The document discusses e-learning, defining it as computer-based instruction that can be synchronous or asynchronous, aimed at achieving personal or organizational learning goals. It outlines the development process for e-learning, including performance analysis, content definition, and instructional methods, while also highlighting the unique aspects and potential pitfalls of e-learning. Additionally, it categorizes e-learning goals into 'inform' and 'perform', and emphasizes the importance of aligning e-learning design with human learning processes.
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The document discusses e-learning, defining it as computer-based instruction that can be synchronous or asynchronous, aimed at achieving personal or organizational learning goals. It outlines the development process for e-learning, including performance analysis, content definition, and instructional methods, while also highlighting the unique aspects and potential pitfalls of e-learning. Additionally, it categorizes e-learning goals into 'inform' and 'perform', and emphasizes the importance of aligning e-learning design with human learning processes.
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Chapter 1
E-Learning: Promise and Pitfalls
E-Learning: Promise and Pitfalls 1. Definition of E-Learning 2. E-Learning Development Process 3. Two Types of E-Learning Goals: Inform and Perform 4. Is E-Learning Better? E-Learning: Promise and Pitfalls (cont.) 5. What Makes e-Learning Unique 6. e-Learning: The Pitfalls 7. What is Good e-Courseware? 8. Three types of e-Learning 9. e-Learning to Support Human Learning Processes 1- Definition of E-Learning What Is e-Learning? – We define e-learning as instruction/training delivered on a computer by way of CD-ROM, Internet, or intranet with the following features: 1. Includes content relevant to the learning objective 2. Uses instructional methods such as examples and practice to help learning 3. Uses media elements such as words and pictures to deliver the content and methods What Is e-Learning? (cont.) 4. May be instructor-led (synchronous e- learning) or designed for selfpaced individual study (asynchronous e-learning) 5. Builds new knowledge and skills linked to individual learning goals or to improved organizational performance 6. As you can see, this definition has several elements concerning the what 1- Definition of E-Learning (cont.) How. e-Learning courses are delivered via computer using words in the form of spoken or printed text and pictures, such as illustrations, photos, animation, or video. Some forms of E- learning (asynchronous) are designed for individual self-study. New E-learning formats called virtual classrooms or synchronous E- learning are designed for real-time instructor-led training. Both formats may support asynchronous collaboration with others through tools such as wikis, discussion boards, and email. 1- Definition of E-Learning (cont.) Why. e-Learning courses are intended to help learners reach personal learning objectives or perform their jobs in ways that improve the bottom-line goals of the organization.
As far as we concern, the goal of e-learning is
to build job transferable knowledge and skills linked to organizational performance or to help individuals achieve personal learning goals. Self-Study Vs. Virtual Classroom E-Learning Self-Study Vs. Virtual Classroom E-Learning (cont.) Self-Study Vs. Virtual Classroom E-Learning (cont.) ⚫ Asynchronous e-Learning: Digitized instructional resources intended for self-study. Learners can access training resources at any place at their own time and pace. ⚫ Synchronous e-Learning: Electronic delivery of instructor-led training available to geographically dispersed learners at the same time.
