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Transcript of Designing Interactive Web-Based Training Getting Beyond the Page-Turner Margaret Driscoll, Ed.D.,...
Designing Interactive Designing Interactive Web-Based TrainingWeb-Based Training
Getting Beyond the
Page-Turner
Margaret Driscoll, Ed.D., MBA, [email protected]
Nortel Network’s GoalNortel Network’s Goal
After attending this workshop you will be able to extend your current knowledge of principles of instructional design, to create programs effectively WBT programs integrating multimedia, applying branching techniques, and other using non-linear strategies
AgendaAgenda
• Introduction & debrief pre-work
• Designing information and training
• Using principles of cognitive psychology
• Linking objectives and practice
• Presenting content
• Designing practice opportunities
• Using frames and branching
Introduction & GoalsIntroduction & Goals
1. Introduce yourself
2. What would you like to be able to do as a result of this class?
3. What do you find most endearing or annoying about WBT?
Pre-workPre-work
• What was the most/least effective program you sampled? Why?
• What are the hallmarks of a great program?
• What are some common flaws?
• What assumptions did the developers of the programs make about the learner?
PurposePurpose
Information “Information is comprised of
data which has been given meaning by a process of analysis and organization and which has been communicated in a meaningful and recognizable form, in time to affect some outcome.”
Training Training is a deliberate
process for bringing about a change in behavior, attitude or cognitive structures
http://www.sems.surrey.ac.uk/buzz/info.html
Information VS. TrainingInformation VS. Training
Yale C/AIM Web Style Guide
http://info.med.yale.edu/caim/manual/contents.html
How to sincerely Research
a Company
http://home.sprintmail.com/~debflanagan/index.html
IntraMark: Intranet Learning Center -Webmaster
http://www.intramark.com/intranet/intrmark/frontend/menu.htm
Vanguard (select An Investing Primer)
http://www.vanguard.com/educ/inveduc.html
WBT FoundationWBT Foundation
• Training differs from information• Successful programs are based on a
needs assessment• You cannot learn for the learner• You must know the subject matter to
teach or design a course• Developing web-based training is a form
of software development
Successful Programs Are Successful Programs Are Based on a Needs AssessmentBased on a Needs Assessment
• What are the gaps in skills & knowledge?
• Who are the learners?
• What is the budget / time line?
• How stable is the content?
• Is the organization ready for WBT?
• Is the infrastructure adequate?
PHASES OF INSTRUCTIONPHASES OF INSTRUCTION
Practicing by Student
Presenting Information
Guiding the Student
Assessing Student Learning
Alessi, S. M. & Trollip. S. R. (1991). Computer-based instruction: Methods and Development. Englewood Cliffs, NJ. Prentice Hall.
WBT is a Form of Software WBT is a Form of Software DevelopmentDevelopment
• Requirements Analysis– Understand the specifications
• Design– Design and write routines and modules for
portability – Creating consistent data types and use consistent
name for variables – Refine code by carefully formatting and
commenting it– Tune code to make it faster and smaller – Design for testability
http://cuda.ucr.edu/Page_softeng/softDevGuide_1.html#section_1.1
More Software More Software Development IssuesDevelopment Issues
• Implementation– Helpdesk– Quality assurance– Legacy systems– Revisions– Platforms– Infrastructure
Computer Science Systems Informationhttp://www.cs.ucr.edu/systems/guidelines/design.html
WBT Design is Guided by WBT Design is Guided by Cognitive PsychologyCognitive Psychology
• Perception and attention• Memory• Comprehension• Active learning• Motivation• Locus of control• Transfer of learning• Individual differences
Perception & AttentionPerception & Attention
• Learning depends on the learner attending to stimuli and correctly perceiving it.
• Many things compete for a learners attention
• Only the learner can learn (motivation & attitude)
• Factors that enhance attention and perception• detail and realism (relevant content)
• use of sound versus visuals
• color
• characteristics of text
• animation
• position of screen elements
Try ThisTry This
Compare your reaction to these two training sites?
