E Learning
E Learning
methodologies
A guide for designing and
developing e-learning courses
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ISBN 978-92-5-107097-0
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FAO 2011
E-learning
methodologies
This guide was prepared in the context of the FAO Trust Fund Project GCP/GLO/279/GER entitled:
Improving the abilities of Regional Organizations to develop, implement and monitor food security
training programmes. The project is funded by the Government of Germany and implemented by FAO.
Food and Agriculture Organization of the United Nations
Rome, 2011
Acknowledgements
Overview
The purpose of this guide is to provide detailed guidance on designing and developing an
e-learning course for trainers and instructional designers who are new to e-learning design. It also
provides basic concepts and information on the processes and resources involved in e-learning
development, which might be of interest to capacity-development managers.
The information in this guide is based on consolidated instructional design models and learning theories and
incorporates FAOs experience in delivering e-learning courses in development contexts. While there are several
definitions of e-learning which reflect different perspectives, e-learning in this document is defined as follows:
E-learning can be defined as the use of computer and Internet technologies to deliver
a broad array of solutions to enable learning and improve performance.
This guide focuses on formal learning, specifically on structured courses designed to meet job-related training goals.1 It
does not address needs assessment or evaluation stages of a training project, but rather the design, development and
delivery activities which are specific to e-learning. Its focus is on e-learning solutions suitable for development contexts
characterized by technology constraints, such as limited hardware capabilities and low-bandwidth Internet connections.
Although much of what is covered in this document can be applied to e-learning in primary and
secondary school education, these guidelines have been developed mainly for adult learners, i.e. learners
who have completed their formal education, but who are still motivated to improve their job-related
tasks and knowledge. Adult learners share some characteristics that are different from those of fulltime students, which influence the design of learning programmes. In particular, adult learners:
>> need to know the benefits of learning (why they have to learn something);
>> like to learn experientially;
>> approach learning as problem-solving;
>> learn better where they can see the immediate value and application of content; and
>> prefer to study at a time, place and pace convenient for them.
The guide is articulated into four main sections:
Part I: Introduction
Part I (chapters 1 and 2) provides an introduction to e-learning characteristics, benefits, activities and resources needed
to develop an e-learning project. It mainly addresses training and capacity-development managers and those who are
interested in starting an e-learning project or integrating e-learning components in their organizations training programmes.
Part II: Designing an e-learning course
Part II (chapters 3 and 4) provides guidance on how to design an e-learning course (from the needs, target and task/topic
analysis to the definition of learning objectives, sequencing, choice of learning strategies and delivery formats). This mainly
addresses trainers and instructional designers who aim to create learning projects that really match learners needs.
However, e-learning is not limited to formal, well-defined courses. It also encompasses other forms of learning,
such as learning at home or learning at work through e-mentoring and e-coaching, for example.
Table of contentS
Part I Introduction
1. Getting started
1.1 Why develop e-learning?
1.2 E-learning approaches
1.3 E-learning components
1.4 Synchronous and asynchronous e-learning
1.5 Quality of e-learning
1.6 Examples of FAO e-learning courses
1.7 Blended learning
1.8 In summary
8
8
10
11
13
14
14
17
19
20
20
22
24
24
26
27
28
28
29
30
34
36
38
43
44
44
54
55
56
56
57
5. Preparing content
5.1 How subject matter experts contribute to e-learning development
5.2 Tips for content development and language style
5.3 In summary
58
58
60
61
6. Creating storyboards
6.1 What is a storyboard?
6.2 Structure of an interactive e-lesson
6.3 Techniques for presenting content
6.4 Adding examples
6.5 Integrating media elements
6.6 Developing practice and assessment tests
6.7 Additional resources
6.8 In summary
62
62
64
66
72
75
82
88
89
7. Courseware development
7.1 What does courseware development imply?
7.2 Authoring tools
7.3 Types of authoring tools
7.4 Selecting an authoring tool
7.5 In summary
90
91
91
95
98
100
101
102
102
106
107
108
115
117
9. Learning platforms
9.1 What are learning platforms?
9.2 Proprietary vs. open-source LMS
9.3 Moodle and other open-source LMS solutions
9.4 Solutions for limited or no connectivity
9.5 In summary
118
118
120
122
126
128
Bibliography 129
Glossary 130
Appendix 135
Template for task analysis
135
Learning taxonomies
136
Types of content
137
E-learning methods and delivery formats
137
Part I Introduction
1. Getting started
Is e-learning a worthwhile option?
Salim is a senior manager in a
nongovernmental organization.
Among its activities, the organization provides
training on food security to practitioners
from several developing countries.
Because of the increasing number of requests for training
from different countries, Salim is considering the option
of including e-learning in the organizations training plan.
Moreover, e-learning reaches a wider target audience by engaging learners who have
difficulty attending conventional classroom training because they are:
>> geographically dispersed with limited time and/or resources to travel;
>> busy with work or family commitments which do not allow them to attend courses on specific dates with a fixed schedule;
>> located in conflict and post-conflict areas and restricted in their mobility because of security reasons;
>> limited from participating in classroom sessions because of cultural or religious beliefs;
>> facing difficulties with real-time communication (e.g. foreign language learners or very shy learners).
E-learning can offer effective instructional methods, such as practising with associated feedback, combining collaboration
activities with self-paced study, personalizing learning paths based on learners needs and using simulation and games.
Further, all learners receive the same quality of instruction because there is no dependence on a specific instructor.
Since e-learning is not ideal for all purposes, it is unlikely that it will replace classroom training
completely in an organization. The most cost-effective application of e-learning may be to
complement conventional training in order to reach as many learners as possible.
Self-paced e-learning
Learners are offered e-learning courseware (also called Web-based training (WBT)),
which can be complemented by supplemental resources and assessments.
Courseware is usually housed on a Web server, and learners can
access it from an online learning platform or on CD-ROM.
Learners are free to learn at their own pace and to define personal
learning paths based on their individual needs and interests.
E-learning providers do not have to schedule, manage or track learners through a process.
E-learning content is developed according to a set of learning objectives and is delivered using different media
elements, such as text, graphics, audio and video. It must provide as much learning support as possible (through
explanations, examples, interactivity, feedback, glossaries, etc.), in order to make learners self-sufficient. However,
some kind of support, such as e-mail-based technical support or e-tutoring, is normally offered to learners.
When self-paced e-learning is offered through an Internet connection, there is
the potential to track learners actions in a central database.
Developing an e-learning programme requires more time than preparing a traditional training course.
When instruction needs to be provided urgently, a series of training sessions might be the right solution.
10
Interactive e-lessons
The most common approach for self-paced e-learning is Web-based training consisting
of a set of interactive e-lessons. An e-lesson is a linear sequence of screens which
can include text, graphics, animations, audio, video and interactivity in the form
of questions and feedback. E-lessons can also include recommended reading and
links to online resources, as well as additional information on specific topics.
11
Electronic simulations
Simulations are highly interactive forms of e-learning.
The term simulation basically means creating a learning environment that
simulates the real world, allowing the learner to learn by doing. Simulations
are a specific form of Web-based training that immerse the learner in a
realworld situation and respond in a dynamic way to his/her behaviour.
Job aids
Job aids provide just-in-time knowledge.
They can take several forms and be delivered on different platforms (e.g. computer,
printed document, mobile phone). They usually provide immediate answers to
specific questions, thus helping users accomplish job tasks. Technical glossaries
and checklists are a few examples of simple job aids, but sophisticated expert
systems can also be developed to assist workers in complex decision-making.
Collaboration
12
Synchronous
Synchronous events take place in real time. Synchronous communication between
two people requires them to both be present at a given time. Examples of
synchronous activities are chat conversations and audio/video conferencing.
Asynchronous
Asynchronous events are time-independent. A self-paced course is an example of
asynchronous e-learning because online learning takes place at any time. E-mail
or discussion forums are examples of asynchronous communication tools.
Synchronous
Asynchronous
> E-mail
> Discussion forum
> Wiki
> Blog
> Webcasting
13
The following courses are available as of August 2011: Food Security Information Systems and Networks; Reporting
Food Security Information; Availability Assessment and Analysis; Baseline Food Security Assessments; Food Security
Concepts and Frameworks; Collaboration and Advocacy Techniques; Livelihoods Assessment and Analysis; Markets
Assessment and Analysis; Nutritional Status Assessment and Analysis; Food Security Policies - Formulation and
Implementation; Targeting; Vulnerability Assessment and Analysis; Communicating for Food Security.
14
Learners need to
register in order to
take the courses
and can choose
between studying
online, downloading
the course on their
computers or ordering
a CD-ROM.
Courses consist of
interactive lessons
including text,
images, animations
and interactions.
Different instructional
techniques are
used, such as
storytelling, case
studies, examples,
questions and practice
with reinforcement
feedback.
Additional resources
include links to
online resources,
recommended
reading, job aids
and a glossary.
15
Minimum technical
requirements are:
>> Software: Windows
98 or above,
Acrobat PDF reader
version 4.0, Mozilla
Firefox 1.0 or later,
Netscape version
4.0 or later, or
Internet Explorer
version 4.0 or later
>> Hardware:
Pentiumclass
processor, 64 MB
RAM, 800x600
screen resolution
with 16-bit
colour depth
Software required to
display the course is
provided as part of the
CD-ROM resources.
Trainers can easily adapt a set of provided resources to design and deliver classroom sessions
using high-quality content which was developed and reviewed by international experts.
Material developed
for the e-learning
course has been
used to create:
>> a set of slide
presentations that
trainers can use;
>> a printable
document with the
complete e-lesson
content that trainers
can distribute to
participants after
the training session.
Course lessons also can be integrated in facilitated courses on different e-learning platforms.
16
17
The programme flow model is more suited for observable outcomes and assessment purposes (including
certification), since it enables formal tracking of learners progress. Each step can be easily monitored
by instructors and facilitators. Programmes can be designed using one of several approaches:
An online pre-class event can be used to bring
learners with different levels of knowledge and skill
to the same level before the F2F class begins.
Pre-class
event (online)
F2F class
Pre-assessment
(online)
F2F class
Pre-assessment
(online)
To optimize the efforts to design and produce e-learning courses, the materials designed for e-learning can be
adapted and reused by trainers in classroom sessions and training workshops. Media elements, such as illustrations and
diagrams, as well as textual content, can be reused to create presentations for trainers and materials for learners.
18
An FAO blended learning programme for country teams and food security working group members
A blended learning programme was designed to provide members of national food security teams with the
knowledge and skills required to design and implement country agriculture and food security investment plans5.
The programme includes the following components:
PRE-WORKSHOP
PREPARATION
ONLINE
WORKSHOP
BRIDGE
PERIOD
F2F
WORKSHOP
(1 WEEK)
(2/3 WEEKS)
(3 WEEKS)
(2 WEEKS)
E-MENTORING
(3 MONTHS)
>> Pre-workshop preparation: A questionnaire is submitted to participants a few days before the
online phase. Participants are asked to describe their role in the national food security system and
their areas of expertise. The questionnaire helps facilitators tailor the activities to participants
profiles and allows participants to understand each others roles and responsibilities.
>> Online workshop (core component): The workshop includes individual study with interactive e-lessons
on food security topics and online activities supported by facilitators and subject matter experts. Both
synchronous and asynchronous communication are used for online discussions and group work. The
main outcome of the online component is an individual work plan that will help participants reflect on
their country situation and will serve as a supporting resource for F2F workshop activities.
>> Bridge period: This is a period between the two core components of the course. Online support
is provided to participants to complete their preparation prior to the F2F workshop.
>> Face-to-face workshop (core component): The F2F workshop consists of classroom events where
participants can present and discuss their previous work, practise communication principles and
techniques and further develop their work plan with the assistance of a subject matter expert.
>> E-mentoring service and online resources: After completion of the course, a question-and-answer service
and additional online resources are available to facilitate the transfer of knowledge to the job setting.
1.8 In summary
Key points for this chapter
>> E-learning is a convenient option for organizations in certain situations (e.g.
when there is a need to reach many geographically dispersed learners).
>> In a self-paced e-learning course, learners can study course materials
at any time they wish. This requires that learners have access to a set
of interactive and self-contained materials. Facilitated or instructorled
e-learning takes place at a specific time and usually integrates self-study
with collaborative activities such as discussions or group work.
