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'Analysis and Design of an E-learning Model for Organizational Excellence and Versatility'

By Muthu Kumar

  Entering the word “e-learning” into an online search engine will deluge one with copious listings in the thousands. E-learning has become the buzzword in educational and organizational circles. Almost everyone from programmers to classroom teachers have jumped into the bandwagon of churning out e-learning materials but few are discussing how to best construct the content of learning events in this new medium (Gottlieb, 2000). Almost 90 percent of all universities with more than 10,000 students offer some form of distance learning – nearly all of which use the internet (Svetcov, 2000).

  However a cursory survey of most of the entries from an online search would reveal that most of the e-learning courseware detailed lack the finesse and rigor required of authentic e-learning systems prescribed for meaningful learning. Most lack a deep understanding of the constituent components of a robust e-learning courseware that scaffolds a deeper cognitive development amongst the targeted audience of learners. They sorely lack the pedagogical and theoretical underpinnings that support contextual learning through quality learning tasks with the aid of cutting-edge technologies. Hardly if any thorough and systematic analysis and design is conducted before the production of e-learning courseware which results in hazy organization of instructional content that doesn’t serve the learning needs but instead becomes a cognitive overload on the part of the users. Through this article I articulate an attempt to develop an e-learning framework with analysis and design considerations that instructional designers, e-learning content developers and multimedia producers situated in educational, commercial and corporate settings can leverage upon in producing efficacious e-learning models aligned to the learner outcomes, needs and skill-sets.

Definition of E-learning

  E-learning can be defined as instruction delivered through computers using a myriad of modes such as CD-ROMs, Internet or intranet with the following features (Clark & Mayer, 2003):

  • Includes content relevant to the learning objective
  • Uses instructional methods such as examples and practice to help learning
  • Uses media elements such as words and pictures to deliver the content and methods
  • Builds new knowledge and skills linked to individual learning goals or to improved organizational performance.
  In a nutshell, Clark and Mayer (2003) explicate that the “e” in the phrase e-learning refers to “how” the course is digitized and delivered through electronic modes. The “learning” in e-learning expounds the “what” contents and ways people can learn from the course and “why” members of educational institutions need to achieve learning goals or corporate organizations build skill bases related to improved job performances.

Theoretical Basis for Developing E-learning Courseware

  The ADDIE model had been the widely accepted instructional design model in developing learning courseware. There is a corpus of research findings on the powerful applications of this model in designing and implementing learning programs that augment the knowledge base of learners and extend afar their learning trajectories by appropriating new skills and expertise (Ford, 1996). The ADDIE model holds true for technology-enabled learning as well and when the elements of this model are incorporated appropriately and judiciously in e-learning design models, authentic learning pans out upon implementation (Siemens, 2002).

The ADDIE model is comprised of the following five phases:

  • Analysis
  • Design
  • Development
  • Implementation
  • Evaluation
  The analysis phase lays the foundation by defining the problem, identifying the source of the problem and determining possible solutions. The design phase involves the planning of strategies for developing the instructional materials through activities such as identifying target audience, framing learning objectives and sequencing of instructions. The development stage generates the instructional materials with the aid of suitable media. The implementation phase refers to the actual delivery of the courseware whether it’s classroom-based, lab-based or computer-based. Finally the evaluation phase measures the effectiveness and efficiency of instruction and could be either formative or summative or both (Braxton, Bronico & Looms, 2000).

In this article, I will be delineating on generic principles involved in the first two stages i.e. analysis and design for the purpose of developing and delivering vibrant e-learning courseware that enhances learners’ metacognitive processing and realization of meaningful knowledge.

Learner-Centered Design Approach

  Traditionally, technology supported teaching methodologists have espoused an approach wherein the curriculum and learning processes have been designed to suit technological advances. However this has yielded a disappointing history of educational technology (Cuban, 1986). The learning potential in users is not exploited fully when they are forced to adept to the features of technologies in vogue. In so doing the learning needs, strategies and goals of the users are thrown into the backburner and embedding latest technologies becomes the preoccupying issue in the teaching/training agenda

  Research has revealed on the other hand that technology ought to be seamlessly integrated and infused into curriculum and instructional planning to scaffold active learning. This is the mainstay component of what can be called as the learner-centered approach to teaching in which technology is adjusted to fit in with the way that people learn (Clark & Mayer, 2003). It is used as a tool to extend the human mind (Norman, 1993).