SmartPlanet
http://www.click2learn.com/
SkillSoft
http://www.skillsoft.com/
TechSoftwww.techsoft.com/OurServices/TechnicalTraining/TTraining.htm
MemoryMemory
• Working (short-term) memory holds 5-9 chunks of information simultaneously
• Learning is the process of moving things from short-term memory to long-term memory and making those items retrievable
• Two principles underlay all memory enhancing methods– organization (the trainer must impose order)– repetition helps when there is no inherent order
Miller, George (1956), The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63, 81-97.
Three Kinds of Three Kinds of Cognitive Load in WBTCognitive Load in WBT
• Content of the lesson
• Structure of the lesson
• Response strategies for the lesson
Reduce the Cognitive Load Reduce the Cognitive Load with Organization with Organization
• Chunking
• Sequencing
• Pacing
• Using inquiry/expository-based presentations
• Matching media to message
ComprehensionComprehension
• What we perceive must be interpreted and integrated into our current knowledge of the world.
Understanding Percenthttp://www.mathgoodies.com/lessons/vol4/meaning_percent.html
Why Use Interactions?Why Use Interactions?
• Maintain interest
• Increase motivation
• Increase retention
• Provide practice
• Enable earner control
• Enhances satisfaction
Tool in the Active Learning Tool in the Active Learning Tool Box Tool Box
• Prompts
• Learner responses
• Answer analysis
• Feedback
• Learner control
• Network communication
Interaction ExamplesInteraction Examples
InterMark
Web-master training
http://www.intramark.com/intranet/intrmark/frontend/menu.htm
DPEC
Desktop Applications with pre-test interactions
http://training.netquest.com/dpec/login.htm
Learn to Program in LOGO
Good example of multiple languages and reuse of key programmed elements under each language
http://hyperion.advanced.org/18446/
MotivationMotivation
• Extrinsic– e.g. CMI systems with reward & punishment
• Intrinsic – Challenge of the content– Curiosity about the content– Control of the lesson– Fantasy or immersion in program– Relevance of materials– Student confidence– Student satisfaction
Student/System ControlStudent/System Control
• Sequence• order of modules/lessons• branching/pretest
• Content• optional content• pace, difficulty
• Method• Presentation of information• Form of feedback
Transfer of LearningTransfer of Learning
Transfer is the degree to which improved performance in the lesson is reflected in real world improvements
• What affects transfer?– type of interaction– amount of interaction– variety of interaction– realism of instruction
Individual DifferencesIndividual Differences
• Motivation/attitude toward learning
• Prior experience with content
• Physiological differences • visual acuity• hand-to eye coordination
WBT Design is Guided by WBT Design is Guided by Cognitive PsychologyCognitive Psychology
• Perception and attention• Memory• Comprehension• Active learning• Motivation• Locus of control• Transfer of learning• Individual differences
DesignsDesignsLearn to Program in LOGO
Programming skills taught in multiple languages
http://hyperion.advanced.org/18446/
a2z
http://www.a2zinc.net/a2zinc/wbt/index.htm
Financial Ratios
In this module you will learn the basics of ratio analysis.
http://www.mce.be/wbt/demo/index.htm
CyberTravel Specialist
Travel course, intense use of frame.
http://cybertravelspecialist.com/
Sage Interactive
How to screw in a light bulb
http://www.sageinteractive.com/tutoria1.html
Cognitive ControlsCognitive Controls
• Field Dependent/Fiend Independence
• Cognitive Flexibility
• Impulsivity/Reflectivity
• Focus Attention (Scanning vs Focusing)
• Category Width (Breadth of Categorizing)
• Cognitive Complexity/Simplicity
• Automization (strong vs. weak)
Information GatheringInformation Gathering
• Visual / Haptic
• Visualizer / Verbalizer
• Leveling / Sharpening
Information OrganizingInformation Organizing
• Serialist / Holist
• Conceptual Style (Analytical/ Relational)
Learning StylesLearning Styles
ContentSequence
TransactionSequence
Serialist Holist
Allow preview of content to provide“big picture”
Arrange in logical sequence
Inductive sequence(Present examples and demos first, prior to figuring out a definition or seeing a list of steps)
Deductive sequence(Show the definition or list of steps and then see an example or demonstration.)