>> Facilitated and instructor-led e-learning courses use communication
tools which allow learners to communicate with facilitators and other
participants. Tools can be asynchronous, such as e-mail or discussion
groups, as well as synchronous, such as chat and audio conference.
>> Both facilitated and self-paced e-learning activities and content should conform to
a set of quality standards to ensure the effectiveness of the learning programme.
>> In a blended approach, e-learning sessions can be integrated with
face-to-face traditional activities using a variety of approaches.
The learning programme has been developed by FAO in collaboration with the German Agency for International
Cooperation (GIZ) and in consultation with regional organizations (CILSS, NEDAP, ASEAN) as part of the project Improving
the abilities of Regional Organizations to develop, implement and monitor food security training programs.
19
An instructional design model can be used to define the activities that will guide e-learning development projects.
Instructional design is the systematic development of specifications using learning and instructional
theory to ensure the quality of training. In jobrelated training, the aim of instructional design is to
improve employee performance and to increase organizational efficiency and effectiveness.
Reusable course components are also called reusable learning objects (RLOs). A learning object is the
smallest reusable collection of content supporting a specific learning concept or objective.
20
There are many instructional systems design models, most of which are based on popular
ones such as the ADDIE model, which is diagrammed below. The ADDIE model includes
five stages: Analysis, Design, Development, Implementation and Evaluation.
The ADDIE model for e-learning
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
See R.E. and Clark, R.C. (2005). e-Learning and the Science of Instruction: Proven Guidelines for
Consumers and Designers of Multimedia Learning. 2nd edition. San Francisco: Pfeiffer.
21
The outcome of the design stage is a blueprint that will be used as a reference to develop the course.
The blueprint illustrates the curriculum structure (e.g. its organization in courses, units, lessons, activities);
the learning objectives associated with each unit; and the delivery methods and formats (e.g. interactive
selfpaced materials, synchronous and/or asynchronous collaborative activities) to deliver each unit.
3-Development
In this stage, the e-learning content is actually produced. The content can vary considerably, depending on
the available resources. For example, e-learning content may consist of only simpler materials (i.e. those
with little or no interactivity or multimedia, such as structured PDF documents) which can be combined
with other materials (e.g. audio or video files), assignments and tests. In that situation, storyboard
development and the development of media and electronic interactions would not be conducted.
The development of multimedia interactive content is comprised of three main steps:
>> content development: writing or collecting all the required knowledge and information;
>> storyboard development: integrating instructional methods (all the pedagogical elements needed to support the
learning process) and media elements. This is done by developing the storyboard, a document that describes all
the components of the final interactive products, including images, text, interactions, assessment tests; and
>> courseware development: developing media and interactive components, producing the course in different formats
for CD-Rom and Web delivery and integrating the content elements into a learning platform that learners can access.
4-Implementation
At this stage the course is delivered to learners. The courseware is installed on a server and made accessible for
learners. In facilitated and instructor-led courses, this stage also includes managing and facilitating learners activities.
5-Evaluation
An e-learning project can be evaluated for specific evaluation purposes. You may want to
evaluate learners reactions, the achievement of learning objectives, the transfer of jobrelated
knowledge and skills, and the impact of the project on the organization.
22
23
24
10
The materials are then provided to one or more IDs who determine the overall approach and instructional
strategy to be used for each lesson. The lesson is then storyboarded and subjected to an SME review. The
SME reviews the storyboards to check that the content has been correctly reworked by the ID.
An English version of the storyboard is provided to experts to adapt and translate it into the other four FAO
languages. This is followed by limited testing and proofreading for each of the language versions.
3-Courseware development, CD production and roll-out
The lessons are then embedded in the IMARK learner interface, along with the glossary terms, software and
manuals, resources, case studies and sample datasets. The IDs will check the work of graphic artists and
developers to make sure that the final product conforms to the instructions provided in the storyboard.
A CD is published for alpha testing in-house at FAO. Once tested, and revised
if necessary, the Version 1.0 CD is produced in English.
The module CDs are disseminated directly by FAO and through: i) partner organizations, ii) national,
regional, and international agricultural and food security organizations, iii) distance education
faculties and universities, and iv) selected development projects and programmes.
The module release is announced on the IMARK and partner institution Web sites, and
through the IMARK on-line community. A learner support e-mail is set up at FAO.
The IMARK work flow for e-learning development
25
2.5 In summary
Key points for this chapter
>> A series of activities are required to develop e-learning. According to the
ADDIE model for instructional design, they can be grouped into five main
stages: Analysis, Design, Development, Implementation, Evaluation.
>> The following roles are generally required at different stages of the process (but some of them can
be combined into a single job profile): project manager; instructional designer; subject matter expert;
online administrator; e-tutor/facilitator; web developer; media editor; technical support specialists.
>> Technology is needed both to create e-learning material and make it accessible to
learners. Big projects may require the use of an LMS or other type of learning platform
to track and administer learners activities and manage e-learning content.
26
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
This chapter provides guidance on how to define the course content and
organize it into a structure. It will introduce the following topics:
>> Identifying course content based on learners needs;
>> Defining learning objectives; and
>> Defining the course structure.
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
This document does not focus on conducting needs analysis; however, this kind of analysis is crucial to
validate the need for an e-learning intervention and to provide important information regarding which
gaps need to be addressed to ensure that the intervention is targeted to organizational needs.
Before designing an e-learning course, a needs analysis should be conducted to determine whether:
>> training is required to fill a gap in professional knowledge and skills; and
>> e-learning is the best solution to deliver the training.
In fact, there might be several causes of a capacity problem, and an organizations
capacity to achieve its goals can be affected by many factors, including:
>> factors in the enabling environment: policy and legislative frameworks, rules
and norms internal to an organization and political will;
>> organizational aspects: the organizations formal and informal incentive
and support structures, staff, equipment and finances;
>> individual capacity: the skills, knowledge and attitudes of individuals working in the organization.
28
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
Moreover, not all individual capacity problems are learning problems. The traditional assumption is that if an individual
is not performing well, then training or other learning activities are the solution. Frequently, however, performance
problems result from a lack of support in the work environment, such as bad data, worn-out tools or poor incentives.11
Also, not all learning problems can be addressed through e-learning. It is crucial to
understand whether e-learning is appropriate for the identified learning goals.12
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
Lets assume that a learning goal has been defined and e-learning has been
indicated as an appropriate solution to achieve that goal.
For example, the course goal could be improving food security analysis and promoting its use in decision-making.
At this point, analysing the target audience is required to identify a variety of factors that
will influence the course design. Some of these factors are shown below.
FACTOR TO BE CONSIDERED
WHY IS IT IMPORTANT?
Network bandwidth.
de Rosa C., FAOs Reference Manual on Good learning practices for effective capacity development. Learning Module 3 of the
Capacity Development Learning Programme series, Office of Knowledge and Capacity for Development (OEKC), FAO 2011.
11
12
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
A course goal, such as improving food security analysis and promoting its use in decisionmaking,
provides an initial definition of the content and a focus for the course design.
Now, it is very important for the ID to identify the detailed course content in order to achieve that goal.
Content analysis is probably the most critical step in the instructional design process. If the
designer does not include accurate and relevant content, then there is little value in finding
the best instructional methods and media to transfer the information to learners.
The analysis must consider the learners relate factors (e.g. previous knowledge
and skills) which emerged from the target audience analysis.
Content analysis is a prerequisite for developing specific learning objectives and the curriculum outline.
SMEs and IDs work together to perform the analysis. This process helps the ID to familiarize with the
content; moreover, it forces the SME to work through each individual content element and indicate
the most important and challenging aspects that should be considered. During this process, both
of ID and SME have the opportunity to view the content from the learners perspective.
Content identification and analysis can be done by applying the following methods:
>> Task analysis identifies the job tasks that learners should learn or improve and the
knowledge and skills that need to be developed or reinforced.
>> Topic analysis is carried out to identify and classify the course content.
Depending on the circumstances, one of these methods may be preferred:13
>> Task analysis is used mainly in courses designed to build specific jobrelated or interpersonal skills (also called perform courses).
>> Topic analysis is appropriate for courses that are primarily designed to provide information
or achieve broader educational objectives (also called inform courses).
Task analysis
Task analysis helps to define content for job-oriented learning courses that aim to develop or reinforce job-related skills.
30
31
Guidelines
Task description:
Guidelines
Required knowledge
Task description:
Construct a message in a
logical and persuasive manner.
The guidelines and associated knowledge elements will form the content of a unit on Reporting food security information.
32
Topic analysis
The task analysis is usually completed by conducting a topic analysis.
If the course is intended primarily to provide information or achieve educational objectives
broader than improving job performance, the ID will skip the task analysis and directly
conduct a topic analysis to define the major topics and subtopics for the course.
The topic analysis aims to:
>> identify course content, and
>> classify content elements.
Identifying course content
For example, in a course entitled Climate change and food security, the ID first can ask
the SME to identify the main content categories for the course, such as:
>> Climate change and its effects; and
>> Impacts of climate change on food security
Then, the ID can ask the SME to further detail each category. For example, this would result in a draft outline such as:
>> Climate change and its effects
>> Climate variability
>> Climate related disasters
>> Impacts on agriculture
>> Impacts of climate change on food security
>> Effects on rural livelihoods
>> Specific impact on different locations and conditions
>> Examples, such as the impact of water scarcity in Mauritania, the impact
of extreme weather events in Bangladesh, etc.
Visual instruments, such as mind maps, concepts maps and process diagrams can help the ID and the SME
clarify connections among content elements. Mind maps can be used to visualize and organize ideas. They
can represent words, ideas, tasks, or other items linked to and arranged around a central key word or idea.
Concept maps and causal maps are diagrams used to illustrate connections among concepts and cause-effect
relationships, while process diagrams are commonly used to indicate the general flow of processes.
Classifying content elements
Classifying content elements helps to further recognize connections among them
thus contributing to the refinement of the draft course outline.
Content elements can be classified according to the types of content they represent.
33
The following example14 identifies six main types of content: facts, procedures,
concepts, principles, interpersonal skills and attitudes.
Procedures
Concepts
Principles
A principle (or rule) describe a relationship between two concepts. For example:
As price increases, the supply increases . Some principles can be translated
into strategic guidelines which can guide decisions and complex tasks.
Example: guidelines for facing price volatility
Interpersonal skills
Verbal and non verbal skills for interacting with other people.
For example, content related to negotiating or solving group conflict
Attitudes
Predispositions to behaviour.
Example: content related to appreciate the importance and urgency of
adopting measures for limiting the negative impacts of climate change
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
By looking at the tasks and content elements identified in the task and topic analyses, it is
possible to translate the overall course goal into more specific learning objectives.
Learning objectives define the expected outcome of each learning unit. For example, will learners
be able to memorize the steps of a procedure or will they actually be able to perform it?
34
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
Guidelines
Required knowledge
Construct a message in a
logical and persuasive manner
Understand
Apply
Analyse
Evaluate
Create
Other taxonomies have been developed for the affective and psychomotor domains17.
Verifying the alignment of learning objectives, activities and tests
Clear learning objectives allow the development of learning activities which are really
focused on learners needs and provide the basis for evaluation tests.
It is important to ensure that learning activities and evaluation tests aim to develop and
assess the same type of performance and learning content as expressed in the learning
objectives; in other words, they need to be aligned with the learning objectives.
15
16
17
For example, if the learning objective is to understand the main components of a food security information
system (FSIS), the course designer should adequately illustrate the FSIS concept and develop tests to assess
the learners understanding (not only the memorization) of that concept, as shown in the table below:
Learning objective:
Learning activity:
Test:
Remember
Understand
Apply
Analyse
Evaluate
Create
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
How should the learning objectives be sequenced when structuring a course? One of the methods
used to define the course sequence is the prerequisite method. That method uses a learning
objectives hierarchy, teaching first those skills that seem to be prerequisites for all other skills.
It is possible to create a hierarchy among learning objectives by using the results of the task and topic
analyses. The diagram below shows the hierarchy among the objectives that were formulated in the
above example. The learning objective Construct a logical and persuasive message is at a higher
level than the others. In fact, the other learning objectives (e.g. Explain the concepts of relevance and
feasibility) are all prerequisites to being able to construct a logical and persuasive message.
