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'Analysis and Design of an E-learning Model for
Organizational Excellence and Versatility' 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):
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:
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.
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:
Design Phase
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).
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 :
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
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
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