TransactionConfiguration
Visual learner - graphic formVerbal learner - text or lectureHaptic learner - manipulative
Common Problems in Concept Learning
Over generalization Under generalization
Http://www.id2.usus.edu/thennow.htm
Learning StylesLearning Styles
• Hill’s cognitive Style Mapping
• Kolb’s Learning Styles
• Dunn & Dunn Learning Styles
• Grasha - Reichman Learning styles
• Gregorc Learning Styles
Mager Style ObjectivesMager Style Objectives
Advanced Objectives Analysis for Web-Based Training
A
B
C
D
udience
ehaviorondition
egree
Instructional Outcomes can be Instructional Outcomes can be Classified on Two DimensionsClassified on Two Dimensions
• Fact
• Concept
• Procedure
• Principle
• Remember
• Create (create a new instance or example)
• Use ( apply)
PERFORMANCECONTENT
April 15 is the deadline for ___
32* FahrenheitWashington D.C.
ZipDrive
Storage devices
Fast food Serif & SanSerif
Return on investment
• Calculate a standard deviation
•Get cash from the ATM •Pump gas and pay with debit card
•Make French Toast
Supply & Demand
The Three Laws of Thermodynamics Andragogy
Diminishing ReturnsPeter Principle
Performance-Content Performance-Content MatrixMatrix
Find
Use
Remember
Fact Concept Procedure Principle
Per
form
ance
ContentMerrill, M. D. (1994). Instructional design theory. Englewood Cliffs, NJ: Educational Technology Publications.
Focusing and Targeting Focusing and Targeting Objectives Objectives
Use Merrill’s Performance/ContentMatrix to classify objectives.
Consider the DomainConsider the Domain
PsychomotorAttitudinal
Cognitive
Dick, W., & Carey, L., The Systemic Design of Instruction. New York Harpercollins College Div..., 1995.
Optimal Optimal Conditions for LearningConditions for Learning
ObjectiveObjective
StrategyStrategyTestTest
==
==
==
Presentation FormsPresentation Forms
• Expositoryhttp://www.powa.org/whtfrms.htm
– Telling– Illustrating– Showing
• Inquiry http://www.learner.org/exhibits/parkphysics/coaster/section1.html
– Responding– Applying– Questioning
Use Text WhenUse Text When
• Verbal learners are predominant
• The budget is limited
• There is a need for economy of communication
• Learners’ systems can not support rich media
• Handouts or take-always are desirable
Guidelines for Using TextGuidelines for Using Text
• Be succinct: write no more than 50% of the text you would have used in a hardcopy publication
• Write for scannability: don't require learners to read long continuous blocks of text
• Use hypertext to split up long information passages into multiple pages
http://www.useit.com/alertbox/9703b.html
How Users Read on the How Users Read on the WebWeb
• They don’t!
• They scan so do the following:– highlight keywords– use meaningful sub-headings– bulleted lists– one idea per paragraph– write using inverted pyramid– use half the word count
Jakob Nielsen's Alertbox for October 1, 1997 http://www.useit.com/alertbox/9710a.html
Writing for the WebWriting for the Web
• Rewrite the information at the following site:
Business Letters: Accentuating the Positives
http://owl.english.purdue.edu/Files/92.html
Use Jacob Neilson’s guidelines http://www.useit.com/alertbox/9710a.html
Examples of GraphicsExamples of Graphics
• Table– http://home.Netscape.com/
• Chart– http://www.spss.com/software/science/sigmaplot/
• Diagrams/ Flowchart– http://www.law.umkc.edu/faculty/profiles/glesnerfines/bgf-out1.htm
– http://ctsm.umd.edu/present/s17.htm
• Photo-realistic (representational) images– http://www.inexistencia.com/HREtar.htm
http://www.ilrt.bris.ac.uk/mru/dimp/section3/use_prt.html
Use Graphics toUse Graphics to
• Communicate with impact
• Direct attention
• Save time
• Display complex relationships
• Clarify abstract concepts.
