Professional Documents
Culture Documents
Assignment 3
By
Nyeisha George-Minott
Email: nyeisha.georgeminott@my.open.uwi.edu
Introduction
Good design and planning are important to an e-learning project. The largest effort will be placed on the
design and development of structured material that are self-contained and can be reused in different
contexts and delivered many times to different learners. In face-to-face settings teachers/facilitators
have the luxury of adapting, reworking, changing and reordering their content to adapt to their audience
on the fly. In e-learning settings, the design has to be able to hook the learners, sustain their
engagement, and create value for learning. A design that is spot-on will carry the learner through the
course from beginning to end. This however depends on the approach taken to e-learning.
E-learning approaches
There are two approaches to eLearning, the self-paced approach and the Instructor led approach. In
most cases e-learning courses consist of a mix of both approaches. Care and consideration has to be
Self-paced approach - Learners are free to learn at their own pace and to define personal learning paths
based on their individual needs and interests. 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. Some kind of support, such as e-mail-based technical support or e-tutoring, is normally offered to
Instructor-led approach - a linear curriculum is developed that integrates several content elements and
activities into a chronological course or syllabus. Learners, facilitators and instructors can use
communication tools such as e-mails, discussion forums, chats, polls, whiteboards, application sharing
and audio and video conferencing to communicate and work together. (Food and Agriculture
With either approach, it is important to create content that is well structured, and that meets the needs
and expectations of users. However it is important to note that learning design is not an activity that is
undertaken in isolation. The psychological theories that guide the learning process will be mentioned
briefly.
Guiding theories
Today organizations and institutions have seen a shift in their approach to learning. They have sought to
become learning organizations and see the need for continuous skills development to meet the shifting
needs. The theories of behaviorism, cognitive theory, constructivism and now connectivism have a
Under behaviorism learning is defined with clear goals and desired responses are due to reinforcements.
However cognitivism leans more towards a learner-centered design. Individuals create their own
knowledge structures (schema) by what is stored in their short and long term memories. Constructivism
on the other hand posits that learners construct their own knowledge through how they interpret their
perceptions and experiences. Now in this digital age the theory of connectivism sees knowledge as real
time, ever evolving, interrelated connections between people, social networks, databases, and personal
networks.
All these theories intertwine and are incorporated into how courses are designed and content is
created. How they are applied varies depending on the nature of the course, but the foundational
It is wise to adapt an instructional design model such as the ADDIE model when designing for e-learning.
The stages in the ADDIE model are outlined in the diagram below.
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Design
Analysis
Development
Evaluation
Inplementation
Target audience objectives development Distrubition Learnings
analysis Sequencing Storyboard Managing Behavior
Task and Topic Instrucitonal development Learners
activities Results
analysis Strategy Courseware
Delivery strategy Development
Evaluation
Strategy
Content for an e-learning course is being considered at the analysis and design stages of the ADDIE
Model. During the development stage the content is actually being produced. Knowledge and
information is collected and all pedagogical elements and technology needed to support learning are
included. As such when designing content within an LMS there are certain considerations that a
paramount; that the learning objectives and the desired level of performance are on par.
Additionally, the Blooms taxonomy indicates the types of cognitive performance ranging from the
lowest level (Remember) to the Highest level (create). Content for a course can be represented at any
stage of the pyramid (Armstrong, 2017). For example a simple PowerPoint or Word file can be used to
provide information for the learner to remember or understand a particular concept. A case study can
be given to encourage students to apply, analyze or even evaluate a concept. Learners can be asked to
create/design a model, case study, video etc. to show they can perform at the highest level of the
taxonomy.
Create
Evaluate
Analyze
Apply
Understand
Remember
Figure 1 - Blooms Taxonomy
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Gagnes book, The Conditions of Learning, first published in 1965, identified the mental conditions for
learning. These were based on the information processing model of the mental events that occur when
adults are presented with various stimuli. Gagne created a nine-step process called the events of
instruction, which correlate to and address the conditions of learning. (Gagne's 9 events of instruction,
2017)
stages will be highlighted in the lesson artifact mentioned later on in this document.
The Artifacts
There are five artifacts mentioned in this section. Each artifact was created and is showcased on this
E-learning content can consist of simple learning resources such as documents, pages and PowerPoint
presentations. In keeping with the ADDIE model, at the analysis state, the needs of the learners and
their key characteristics were determined, in addition to the topic. As such the audience for this sample
course in Moodle is the adult learner who is enrolled in an introduction to business course. Appendix A,
shows a link to the course outline page and a PowerPoint presentation. These resources would fall on
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the knowledge and understanding stages of the Blooms taxonomy as learners are simply being given
material or information from which they must construct their own knowledge.