Analysis Phase

Studying target population of learners:
E-learning attempts to reach out to a wide-ranging population of learners, some of whom may be housed within the boundaries of the same location whilst others may be situated geographically far apart. The latter would be the case especially for higher learning institutions that offer an array of long-distance educational programs. In present times, this entails reaching out to a target audience whose demographics are ever changing and becoming heterogeneous in terms of ages, cultural background, intellectual capabilities and educational combined with working experiences. Thus it is imperative that the e-learning courseware be designed such that it reaches out to the diverse needs of its intended audience. Some of the questions that the e-learning courseware designer needs to bear in mind during the analysis phase would be:

  • Who are the prospective users of this courseware?
  • What are the prospective users’ learning needs?
  • What are the learner styles?
  • What are the learners’ expected objectives and outcomes?
  • What prior knowledge/experiences are they likely to have?
  • What factors might affect their success in the course?
  • What types of student support will be essential?
  To assess the prior knowledge of the learners and determine their learning needs and outcomes, Hedberg and Sims (2001) have coined the idea of creating encounters for the learner. Introductory encounter is one type of situational encounter between user and designer wherein the learner introduces and informs the designer of his/her learning experiences and expectations. In this way valuable information can be exchanged on how to configure the presentation of the online-application and materials that go with it. Due to practical manpower logistical constraints, a sample of the user population could instead be mobilized for this purpose and the ensuing discussion with the designer on afore-mentioned issues such as needs analysis, learner styles, expectations and outcomes would set forth the courseware developmental process in the right direction.

Design Phase

  1.   Selecting e-learning content. Once the detailed analysis phase has been completed, the instructional designer has to approach the content specialist to define relevant content materials that need to be inputted into the shell of the e-learning framework. Table 1 by Ruth Clark (1999) defines the different classifications of e-learning content.

    Table 1. Five types of Content in e-learning

    Content Type

    Definition

    Fact

    Specific and unique data or instance

    Concept

    A category that includes multiple examples

    Process

    A flow of events or activities

    Procedure

    Task performed with step-by-step actions

    Principle

    Task performed by adapting guidelines


  2.   Determining e-learning goals. After the broad discussions with the users in the introductory encounter, the e-learning designers frame the learning goals based upon which the design framework for the courseware is anchored by. E-learning goals can be classified generically as inform and perform goals. Inform programs are those primarily meant to disseminate and share information. Perform goals can be further compartmentalized as perform-procedure and perform-principle goals. Perform programs are crafted to build specific performance skills with procedural programs being those that build skills in training that mirror closely those needed in professional practice whereas perform-based programs are those that provide training for situations and tasks which do not have one simple solution or approach to them (Clark & Mayer, 2003). They have succinctly summarized the typologies of e-learning goals in Table 2.

    Table 2. Inform and Perform e-Learning Goals

    Goal

    Definition

    Example

    Inform

    Lessons that
    communicate information

    • Company history
    • New product features

    Perform-Procedure


    Lessons that build
    procedural skills (also
    called near transfer)


    • How to log on
    • How to complete an
      expense report

    Perform-Principle


    Lessons that build principle-
    based skills (also called far
    transfer)


    • How to close a sale
    • How to design a
      Website

  3.    Instructional Methods. Though e-learning is delivered primarily via computers, the learner styles and characteristics can vary drastically and these differences need to be borne in mind whilst brainstorming for effective instructional strategies in producing e-learning materials. Further variables that would alter the matrix of instructional methods would be prior knowledge of the learner and the learning goals, objectives and experiences determined for the courseware. Most of this information can be gleaned through the introductory encounter between the courseware developers/designers and the users that takes place during the analysis phase.

      Three types of e-learning described by Clark (2000) and called as architectures of instruction are described in Table 3 Clark & Mayer, 2003).

    Table 3. Three Types of e-learning

    Type

    Builds Lessons That

    Used for


    Receptive :
    Information Acquisition


    Include lots of information
    with limited practice
    opportunities


    Inform Goals


    Directive:
    Response Strengthening


    Require frequent responses
    from learners with
    immediate feedback


    Perform-Procedure
    Goals


    Guided Discovery:
    Knowledge Construction


    Provide job-realistic
    problems and supporting
    resources


    Perform-Principle
    Goals


  Inform programs. According to the information acquisition perspective, the key mode of learning is through information dissemination and the learner is to absorb as much as possible. It’s a process of information feeding with the users acquiring of this information being reinforced by some limited practice with prompt feedback from the software and the extent of regurgitation of this information during assessment is considered as the measure of success in learning. In essence, this type of learning is what I consider as information absorption and it’s appropriate for situations such as familiarizing a new employee with background information of the firm.

  Perform-procedure programs. The response strengthening view stipulates that learning is appropriated through drill and practice (Clark & Mayer, 2003). Ample examples are incorporated as reinforcing agents to the concepts being taught. The instructing software also offers practice by posing questions which serve as stimuli and the responses by the learner gauged promptly with the correct answer being rewarded and the incorrect answer being penalized. Corrective feedback is provided at relevant junctions to scaffold the learning process of the students. This instructional method is largely based upon behavioral epistemology and is widely adopted in learning contexts where step-by-step procedures need to be taught such as being trained to use a software.