Guideline for Using Guideline for Using GraphicsGraphics
– Simplify graphics, avoid excessive detail– Test graphics to ensure they clearly communicate – Use graphics to clarify the understanding of the
content otherwise they are just a distraction– Use a build technique or multiple tables/charts to
present complex data– Allow learners to control how long they look at
graphics – Place graphic and related text on the same page
so student can move between the two
Examples of ImagesExamples of Images
• Photo (JPEGs, GIFs)– http://www.photostogo.com/default.htm
• Illustrations– http://www.nmnh.si.edu/botart/bromgen.htm
– http://www.dml.georgetown.edu/depts/edmedia/images/pancreas.jpg
Try this!SkillSoft uses high quality photos and professional audio for maximum impact.http://www.skillsoft.com
Use Images AsUse Images As
• Primary information – Representational - those pictures that share a
physical resemblance to the concept being portrayed
• Analogy or mnemonic– Analogical - those pictures that explain a concept
by showing a similar example and applying the similarity
• A cue, icon
Why Use ImagesWhy Use Images
• Images are generally more evocative than words
• Images are more precise in triggering a wide range of associations
• Images enhance creative thinking and memory.
Guidelines for Using Guidelines for Using ImagesImages
• Include a caption• Place the image and related text on the same
screen or link from text to image• Simplify images, if this does not change
meaning• Use photo realistic image for self-paced
programs and high motivation• Use simplified line drawing for time
constrained learning
Examples of VideoExamples of Video
Streaming• Example of Range of Quality/Speed• http://www.spicerpro.com/downloads.htm
• REAL.COM (Filming tips)• http://www.realnetworks.com/getstarted/index.html#1
Ways to improve quality
• Download
• CD-ROM
Why Use VideoWhy Use Video
• Provide true documentation/authentic• Show psychomotor skills• Models behavior• Demonstrate the operation of tools and equipment. • Demonstrate skills that learners are expected to emulate. • Show experiments in which the processes must be
observed. • Analyze change over time using animation, slow motion, or
time lapse photography. • Reveal the spatial, three-dimensional qualities of an object
or structure. • Transport learners to places or situations not otherwise in
their experience.
http://seamonkey.ed.asu.edu/~winograd/emc703A/papers98/10/gazdafp.html
Guideline for Using VideoGuideline for Using Video• Present one idea per screen or video segment• Allow for repeated playback of the video by the learner• Keep information clear and well organized.• Consider adding a voice-over narration to otherwise
silent video clips.• Keep the image within the frame clear and uncluttered. • Organize information functionally to provide an
orientation or framework for the learner. • Provide an advance organizer
http://www.worldchat.com/public/druif/html_rubrics/Instrgen.htm
Examples of AnimationExamples of Animation
• Animation Sampler• http://support.lpsb.org/animate/learnpri.htm
• Plate Teutonix• http://www-eval.srv.cis.pitt.edu/~ciddeweb
/INSTRUCTIONAL-COMPUTING/SAMPLES/plate-teutonics.html
• Dental Procedure• http://www.garrisondental.com/products/companim.htm
• Humor & Attention • http://www.hotwired.com/animation/
• Programming with student control of animation• http://www.cs.msstate.edu/~cs12x3/Animation/Animation.html
• Chinese Character• http://www.ocrat.com/chargif/compass.html
Use Animation toUse Animation to
• Simplify reality • Speed-up or slow-down process• Attract attention • Indicate the function of a hot spot • Show changes from one state to another
• Demonstrate navigation in a particular
direction
Guidelines for Using AnimationGuidelines for Using Animation
• Use permanently moving (looping) animations sparingly
• Don't replay audio or animation introductions on repeat visits to a location. .
• Allow learners to replay the animation as often as they wish
• Make animations simple representations• Test animations for clarity of message and
usability
http://msdn.microsoft.com/workshop/management/planning/improvingsiteusa.asp
Examples of Instructional Examples of Instructional SoundSound
Character Education– http://www.projectwisdom.com/samples/samples_audio_pw1.htm
• Deutsche Online, German lessons for beginners– http://castle.uvic.ca/german/149/
Sales training, streaming audio and video– http://mba.uwosh.edu/sales1.htm
http://www.dinf.org/csun_99/session0150.html
Why Use SoundWhy Use Sound
• Audio's main benefit is that it provides a channel separate from that of the display.
• Use audio to offer commentary or help without obscuring information on the screen.
• Use audio to provide a sense of place or mood (as done to perfection in the game MYST). Mood-setting audio should employ very quiet background sounds that do not compete with the main information for the audience's attention.