36
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
Define
the communication
purpose
Identify users
information
requirements
Construct a logical
and persuasive
message
Choose a report
format according
to the context
Explain the
concept of
relevance
Explain the
concept of
feasibility
Describe the
elements of a
message
Distinguish
consistent from
inconsistent data
Explain
the concept
of brevity
37
The outcome of sequencing is a course structure where each element corresponds to a specific
learning objective and contributes to the achievement of the overall course goal.
Course
Course structure
Unit
Unit
Unit
Unit
Unit
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Course
Unit
Unit
Unit
Unit
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
Session
38
FAO/Beatrice Ghirardini
Prior to the workshop, a team of three SMEs and an ID developed a draft outline of a task analysis. A
twoday consultative workshop then was organized to bring together field practitioners, trainers, experts
and/or institutional representatives to review and complete the draft task analysis, and to consider
which organizations or individuals could best assist in developing the learning materials.
Results of the discussions
The group divided the primary target audience into two main professional profiles:
>> Group 1: National programme directors, designers and managers, decision-makers and donors; and
>> Group 2: Monitoring and evaluation officers of food security programmes, technical
advisors to the programme, statistical officers and external evaluators.
Lists were prepared for each target audience group that described the major tasks related to
impact assessment and the fields of knowledge required for successful task performance.
The following are a few of the identified tasks and associated knowledge for Group 2:
Tasks
Knowledge needed
The different options for assessing impact, including tools (e.g. household
survey to measure quantitative indicators; existing data to monitor
nationallydefined indicators; Participatory Impact Assessment - PIA)
Advantages and disadvantages of each approach, including costs
The most important information that can be obtained from the different approaches
How to determine the best approach to measure the impact of the
programme, taking into consideration the financial, technical and human
resources available, as well as the main questions we want to answer
How to present the proposal in a user-friendly form
How to combine different approaches (triangulation)
39
Tasks
Knowledge needed
Workshop participants produced drawings and diagrams to illustrate relationships among tasks and concepts.
FAO/Beatrice Ghirardini
40
FAO/Beatrice Ghirardini
Description
The unit illustrates the relevance of impact assessment in food security programmes. It provides
basic concepts of food security, describes different types of food security programmes and
explains the importance of integrating impact assessment into programme design.
The lesson outlines the basic concepts of impact assessment, why it is done and the
importance of being able to attribute observed change to the programme.
The lesson describes the importance of integrating impact assessment into programme
design in order to be able to measure major achievements of the programme.
Unit 2. Methods
and Approaches for
Assessing Impact
The lesson outlines when and how to use secondary data in assessing programme impact.
The lesson provides a rationale for choosing the most appropriate methods and approaches
to carry out impact assessment within the context and constraints of the programme.
The lesson illustrates basic concepts of analysing and interpreting quantitative and
qualitative data in order to attribute observed changes to the programme.
The lesson provides guidelines for presenting results of impact assessment in the
most appropriate way to respond to the needs of programme stakeholders.
Considerations on sequencing
The first unit provides basic concepts as common prerequisites for all the
other units of the course (i.e. the prerequisite method).
The other units follow the order of the actions in the real-word (i.e. the job-context principle).
In Unit 2, both the prerequisite and zoom principles have been applied:
>> Lesson 2.1 provides an overview of the three methods which are individually
analysed in lessons 2.2, 2.3 and 2.4 (i.e. the zoom principle).
>> Lesson 2.5 covers the higher level objective of selecting an assessment method. Thus, the information
provided in lessons 2.1 to 2.4 is a prerequisite for the objective of lesson 2.5 (i.e. the prerequisite method).
41
An outline document was produced and used afterwards by the authors as a model for developing lesson content.
Course Plan
42
3.7 In summary
Key points for this chapter
>> A first step is to develop a clear statement of the goal of the e-learning course.
>> The likelihood of developing an effective e-learning course increases when more relevant
information is collected on learners (e.g. job profiles, prior knowledge, learning context).
>> When a course is job-oriented, conducting a task analysis is a good way to ensure
that you are including relevant content. If the course is not job-oriented, a topic
analysis must be conducted to clarify relationships among concepts.
>> Defining learning objectives clarifies expectations about outcomes from learners.
>> Learning objectives and relevant topics are then organized in a
logical structure using various sequencing methods.
43
This chapter provides guidance on how to make decisions about the overall
course design. It will introduce the following topics:
>> Instructional methods for e-learning;
>> Delivery formats; and
>> Evaluation methods.
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
Once the course structure has been defined, the ID must propose the best mix
of methods and techniques for a specific e-learning course.
44
IMPLEMENTATION
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
The design of an e-learning course will involve using a combination of the following instructional methods:
>> Expositive methods - which emphasize absorption of new information. Expositive
methods include presentations, case studies, worked examples, demonstrations.
>> Application methods - which emphasize the active processes learners use to perform procedural and principlebased tasks and build new knowledge. Application methods include demonstration-practise method, job aids,
case-based or scenario-based exercises, role play, simulations and serious games, guided research, project work.
>> Collaborative methods - which emphasize the social dimension of learning and engage learners sharing knowledge and
performing tasks in a collaborative way. They include online guided discussions, collaborative work and peer tutoring.
Instructional methods
EXPOSITIVE METHODS
APPLICATION METHODS
COLLABORATIVE METHODS
Presentations
Demostrations-practise methods
Case studies
Jobs aids
Colaborative work
Worked examples
Case-based exercises
Peer tutoring
Demostrations
Role plays
Simulations and serious games
Guided research
Project work
Each method can be delivered in different formats, using different types of media and communication
tools. For example, a presentation can be delivered as a Power Point file or as a recorded (or live) video
presentation. An online discussion can be carried out in a discussion forum or through a Skype call.
Delivery formats are selected based on additional factors related to learners, technological
and organizational constraints (e.g. budget) and available time.
Expositive methods
Expositive methods require learners to listen and read or observe. A SME or instructor
delivers knowledge on a given topic, which can be complemented by tests and exercises
to evaluate learners memorization and/or understanding of the content.
Expositive methods are used for acquiring information, but they can be combined with other methods to
create different types of learning courses. In those courses, the expositive component is normally used
to provide orientation and basic concepts before going into more practical and complex stages.
Presentations, especially in video formats, can also be used to sensitize and
influence learners attitudes toward specific subjects.
Expositive methods include:
>> presentations: organized information on a specific topic
>> case studies: real, significant cases related to the topic
>> worked examples: examples of the topic with comments and explicit reference to the theory
>> demonstrations: illustrations of how a task can be performed
45
In e-learning, these methods can be delivered through a number of formats, as shown below.
Simple learning content, such as documents and PowerPoint presentations, with no interactivity.
Application methods
Application methods involve the learners in practical activities which can range from simple exercises (such as
the demonstration-practise method) to more complex methods like simulations or research activities.
When using these methods, it is helpful to have a tutor or instructor to
provide guidance and facilitate reflection for learners.
>> Demonstration-practise method
This method is used to teach a procedure usually a software procedure, such as how to generate a map using
geographic information system (GIS) software using directive learning. A procedure is first demonstrated by an expert
or instructor, and then learners are asked to practise the procedure by interacting with the system or software.
46
In e-learning, this method can be realized through two formats, as shown below.
Virtual classroom in which the instructor shows the application using applicationsharing tools and allows learners to take control of the application to practise it.
47
This instructional method can be realized through the following delivery formats.
E-learning linear lessons using text, images, audio, animations and practise
(questions and feedback); feedback is provided to learners by comments on the
appropriateness of their choices, after which they proceed to the next situation.
Activities that are performed by a group rather than an individual; this also provides
the opportunity to practise interpersonal skills (e.g. negotiation skills).
Role plays conducted as a group activity by learners using communication tools such as chats,
audio or video conferences and discussion forums; a specific role is assigned to each learner.
Learners interact with each other to achieve individual objectives and/or a common goal.
48
49
Collaborative methods
Collaborative methods are based on dialogue and discussion among facilitators and learners. They add a
social dimension to the learning experience, applying the principles of social constructivism and collaborative
learning. They allow learners to benefit from having discussion partners and getting personal feedback.
>> Online guided discussions
Guided discussions are designed to facilitate learning and improve knowledge and skills. The facilitator
asks learners questions to stimulate and guide reflection and critical thinking. These discussions usually
complement other methods, such as a presentation, research or a case-based exercise.
Guided discussions also facilitate communication and knowledge sharing among learners. For example,
after individual research on food security information systems, learners may be asked to describe
to the facilitator and the other learners how those systems work in their own countries.
In e-learning, this method can be realized through the following delivery format.
Discussion forums, e-mails, chats or audio or video conferences to communicate among learners.
Wikis, blogs and shared documents for collaborative work.
50
Discussion forums, e-mails, chats, audio or video conferences, wikis, blogs and shared documents.
Expositive methods
Method
Used to
Delivery formats
Pros
Cons
Presentations,
Facilitate
knowledge
acquisition (mainly
conceptual and
factual knowledge),
orientation,
motivation,
attitudinal change
Simple learning
resources
(documents and
PPT presentations)
Quick to develop
No
interactivitypassive
learning
Interactive
e-learning lesson
Flexible: allows
the use of various
instructional
techniques
Low/ medium
interactivityrisk of
passive learning
Quite easy to
develop
No
interactivitypassive
learning
case studies,
worked examples,
demonstrations
Webcasting
(video lessons
and podcasts)
Correct use of
instructional
techniques and
media elements
is needed to
avoid this risk
Need to consider
available learners
Internet connection
Webinars (video
conference, audio
conference,
chat-based)
Virtual classroom
Allows interaction
between instructor
and learners
Requires low
effort to convert
materials
The instructor
must be prepared
to teach online
and use adequate
supporting
materials
Need to consider
available learners
Internet connection
51
Application
methods
Method
Used to
Delivery formats
Pros
Cons
Demonstration
-practise method
Develop
procedural skills
Combination
of animation
and operational
simulation
Allows learners
to practise
Virtual classroom
(using application
sharing)
Job aids
Provide justintime
information and
guidance
Printed documents
such as checklists,
technical
glossaries,
templates, manuals
Need to consider
available learners
Internet connection
Promote transfer
of learning
to workplace
performance
Sophisticated
expert systems
require complex
design
Interactive
e-learning lesson
Good level of
interactivity
Quite
timeconsuming
to design
Electronic
simulation based
on branched
scenarios
Highly interactive
Time-consuming
to design
Develop
job-specific
cognitive skills
Multimedia
simulations can be
costly to produce
Need support of
an online tutor
or instructor
Individual
tutored activity
Highly interactive
+ personalised
feedback
Time-consuming
to design
Need support of
an online tutor
or instructor
Need to consider
available learners
Internet connection
Online group
activity
Highly interactive
+ social dimension
Time-consuming
to design
Need active
support of an
online facilitator
Need to consider
available learners
Internet connection
Role plays
Develop
interpersonal skills
Stimulate
attitudinal change
Interactive
e-learning lesson
Good level of
interactivity
Quite timeconsuming
to design
Electronic
simulation based
on branched
scenarios
Highly interactive
Time-consuming
to design
Online group
activity
Highly interactive
+ social dimension
Multimedia
simulations can be
costly to produce
Time-consuming
to design
Need for
considering
available learners
Internet connection
Need active
support of an
online facilitator
52
Application
methods
Method
Used to
Delivery formats
Pros
Cons
Simulations and
serious games
Develop deep
understanding of
complex system
Symbolic
simulations
Highly interactive
Time-consuming
and costly to design
and produce
Learning games
Allow to practice
high cognitive
performance level
(apply, analyse)
Highly interactive
Allow to practice
high cognitive
performance level
(apply, analyse)
Need active
support of an online
tutor or SME
Time-consuming
and costly to design
and produce
Need appropriate
design to be
effective
Need active
support of an online
tutor or SME
Guided research
Active knowledge
construction
Discussion forum,
e-mail, chat,
audio and video
conference
Allow to practice
high cognitive
performance level
(analyse, create)
Need active
support of an online
facilitator to provide
help and feedback
Allow to practice
high cognitive
performance level
(analyse, create)
Need active
support of an online
facilitator to provide
help and feedback
Allows for
reflection,
socialization and
knowledge sharing
Active knowledge
construction
Discussion forum,
e-mail, chat,
audio and video
conference
Wiki, blog, shared
documents
Collaborative
methods
Online guided
discussion
Stimulate critical
thinking and
reflection
Facilitate
communications
among learners
Discussion forum,
e-mail, chat,
audio and video
conference
Need to consider
available learners
Internet connection
Develop
interpersonal skills
Stimulate
attitudinal
change
Collaborative work
Stimulate critical
thinking and
reflection
Develop problem
solving skills
Discussion forum,
e-mail, wiki, blog,
chat, audio and
video conference,
shared documents
Allows learners
to make their
knowledge
explicit through
argumentation
Need active
support of an online
facilitator to provide
help and feedback
Discussion forum,
e-mail, wiki, blog,
chat, audio and
video conference,
shared documents
May need to
be facilitated
Develop
interpersonal skills
Need to consider
available learners
Internet connection
Stimulate
attitudinal change
Peer tutoring
Stimulate critical
thinking and
reflection
Develop
interpersonal skills
Need to consider
available learners
Internet connection
Stimulate
attitudinal change
53
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
E-learning format
Audio conferencing
Whiteboard, slides
128 Kbps
54
It is also important to consider what kind of computers and software programs learners use,
especially when creating e-learning courses in development contexts. Technical requirements,
including multimedia capabilities, influence the selection of the media mix and plug-ins.