  Perform-Principle Programs. The guided discovery approach is drawn largely from constructivist theories of learning and is rooted in the precepts of situated, contextual and experiential learning. Constructivism promulgates that learning is linked to prior knowledge and ought to be based on real-life experiences. Learners are empowered to be purveyors of their own knowledge and encouraged to evoke new meanings to the learning experiences they come. From the sensory input of what they see and hear, learners build mental schemas through cognitive processes to interpret the information garnered thus engaging in knowledge construction. Learning is not understanding the “true” nature of things but a personal and social construction of meaning (Gottlieb, 2000). Teachers and teaching aids such as computers are viewed as facilitators who bridge the gap between what the learners already know and what they are able to make out from the exposure to new learning situations. Thus in e-learning this calls for inclusion of authentic, high quality tasks based upon real-life contextual experiences and supported by appropriate cognitive tools. This is especially imperative for e-learning architectures driven by perform-principle goals wherein training provided through the courseware needs to be dynamic and varied enough to be adapted in real-life situations which are normally unpredictable with more than one solution pathways. Such a teaching methodology suits training needs for evolving and constantly upgrading professional environments such as customer service, sales and marketing. Often e-learning designers accomplish such training needs through the use of simulations to depict problem-based scenarios which will mirror closely real-world situations. As the learners are guided through the phases of online problem solving, they become immersed in the intricacies, conflicts and complexities that are existent in the real world thus mediating the enculturation and transfer of knowledge processes into becoming members of the professional community.

  Jonassen (in press) describes an array of problem solving types which can be tapped upon by designers to scope constructivist learning environments facilitated by technology. Which type of problem solving is selected should be predicated upon the targeted learning goals and the learning activities and tasks most conducive for the the achievement of these goals. The learners ought to be first exposed to examples and solutions of problems of a similar nature but rooted in different contexts so that they build a conceptual schema of the cognitive and analytical processes involved in tackling such problems. Thereafter practice is provided wherein the learners attempt to solve a continuum of problems with increasing levels of complexities and are aided along the way with prompt automated feedback. Defined and constrained by the parameters of the problem space, the learners try to manipulate the problem space with the scaffolding provided by cognitive tools to successfully solve the problems thus realizing the learning objective. In so doing the learner becomes familiarized and acculturated into dealing with and tackling similar problems they might encounter in real-life situations.

  The different types of problem solving that could be utilized for this purpose are listed in Table 4 (Jonassen, in press).

Table 4. Types of problem-solving for authentic learning tasks

Type

Description of design
problems

Examples

Algorithmic

Procedural, guidelines
based

Solving algebra problems,
starting a computer, entering
data in accounting system

Story problems

Narrative and scenario
based

Compare problems in Mathematics, calculation of interest accrued in savings account

Rule-using

Clear purpose or goal
though multiple solution
pathways but based upon
standard rules.

Searching for info in WW

Decision-making

Making a decision from a
limited number of
alternative options

Selecting insurance or health
plan

Troubleshooting
problems

Fault state diagnosis

Debugging computer programs

Diagnosis-solution
problems

Similar nature to
troubleshooting problems.
However there are
multiple solutions and
solution paths.

Psychotherapy and
counselling

Strategic
performance

Complex activities based
on real-time environment

Teaching in a classroom when
an unexpected situation erupts

Systems analysis
problems

Complex. Multi-faceted
situations in which the
problem is unclear

Solving business problems

Design problems

Require the application of
a large body of knowledge
with lots of strategic
knowledge resulting in
original design

Designing instruction,
electronic circuit, marketing
campaigns

Dilemmas

No solution that will be
acceptable to a significant
portion of the people
affected by the problem.

Military, political, ethical issues
driven problems

  Savery and Duffy (as cited in Hedberg, 2003) enumerated four principles that should be applied to modern technology-based learning environments based on constructivist views :

  1. Learning is an active and engaged process.
  2. Learning is a process of constructing knowledge
  3. Learners function at a metacognitive level. Learning is focused on thinking skills rather than working on the “right answer the teacher wants.”
  4. Learning involves “social negotiation.” ……challenge their thoughts, beliefs, perceptions and existing knowledge by collaborating with other students.
  These principles need to be weighed-in when e-learning architectures are being developed. Learning is a complex process that is largely determined and dependent upon the metacognitive abilities of the learners. During the introductory encounter between the courseware designer and user, it is important that the skill levels of the users be ascertained so that appropriate cognitive tools can be built in to support the problem-solving tasks. Cognitive tools could range from organization tools for analyzing ideas to visualization tools such as concept mapping programs to help the learner “see” phenomena in concrete ways (Jonassen, in press). Collaborative tools such as chats, discussion forums, listservs could also be harnessed to promote cooperative learning in the absence of face-to-face discussions and interactions. Johnson and Johnson (1993) have shown that research proves the benefits that cooperative learning accrue to the learners vis-à-vis individualistic and competitive learning. Cooperation and collaboration, the hallmarks of constructive learning environments promote greater achievements, greater intrinsic motivation to want to learn as well as more frequent use of cognitive processes. E-learning activities that involve learners to communicate with each other asynchronously allow for reflection and learner control (Laurillard, 1993).

