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1 – 10 of over 170000
Article
Publication date: 24 August 2012

F.B. Bruno, T.L.K. Silva, R.P. Silva and F.G. Teixeira

The purpose of this paper is to propose a web‐based tool that enables the development and provision of learning designs and its reuse and re‐contextualization as generative…

1864

Abstract

Purpose

The purpose of this paper is to propose a web‐based tool that enables the development and provision of learning designs and its reuse and re‐contextualization as generative learning objects, aimed at developing educational materials.

Design/methodology/approach

The use of learning objects can facilitate the process of production and delivering of educational material and their reuse and re‐contextualization in different scenarios – such process is due to the current development stage of information and communication technologies (ICTs), which allow easy access to products and services related to them. ICTs combined with instructional design theories, lead to the emergence of new generations of distance learning, which add educational content to web‐based services. From this combination rises a hybrid mode of education, which combines tools for face‐to‐face and distance learning (blended learning).

Findings

The use of the web as a platform for production and management of learning objects comes as a solution for storage and sharing. The utilization of objects is justified when its reusability is facilitated. This gives rise to possibilities in a client‐server environment, where information is centralized and available anywhere in the network.

Research limitations/implications

The combination of ICT and instructional design theories has potential and could result in hybrids which are yet to be fully understood and explored. This can enhance blended learning provision.

Originality/value

The paper presents a tool in which the learning designs work as structures built on XML, based on concept maps, which act as an interaction layer between the learning objects, organizing the content to be available.

Details

Campus-Wide Information Systems, vol. 29 no. 4
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 20 February 2009

Richard Dealtry

The purpose of this paper is to examine the successful design and management of high performance work‐based lifelong learning processes.

2507

Abstract

Purpose

The purpose of this paper is to examine the successful design and management of high performance work‐based lifelong learning processes.

Design

The paper summarises the process management practices and contextual parameters that are being applied in the successful design and management of high performance work based lifelong learning processes.

Findings

The paper finds that innovations in lifelong learning process design and development are restricted by traditional pedagogical thinking and administrative practices, an over emphasis on e‐learning and insufficient consideration of the holistic contextual factors. Design solutions are dynamically based on the idea of a timeless organic order or meta‐planning.

Research limitations

This paper is an outline summary of extensive lifelong learning process design best practice work with client organisations. As with many innovations taking place at the leading edge of work‐based learning management there is a limited supply of reliable published information.

Originality/value

Satisfying the important questions relating to the achievement of more substantial learning relevance in programme curriculum, the coherence of processes for validating non‐formal and informal learning and the effective value of e‐learning systems, are currently key areas of debate and policy making in Europe in particular. Where public and private sector companies are finding local global solutions these results are of considerable value in informing quality design and the way forward.

Details

Journal of Workplace Learning, vol. 21 no. 2
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 1 February 2003

Yvette James‐Gordon and Jay Bal

For learning opportunities to exist in an organisation, adequate learning methods need to be available in the organisation. This paper looks at the various learning methods for…

1735

Abstract

For learning opportunities to exist in an organisation, adequate learning methods need to be available in the organisation. This paper looks at the various learning methods for engineers in the design environment adopted by two automotive organisations. With greater work demands placed on the engineer and less time to learn, a more self‐directed learning approach is emerging. Emphasis is on the engineering design environment because of the continuous need for design engineers to keep updated with current engineering information, knowledge and techniques. By having the right learning climate and methods available in the organisation, the individual can engage in self‐directed learning; the effects of which are beneficial to organisational learning and the design engineer’s self‐development.

Details

The Learning Organization, vol. 10 no. 1
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 3 October 2008

Neil Lasher

The purpose of this paper is to outline an updated, six‐point model for instructional design which takes account of modern delivery trends in learning, such as informal and

1607

Abstract

Purpose

The purpose of this paper is to outline an updated, six‐point model for instructional design which takes account of modern delivery trends in learning, such as informal and workflow e‐learning.

Design/methodology/approach

The model is based on empirical research carried out over at least 20 years.

Findings

The paper finds that to adhere to the modern goal of aligning learning with business strategy, we need to predict the needs of the user and select the most useful content and delivery techniques. Until now, the instructional design model for informal and workflow e‐learning did not exist. Learners must be engaged by the learning programme/materials they are using. Learning modules should be narrowly focused to a single learning point. The learning content must be up‐to‐date and always retrievable. Learners must be motivated to use the new information they are being given via the learning materials. The effectiveness of learning materials is enhanced by the designer finding and exploiting something in the piece of learning that is significant to the learners and will affect them emotionally. Learners organise what they know through meaning and association; so, to get people to learn, we have to entice them – via building associations from what they know now to what we are going to teach them. Informal learning modules and workflow learning techniques do not always require delivery via a learning management system. Speed of access to learning materials is now an issue for users.