• Use audio to demonstrate a customer interaction.
• Use audio to give a sense of a speaker's personality.
• Use audio to teach the pronunciation of words (for example, see the Microsoft Wine Guide).
• Use audio to inform your audience about background events such as the
progress of a file download or the arrival of new information.
Guidelines for Using SoundGuidelines for Using Sound
• Warn people to turn on their audio before important audio segments, cues, or instructions
• For sound effects, low-tone sounds (such as woodwind instruments or the cello) may be more universally palatable than high-tone sounds.
• It is worth investing in professional-quality sound production. For example, in separate studies of video games and for high-definition television (HDTV), people claimed improvements in the graphics or picture quality when only the sound quality improved.
• Don’t read the text• Allow learners to replay the audio• Develop audio clips based on written scripts• Synch sound and graphic, image, video ect..
Phases of InstructionPhases of Instruction
Presenting Information
Guiding the Student
Alessi, S. M. & Trollip. S. R. (1991). Computer-based instruction: Methods and Development. Englewood Cliffs, NJ. Prentice Hall.
Performance-Content Performance-Content MatrixMatrix
Fact Concept Procedure Principle
Per
form
ance
ContentMerrill, M. D. (1994). Instructional design theory. Englewood Cliffs, NJ: Educational Technology Publications.
Find
Use
Remember
The Cognitive DomainThe Cognitive Domain
Evaluation
Synthesis
Analysis
Application
Comprehension
Knowledge
Bloom, B. & Krathwohl, D. (1984). Taxonomy of Educational Objectives, Handbook 1 : Cognitive Domain. London: Longman Group United Kingdom
Ill-structured
Highly structured
FramesFrames
FrameDiscriminating
Constructed
Branching
Use to TeachMemorization & Simple Application of:
• Facts•Concepts•Procedure•Principles
Application of:•Concepts•Procedure•Principles
Problem solving with•Concepts•Procedure•Principles
MethodMultiple choice
Fill in the blankOpen response
Multiple choice
Elements of Discriminating Elements of Discriminating FramesFrames
• Set frame - a screen in which the information needed answer question is provided.
• Practice frame - a screen that gives student practice with set frame information. Hints, cues, and prompts may be provided.
• Terminal frame - a screen which asks student to demonstrate mastery of objective. No hints or cues.
Discriminating FramesDiscriminating Frames
Set FrameLearner is presented
with a short lesson
Practice FrameLearner answers question
Terminal FrameLearner gets feedback on
his or her answer
Motivation
Elements of Elements of Constructed FramesConstructed Frames
• Set frame - a screen in which the information needed answer question is provided.
• Practice frame - a screen that gives student practice with set frame information. Hints, cues, and prompts may be provided.
• Sub-terminal frame - screens used to build from simple to complex leading to terminal frame.
• Terminal frame - a screen which asks student to demonstrate mastery of objective. No hints or cues.
Constructed FramesConstructed Frames
SetFrame
Practice
Terminal Frame
Practice
PracticeSub-
TerminalFrame
Set Frame
SetFrame
Practice
Practice
Practice
PracticePractice
Practice
Sub-Terminal
Frame
Sub-Terminal
Frame
Characteristics of Characteristics of Branching Frames Branching Frames
• Everyone moves through a linear path with required content
• No two learners follow the same path
• Good for diverse learning levels
• More difficult to write
• More interesting for learners
Types of Types of Branching FrameBranching Frame
SetFrame
SetFrameGate
SetFrame
SetFrame
Gate
A
B C
CWash Ahead
Wash BackWash Back
Remediation Remediation LoopLoop
Branching FramesBranching Frames
LessonOne 1
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Rowntree, D. (1966). Basically branching: A handbook for programmers. London: MacDonald.
Active LearningActive Learning
• Overt response– click– drag– short answer
• Covert response– though questions– deep processing
Prompts: Taking Advantage of the Prompts: Taking Advantage of the Learner’s Desire for SatisfactionLearner’s Desire for Satisfaction
• Positive reinforcement – When the consequence is satisfying, it is said to
reinforce the behavior; that is, to make it more likely to
occur in the future.
