Monday 25 November 2013

E-learning project management

Recently, I have come across this interesting video about e-learning project management. Although it has been created with e-learning professionals in commercial organisations in mind, it may also be applicable in educational organisations, such as universities. 


In the video, the author, Claudia Dornbusch, identifies 7 basic stages in an e-learning project development:

  1. Planning
  2. Content gathering and analysis
  3. Instructional design
  4. Storyboarding
  5. Development and production
  6. Quality assurance
  7. Integration and delivery

The planning stage involves identifying steps to be taken, responsible parties and due dates, among other things. 

During content analysis, we identify the existing content and any content gaps that need to be filled. Then the SME, or subject-matter expert, produces the content required. Typically, in the HE environment, the SME is at the same time the designer and developer, but it can be useful to think about these roles as separate. 

The instructional design stage is the one that matters most for a lecturer designing an online learning event for her students. This is when the goals and objectives are identified and the instructional strategy determined. Instructional strategy is how the content is going to be transformed into an engaging online experience. This is where we need to think about students' motivation and the purpose behind the learning event.

Storyboarding consists in designing the layout for each page of the course. Depending on the type of content we design and the type of environment we are working in, this may already be partly determined by the VLE implemented at a given organisation. At the same time, even with a pre-established VLE layout in place, it is vital to consider the type and amount of information provided on each page or in each section of the learning event.

During development and production the actual online learning event is created.

Quality assurance is an important stage which should not be neglected. A learning event that is well-planned and well-executed increases learners' levels of motivation and engagement.

During the integration and delivery the learning content is integrated with the existing learning environment, for example made available to learners in the VLE.

My experience as an educator within the HE context suggests that in actual practice several of the above stages happen simultaneously, given that many of the roles such as the PM, the SME, the developer etc. are performed by one individual. However, due to their different nature and function in the process, it may prove useful to think about them as separate steps that contribute to creating a stimulating online experience. 

Sunday 24 November 2013

Student motivation in blended learning

One of my main areas of interest with regard to learning technologies  is student motivation with relation to blended learning and the use of learning technologies. Quite a lot of research has been done so far in the field of student motivation in general, and some of these observations can be transferred onto the field of blended learning.

For example, Ellis, Ginns and Piggott, in their article "E-learning in higher education: some key aspects and their relationships to approaches to study" note that previous scholarship has identified four main factors that may affect student motivation:

  1. interactivity, 
  2. approaches to e-moderating, 
  3. issues related to course/module design, and 
  4. workload awareness. 

In other words, a good blended learning module should be built around interactive activities (which, in turn, should be closely aligned with the aims and learning outcomes of the module) which give students at least some control over their learning. The teacher's role in this context is discussed mainly with regard to feedback and e-moderating in order to help learners reflect on issues under consideration.

The overall course/module design should follow the principles of constructive alignment, and should take into consideration workload requirements placed on students, since research shows that learner motivation and perception of the quality of the e-learning experience are significantly associated with perceptions of appropriate workload (i.e. the amount of online work on top of in-class activities).

The authors present a case study of over 200 undergraduate business students who were required to participate in online activities as part of a module they took. The study showed that students were particularly positive about learning from their peers' contributions. In this sense, online activities (in this case sharing resources and opinions on a discussion board) prove to be well-suited for sharing of alternative perspectives.

Interestingly, students were largely neutral about the impact of the module website design on their experience. At the same time, their responses often revealed concern about the amount of additional workload related to adding e-learning activities to existing face-to-face activities without allowing for the additional time needed to complete them.

The researchers interpret their findings as an evidence of "the importance of careful structuring and design of e-learning activities and resources, especially in relation to the broader student experience" (Ellis et al. 2009: 316). This confirms the importance of careful design of online learning experiences so that the purpose behind using the electronic medium as well as the aims and objectives of the learning event are clear to the learners. This will hopefully result in enhancing their motivation, which should be our main focus in instructional design.

So the take-home point is as follows:
We cannot assume that the mere presence of e-learning activities and materials supporting a face-to-face experience of learning will improve the quality of the experience. How students perceive and use the activities and materials represent one of the keys to unlocking the full value of e-learning in the student learning experience at university. 



Thursday 18 April 2013

The key question in instructional design

Here are a few guidelines which may help with designing online learning experiences. As I mentioned elsewhere, they do not differ that much from the principles for designing off-line, traditional learning events. However, while learners are generally used to traditional methods of instruction, therefore tend to accept them regardless of whether they find them effective for them individually or not, they are less willing to engage with technology-based experiences if they do not see as resulting in successful learning. 

What makes learning events successful? To me, the key question in instructional design is WHY. Why should we bother learners with this activity? "Because they need it" is not a sufficient answer from pedagogical point of view.