Conclusion

  E-learning ontology being rather recent and nascent is gaining rapid popularity with the upsurge in technological developments. However it has largely been used with pedagogical underpinnings similar to those used in traditional classroom teaching. As such this calls for a radical change of mind-sets and instructional epistemologies since innovativeness needs to be married with e-learning strategies to overhaul the traditional absolutist perspective of teaching entailing reproduction of ‘knowledge’ and instead herald the power of e-learning. I have attempted in this article to delineate some principles that could be of utility to e-learning courseware designers in developing and implementing capable and accomplished e-learning systems.

  For e-learning to be viable and competent, its models and methods must not contradict reality but rather facilitate the transfer of knowledge to the real world in a pragmatic and thoughtful manner. When designed based upon sound instructional precepts that incorporate seamless integration of appropriate technology, e-learning promises great potential in delivering high quality learning outcomes from the learners' perspective. Rather than obscure or compromise learning outcomes and objectives, e-learning can in fact accentuate learning gains through a series of just-in-time simulation activities and problem-solving tasks that replicate real-world situations. This is attainable provided proper analysis and design is undertaken in framing the e-learning architecture. It is not an understatement to proclaim that e-learning is bound to explode in the future and become the overwhelmingly favoured mode of learning, both in educational institutions and corporate settings since it obliterates to a very good extent the constraints of time, space, expertise and distance wrought about by traditional methods of classroom teaching. However this hypothesis needs to be emphasized in tandem by the dire need for rigorous and efficacious analysis and design considerations to be drawn upon as the bedrock of the e-learning developmental framework.

REFERENCES

 • Braxton, S., Bronico, K., & Looms, T. (2000). Instructional System Design (ISD) : Using the ADDIE model. Retrieved September 14, 2003, from http://www.seas.gwu.edu/~sbraxton/ISD/general_phases.html
 • Clark, R. C. (1999). Developing technical training. Silver Spring, MD: International Society for Performance Improvement.
 • Clark, R. C. (2000). Four architectures of learning. Performance Improvement, 39(10), 31-37.
 • Clark, R. C., & Mayer, R. E. (2003). e-Learning: Promise and pitfalls. In e-Learning and the Science of Instruction. San Francisco: Pfeiffer.
 • Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. New York: Teachers College Press.
 • Ford, D. J. (1996). Instructional Systems Design Model. In Action: Designing training programs.
 • Gottlieb, M. (2000). Foundations of E-learning. Communications Project Magazine, 3.1.
 • Hedberg, J. G. (2003). Creating, growing and sustaining learning environments.
 • Hedberg, J. G., & Sims, R. (2001). Speculations on design team interactions. Journal of Interactive Learning Research, 12(2/3), 189-214.
 • Johnson, D. J. a. R. (1993). What we know about cooperative learning. Cooperative Learning, 13(3).
 • Jonassen, D. H. (Ed.). (in press). Learning to solve problems online (Vol. 1:Distance Learning). Macomb, IL: Center for the Application of Information Technologies, University of Western Illinois.
 • Laurillard, D. (1993). Rethinking university teaching. London: Routledge.
 • Norman, D. A. (1993). Things that make us smart. Reading, MA: Addison-Wesley.
 • Siemens, G. (2002). Instructional Design in E-learning. Teaching Learning Technology News.
 • Svetcov, D. (2000). The virtual classroom vs the real one. Forbes, 166, 50-54.


Biography:
  Muthu Kumar having obtained his Bachelors in Engineering (Civil), completed his Postgraduate Diploma in Education at the National Institute of Education specializing in the subjects of Mathematics and Physics. He has extensive teaching experience in schools in Singapore and has also worked as an educational technologist. Currently he is an instructional designer with the Centre for Research in Practice and Pedagogy at the National Institute of Education, Nanyang Technological University, Singapore. His areas of research interest include e-learning design frameworks and factors that impact these frameworks, multimedia design and its cognitive implications as well as knowledge management technology.

Muthu Kumar
National Institute of Education Nanyang Technological University, Singapore
1 Nanyang Walk, Singapore-637616
Centre for Research in Pedagogy and Practice
NIE 2-02-17
Tel: (65)67903330
Fax: (65)6896845
Email: kumarl@nie.edu.sg


Interpersonal Computing and Technology: An Electronic Journal for the 21st Century

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