• Negative reinforcement– When the response is not satisfying, or aversive, it is
said to punish the behavior; that is, to make it less likely to occur in the future.
http://www.transition2000.com/multimed/planning.htm
Practice Frame StrategiesPractice Frame Strategies
• Question & Answer
• Drill and Skill
ExamplesAlgebra Lessonhttp://forum.swarthmore.edu/library/ed_topics/prog_instruction/
Negotiation Skills Training http://www.youachieve.com
Designing a Web Sitehttp://www.usask.ca/dcs/courses/cai/web_site/index.html
Instructional Strategies for Instructional Strategies for Teaching New BehaviorsTeaching New Behaviors
• Shaping involves the reinforcement of successively closer approximations of some target
• Chaining teaches complex behavior by reinforcing the performance of simpler behaviors which are then strung together in the proper sequence to make up the more complex behavior.
• Discrimination learning is the process of learning to discriminate between between two closely related
responses to a specific stimulus. • Fading is the gradual withdrawal of prompts or cues
(discriminative stimuli) that guide the performance of a complex behavior
The Cognitive DomainThe Cognitive Domain
Evaluation
Synthesis
Analysis
Application
Comprehension
Knowledge
Bloom, B. & Krathwohl, D. (1984). Taxonomy of Educational Objectives, Handbook 1 : Cognitive Domain. London: Longman Group United Kingdom
Ill-structured
Highly structured
Teaching Higher Level Teaching Higher Level Thinking SkillsThinking Skills
• Simulations
• Role Plays
• Scenario Based Learning
• Games
SimulationSimulation
Simulation is a technique that teaches about some aspect of the world by imitating or replicating it
Characteristics of Characteristics of SimulationsSimulations
• Simplify reality • Used to learn:
– problem solving skills– procedures– take take action in various situations
• Provides process to build mental model of how the world works
• Two kinds– Physical simulation teach about how something
works– Procedural/situational teach how to do something
Sampling Sampling SimulationSimulation
The Interactive Patient - Marshal Medical School
Excellent interactive program teaching problem solving skills
http://medicus.marshall.edu/medicus.htm
Hollywood Stock Exchange
Teaches users about stocks
http://www.hsx.com/
The Doctor's Dilemma
Ethics education
http://www.ddonline.gsm.com/
Virtual Dog
Pet ownership skills
http://www.virtualdog.com/
GamesGames
Instructional games are a technique used to teach facts, principles, concepts, and procedures through a competition that motivates and engages
Characteristics of GamesCharacteristics of Games
• Goals (points, problem solving, mystery)• Rules• Competition (self, others, time, chance)• Challenge or varying level of difficulty• Fantasy• Safety• Entertainment
Types of GamesTypes of Games
• Adventure• Arcade• Board games• Card or gambling • Combat or violence• Logic games• Role playing • TV Quiz show
Benefits and Limitations of Benefits and Limitations of Games Games
BENEFITS• Entertainment• Motivation• Engagement• Prescriptive qualities
LIMITATIONS• Small cognitive
gains• Large investment in
learning rules• Vast amounts of
resources to create• Transfer of learning
can be challenging
Benefits and Limitations Benefits and Limitations Simulations Simulations
BENEFITS• Engaging• Motivational• Relevant• High transfer
LIMITATIONS• Expensive to
develop• Takes longer to
develop than W/CBT
•
Phases of InstructionPhases of Instruction
Practicing by Student
Presenting Information
Guiding the Student
Alessi, S. M. & Trollip. S. R. (1991). Computer-based instruction: Methods and Development. Englewood Cliffs, NJ. Prentice Hall.
Why Practice is ImportantWhy Practice is Important
• Develop accuracy and/or fluency– http://www.gamespot.com.au/puzzle/youdontk/demos.html
• Increase retention– http://www.best.com/~ejad/java/java.shtml
• Rehearsal/operating on new info
• Fatigue/bookmark for return
• Control– http://www.xnet.com/~fidler/triton/math/review/mat043/java/java_add2.htm
Why Practice is NeglectedWhy Practice is Neglected
• Expensive to develop
• Clients don’t understand its importance
• Makes programs longer
• Can be technically difficult to develop
Reasons for TestingReasons for Testing
• Assess level of learning
• Check quality of instruction
• Determine future instructional needs
Performance-Content Performance-Content MatrixMatrix
Find
Use
Remember
Fact Concept Procedure Principle
Per
form
ance
ContentMerrill, M. D. (1994). Instructional design theory. Englewood Cliffs, NJ: Educational Technology Publications.