A multimedia training course can require the learners to have special hardware configurations (e.g. a large amount of
memory, fast processors, high-resolution monitors, audio and video cards). Media players, also called plug-ins, (e.g.
Adobe Acrobat Reader or Flash Player plug-ins) may be needed to display media and interact with the learner. If these
are required, learners should be able to freely download them from the Web. Try to limit the number of media players
needed by learners so that they dont have to do too many downloads. Alternatively, if you provide offline courses,
such as on a CD-ROM, you can embed in the CD all the media players that are needed to display the course.
Using several media does not necessarily improve the effectiveness of an e-learning activity. Good instructional design
is more critical to achieving learning effectiveness than special multimedia effects. For example, while audio is generally
recommended, video and complex animations might not be required and could instead be replaced by a series of images.
Organizational requirements and constraints
A range of organizational requirements and constraints, such as the available
time and budget, will influence the choice of delivery formats.
Developing self-paced learning, especially with a lot of multimedia, can require much more time than preparing a
virtual classroom. When instruction needs to be provided to as many people as possible in the least amount of time, a
series of large virtual classes might be the right solution. Investing in the development of a complete self-paced course
makes sense to meet long-term training goals more than immediate, urgent training needs. However, development
costs for interactive content have dramatically decreased because of the development of new authoring tools.
Instructor-led courses are cheap to develop but expensive to deliver, while self-paced
courses based on interactive content are expensive to develop but cheap to deliver. Thus,
knowing the number of learners is important in assessing the cost impact.
55
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
Another important decision relates to the evaluation strategy for your course.
It is very important to think about this from the design stage.
First, you should establish the purpose of the evaluation. The purpose might be to: check the quality
of the course to improve it before it is implemented (formative evaluation); measure the effectiveness of
training and learning immediately after the course has been implemented (confirmative evaluation); or
evaluate an old course to see if it is still valid or needs to be modified (summative evaluation).
Then, you will need to define if you want to evaluate learners progress and/or provide certification. This
will also influence the choice of the assessment tests that will be integrated into the course.
In fact, you may want to assess learners knowledge and skills before the course starts, at a certain
point in the course (e.g. middle evaluation) and/or after the completion of the entire course.20
As already stated, it is important to ensure that the assessment tests are aligned with the learning
objectives. For this reason it is advisable to start drafting the assessment tests from the first stages
of the project, just after the definition of the learning objectives for each learning unit.
4.5 In summary
Key points for this chapter
>> The ID must propose the best mix of e-learning methods and formats to match specific learning
needs. Special attention must be given to technological and resource constraints.
>> Learning objectives can be achieved through a wide range of learning methods, such as
self-paced interactive lessons, case-based or operational simulations, online discussions,
collaborative activities, virtual classrooms, assessment tests and surveys.
>> Different media elements can be used to create e-learning content, such as text, graphics,
animations, audio, photographs and video sequences. The choice of the right media mix
depends on the instructional approach as well as on technological and resource constraints.
>> When deciding between using offline and online, synchronous or asynchronous approaches, it is
important to consider learner-related factors (e.g. their technical expertise and available time) and
technical aspects (e.g. hardware and software requirements and speed of Internet connection).
>> The overall evaluation strategy and the methods for assessing learners
progress should also be defined as part of the design stage.
56
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
5. PREPARING CONTENT
So, I am responsible for developing the
course content. How should I proceed?
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
58
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
If
the ID will:
>> core content for the lesson which ensures that the learning
objectives of the lesson are adequately covered.
>> practice exercises (i.e. questions and feedback) and
additional examples where required by the ID.
59
In either case, the SMEs also must review the storyboard to verify that the ID has correctly interpreted the content.
60
Authoring content for e-lessons is not the same as writing books or scientific articles. The following
tips on language style could be useful to SMEs when authoring content for e-lessons.
5.3 In summary
Key points for this chapter
>> There are two main ways in which SMEs can provide the knowledge required for an e-learning course:
>> they can provide IDs with references to source documents and materials; and
>> they can actually write the content for an e-lesson.
>> In either case, they must check the storyboards and provide additional
information where needed (for example, they might provide feedback on
exercises or complete examples and scenarios created by the ID).
>> Content development is based on the course (or curriculum) plan, which
describes learning objectives and topics to be covered.
>> In authoring the content, SMEs should provide all the knowledge needed to
meet the learning objectives and avoid unnecessary information.
>> The language should be direct, informal, easily understood by
diverse people and culture- and gender-sensitive.
61
6. CREATING STORYBOARDS
How can I structure and present this content to
facilitate learning? How can I best explain and
engage the learner at the same time?
This chapter provides concrete guidelines on how to develop storyboards for e-learning interactive lessons
by applying different instructional techniques and media elements. It will illustrate the following topics:
>> How to structure a lesson storyboard;
>> How to use instructional techniques to present lesson content;
>> How to add examples;
>> How to use media elements (e.g. text, graphics, audio, video, animations); and
>> How to develop practice and assessment tests.
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
What is a storyboard?
The term storyboard is taken from movie production where it indicates a visual representation
of the various scenes of a film. In e-learning, the storyboard describes screen by screen what
will happen in the final e-lesson. The storyboard is not a final product. It is an intermediate
product which is then used by Web developers to create the final interactive e-lesson.
62
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
The next sections provide some guidance on how to use instructional techniques and
integrate media elements and interactive questions to create a lesson storyboard.
63
LEARNING
OBJECTIVES
(1 Screen)
INTRODUCTION
CONTENT
SUMMARY
(1 to 3 Screens)
(4 to 25 Screens)
(1 Screen)
Lesson component
Example
1)Learning objectives
A first screen
containing a clear and
informal description
of learning objectives
for the lesson.
64
Lesson component
Example
2)Introduction
One or more
introductory screens
describing how the
knowledge gained
from the course will
be used and the
benefits of having
that knowledge.
The purpose of the
introduction is to
motivate learners
to proceed with
the lesson.
3)Content (core
of the lesson)
A set of screens (from
4 to 25) which make
up the core of the
lesson. These combine:
>> text;
>> media elements;
>> examples; and
>> practice questions.
Their purpose is to
facilitate learning of
knowledge and skills.
A range of instructional
techniques can be used
to present the content.
These techniques,
as well as guidelines
on how to use media
elements, examples
and exercises, are
presented later
in this chapter.
65
Lesson component
Example
4)Summary
List of key points
in the lesson.
The purpose of the
summary is to help the
learner memorize the
lessons key points.
66
67
Scenario-based approach
>> What is a scenario-based approach?
Lessons using this approach are built around a scenario. Typically, the scenario is a challenging
situation in which learners are required to make decisions by choosing among different options.
Learners are provided with all the information required to make the right decisions.
Feedback is provided to the learners for each option to explain why their choices are correct
or incorrect. The feedback can also show the consequences of their decisions.
68
69
Toolkit
>> What is a toolkit lesson?
An e-lesson can take the form of a toolkit which allows learners to select from among a set of independent topics,
rather than follow a sequential approach. Learners are invited to choose the topics that interest them the most.
70
Demonstration-practise method
>> What is the demonstration-practise method?
The demonstration-practise method is used to teach a procedure. You first demonstrate the procedure,
and then you ask the learner to practise the procedure by interacting with the system.
71
Examples can help bridge the gap between theory and practice. You can give learners an example of how to
accomplish a task together with an explanation of the underlying procedure or principle; afterwards, you can ask them
to answer questions about the examples to stimulate their reflection and prepare them for actual performance.
72
First, a sample
situation is provided.
Learners can open
the PDF and read the
situation of the Nias
mountain people.
Learners also are
provided with a list
of indicators that
an expert analyst
has selected for
that situation.
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74
22
23
75
The following examples of graphics serve some of the communication functions listed above.
These realistic
pictures illustrate
plant components
for a course on
plant genetics.
The illustration on
the right describes a
realistic situation in a
work environment.
76
This simple
diagram clarifies
the relationships
between the concepts
of malnutrition and
food insecurity.
77
This diagram
illustrates cause-effect
relationships among
food security elements
at national, household
and individual levels.
78
79
80
81
Tips
Fact
Concept
Procedure
Principle
82
Questions formats
In self-paced e-learning, practice and tests mainly consist of questions associated with
response options and feedback. They generally have the following structure:
>> a question or statement;
>> an operational message that indicates to the learner how to perform the
required operations (e.g. click, drag, press a key);
>> a series of options;
>> the correct answer; and
>> feedback for the correct and incorrect answers.
The most frequently used question formats include:
>> multiple choice;
>> multiple responses;
>> matching;
>> ordering;
>> fill-in-the-blank; and
>> short answer/essay.
83
The table below provides a short description and an example for each one of these formats.
Type of question
True or False
A statement with two
options (true/false
or yes/no), where
only one is correct.
Multiple choice
A statement that
provides different
options; only one
is correct.
This type of interaction
allows for providing
different feedback for
each selected option.
84
Example
Type of question
Example
Multiple responses
The correct answer
consists of more than
one option, all of which
must be selected.
Matching
This type of interaction
presents two series of
elements. The learner
must associate each
element of the first
series with an element
of the second.
The example shows
a drag-anddrop
exercise.
85
Type of question
Ordering
The learner has to
order several elements
in a sequence, e.g.
the logical sequence
of several phases,
steps or operations
to be performed.
86
Example
Type of question
Example
Short answer/
short essay
The learner is free to
choose his/her own
words to formulate
the response to the
question. This makes it
more difficult to check
the learners output
as it is impossible to
foresee all the possible
answers. However,
an answer developed
by an expert can
be proposed for
comparison (see
the example) or the
essay can be saved
and submitted to
an online tutor.
The following table summarizes the main characteristics of each type of question:
True or False
Pros
Cons
Easy to create
Multiple responses
Matching
Ordering
Easy to create
Rarely appropriate
Difficult to measure
87
Developing questions
The following guidelines are valid for every type of interactive question:
88
By clicking on the i
icon, learners get more
information through
a pop-up window.
6.8 IN SUMMARY
Key points for this chapter
>> The typical structure of a storyboard for an e-lesson includes the following elements: learning
objectives; introduction; content and practice (the core of the lesson); summary.
>> The core of the lesson is composed of a combination of text, media elements, examples and exercises.
>> A range of instructional techniques can be used to present the content, such as storytelling,
scenario-based approaches, toolkits and the demonstration-practise method.
>> Adding examples is crucial to facilitate understanding of concepts and application of strategic principles.
>> Different media can be used to illustrate the content. It is very important to use
them appropriately to avoid overloading the working memory of learners.
>> Practice and assessment tests facilitate the achievement of learning objectives. In selfpaced e-learning, practice exercises and tests mainly consist of questions associated
with response options and feedback. Questions should be created for critical topics
or tasks and should use explanatory feedback to reinforce learning.
