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.