Assessing the Assessing the Appropriate LevelAppropriate Level
Remember -ProcedureWhat are the steps to open an new Word document?Describe two way to open a Word document.
Use- ProcedureOpen a new Word document.Add an AutoCorrect entry to correct a typing error.
Find- ProcedureCreate a Word macro that inserts a three column table.Make a Word template for a business letter.
Testing ConsiderationsTesting Considerations
• Types of tests– True/False– Multiple choice– Fill in the blank– Matching columns– Drag & drop
• Criterion referenced testing• Adaptive testing
Guidelines for Developing Guidelines for Developing TestsTests
• Provide clear directions
• Make statements simple
• Ask questions in logical sequence
• Use terminology from lesson
• Test breadth of lesson
• Allow learners to review their responses
• Avoid asking question in the negative
Examples of TestsExamples of TestsHarte-Hanks Online TestingAverage to poor example of testing onlinehttp://www.harte-hanks.com/demo/testing/
Negotiation skillsGood pretest helps learner measure their currently level of mastery http://www.youachieve.com/ Computer Adaptive Testing (CAT)Theory behind CAT evaluationhttp://ericae.net/scripts/cat/catdemo.htmDownloadable example of a CAT style testhttp://www.unitek.com/Training/adaptive_test.htm
Active Phase - Safety TrainingVery poor pretest designhttp://www.activephase.com/
Drawing Flowcharts & Drawing Flowcharts & StoryboardsStoryboards
• These tools help the clients see the big picture– Storyboard– Flowchart– Rapid Prototype
Branching ProgramBranching Program
LessonOne 1
7 86
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3ca
2wb2wa 4w
3
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2
2c
1w
1c
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6ca16ca2
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Rowntree, D. (1966). Basically branching: A handbook for programmers. London: MacDonald.
StoryboardStoryboard
Thumb nail sketch of whatlearners see on screen
Directions for programmersand developers. No page should ever dead-end.
Script for audio and or video
Giving Inoculations#Number
linking storyboardto flowchart
Storyboard ResourcesStoryboard Resources
• Storyboard Form• http://www-rohan.sdsu.edu/dept/its/cycle/storyboard.html
• Example of WWW Storyboard• http://metalab.unc.edu/team/howto/board/board.html
Team MembersTeam Members
• Subject matter experts
• Project manager
• Graphic artist
• Instructional designer
• Course developers
• Web master
• Editors
• Writers
• Legal
• Field office staff
• Information systems staff
• Quality assurance staff
TimeTime
• 200-400 hours of development per hour of WBT seat time
• Many factors impact time– Quality and production values– Complexity of content– Stability of content
• Most tasks are on the critical path and this makes timelines inflexible
FundingFunding
• Project cost $10-50K per hour
• The major costs are related to labor not hardware or software
• Set aside funds for original art or the purchase of copyright material
• Budget for maintenance as part of funding
Where Did This Where Did This Come From?Come From?
• Web-based training takes half as long as traditional classroom training.
• Web-based training is more effective than traditional classroom training?
• Existing classroom materials can easily be repurposed for WBT.
• The systematic design of instruction (SDI) model is irrelevant for WBT?
• Web-based training is less expensive than traditional classroom training.
What’s Coming Next?What’s Coming Next?
• Strong back-end systems– Certification– E-business– Tracking– Content consolidators– Immersion
• Communities of Interest– Partners– Learning communities– Knowledge Management
• Personalized plans/strategic personal planning
Where are you going?Where are you going?Are your clients ready?Are your clients ready?
Ninthhouse.com “Where learning lives.”
http://www.ninthhouse.com
The Consultant’s LibraryThe Consultant’s Library• Alessi, S. M. & Trollip. S. R. (1991). Computer-based instruction: Methods and Development.
Englewood Cliffs, NJ. Prentice Hall.