89
7. COURSEWARE DEVELOPMENT
Which suite of tools should we use to create
the final interactive version of the course?
Clara is evaluating whether to use one of
the existing authoring tools to make the
course interactive and publish it online.
The development team will use this tool to
create the final interactive e-lessons and embed
them in a nice graphic interface which allows
learners to access the course content.
Clara, training manager
This chapter provides information on the last step of the development stage, which is the creation
of the final interactive courseware. The chapter will illustrate the following topics:
>> Authoring tools for producing e-learning courseware; and
>> How to select the right authoring tool.
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
90
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
91
Other characteristics and differences between the two approaches are summarized in the table below.
Programming tools
Authoring tools
Skills required
Users
Used by developers/programmers
Difficult to use
High
Relatively low
Development time
Development cost
Inexpensive
Run time
Purpose of use
Ease of use
Learning curve
24
There are many categories of authoring tools which differ by their features, level of complexity, installation site (i.e.
desktop or web-based) or visual graphic interface. These tools range from very simple Microsoft PowerPoint converters
to powerful toolboxes for rapid e-learning. These more complex authoring tools, referred to as self-contained
toolboxes, do not rely on other tools; the entire e-learning course is created within just one integrated toolset.
All authoring tools must have some key capabilities, including:
>> interactivity and navigation menu-driven content and ability to move throughout the content;
>> editing content publisher for easier changes/updates;
>> visual programming use of buttons, icons, drag-drop graphic;
>> preview/playback ability to see or test an ongoing project;
>> cross-platform interoperability able to run on all platforms;
>> cross-browser interoperability able to run on different browsers;
>> integration with leading e-learning applications and compliance models, such as Sharable Content Object Reference
Model (SCORM) and Aviation Industry CBT [Computer-Based Training] Committee (AICC), for LMS delivery; and
>> delivery of learning content in multiple formats able to use SCORM for LMS, Web, CD-ROM and Microsoft Word.
92
Navigation options
People may use different approaches to study: some may prefer to have a quick and overall look
at the content and then go back to a specific unit, while others may want to follow a predefined
order. Allowing learners control over the process is particularly relevant in adult learning.
Course interfaces usually allow the following navigation techniques:
>> course and lessons menus, which allow learners to select specific lessons and topics within the course; and
>> previous, next and reload buttons to permit control of pacing within a lesson.
In their early phases, many authoring tools were simple PowerPoint add-ons, able to convert a set of slides directly from
PowerPoint. For example, iSprint Presenter25
or Articulate26 transform standard PowerPoint presentations into Flash.
Pressing on Preview > Preview slides or Publish, a PPT presentation is automatically converted into Flash.
25
26
http://www.ispringsolutions.com/products/ispring_presenter.html
http://www.articulate.com/products/studio.php
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As authoring tools evolved, they integrated many other useful features and new easy-to-use templates to accommodate
rich media interactions, quiz makers, video converter, etc. for more engaging and complete learning experiences.
Authoring tools generally allow choice among different outputs depending on the required product
format. Several outputs can be produced by authoring tools: Web, CD-ROM or SCORM-compliant format
for LMS (SCORM 1.2, SCORM 2004) delivery, and MS Word for hardcopy reference materials.
Moreover, some online user-friendly hosted services, like those set up by the Articulate or Course Lab communities,
allow content to be published, delivered and tracked online. In this case hosted services act as LMS and allow
users to set course parameters, course structure and eventually invite other users to view published courses.
Articulate publishing
options in Articulate
Engage include: Web,
hosted online service,
LMS, CD or MS Word.
94
Another tool, Adobe Captivate27 (now part of the complete toolbox for developing professional
e-learning content) was born as a simulation and demonstration software, but thanks to object
styles and rich interactive elements, it has become a multipurpose development tool.
Some tools are directly incorporated into LCMSs, such as eFront28 or aTutor.29 They include
authoring components and are able to create or add content and build online tests.
http://www.adobe.com/products/captivate/
28
http://www.efrontlearning.net/
29
http://atutor.ca/
30
http://www.courselab.com/
31
http://www.rapidintake.com/
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Template-based tools
The idea behind the template-driven system is to offer a gallery of pre-built, default templates for different types of
screens, both static and interactive (e.g. tests and question screens. In template-based authoring systems, authoring/
editing starts by selecting the right template which later will be filled with content using the visual content editor.
Interface, formatting and layout of the final product (player) are fairly easy to control by using customizable skins.
Templates provide visual and cognitive consistency - all screens in one course will not be identical, but they will have very
similar features, color schemes, themes, layout, etc. The template based system is beneficial for both course designers
and learners. Using templates and skins dramatically reduces production time and simplifies workflow. For designers this
ensures that course elements are consistently and appropriately added in each screen, while learners become familiar
with course elements and structure, thus avoiding unnecessary efforts while navigating from one screen to another.
Selection of design
template
Despite the variety of templates, template-based systems may present certain limits to creativity and design.
First of all, template layout may be rigid and inflexible with fixed dimensions and positioning of screen elements.
More serious problems occur when a pre-made template collection does not meet some instructional needs.
Recent editions of software packages (e.g. Rapid Intake32 and CourseLab) manage to overcome this
problem by embedding customization capabilities that can generate new, custom templates.
http://www.rapidintake.com/index.php?option=com_cc
board&view=forumlist&Itemid=110
32
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In addition, there are services which offer high-quality, interactive template solutions for e-learning professionals.
E-Learning Templates33 is a template market place that provides fully customizable Flash templates which
are compatible with most authoring tools (e.g. Articulate, Captivate, Rapid Intake, Adobe Presenter).
Timeline-based tools
Timeline-based tools, such as Adobe Flash,34 are widely used to create animations and robust interactive
applications with their own scripting languages and timeline that organizes and controls content over time.
Example: Adobe Flash used for an animated splash screen in IMARK courses development
In the Flash screenshot below, content is organized into layers (see the column on the left side). Layers are
positioned one after another, each containing a piece of content, images, text, etc. The central part represents
an action divided into frames, each containing only a part of action. The playhead is an indicator of the
frame currently visualized in the preview, where it moves from left to right along the timeline.
Object-based tools
Object-based tools build content using a set of ready to use objects that can be easily modified by changing their
properties. Object library covers all screen elements, such as: forms, simulations, buttons, titles, textboxes, scenarions, etc
Object-based tools, such as SmartBuilder35 or Course Lab, offer creative and flexible approaches to
course design because they eliminate constraints imposed by templates. The authoring phase starts
with empty on-screen real estate that is then populated by easily created, moved, resized or reused
objects. However, object-based tools require more development time than template-based tools
33
http://e-learningtemplates.com/
34
http://www.adobe.com/products/flash.html
35
http://www.suddenlysmart.com/
97
98
The following are some important factors to consider when evaluating authoring tools:36
>> Editing/updating capabilities These can allow rapid editing through a content
publisher. Fast editing and easier updating is time efficient.
>> Development or product costs Your budget needs to cover proprietary license costs, hardware,
infrastructure and deployment costs, or development costs, in the case of self-developed
product. If the budget is tight, open-source authoring tools could also be considered.
>> Delivery outputs Determine how an e-learning course is going to be delivered to
end users. Authoring tools use one or more of the following outputs:
>> LMS, if deployed on a learning management system. This output requires
courseware to comply with SCORM technical standards;
>> CD-ROM for stand-alone deployment;
>> Web browser (interoperability should be considered);
>> podcast;
>> mobile devices; and
>> MS Word produces a printable version of reference materials.
>> Learning curve This represents the amount of time needed to learn how to use the tool. Each tool requires time to
understand how it works, its main characteristics, the actions it is able to perform, etc. While authoring tools reduce
the time required to programme systems, they perform very complex tasks and therefore take some time to learn.
>> Training opportunities You can learn about the tool through online guides, webinars, online support and
forums. Also, many vendors deliver Web-based or on-site training sessions. With an internally developed
authoring solution, prepare a well-documented training manual to allow other people to work with the tool.
>> Integration This specifies whether a tool integrates well with leading LMS or/and
other software, such as PowerPoint, or other media programs and tools.
>> Creative freedom This is the ability to express and accommodate interactions, navigation elements, quizzes and other
features into course design. Some tools without customization capabilities can impose constraints on your creativity.
>> Team in charge of courseware production The number of team members, their expertise
and their ability to handle different tasks are crucial factors in any selection process.
>> Industry and community support Having available support is essential for troubleshooting, problem solving and
getting useful tips. The more widely used tools are better supported by online forums and user groups, which provide
free technical support to users, publish manuals and guidelines and organize Web seminars and online classes. Some
examples of product communities or forums are: Articulate Community,37 CourseLab Community,38 and Rapid Intake.39
Specialized reviews and e-learning research institutes perform exhaustive studies of all currently available
authoring tools. They establish criteria to guide you through the selection process and provide profiles and
information on each tools authoring process and rapid development features. Some examples include:
>> The eLearning guide;40
>> Centre for Learning and Performance Technologies;41 and
>> Brandon Hall Research.42
36
37
http://www.articulate.com/community/
38
http://www.courselab.com/db/cle/forum.html
http://www.rapidintake.com/index.php?option=com_cc
board&view=forumlist&Itemid=110
39
40
http://www.elearningguild.com/
41
http://c4lpt.co.uk/Directory/Tools/instructional.html
42
http://www.brandon-hall.com/publications/LCRapidAT/LCRapidAT.shtml
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7.5 In summary
Key points for this chapter
>> Interactive e-lessons are created by the development team and assembled in courseware.
>> A number of authoring tools exist for producing courseware. Authoring tools are specifically
designed for producing e-learning content without needing programming skills. However,
media editors are usually needed to develop graphics and other media elements.
>> There are three main kinds of authoring tools: template-based, timeline-based and
object-based. Compared with template-based tools, object-based tools offer more
flexibility for content developers but require more development time.
>> When selecting your authoring tools, consider important factors such as team expertise,
development costs, desired output, creative freedom and community or vendor support.
100
ANALISYS
NEEDS
ANALISYS
TARGET AUDIENCE
ANALISYS
TASK AND TOPIC
ANALISYS
DESIGN
LEARNING OBJECTIVES
SEQUENCING
INSTRUCTIONAL STRATEGY
DELIVERY STRATEGY
EVALUATION STRATEGY
DEVELOPMENT
IMPLEMENTATION
CONTENT
DEVELOPMENT
INSTALLATION
AND DISTRIBUTION
STORYBOARD
DEVELOPMENT
MANAGING
LEARNERS ACTIVITIES
COURSEWARE
DEVELOPMENT
EVALUATION
REACTIONS
LEARNINGS
BEHAVIOUR
RESULTS
102
103
After reading
documents on
agricultural
development and
poverty reduction,
learners are invited to
answer some questions
by considering
their own country
context and personal
experiences.
104
105
Based on the course syllabus, a storyboard specifies the activities that will be carried out and the materials
that will be provided to learners in each session. In synchronous learning, such as e-conferences or
virtual classrooms, special attention must be dedicated to the technology set-up requirements.
106
108
Synchronous
Asynchronous
> E-mail
> Discussion forum
> Wiki
> Blog
> Webcasting
Discussion forums
Discussion forums (also called message boards) are the primary tool for online discussion. They allow a number of
participants to hold conversations in the form of posted messages. In other words, participants can communicate
at different times by writing comments that remain in the forum for other participants who can read and respond to
them. Each forum can contain one or more discussions, which are comprised of one or more posts and replies.
109
Blogs
A blog (shortened from Web log), is a tool that allows people to share, access and easily update information, without having
any knowledge of computer programming. Blogs were created to present content as a simple list of entries, just like a diary.
A blog allows users to easily post content onto a Web site on a regular basis, in a standardized
format. The posted information forms a commentary or stream of frequently updated ideas.
The key element of a blog is that it gives a voice to the blogger (individual or
group) and allows a secondary voice from those who comment.
Webcasting
The term webcasting refers to audios and videos sent from a single source to multiple passive
receivers. The typical application is the video lesson, where an expert talks to many learners
simultaneously, without any interaction. Webcasting uses streaming media to transmit audio and
video over the Internet. However, recorded webcasts can be provided for asynchronous use.