Please note that Synchronous sessions can be recorded and
accessed for asynchronous review after the event. Also called virtual classrooms. 2- E-Learning Development Process performance analysis ⚫ All e-learning projects should begin with a performance analysis to determine that – training will help realize important organizational goals by filling a gap in worker knowledge and skills related to operational outcomes and – e-learning is the best delivery solution. E-Learning Content ⚫ Following the performance analysis, a team begins by defining the content needed to perform the job or achieve the educational objective. ⚫ The e-learning development team observes and interviews people who are expert at a job to define the job skills and knowledge. ⚫ Based on either the job or content analysis, the team categorizes the content of an e- lesson into facts, concepts, processes, procedures, and strategic guidelines. E-Learning Content (cont.) E-Learning Content (cont.) ⚫ For example, the screen above about asynchronous e-learning is designed to teach use of formulas with Excel. The content being illustrated is a procedure: how to enter a formula into the spreadsheet. ⚫ At the completion of the job or content analysis, the design team will create a course blueprint that includes lesson outlines and learning objectives. The blueprint will serve as a model for the course development effort to follow. Defining the Instructional Methods and Media Elements ⚫ Instructional methods support the learning of the content. Instructional methods include techniques such as examples, practice exercises, and feedback. ⚫ In our example screen shown in Figure 1.3, the main instructional method is a demonstration. Defining the Instructional Methods and Media Elements (cont.) ⚫ We define media elements as the audio and visual techniques used to present words and illustrations. Media elements include text, narration, music, still graphics, photographs, and animation. ⚫ To be effective, instructional methods and the media elements that deliver them must guide learners to effectively process and assimilate new knowledge and skills. Defining the Instructional Methods and Media Elements (cont.) Your choice of delivery platform and software can influence which instructional methods and media elements can be included in the courseware. For example, limitations in bandwidth, no sound cards, or lack of headsets may limit the use of some media elements such as audio and video. 3-Two Types of e-Learning Goals: Inform and Perform 3-Two Types of e-Learning Goals: Inform and Perform (cont.) ⚫ Inform programs: Lessons designed primarily to communicate information rather than build skills. ⚫ E.g. A new employee orientation that reviews the company history and describes the company organization. The information presented is job relevant, but there are no specific expectations of new skills to be obtained. 3-Two Types of e-Learning Goals: Inform and Perform (cont.) ⚫ In contrast, we classify programs designed to build specific skills as perform programs. E.g. lessons on software use, designing a database, or evaluating a bank loan applicant. ⚫ Many e-courses contain both inform and perform learning objectives, while some are designed for inform only or perform only. 3-Two Types of e-Learning Goals: Inform and Perform (cont.) We distinguish between two types of perform goals: (1) procedural, also known as near transfer, and (2) principle-based or strategic, also known as far transfer. Procedural lessons such as the Excel examples in Figures above are designed to teach step-by-step tasks, which are performed more or less the same way each time. 3-Two Types of e-Learning Goals: Inform and Perform (cont.) Principle-based lessons, also called far transfer, are designed to teach task strategies that do not have one correct approach or outcome. Thus the situations presented in the training may not be exactly the same as the situations that occur on the job. 4-Is e-Learning Better? Research results indicated that learning in an online environment can be as effective as that in traditional classrooms. Second, students’ learning in the online environment is affected by the quality of online instruction. Not surprisingly, students in well designed and well- implemented online courses learned significantly more, and more effectively, than those in online courses where teaching and learning activities were not carefully planned and where the delivery and accessibility were impeded by technology problems. 5-What Makes e-Learning Unique? Four potentially valuable instructional methods unique to e-learning are: 1. Practice with Feedback 2. Social Software and Collaboration 3. Tailored Instruction 4. Simulations and Games Practice with Feedback In the Excel courses illustrated the learner has opportunities to practice the steps to input a formula into the spreadsheet. The asynchronous course includes a simulation that directs learners to construct and enter the correct formula to achieve an assigned calculation. If an incorrect formula is used, the program gives automated feedback telling the learner his or her answer is wrong, providing a hint and asking the learner to try again. Prior to this hands-on practice, the learners have seen an animated, narrated demonstration of the steps required to input a formula. Social Software and Collaboration
In both virtual classrooms and asynchronous e-