• Bloom, B. S., Hastings, J. T. and G.F. Madaus, G. F. (1971). Handbook on formative and summative Evaluation of Student Learning. New York: McGraw Hill.
• Clark, R. C. (1999). Developing technical training: A structured approach for developing classroom and computer-based instructional materials. Washington, DC: ISPI Publication.
• Dick, W., & Carey, L., (1995). The Systemic Design of Instruction. New York Harpercollins College Div.
• Dwyer, F. M. (1978). Strategies for improving visual learning. State College: PA. Learning Services
• Fleming, M. & Levie. W. H. (1978). Instructional message design: Principles from the behavioral sciences. Englewood Cliffs, NJ: Educational Technology Publications.
The Consultant’s LibraryThe Consultant’s Library• Gagne, R. M. (1985). The conditions of learning and the theory of instruction 4th ed.. New
York: Holt, Rinehart and Winston.
• Jonasses, D. H. & Grabowski, B. L. (1993). Handbook of individual differences, learning, & instruction. Hillsdale, NJ: Lawrence Earlbalm Associates.
• LeFrancois, G.R. (1995). Theories of human learning. Albany: Brooks/Cole Publishing
• Markle, S. M. (1965). Good frames and bad. New York: Wiley.
• Merrill, M. D. (1994). Instructional design theory. Englewood Cliffs, NJ: Educational Technology Publications.
• Nielsen, J. (2000). Designing web usability: The practice of simplicity. Indianapolis, IN: New Riders.
• Rowntree, D. (1966). Basically branching: A handbook for programmers. London: MacDonald.
Journals to MonitorJournals to Monitor
• British Journal of Educational Technology • Educational Research• Educational Technology• Educational Technology Research and Development• Journal of Computer-Based Instruction• Journal of Educational Computing Research• Journal of Instruction Delivery Systems• Journal of Instructional Development• Journal of Interactive Instruction Development
BookmarksBookmarksJakob Nielsen’s Useit.com
http://www.useit.com/
Jakob offers a biweekly column that addresses issues of usability and interest to web designer.
TeleCampushttp://telecampus.edu/
Faculty and Developers will find our Learning on the Web guide as well as other tools and templates for the development and delivery of online courses.
The NODE Learning Technologies Networkhttp://www.node.on.ca/
The NODE's website is a focal point for information and discussion forums on issues related to teaching, learning and technological development.
Wellspringhttp://wellspring.isinj.com/
The Wellspring is a collaborative project from Instructional Systems Inc. and members of the Teachers College, Columbia University community. It is devoted to the needs of Distance Educators using the World Wide Web to deliver post-secondary courses to their students.
ResourcesResources
The MASIE Center
Rich resources for instructional technology
http://www.masie.com/
epss.com!
The premiere site for electronic performance support information and resources
http://www.epss.com/
Learning on the Web
This is a web-based manual available in both French and English to help instructors develop courses for the Web.
http://teleeducation.nb.ca/lotw/
More ResourcesMore Resources Best Practices in Web-Based InstructionUniversity of Toronto site devoted to highlighting exemplary features of on-line
courses. http://snow.utoronto.ca/best/crsreview.html
University of Tennessee - Knoxville
Web Based Learning Resources Library
http://www.outreach.utk.edu/weblearning/
webEDResource site for higher education and corporate WBT developershttp://www.osc.edu/webED/linkslist.html
And Still MoreAnd Still More
Web-Based Instruction Resource SiteMeta resource site that provides links to additional sites.http://www.personal.psu.edu/faculty/w/d/wdm2/main.htm
Building a Web-based Education SystemThis site is designed to support the book "Building a Web-Based Education System and to provide
a collection of resources to help people make use of the Web in their teaching and learning.http://webclass.cqu.edu.au/
The Center for Advanced Instructional MediaThe Web style guide is an outstanding resource for graphics interface design, typography, layout,
and navigation. http://info.med.yale.edu/caim/manual/contents.html
The Sevloid Guide to Web DesignA collection of over 100 tips, tricks and techniques on every aspect of web design.http://www.sev.com.au/webzone/design.htm
Web-Based Training Web-Based Training
Dr. Margaret Driscoll Dr. Margaret Driscoll [email protected]@tiac.net