Podcasts are audio programs that are broadcast over the Internet. They are audio files (such as MP3 or
.wav formatted) which can be downloaded to a compatible digital audio player or a computer.
110
Example of podcasting from the facilitated course Knowledge Sharing for Your Work
For example, the following podcast is used at the beginning of a facilitated course to provide background information.
Example of a video lesson from the facilitated course Knowledge Sharing for Your Work
In the same course, a short video is used to introduce course topics.
111
Polling
Instructors can ask learners to respond to a displayed poll, usually consisting
of a question and two or more possible answers.
112
Application sharing
Application sharing lets the presenter share programs, windows or screens with learners. Learners can
watch the presenters actions and can take control of the display with permission from the presenter.
113
Virtual classroom
A virtual classroom mimics a traditional instructor-led classroom by integrating different types of
synchronous tools, such as whiteboard, chat, audio conference or application sharing.
Most virtual classroom tools incorporate similar functions, although the screen interface may be different.
114
Case study
A formative evaluation of the first IMARK module entitled Management of Electronic Documents was undertaken by
FAO during the later stages of the development phase of the module. The evaluation focused on usability, media, content,
and instructional design. Questionnaires with open- and closed-ended questions were submitted to learners, SMEs and
IDs. The results of the formative evaluation were used to improve the module prior to the release of version 1.0.
After the first IMARK module had been available at least for two years, FAO and the Technical Centre for Agricultural and
Rural Cooperation (CTA) undertook a confirmative evaluation. The evaluation focused on the uptake and use of the first
IMARK module and used questionnaire-based surveys of learners, with additional inputs from distribution partners. The
results of the confirmative evaluation were used to update the content for developing a new version of the module.
43
44
115
It is very important that assessment is aligned with learning objectives, i.e. that
it measures the expected outcomes set in the design stage.
Assessing learning
According to the type of learning objectives, different methods can be used to evaluate learning.
Changes in attitudes and development of relational skills can be measured through
interviews, surveys or direct observation of participants behaviour.
Thinking and cognitive skills can be measured through assessment tests. Assessment tests can consist of sets of
questions or assignments designed to verify the achievement of a specific objective or the mastery of a given skill.
Assessment tests can be used for different purposes:
>> Prerequisite tests: used to verify if learners have the minimum required
knowledge to participate in a certain learning course
>> Pre-assessment tests (or entry tests): used to assess a learners knowledge and skills
before beginning a course, in order to personalize learning activities
>> Diagnostic tests: used to assess the achievement of a units learning
objectives after the completion of a specific learning unit
>> Post-assessment test: used to assess the achievement of the courses learning
objectives after the completion of the entire course
>> Certification tests: used to verify specific skills and knowledge inside the
organization and are not necessarily related to a learning course.
In self-paced e-learning, assessment tests mainly consist of closed-ended questions associated with response options45.
The most frequently used question formats include: multiple choice; multiple responses; matching; ordering; fill-in-the-blank;
and short answer/essay. Learning platforms often include editors to create tests, questions and tools for reporting results.
In facilitated and collaborative e-learning, closed-ended questions are integrated with different types of assignments
which are carried out during and/or at the end of the course. Questions and assignments are evaluated by the facilitator
or instructor. This is often associated with continuous monitoring of individual and group activities during the course.
Evaluating behaviour means understanding the extent to which participants behaviour has changed
because of the training program: for example, if they use the acquired knowledge and skills on the job
or in other practical situations. This can be done by observing learners performance on the job.
Finally, evaluating results consists of identifying the final results that occurred in the
organization because the participants attended the programme. The final results can include
increased production, improved quality, decreased costs, and fewer accidents.
116
8.6 In summary
Key points for this chapter
>> Online facilitated and instructor-led courses can include the following components:
a kickoff event, core learning activities (e.g. self-study, online discussions, group
work, virtual classroom), final assessment, conclusion and feedback.
>> A course syllabus needs to be developed which reports sessions and learning objectives. A
set of storyboards should detail the activities that will be carried out in each session.
>> Activities can be realized by using a range of tools, both synchronous and asynchronous,
which are selected according to learners preferences and technical requirements. Some
of them, such as wikis, blogs and chats, are called social or Web2 tools.
>> Evaluating learning activities is crucial for both self-paced and facilitated online courses.
Evaluation allows you to assess learners progress, the quality and effectiveness
of the course, and improve future learning activities and content
117
9. Learning platforms
How will we make the courses accessible to learners?
Clara has to choose the platform
for delivering the course.
She has heard about Moodle, an open-source
online platform that is widely used, but she would
like to know more about what Moodle and other
learning platforms can offer to her organization
to support the delivery of e-learning courses.
This chapter illustrates the different types of learning platforms which can be used to host
e-learning courses and make them available to learners. It includes the following topics:
>> Different types of learning platforms (VLE, LMS and LCMS);
>> Proprietary and open-source learning management systems; and
>> Solutions for limited Internet connectivity.
http://moodle.org/
46
http://www.blackboard.com/
47
118
Another type of platform learning content management systems, or LCMSs focuses mainly on creating e-learning
content. In other words, developers and administrators create content material, such as articles, tests, games, video and
small units of digital content (content chunks), which then are rapidly assembled, reused and tailored into different courses
according to learners needs. LCMSs reduce development efforts and allow digital content to be easily repurposed.
Both LMSs and LCMSs are designed to manage course content and track learner performance and learning
objects, but they differ in their purposes. While LMSs manage and track online activities, classrooms and all sources
and events, LCMSs do not manage blended learning, but only the digital content, even at its lowest levels.
These differences are summarized in the table below.
LMS
LCMS
Benefits who?
Primarily manages
Learning content
Manages e-learning
Yes
Yes
Yes
No
Tracks results
Yes
Yes
Yes
Yes
Yes
No
Yes
No
Schedules events
Yes
No
Yes
No
Yes
No
Yes
Yes
119
LMS
LCMS
No
Yes
No
Yes
Yes
Yes
No
Yes
No
Yes
Source: http://www.brandon-hall.com/
It is difficult to draw a fine line between these platforms. New generations of platforms are modular they consist
of plug-ins and add-ons, software components that extend platforms basic functionalities. For example,
some LMS applications integrate plug-ins that extend performance management capabilities and support job
competency databases, while others include content management capabilities for central storage of all forms
of content (e.g. media assets, learning objects). Web 2.0 add-ons add social networking functionalities.
Finally, enterprise resource planning software companies (such as Oracle or SAP)
tend to extend their human resource offerings with LMS components.
Hosted vs. internally handled LMS
LMS platforms, both proprietary and open-source platforms, can be hosted externally
by a vendor or handled internally within the organizations IT structure.
The table below shows some characteristics of both service models to consider when choosing a deployment modality
option. More often than not, the chosen modality depends on whether an organizations policy is flexible or strict.
Hosted LMS
per user
per user
internally on-premises
required
required
limited
IT support cost
high
low
high
much lower
long
short
strict
flexible
120
Open-source software packages in e-learning include LMS and LCMS platforms, as well as course
and media elements authoring tools. Benefits of open-source software packages include:
>> free distribution and licensing to unlimited users;
>> modification and derived works are allowed;
>> users worldwide are engaged in their development (i.e. community participation);
>> ability to run on multiple platforms; and
>> better and easier communication with other open-source languages, platforms and databases.
LMS open-source initiatives are usually backed by non-profit associations and consortiums, such as: .LRN consortium,48
Claroline Consortium,49 and the Sakai Foundation.50 The associations are committed to innovation in education
technology through open-source principles and provide a base for software development and quality.
The open-source LMS initiative is constantly evolving with new reliable, interoperable and extendable packages and trends.
The basic core system files are easily accessible and offered to the community licence-free. This open
model architecture means that developers and contributors can customize a platform according to the
clients needs or develop new software components, known as modules and add-ons, to extend basic system
functionalities. Many plug-ins and add-ons that enhance platforms are freely downloadable. For instance,
Moodle offers themes that enable users to personalize the look and feel of the Moodle platform.
On the other hand, some code extensions are suitable only for clients with specific needs. As such, they
are commercial and not covered under a free licence. For instance, a core community edition of the
eFront platform has been significantly extended with various administrative and report tools. The newly
extended version led to the creation of two commercial editions, Education and Enterprise.
Besides numerous advantages related to code modification and customization, open source packages have a few
drawbacks. Although there is no licence fee, certain cost elements are usually ignored. First of all, open-source programs
require a dedicated IT team with advanced technical and programming skills to handle set up, installation and customization
(e.g. installation of database and operating system). In some cases, the total running cost of open-source LMS, including
administration, support and maintenance costs, can even exceed the initial licence cost of proprietary LMS software.
Proprietary LMS
Open-source LMS
Licence fee
cost-based
no cost
Source code
encrypted, developed by a
professional developed team
Development team
professional developers
Ownership
owned by vendor
owned by community
fairly easy
Support/maintenance cost
included in licence
paid support
yes
no
Ease of customization
Release process
slow
rapid
48
http://dotlrn.org/about/index
49
http://www.claroline.net/consortium/consortium.html
50
http://sakaiproject.org/sakai-foundation
121
Based on their underlying instructional approaches, open-source LMS packages may be more suitable
for education/academia, governments or business/corporate. In addition, some of them integrate
social learning features that include chats, forums, RSS feeders and wikis (e.g. Sakai).51
Every year, leading experts in technology and market research (e.g. Brandon Hall Research,52 Bersin and
Associates53 or Forrester Research54) issue the LMS knowledge base, with indepth profiles of the whole
e-learning industry. Such resources offer structured and proven methodologies and advisory tools that
help organizations/institutions identify their own requirements when selecting an appropriate LMS.
Moodle platform for Collaborate and Learn at FAO - Virtual workshop: Introduction to Online Communities
In the central area, where the course is actually taking place, participants find a list of tasks and activities to do. In this
case, they are invited to introduce themselves or make their first postings to get used to the whole area. On the left,
they are given access to the tools, such as Discussion Forum, Cybrary, Case studies Wiki and Learning logs, and can
listen to the podcasts or take self-paced courses. Those listed in the section People are all workshop participants.
The Weeks (top right) shows a course structure divided by weeks. Each week has its own agenda and activities.
http://sakaiproject.org/
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http://www.brandon-hall.com/
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51
52
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53
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Functional area
Docebo
eFront
Dokeos
Claroline
Multilanguage
support56
partly
Easy to setup
Programming
langauge
PHP
PHP
PHP
PHP
PHP
Course
management57
Reporting tools
Content
management58
Authentication
SCORM 1.2
compliance
Course authoring
Communication
tools59
Modular
Online assessment
tools
Enterprise or
Pro edition60
57
Manage/import/upload content
58
59
60
56
124
ATutor
ILIAS
Moodle
OLAT
PHP
PHP
Sakai
LRN
open elms
Java
Java
OpenACS
ASP/Java Script
limited
limited
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61
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http://www.infodev.org/en/Article.551.html
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>> In three districts in Punjab67 province in Pakistan, participants, mostly women, engaged in a very interesting
mobile-enabled post-literacy pilot project to reinforce their newly acquired literacy skills. After completing a
basic literacy course, they were given mobile handsets and received nearly 600 SMS messages. They had to read
messages, copy them into their workbooks and read them repeatedly. Finally, they would reply to the messages
and answer questions. The whole programme was very motivating and their skills were significantly improved.
>> The Commonwealth of Learning launched the LIVES (Learning through Interactive Voice Educational System)68 education
system to deliver learning components via voice to multiple users over the existing telephony/mobile infrastructure.
The system is able to assess user performance via stored numeric feedback from the users. It has full working LMS
and LCMS features able to deliver and manage education materials and manage student profiles and progress.
>> Initially launched in Nigeria and Tanzania, Vodacoms mobile social network, The Grid,69 has expanded
globally, offering mobile chat and content-sharing features to their users and learners.
Despite the potential and capabilities of mobile devices, m-learning experiences are currently
limited and fragmented because of some technological and pedagogical issues:
>> Their small size makes them easy to lose and damage.
>> It is difficult to input or scroll because of the small user interface. There is a lack of technical standards across
platforms and mobile devices; e-learning is easier to deliver when mobile devices are more standardized.