So, for a successful online learning experience: 
  • Decide that you want the learners to achieve. Imagine an ideal learner who has just completed the activity. Verbalise the difference between the start and the end point in his/her learning journey. Start with the end in mind. 
  • Let the purpose define the technology not the technology guide the purpose. Never start with "oh, there's this new fab technology, and now students will be videorecording their reflective commentaries and sharing with others, how exciting is that!". Well, it is not. Not in the slightest. If you can achieve something using another, more basic technology, do it. Don't go for the glitter just because it is new or fashionable: think what it is about the specific technology that makes it at least useful if not indispensable for the purpose of the experience. 
  • Do not expect spontaneous participation. There needs to be an objective and direct, immediate significance. Both need to be clearly visible for the participants. As I wrote in another post, where there is no immediate relevance, there is no motivation to undertake the task. Forcefully creating participation is not effective either.   
  • This means that apart from contributing to an overall purpose of extending knowledge, developing skills and/or deepening understanding, the experience needs to be interesting and worthwhile in itself, meaning that participants need to see both how it will change them at the end before they even start participating, and they how relevant this change is to their overall learning process. In other words, think big, but do not lose sight of smaller personal successes and rewards.   
  • Communicate the purpose of the experience to participants and provide clear indicators of success: tell participants explicitly how the experience will change them. Telling people why they need to do things is at least as important as, if not more important than, telling them what they need to do. 
  • And finally, make it personal: participants need to see not just that the experience is beneficial but how it is beneficial for them as individuals on a learning journey.  

Wednesday 17 April 2013

What motivates online students

What motivates learners? What actually works? How to achieve worthwhile learning? These questions have challenged online educators and instructional designers for ever. And it would be a huge mistake to think that a new technology is sufficient for raising students' interest and involving them with the content and activities. The technology itself is never enough, just as much as the presence of a flipchart and a marker in a traditional classroom does not immediately turn students into the most motivated and efficient of learners.

Existing literature on learning technologies mentions a number of strategies that can increase learner motivation. What most of them have in common is that, on conceptual level, they often boil down to transferring the strategies that have been found to be efficient in conventional classrooms into online learning scenarios.

For example, research shows that such effective strategies typically involve:
  • creating a supportive but at the same time challenging learning environment, 
  • providing choice and flexibility, 
  • establishing short-term goals, 
  • offering immediate feedback, 
  • stimulating student curiosity, 
  • creating personal and concrete content that students can relate to, 
  • using relevant, authentic and goal-driven learning tasks as well as 
  • creating opportunities for interaction, collaboration and personal growth.
In other words, what online educators need to do when designing online learning components is to put themselves in their intended students' shoes and verify to what extent the event being designed can be described as (1) relevant and purposeful (2) stimulating and challenging.  

Relevance refers here to the necessity that learners see the purpose of the specific event, that they develop the feeling that without the event their learning process would be significantly impoverished. Therefore it is not enough to create a discussion forum in our VLE-based modules and cross our fingers that learners will start and participate in conversations. Without a clear purpose, learners will see the requirement to post on a forum as yet another burden on their time, which causes frustration and lack of interest. However, if learners become aware of a knowledge gap between them and their peers and that their peers may help them extend their own knowledge or help solve specific problems, there appears an authentic need to communicate and exchange ideas, based on curiosity and genuine interest. 

This is further linked to the idea of challenge and stimulation underlying learning design. Learners need to see that something about their knowledge and/or skills changes as a result of participating in the event, that through participation they slowly but surely move upwards. Therefore the event should be neither too easy (and, as educators, we sometimes tend to underestimate our students since it is often the weakest that protest most loudly against more challenging content), nor too difficult: Vygotsky's zone of proximal development quite obviously jumps to mind. 

It may therefore be a useful exercise to analyse our existing online learning components, whether in blended learning or fully distance learning modes, and write down, on a piece of paper, where the relevance of and the stimulation in our learning activity come from. We must remember here that the more 'immediate' this relevance is, the more motivating the event will be for our learners. So, if our notes only include generalities and banalities like 'extending knowledge' or 'practising skills', without reference to any immediate benefits for learners, there is a strong case for rethinking the whole usefulness and design of the activity.      


Tuesday 1 January 2013

What does it take to become an instructional designer?

What does it take to become an instructional designer? This is what other people have to say.

The Vignetted Training blog provides an interesting compilation of job descriptions in the area of e-learning instructional design, from a Project Champion and Leader via Creative Writers and Programme Designers to various more technical and programming-oriented roles. Experiencing e-Learning has got at least six articles on the topic, all of them worth perusing.

What seems important is the ability to combine effectively the knowledge of adult learning methodologies and familiarity with available learning technologies to create learning environments that actually facilitate learning, assessment and feedback. This is the reason why instructional design requires training and experience: it is not about introducing the latest e-learning tech fads but rather about carefully designing learning events to match learning objectives and learner needs and characteristics.

Ideal features of web/e-learning instructional designers are discussed in this article on The eLearning Coach blog (an expanded version is available here). In this context, it is very interesting to note that people working in instructional design come from a variety of professional backgrounds and very often do not have a degree in the field.

I tend to agree that while a degree may be of considerable help since it would normally provide strong background in cognitive science, teaching/learning methodologies and use of related technologies, what an instructional designer needs to have in the first place is a passion for learning. She needs to be motivated to make use of available resources to stay abreast of various new developments in the field and constantly develop her knowledge and skills.

The full list of traits and competencies of an e-learning instructional designer, as posted on The eLearning Coach, is as follows:

The successful instructional designer should:

  1. Conceptually and intuitively understand how people learn.
  2. Know how to connect with an audience on an emotional level.
  3. Be capable of imagining oneself as the learner/audience member.
  4. Be obsessed with learning everything.
  5. Brainstorm creative treatments and innovative instructional strategies.
  6. Visualize instructional graphics, the user interface, interactions and the finished product.
  7. Write effective copy, instructional text, audio scripts and video scripts.
  8. Meld minds with Subject Matter Experts and team members.
  9. Know the capabilities of eLearning development tools and software.
  10. Understand related fields—usability and experience design, information design, communications and new technologies.



So, how many boxes are we prepared to tick?