Another consideration for creating content lies in the realm of accessibility. In designing and developing
content users with visual, hearing and motor/neurological disabilities should be considered. The videos
included on the course page have closed captioning turned on. Learners with hearing disabilities and all
users in general can read the on-screen text and captions as the videos play. (see Appendix B).
Another accessibility feature included is that of alternative text. The animated welcome included on the
course page and seen in appendix B has an alternative text description. This feature is especially
important for persons with visual disabilities. The screen reader that comes across this image will read
the alternative text which states Animated welcome (.GIF) brown fox pulling welcome sign.
Following the Blooms taxonomy, learners can appraise, argue, negotiate and defend a concept among
their peers. Learners will discuss their thoughts on the ethics video and what shaped their personal code
of ethics, while giving an example of a personal experience. Students can share and learn from the
opinions and experiences of others as they negotiate this complex topic. See Appendix C.
Appendix D showcases two artifacts, an assignment and a quiz. The assignment requires the learners to
watch a PowToon video called Ethics begins with all of us. Here 8 scenarios are show cased and
learners should now draw connections between the scenarios and the ethical implications they
represent. They must then create a document and write an essay with their response to the scenarios.
This is in keeping with the analysis and evaluations and to some extent the create stages of the Blooms
taxonomy.
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The 10 question quiz contains multiple choice and true/false questions that tests the learners
knowledge of the topics covered in chapters 1 and 2. The learners must answer all the questions and
submit the quiz for grading. The Moodle software grades the quiz and returns the deferred feedback to
the learners while registering a score in the gradebook. Students can then review their quiz and check
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. (E-learning Methodologies: A Guide for desigining and developing e-learning courses, 2011). The
e-lesson seen in Appendix E, follows to a great degree Gagnes nine events. Learners attention is gained
by first watching a video, a movie trailer for the 2004 movie envy. Learners are then informed about
the objective of the lesson. A short five (5) question pretest stimulates their recall of prior knowledge.
New material is presented in the form of a series of slides beginning with What is standard of living
and ending with Non-profit organization). Feedback is provided along the way. A five (5) question post-
test assesses the learners performance, having gone through the lesson. There after a summary page
recaps the key points. This is a graded activity and learner can then view their score in the gradebook at
Conclusion
It can be a time consuming affair to attempt to create and design content for a course space. It is
advisable to have a team, including the subject matter expert and instructional designer to come
together and convert concepts and course outlines into the media rich course spaces learners expect.
Engaging the learners in this way definitely requires much planning. In essence, you can equate course
design to that of project development. There are certain key considerations that course designers
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should have in place as they put together the elements that make an e-learning course as engaging as a
face-to-face class setting. These include the ADDIE model, Blooms taxonomy, Gagnes nine events, and
accessibility features. Different forms of media and content can be combined and strategically placed on
a course space to hook the learners, sustain their engagement, and create value for learning. The
various artifacts highlighted such as course outline, PowerPoints presentations, forums, lessons, quizzes
and assignments can guide learner successfully through an e-learning course from beginning to end.
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References
Armstrong, P. (2017). Bloom's Taxonomy. Retrieved from: Vanderbilt University: Center for Teaching:
https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/
Educause Evolving Technologies Committee. (2003). Course Management Systems (CMS). Retrieved
from: http://www.educause.edu/ir/library/pdf/DEC0302.pdf
Fleet, K. (2017). Learning Design and e-learning . Retrieved from: Epic Learning Group:
www.epiclearninggroup.com
Food and Agriculture Organization of the United Nations. (2011). E-learning Methodologies: A Guide for
desigining and developing e-learning courses. Retrieved from:
http://www.fao.org/docrep/015/i2516e/i2516e.pdf
Siemens G. Connectivism: A Learning Theory for the Digital Age. Retrieved from:
http://www.itdl.org/journal/jan_05/article01.htm
University of Florida. (2017 June 30). Gagne's 9 events of instruction. Retrieved from: Center for
Instructional Technology and Training: http://citt.ufl.edu/tools/gagnes-9-events-of-instruction/
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Appendix
Appendix A
Content
page
PowerPoint
Presentation
Appendix B
Artifact 2 Accessibility - Video with captions and alternative text for images
Appendix C
Appendix D
Assignment 1
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Appendix E