>> There is a lack of appropriate instruction strategies.
>> No tools exist to evaluate the learning process.
>> Telecom infrastructure is undeveloped.
>> The cost of mobile devices can be a barrier to widespread use.
Approaches to working around these constraints include the following:
>> Optimize and downsize applications and Web sites for portable devices; eliminate
multicolumn design with simple navigation and no graphics.
>> Adopt adequate instructional approaches and make m-learning more collaborative and learnercentred. Because e-learning content created for desktop devices cannot be delivered via mobile
devices, m-learning is suitable for accessing knowledge, reminders, reviews and support; learning
through play; or inquiring or constructing knowledge. Learners should be allowed to access and
create content and communities of practitioners to exchange tips and best-practice solutions.
>> Elaborate evaluation and assessment tools in order to understand the learning process.
>> Bridge the Internet divide and lack of telecom infrastructure by using the initiative and efforts of mobile operators in
the region. For example, the leading mobile operator in Angola offers quicker Internet access through Opera Mini
software, and in Nigeria, Nokias Ovi Life Tools give access to a wide range of healthcare, agriculture and education
services and information, such as Learn English, in which learners acquire general knowledge or access exam results.
67
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68
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9.5 In summary
Key points for this chapter
>> Learning platforms are used by organizations and institutions to deliver and manage their learning
processes. A learning platform is a set of interactive online services that provide learners with
access to information, tools and resources to support educational delivery and management.
>> Learning platforms are usually referred to as VLEs (virtual learning environments), LMSs (learning
management systems) or LCMSs (learning content management systems). These terms are often used
interchangeably, and despite differences between these platforms, they have many features in common.
>> Learning platforms exist as proprietary or open-source software. Proprietary LMSs are licensed under
exclusive legal rights, restricted from modification, further distribution, reverse engineering and other
uses. They are distributed as closed-source programs with LMS licence costs based on a per user fee.
Open-source programs, work under the terms of the GNU General Public License, which is intended
to guarantee freedom to share and change the program, and ensure that it remains free for all users.
>> Solutions for low Internet connectivity can be considered, such as LAN (local area
network)-based LMS, offline players and mobile-learning technologies.
128
BIBLIOGRAPHY
>> Anderson, L.W., Krathwohl, D.R. (Eds.), A Taxonomy for Learning, Teaching and Assessing.
A Revision of Blooms Taxonomy of Educational Objectives, Addison Wesley, 2001
>> Bersin J. The Blended Learning Book. San Francisco: Pfeiffer, 2004
>> Clark R.C., The New Virtual Classroom: Evidence-based Guidelines for Synchronous e-Learning, Pfeiffer 2007
>> Clark R.C. Evidence-Based Training Methods. A Guide for Training Professionals. Alexandria, Virginia: ASTD Press, 2010
>> Clark R.C., Lyons, C. Graphics for Learning: Proven Guidelines for Planning,
Designing, and Evaluating Visuals in Training Materials, Pfeiffer 2011
>> Clark R.C., Mayer R.E., e-Learning and the Science of Instruction - Proven Guidelines for
Consumers and Designers of Multimedia Learning, Second Edition, Pfeiffer 2005
>> Crandall B., Klein G. and Hoffman R.R. Working Minds. A Practitioners
Guide to Cognitive Task Analysis. The MIT Press, 2006
>> Dessinger, J.C. & Moseley, J.L. Confirmative Evaluation: Practical Strategies
for Valuing Continuous Improvement. San Francisco: Pfeiffer, 2004
>> Gagn R. M., The conditions of learning and theory of instruction, Rinehart and Winston, 1985
>> Gronlund N. E., Assessment of Student Achievement, Allyn & Bacon, 2002
>> Gronlund N. E., How to write and use Instructional Objectives, Prentice-Hall Inc., New Jersey, 2000
>> Horton W., Designing Web-Based Training, John Wiley, 2000
>> Jonassen D. H., Learning to solve problems An instructional design guide, Wiley & Sons 2004
>> Kirkpatrick D.L. & Kirkpatrick J.D. Evaluating Training Programs. The
Four Levels. San Francisco: Berrett-Koehler Publishers, 2006
>> Mager R. F., Preparing instructional objectives, CEP Press, Atlanta,Third Edition 1997
>> Merrill, M.D. Component Display Theory in Reigeluth, C.M. Instructional Design
Theories and models, 1st vol., Hilldale (New Jersey, USA), Erlbaum 1987
>> Morrison D., E-Learning Strategies - How to Get Implementation and Delivery Right First Time, John Wiley 2003
>> Morrison G.R., Ross S.M., Kemp J.E., Designing Effective Instruction, Wiley & Sons, Inc., Third Edition 2001
>> Quinn C.L., Conner M.L., Engaging Learning: Designing e-Learning Simulation Games.
Pfeiffer Essential Resources for Training and HR Professionals, 2005
>> Shrock, S. A. & Coscarelli, W. C., Criterion-referenced test development: Technical and legal
guidelines for corporate training and certification. (3rd.ed.). San Francisco, CA: John Wiley & Sons, 2007
>> Sokolowski, J.A.& Banks, C.M., Modeling and Simulation for Analyzing Global Events. John Wiley & Sons, 2009
>> Westgaard O., Tests That Work: Designing and Delivering Fair and Practical
Measurement Tools in the Workplace, Pfeiffer & Co, 1999
129
GLOSSARY
*Source: American Society for Training & Development, www.astd.org
>> ADDIE model*: Classic model of an instructional system design process that includes the steps Analysis,
Design, Development, Implementation, and Evaluation from which the acronym is taken.
>> Add-on (LMS extension): Software components that add specific capabilities to a larger software application.
>> Animation*: The rapid sequential presentation of slightly differing graphics to create the illusion of motion.
Animation can have greater purpose in illustrating a process than a static visual, but it requires more information
to be processed by the computer and thus higher bandwidth. Compare to audio, video, text, and graphic.
>> Assessment*: The process used to systematically evaluate a learners skill or knowledge level.
>> Asynchronous learning*: Learning in which interaction between instructors and students
occurs intermittently with a time delay. Examples are self-paced courses taken via the
Internet or CD-ROM, Q&A mentoring, online discussion groups, and e-mail.
>> Audio conferencing*: Voice-only connection of more than two sites using standard telephone lines.
>> Bandwidth*: The information carrying capacity of a communication channel.
>> Bitrate: Speed of Internet connection or Bitrate describes the rate at which bits are transferred from one
location to another. In other words, it measures the transmission of data in a given amount of time. Bitrate is
commonly measured in bits per second (bps), kilobits per second (Kbps), or megabits per second (Mpbs).
>> Blended learning*: Learning events that combine aspects of online and face-to-face instruction.
>> Blog (Weblog) *: An extension of the personal Web site consisting of regular journal-like
entries posted on a Webpage for public viewing. Blogs usually contain links to other Web
sites along with the thoughts, comments, and personality of the blogs creator.
>> Bps (bits per second) *: A measurement of data transmission speed in a communications
system; the number of bits transmitted or received each second.
>> Browser*: A software application that displays World Wide Web pages originally written
in the text-based HTML language in a user-friendly graphical format.
>> Byte*: A combination of 8 bits.
>> CD-ROM* (compact disc read-only memory or compact disc read-only media): A computer storage
medium similar to the audio CD that can hold more than 600 megabytes of read-only digital information.
>> Chat*: Real-time text-based communication in a virtual environment. Chat can be used in
e-learning for student questions, instructor feedback, or even group discussion.
>> CMS (content management system) *: A centralized software application or set of applications that facilitates and
streamlines the process of designing, testing, approving, and posting e-learning content, usually on Web pages.
>> Coaching*: A process in which a more experienced person, the coach, provides a worker
or workers with constructive advice and feedback with the goal of improving performance.
(See also mentoring, which focuses on career development and advancement.)
>> Courseware*: Any type of instructional or educational course delivered via a software program or over the Internet.
>> Delivery*: Any method of transferring content to learners, including instructorled training, Web-based training, CD-ROM, books, and more.
>> Discussion boards*: Forums on the Internet or an intranet where users can post messages for others to read.
>> Distance education*: Educational situation in which the instructor and students are separated by time, location,
or both. Education or training courses are delivered to remote locations via synchronous or asynchronous means
of instruction, including written correspondence, text, graphics, audio- and videotape, CD-ROM, online learning,
audio- and videoconferencing, interactive TV, and FAX. Distance education does not preclude the use of the
traditional classroom. The definition of distance education is broader than and entails the definition of e-learning.
>> Distance learning*: The desired outcome of distance education. The two terms are often used interchangeably.
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>> E-learning (electronic learning) *: Term covering a wide set of applications and processes, such as Web-based
learning, computer-based learning, virtual classrooms, and digital collaboration. It includes the delivery of content via
Internet, intranet/extranet (LAN/WAN), audio- and videotape, satellite broadcast, interactive TV, CD-ROM, and more.
>> E-learning 2.0: Refer to new ways of thinking about e-learning inspired by the emergence of Web 2.0.
>> E-mail (electronic mail) *: Messages sent from one computer user to another.
>> E-mail list*: A form of one-to-many communication using e-mail; a software program
for automating mailing lists and discussion groups on a computer network.
>> ERP (Enterprise Resource Planning) *: A set of activities supported by application software that helps a company
manage such core parts of its business as product planning, parts purchasing, inventory management, order
tracking, and customer service. Can also include modules for finance and HR activities. The deployment of an ERP
system can involve considerable business process analysis, employee retraining, and new work procedures.
>> Evaluation*: Any systematic method for gathering information about the impact and effectiveness of a
learning offering. Results of the measurements can be used to improve the offering, determine whether
the learning objectives have been achieved, and assess the value of the offering to the organization.
>> F2F (face-to-face) *: Term used to describe the traditional classroom environment.
>> Facilitator*: The online course instructor who aids learning in the online, student-centered environment.
>> Feedback*: Communication between the instructor or system and the learner resulting from an action or process.
>> Firewall*: A technology that gives users access to the Internet while retaining internal network security.
>> Flash*: Software by Macromedia that enables designers to use simple vector graphics to create
computer animations, which can be viewed by any browser with the correct plug-in.
>> GNU General Public Licence: A free license for software and other kinds of works.
>> Host*: (noun) A computer connected to a network; (verb) To store and manage
another companys technology and/or content on your own servers.
>> Icon*: A simple symbol representing a complex object, process, or function. Icon-based user
interfaces have the user click on onscreen buttons instead of typing commands.
>> ILT (instructor-led training)*: Usually refers to traditional classroom training, in which an instructor teaches a
course to a room of learners. The term is used synonymously with on-site training and classroom training.
>> Informal/formal learning*: Formal learning is a class, a seminar, a self-study course. Informal learning is not formally
defined learning at home, work, and throughout society, such as over the water cooler, at the poker game, asking the
guy in the next cube to help out, collaborative problem solving, watching an expert, or sharing a terminal for e-learning.
>> Infrastructure*: The underlying mechanism or framework of a system. In e-learning, the infrastructure includes
the means by which voice, video, and data can be transferred from one site to another and be processed.
>> Instant messenger (IM) *: Software that lists users selected buddies (friends, family, co-workers,
and so forth) who are online and enables users to send short text messages back and forth to them.
Some instant messenger programs also include voice chat, file transfer, and other applications.
>> Instructional design: The systematic development of instructional specifications using learning and
instructional theory to ensure the quality of instruction. In job-related training, the aim of instructional design
is to improve employee performance and to increase organizational efficiency and effectiveness.
>> Instructional designer (ID)*: An individual who applies a systematic methodology
based on instructional theory to create content for learning.
>> Internet*: An international network first used to connect education and research networks, begun by the
US government. The Internet now provides communication and application services to an international
base of businesses, consumers, educational institutions, governments, and research organizations.
>> Intranet*: A LAN or WAN thats owned by a company and is only accessible to people working internally.
It is protected from outside intrusion by a combination of firewalls and other security measures.
131
>> Job aid*: Any simple tool that helps a worker do his or her job (for example, a flow chart to follow when answering
a customer service call). Job aids generally provide quick reference information rather than in-depth training.