Originality/value

This paper explores a new – and augmented – model of instructional design which applies particularly to the design of e‐learning materials (which were unknown to the “key” instructional design gurus).

Details

Industrial and Commercial Training, vol. 40 no. 7
Type: Research Article
ISSN: 0019-7858

Keywords

Open Access
Article
Publication date: 11 December 2023

Jonan Phillip Donaldson, Ahreum Han, Shulong Yan, Seiyon Lee and Sean Kao

Design-based research (DBR) involves multiple iterations, and innovations are needed in analytical methods for understanding how learners experience a learning experience in ways…

Abstract

Purpose

Design-based research (DBR) involves multiple iterations, and innovations are needed in analytical methods for understanding how learners experience a learning experience in ways that both embrace the complexity of learning and allow for data-driven changes to the design of the learning experience between iterations. The purpose of this paper is to propose a method of crafting design moves in DBR using network analysis.

Design/methodology/approach

This paper introduces learning experience network analysis (LENA) to allow researchers to investigate the multiple interdependencies between aspects of learner experiences, and to craft design moves that leverage the relationships between struggles, what worked and experiences aligned with principles from theory.

Findings

The use of network analysis is a promising method of crafting data-driven design changes between iterations in DBR. The LENA process developed by the authors may serve as inspiration for other researchers to develop even more powerful methodological innovations.

Research limitations/implications

LENA may provide design-based researchers with a new approach to analyzing learner experiences and crafting data-driven design moves in a way that honors the complexity of learning.

Practical implications

LENA may provide novice design-based researchers with a structured and easy-to-use method of crafting design moves informed by patterns emergent in the data.

Originality/value

To the best of the authors’ knowledge, this paper is the first to propose a method for using network analysis of qualitative learning experience data for DBR.

Article
Publication date: 8 February 2016

D. Matthew Boyer and J. Emerson Smith

The purpose of this paper is to share the authors’ perspectives as members of a research-based course project focused on learning game design and development. The authors provide…

230

Abstract

Purpose

The purpose of this paper is to share the authors’ perspectives as members of a research-based course project focused on learning game design and development. The authors provide important aspects of their findings as usable knowledge in the form of implications for potential use in new contexts.

Design/methodology/approach

This is a case study of one instance of a course-based structured learning opportunity. The authors chose to interview each other about various aspects of the course structure and its affordances and constraints for creating an effective and supportive learning environment.

Findings

The paper provides findings as implications for potential transfer to new contexts. As considerations for engendering the type of learning the authors promote, they share much of the interview responses in an effort to not only contextualize their perspectives but also identify important aspects for similar projects.

Research limitations/implications

As a single case, the authors focus on areas of transferability rather than generalizability. With more cases, they could build the list of important aspects, but with this individual case, they can simply share the ideas they find most salient from their work.

Practical implications

The paper includes implications for those interested in creating similar opportunities that combine undergraduate research projects and coursework to enhance students’ ability to pursue individual interests typically not found in traditional course models.

Originality/value

This paper provides an example of a non-traditional opportunity for learning as a potential model for others.

Details

On the Horizon, vol. 24 no. 1
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 26 June 2007

Bernard Scott and Chunyu Cong

Today's technology supports the design of more and more sophisticated interactive learning environments. This paper aims to argue that such design should develop from first…

2291

Abstract

Purpose

Today's technology supports the design of more and more sophisticated interactive learning environments. This paper aims to argue that such design should develop from first principles.

Design/methodology/approach

In the paper by first principles is meant: learning theory and principles of course design. These principles are briefly outlined, key features of which include: the use of knowledge and task analysis methodology; the use of topic maps; and learning design that supports adaptive teaching. The paper goes on to describe how this approach to course design has been applied at the UK Defence Academy.

Findings

The paper shows how conversation theory serves as a source of first principles for the design of interactive learning environments, as exemplified in the Course Assembly System and Tutorial Environment (CASTE).

Originality/value

A principled approach to the design of interactive learning environments is of value in bringing order to a conceptually and methodologically confused domain of practice.

Details

Campus-Wide Information Systems, vol. 24 no. 3
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 1 September 2023

Ahmad A. Alhusban, Safa A. Alhusban and Mohammad-Ward A. Alhusban

This research aimed to define the factors that may impact the effectiveness of online architectural education during COVID-19 and to examine the degree of students' and…

Abstract

Purpose

This research aimed to define the factors that may impact the effectiveness of online architectural education during COVID-19 and to examine the degree of students' and instructors' satisfaction with these factors among Jordanian governmental universities. Further, the research examines the relationships/interrelationships between the degree of their satisfaction with these factors and the students' and instructors' age, gender, education level, home size, and family size.

