open sourcing the curriculum of popular classes, MIT pioneers a new way to
deliver E-Learning without brand dilution.
http://ocw.mit.edu/index.html
2. Models of e-Learning
After assessing the goals of a course, the material that will be used and the
methods of evaluation, the developer can choose between three distinct
models of E-Learning. These can be used stand-alone or as hybrids to
provide a diverse learning experience. They include:
1. Presentation Model
2. Interactive Model
3. Collaborative Model
Presentation Model
Interactive Model
Collaboration Model
Designing the user interface and multimedia to suit learner needs and
maximize the learning experience.
Constructing content which is personalized and effective.
Structuring the system to allow continuous evaluation from and for
the learner.
Incorporating innovative ways to manage and explore large and
complex amounts of information.
In the following sections, we will explore some basic principles in the above
categories and list some simple design guidelines for building E-Learning
applications.
Interface Design
The medium is the message is one of the distinct realizations of
contemporary media studies. As our mediums continue to evolve and
converge, the interface remains the crossing point. Some of the basic
principles of metaphor and iconic representation developed by pioneers in
human-computer interface design such as Xerox PARC or the Apple
Computer Group still dominate the inputs and outputs of digital technologies.
For purposes of E-Learning applications, understanding how to build these
interfaces and representations is essential.
The Lowest Common Denominator
Although computer hardware and software gets faster and cheaper, a digital
divide permeates all development. The platforms, networks and bandwidth
varies with each institution and individual. When understood in a global
context, even the training and understanding of using technology contrasts
between countries.
By designing each application to the lowest common denominator, one that
supports various platforms and bandwidth issues, the E-Learning application
becomes more usable and accessible. However, much of the excitement
surrounding E-Learning involves intense graphics or sound, and dumbing
down the design could prove to be a constraint. Delivery methods such as
Macromedia Flash are examples of how complex graphics and animation can
be delivered via Internet with bandwidth in mind, producing high-level
content and interactivity with small file sizes and complete browser
compatibility.
Another aspect of designing for the lowest common denominator is
simplifying the design elements and removing any information and iconic
clutter on an interface. As Theodor Holm Nelson, a Distinguished Fellow for
Autodesk, Inc. states, The relationship between power and flexibility for the
user and simplicity at the interface need not be inversethe best software
design assimilates all its functions to a few clear and simple principles
(Nelson, 2001).
Menus as Advance Organizers
In order for the learner to conceptualize an E-Learning applications structure
and functionality, the interface menu is typically the map. This map allows
the user to understand the domain (Nicol, 1999). The developer, or mapmaker must carefully organize and group menu items according to what
tools, objects or actions are required, as well as incorporate traditional menu
items such as File or Edit.
Use of Multimedia
Finding the right blend of text, graphics and sound can mean the difference
between E-Learning success or failure. Combining graphics and sound create
engaging environments, while real-time simulations provide real-world
applications for students.
Words and graphics in combination are more effective than words alone.
Action and graphics serve as production techniques that not only emphasize
a point, but also capture the attention of the learner (Doolittle, 2002).
Narration in combination with text words work better than words alone (The
E-Learning Developers Journal, 2002: 4). The repetition helps the learner to
retain information better. In effect, repeating similar content through a
variety of media engages the attention and motivation of the learner.
Personalizing content
myLearningExperience
The first way for software to engage a learner is to recognize their name.
Storing user profiles and allowing customizable components, including style
and color schemes is essential to making the learner embrace the
technology.
The learner should also be able to customize the front page of the application
to provide quick links to the tools she uses most, or news and information
she finds most important. This is another level of modularizing components
so the structure remains accommodating and adaptable.
Continuous Evaluation
Feedback Loops
In all stages of the learning process, E-Learning packages should generate
feedback to test progress and allow the learner to monitor their mastery of
skills or information. This occurs by featuring quizzes and permitting areas
to practice. Navigation that allows a learner to move to new material or
previous material also encourages a sense of efficacy that enriches the
experience.
Testing the Market of Learners
The only way to improve E-Learning design is to build a flexible structure and
incorporate continuous feedback from learners. From an apparatus
perspective, creating user interfaces that are intuitive often occur when the
leaner asks What does that tool do? or states You need a way to click
here
By getting feedback in the initial stages of design, better E-Learning
packages are built. After each successful course, getting feedback results in
constant improvement of the system.
Knowledge Management
Knowledge that resides in people is not as effective as knowledge that
resides in organizations. In education, this not only allows an institutional
history, but a more efficient work flow and sets of tools that make learning
more effective.
Tacit and Explicit Knowledge
Explicit knowledge, such as the textbook, syllabus or class notes can be
easily captured and retrieved. But tacit knowledge, such as the skills
developed in the classroom, the enhancements and experience a professor
has added to the curriculum or the milestones of solving a problem prove to
be one of the biggest challenges in imparting knowledge. Knowledge
management has a unique model for handling both tacit and explicit
knowledge: the ability to share and create knowledge as a group, archive
that knowledge, and provide an easy space for future learners to retrieve it.
Case Studies
Google.com
An advanced search system that ranks pages by their importance,
linguistic relevance and incorporates a unique math algorithm.
Autonomy.com
This company implements knowledge management for enterprise level
company with sophisticated math principles to capture a documents
essence and intelligently manage documents across different
software packages and platforms.
WORKS CITED
National Research Council. (2000) How People Learn: Brain, Mind,
Experience, and School. John D. Bransford, Ann L. Brown, and Rodney R.
Cocking (Eds.) Washington D.C.: National Academy Press.
Doolittle, Peter. (2002) Multimedia Learning: Empirical Results and
Practical Applications. White Paper.
Eduventures (2001) "A Global Education Market?" Corporate White Paper.
Hanna, Donald E., Michelle Glowacki-Dudka, and Simone Conceicao-Runlee.
(2001) 147 Practical Tips for Teaching Online Groups : Essentials of WebBased Education.
Horton, William K. (2001) Designing Web-Based Training: How to Teach
Anyone Anything Anywhere Anytime.
Nicol, Anne. (1999) Interfaces for Learning: What Do Good Teachers Know
That We Dont? The Art of Human-Computer Interface Design. Laurel,
Brenda (Ed.)
Nelson, Theodor Holm. (2001) The Right Way to Think About Software
Design. The Art of Human-Computer Interface Design. Laurel,
Brenda (Ed.)
Shapiro, Carl and Varian, Hal R. (1998) "Pricing Information," Information
Rules: A Strategic Guide to the Network Economy.
The E-Learning Developers Journal. (2002) Six Principles of Effective ELearning: What Works and Why.
Twigg, Carol (2002). Quality, Cost and Access: The Case for Redesign. The
Wired Tower. Ed. Matthew Serbin Pittinsky.
Rosenberg, Marc J. (2001) E-Learning: Strategies for Delivering Knowledge
in the Digital Age. New York: McGraw-Hill.
Fall 2003