learning, learners can collaborate at independent times by email and discussion boards. With the emergence of synchronous e-learning as well as social software such as facebook, we anticipate a growing trend in leveraging collaborative tools for learning. Tailored Instruction ⚫ e-Learning is the only technology-based delivery vehicle that can make ongoing dynamic adjustments to the instructional path based on learners’ responses. For example, if the learner makes errors on a practice problem of intermediate complexity, the program can offer either an easier problem or a similar problem accompanied by increased instructional help. Tailored Instruction (cont.) ⚫ This tailoring of instruction based on learning progress is called adaptive instruction. Adaptive instruction can be implemented in asynchronous e-learning and is most beneficial when training time and costs can be saved by tailoring lessons to individual requirements. Simulations and Games ⚫ Present virtual models of an environment and let students take part in virtual experiences. Provide safe way to experience reality ⚫ Examples include flying an airplane or conducting a chemical experiment ⚫ Simulations offer the student opportunities to interact with the content and to participate in discovery learning. Educational games ⚫ Present or review educational content in a game format which can adds an element of interest and entertainment ⚫ Some controversy exists; some educators see value in the excitement and active learning a gaming environment present and others believe that the games detract from the joy of learning. 6- E-Learning: The Pitfalls Despite these impressive capabilities of computer-delivered instruction, we see two common barriers to the realization of the potential of online learning. 1. losing sight of the job, leading to transfer failure, and 2. media abuse, leading to over or under use of technology in ways that defeat learning. Pitfall One: Losing Sight of the Job There is no one set of skills that support expertise across the diverse contemporary workforce. Whether planning for near- or far- transfer learning, a detailed job and task analysis is a prerequisite and a labor-intensive process. e- Lessons that bypass the job analysis process run the risk of presenting knowledge and techniques out of context. Pitfall Two: Media Abuse Sometimes “technophiles” use all of the technology features available to them and in so doing overload learners’ processing capabilities. For example, they may decide to include audio in the form of music and narration, on-screen text, and animated visuals in an online simulation. As you will read in Chapter 2 , humans have limited capacity to absorb information and over- enthusiastic use of software features can depress learning. In contrast, “technostics” tend to ignore media capabilities. Pitfall Two: Media Abuse (cont.) For example, books may be transferred to screens, resulting in page turner e-learning. Alternatively, face-to-face classrooms may be converted to virtual classrooms with no modifications to take advantages of the features of the technology. Unlike face-to-face events, however, in e-learning classes, the learner can easily minimize the application or exit the session to engage in more productive or motivating activities. In this book we advocate a balance between the technophile and technostic approaches in which you apply research evidence on how to use technology features in ways that promote learning. 7- What does good courseware look like? We will answer this question when we provide recommendations based on the goal of your training, (i.e. inform or perform goals as above) the prior knowledge of your learners, (i.e. haracteristics of the learners and their styles) the environment in which you will deploy your training, such as platform, s/w, h/w, N/T and the instructional architectures you use in your e- learning lessons. What does good courseware look like? (cont.) What does good courseware look like? (cont.) ⚫ The interactivity of the lessons makes the distinguishing among the architectures ⚫ For learning to occur in the Receptive type, the learner has to initiate mental processing of the information themselves since no external processing opportunities included. What does good courseware look like? (cont.) ⚫ However, the Directive type incorporate highly structured practice opportunities such as, a step by step sequence of explanation-example- question-feedback are followed. The Excel lessons shown in figures above apply the this type. What does good courseware look like? (cont.) ⚫ Guided Discovery type of e-learning, includes simulation and games in which the learner is constantly engaged by clicking on various on-screen objects that provide data or activities related to the lesson to be learned. Learning in e-Learning ⚫ The challenge in e-learning, is to build lessons and choose instructional methods in ways that are compatible with human learning processes. ⚫ The computer technology side of e-learning is upgraded weekly, the human side of the equation—the neurological infrastructure underlying the learning process— is very old and designed for change only over evolutionary time spans. Learning in e-Learning (cont.) ⚫ We will take a look at the human learning system and the process involved in building new knowledge and skills. Then we will try to fill the gap by summarizing research-based answers to questions that multimedia producers and consumers ask about what to look for in effective e-learning. 8- Three types of e-Learning 1. Receptive: Information Acquisition (Inform Goals) – Lots of information, limited practice opportunities – “Show and Tell” software 2. Directive: Response Strengthening (Perform- Procedure Goals) – Asks frequent responses from learners with immediate feedback – “Show and Do” software 3. Guided Discovery: Knowledge Construction (Perform-Principle Goals) – Provide job-realistic problems and supporting resources – Effective for FAR transfer performance goals 9- E-Learning to Support Human Learning Processes 1. Build lessons compatible with human learning processes 2. The neurological infrastructure underlying the learning process is old and designed for change only over evolutionary time spans 3. Technology can easily deliver more sensory data than the human nervous system can process 4. When audio and visual elements interfere with cognition, learning will be depressed.