Design/methodology/approach

Different research methods were used to achieve the research purposes, including semi-structured interviews, online questionnaires and reviewing recent literature. This research used descriptive statistics and Pearson product-moment correlation coefficient (Pearson r) to analyze the data.

Findings

This research found that online architectural education during COVID-19 was stressful. It was ineffective in teaching practical architectural courses like design and negatively affected the architectural learning process and outcomes. In contrast, the online teaching of architectural theoretical courses was reliable and convenient if the students and instructors had intentional, sufficient technological and appropriate resources. Online architectural education negatively affected the students' design ability and skills, peer review, intended learning outcomes (ILOs) achievements, the quality of feedback, workload, interaction mode, participation, collaboration, productivity and increased cheating on online exams. The home environment was unsuitable for online architectural education. Family interventions, privacy, home size and family size significantly influence online architectural education's effectiveness.

Originality/value

Students' and instructors' satisfaction determines the continuity of using online teaching mode, which depends on information quality, system quality, service quality, perceived ease of use, perceived usefulness, achieved intended learning outcomes, cognitive absorption, skills, motivation, engagement, implementing resources and strategies and positive emotions as hope and enjoyment. Students' and instructors' satisfaction reflects how they view their learning experience, which is crucial in assessing the effectiveness of online education quality that focuses on the context, input, process and product, which is still not clearly understood, particularly for developing countries.

Details

Education + Training, vol. 65 no. 5
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 13 April 2023

Nick Kelly, Claire Brophy, Lisa Scharoun, Melanie Finger and Deanna Meth

The paper discusses the use of co-design for staff professional learning within higher education. It suggests that three distinct approaches to professional learning can be…

Abstract

Purpose

The paper discusses the use of co-design for staff professional learning within higher education. It suggests that three distinct approaches to professional learning can be characterised as help-yourself platforms/services, drive-by workshops and co-design workshops. It makes pragmatic suggestions for where co-design might be used and heuristics for its successful use, based upon the authors' collective experiences.

Design/methodology/approach

This practitioner paper presents a case-study of co-design in a university context. Staff from across disciplinary boundaries were brought together to co-design novel learning experiences for students for a non-traditional context.

Findings

Findings from a case study are used to highlight the strengths of a co-design approach, as understood through the lenses of networked learning and self-determination theory. It juxtaposes co-design for staff learning with other approaches and finds it to be valuable and underutilised.

Research limitations/implications

The research discusses a single case study involving two workshops with a sample size of 112 participants. It is included as an example of co-design for professional learning in higher education.

Originality/value

Co-design for professional learning in higher education is poorly understood and presently underutilised. This paper addresses this gap by presenting an example of co-design for professional learning in higher education and theorising its significance.

Details

Journal of Applied Research in Higher Education, vol. 16 no. 2
Type: Research Article
ISSN: 2050-7003

Keywords

Open Access
Article
Publication date: 25 October 2022

Verena Roberts

There is a need for research that examines how digital networks can support all learners in open access to people, resources and experiences that were previously inaccessible in…

Abstract

Purpose

There is a need for research that examines how digital networks can support all learners in open access to people, resources and experiences that were previously inaccessible in K-12 learning contexts. This study aims to examine the potential of open education theories and open practices in high school learning environments.

Design/methodology/approach

Using a design-based research approach, this study used the open learning design intervention framework to examine the experiences of a researcher, a teacher and Grade 10 students who expanded their learning from formal to informal learning environments by integrating open educational practices (OEP). The research occurred through three specific phases with iterative cycles that were responsive to research participants and data analysis at each phase.

Findings

The key findings suggest that open learning in high school is dependent upon opportunities for learners to co-design personally relevant learning pathways. The emerging design framework highlighted the need to emphasize the complexity of the students’ lived experiences in connection with the curriculum (formal learning environments) to promote a diversity of perspectives and shared connections (in informal learning environments). Second, learners need the opportunity to share their learning experiences collaboratively and individually by transparently demonstrating their learning processes in relevant ways and open practices provide the digital and community spaces to share knowledge. Finally, open learning occurs through stages and continuums and is a personal learning experience that transcends the boundaries of formal learning environments.

Originality/value

This study expands the current conceptual framework of open learning design by contributing a K-12 lens from which to consider the potential of OEP to promote personal learning pathways. Although the research considered a K-12 context, the OLDI Framework can be extended upon and used in any open learning design context including higher education.

Details

Journal for Multicultural Education, vol. 16 no. 5
Type: Research Article
ISSN: 2053-535X

Keywords

1 – 10 of over 170000