>> LAN (local-area network)*: A group of personal computers and/or other devices, such as printers or servers, that are
located in a relatively limited area, such as an office, and can communicate and share information with each other.
>> LCMS (learning content management system)*: A software application (or set of
applications) that manages the creation, storage, use, and reuse of learning content.
LCMSs often store content in granular forms such as learning objects.
>> Learning*: A cognitive and/or physical process in which a person assimilates information and
temporarily or permanently acquires or improves skills, knowledge, behaviours, and/or attitudes.
>> Learning environment*: The physical or virtual setting in which learning takes place.
>> Learning game*: Learning games are simulations involving a competitive component, a
challenging goal and a set of rules and constraints. The term learning game is also used to
indicate simpler game-show quizzes used to support memorization of factual knowledge.
>> Learning object*: A reusable, media-independent collection of information used as a modular
building block for e-learning content. Learning objects are most effective when organized by
a metadata classification system and stored in a data repository such as an LCMS.
>> Learning objective*: A statement establishing a measurable behavioural outcome, used as an advanced
organizer to indicate how the learners acquisition of skills and knowledge is being measured.
>> Learning platforms*: Internal or external sites often organized around tightly focused topics, which contain
technologies (ranging from chat rooms to groupware) that enable users to submit and retrieve information.
>> Learning solution*: 1) Any combination of technology and methodology that delivers learning. 2)
Software and/or hardware products that suppliers tout as answers to businesses training needs.
>> Line chart: diagrams displays quantitative information or illustrates relationships between two changing
quantities (variables) with a line or curve that connects a series of successive data points.
>> LMS (learning management system)*: Software that automates the administration of training. The LMS registers
users, tracks courses in a catalog, records data from learners; and provides reports to management. An LMS
is typically designed to handle courses by multiple publishers and providers. It usually doesnt include its own
authoring capabilities; instead, it focuses on managing courses created by a variety of other sources.
>> Localization*: The tailoring of an offering to meet the specific needs of a geographic area, product, or target audience.
>> Mentoring*: A career development process in which less experienced workers are matched with
more experienced colleagues for guidance. Mentoring can occur either through formal programs
or informally as required and may be delivered in-person or by using various media.
>> Modular*: Made up of standardized units that can be separated from each other and rearranged or reused.
>> Multimedia*: Encompasses interactive text, images, sound, and color. Multimedia can be
anything from a simple PowerPoint slide slow to a complex interactive simulation.
>> Navigation*: 1) Moving from Webpage to Webpage on the World Wide Web. 2) Moving through the pages
of an online site that may not be part of the WWW, including an intranet site or an online course.
>> Offline*: The state in which a computer is in operation while not connected to a network.
>> Online*: The state in which a computer is connected to another computer or server
via a network. A computer communicating with another computer.
>> Online learning*: Learning delivered by Web-based or Internet-based
technologies. See Web-based training and Internet-based training.
>> Online training*: Web- or Internet-based training.
>> Open-source software*: 1) Generally, software for which the original program instructions, the
source code, is made available so that users can access, modify, and redistribute it. The Linux
operating system is an example of open source software. 2) Software that meets each of nine
requirements listed by the non-profit Open Source Initiative in its Open Source Definition.
>> OS (Operating System): Programs and data that manage computer hardware resources and
provide a software platform on top of which other programs (applications) can run.
132
>> PDA (Personal Digital Assistants): Also known as palmtop computer, it is a mobile device
functioning as a personal information manager; able to connect to Internet.
>> PHP: Scripting language designed for web development to produce dynamic web pages.
>> Plug-in*: An accessory program that adds capabilities to the main program.
Used on Web pages to display multimedia content.
>> Podcast*: A series of digital-media files which are distributed over the Internet using syndication
feeds for playback on portable media players and computers. The term podcast, like broadcast, can
refer either to the series of content itself or to the method by which it is syndicated; the latter is also
called podcasting. The term derives from the words iPod and broadcast; the Apple iPod being
the brand of portable media player for which the first podcasting scripts were developed
>> Post*: To place a message in a public message forum. Also, to place an HTML page on the World Wide Web.
>> Proprietary software: Software owned by a vendor and licensed under exclusive legal rights
that restrict users from modification, distribution, reverse engineering and other uses.
>> Rapid e-learning: A methodology to build e-learning courses rapidly. For example, an instructional designer or a
subject matter expert can create slides in Powerpoint, record narration on top of the slides, use some easy-to-use
software to add tests, and then upload the whole package to a learning management system or a Web site.
>> Real-time communication*: Communication in which information is received at (or nearly at) the
instant its sent. Real-time communication is a characteristic of synchronous learning.
>> Reusable*: E-learning content that can be transferred to various infrastructures
or delivery mechanisms, usually without changes.
>> RLO (reusable learning object)*: A collection of RIOs, overview, summary, and
assessments that supports a specific learning objective. (Pronounced R-L-O)
>> ROI (return on investment)*: Generally, a ratio of the benefit or profit received from a given investment to the cost
of the investment itself. In e-learning, ROI is most often calculated by comparing the tangible results of training
(for example, an increase in units produced or a decrease in error rate) to the cost of providing the training.
>> Role play*: (noun) A training technique in which learners act out characters in order to try out behaviours, practice
interactions, communicate for a desired outcome, and/or solve a dynamic problem. Role plays can reinforce
learning and help people apply new information, skills, and techniques; (verb) To participate in a role play.
>> RSS (Really Simple Syndication): A method of sharing and broadcasting content such as
news from a Web site. Using XML markup language, items such as news articles can be
automatically downloaded into a News Reader or published onto another Web site.
>> Saas (software-as-a-service)*: A model of software deployment where an application is hosted as a service provided
to customers across the Internet. By eliminating the need to install and run the application on the customers own
computer, SaaS alleviates the customers burden of software maintenance, ongoing operation, and support.
>> SCORM (Sharable Content Object Reference Model)*: A set of specifications that, when applied
to course content, produces small, reusable learning objects. A result of the Department of Defenses
Advance Distributed Learning (ADL) initiative, SCORM-compliant courseware elements can be easily
merged with other compliant elements to produce a highly modular repository of training materials.
>> Self-assessment*: The process by which the learner determines his or her personal level of knowledge and skills.
>> Self-paced learning*: An offering in which the learner determines the pace and timing of content delivery.
>> Serious games*: A software application developed with game technology and
game design principles for a primary purpose of learning.
>> Simulations*: Highly interactive applications that allow the learner to model or role-play in a scenario.
Simulations enable the learner to practice skills or behaviours in a risk-free environment.
>> SME (subject matter expert)*: An individual who is recognized as having proficient
knowledge about and skills in a particular topic or subject area.
>> Storyboard*: (noun) An outline of a multimedia project in which each page represents
a screen to be designed and developed; (verb) To create a storyboard.
133
>> Synchronous learning*: A real-time, instructor-led online learning event in which all participants are
logged on at the same time and communicate directly with each other. In this virtual classroom setting,
the instructor maintains control of the class, with the ability to call on participants. In most platforms,
students and teachers can use a whiteboard to see work in progress and share knowledge. Interaction
may also occur via audio- or videoconferencing, Internet telephony, or two-way live broadcasts.
>> Task analysis: In instructional design, it is a detailed analysis of actions and decisions that a person takes to perform
a job task, including the identification of the knowledge needed to support those actions and decisions.
>> Template*: A predefined set of tools or forms that establishes the structure
and settings necessary to quickly create content.
>> Training*: A process that aims to improve knowledge, skills, attitudes, and/or behaviours in a person
to accomplish a specific job task or goal. Training is often focused on business needs and driven by
time-critical business skills and knowledge, and its goal is often to improve performance.
>> Videoconferencing*: Using video and audio signals to link participants at different and remote locations.
>> Virtual*: Not concrete or physical. For instance, a completely virtual university does
not have actual buildings but instead holds classes over the Internet.
>> Virtual classroom*: The online learning space where students and instructors interact.
>> VoIP (voice over IP)*: Voice transmitted digitally using the Internet
Protocol. Avoids fees charged by telephone companies.
>> Web 2.0*: The use of Internet technology and web design to enhance information sharing and, most
notably, collaboration among users. These concepts have led to the development and evolution of
web-based communities and hosted services, such as social-networking sites, wikis, blogs.
>> Webcast*: (Web + broadcast) (noun) A broadcast of video signals thats digitized and streamed on the World Wide Web,
and which may also be made available for download; (verb) To digitize and stream a broadcast on the World Wide Web.
>> Web conference*: (noun) A meeting of participants from disparate geographic locations thats held
in a virtual environment on the World Wide Web, with communication taking place via text, audio,
video, or a combination of those methods; (verb) To participate in a Web conference.
>> Webinar: The term is a short version for Web-based seminar. A presentation, lecture, workshop
or seminar that is transmitted over the Web. Can be video, audio or chat-based.
>> Web site*: A set of files stored on the World Wide Web and viewed with a browser such as Internet
Explorer or Netscape Navigator. A Web site may consist of one or more web pages.
>> Whiteboard*: An electronic version of a dry-erase board that enables learners in a virtual classroom to view what
an instructor, presenter, or fellow learner writes or draws. Also called a smartboard or electronic whiteboard.
>> Wiki*: A collection of web pages designed to enable anyone who accesses it to contribute or modify content, using a
simplified markup language. Wikis are often used to create collaborative Web sites and to power community Web sites.
134
APPENDIX
The following section summarizes some taxonomies and design tools presented throughout the guide.
What are the target audiences major responsibilities in relation to the goal?
What are the critical aspects/tasks that should be improved with the target
audience, for the overall goal to be accomplished?
Do tasks require judgment and decisions to be taken for which some guidelines are required? [Y/N]
Task:
Guidelines / Steps
Task description:
135
Task:
Guidelines/Steps
Required knowledge
Learning taxonomies
Learning taxonomies can be used to:
>> formulate learning objectives; and
>> develop practice and tests.
Cognitive domain
Remember
Understand
Apply
Analyse
Evaluate
Create
Affective domain
Receiving phenomena
Responding to phenomena
The learner participates actively. He/she attends and reacts to a particular phenomenon.
Valuing
Organization
The learner has a value system that controls his/her behaviour. The behaviour
is pervasive, consistent, predictable and characteristic of the learner.
Adapted from: Krathwohl, David R.; Bloom, Benjamin S.; and Masia, Bertram B. 1964. Taxonomy of Educational
Objectives: The Classification of Educational Goals; Handbook II: The Affective Domain. New York: David McKay.
Psychomotor domain
Imitation
Manipulation
The learner is able to perform certain actions by following instructions and practicing.
Precision
Articulation
The learner is able to coordinate a series of actions, achieving harmony and internal consistency.
Naturalization
Adapted from: Dave, R. H. (1975). Developing and Writing Behavioral Objectives. (R.
J. Armstrong, ed.). Tucson, Arizona: Educational Innovators Press.
136
Types of content
The classification of different types of content can be used to:
>> define a course outline;
>> define the instructional strategy; and
>> develop practice and tests.
Procedures
Concepts
Principles
A principle (or rule) describe a relationship between two concepts. For example:
As price increases, the supply increases . Some principles can be translated
into strategic guidelines which can guide decisions and complex tasks.
Example: guidelines for facing price volatility
Interpersonal skills
Verbal and non verbal skills for interacting with other people.
For example, content related to negotiating or solving group conflict
Attitudes
Predispositions to behaviour.
Example: content related to appreciate the importance and urgency of
adopting measures for limiting the negative impacts of climate change
Expositive methods
Method
Used to
Delivery formats
Presentations,
Facilitate knowledge
acquisition (mainly conceptual
and factual knowledge),
orientation, motivation,
attitudinal change
case studies,
worked examples,
demonstrations
137
Application methods
Method
Used to
Delivery formats
Demonstrationpractise method
Combination of animation
and operational simulation
Virtual classroom (using
application sharing)
Job aids
Provide just-in-time
information and guidance
Case-based exercises
Develop job-specific
cognitive skills
Role plays
Guided research
Symbolic simulations
Learning games
Project work
Collaborative methods
Facilitate communications
among learners
Develop interpersonal skills
Stimulate attitudinal change
Collaborative work
138
E-learning
methodologies
A guide for designing and
developing e-learning courses