Search results
1 – 10 of over 205000F.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…
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
Keywords
The purpose of this paper is to examine the successful design and management of high performance work‐based lifelong learning processes.
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
Keywords
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…
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
Keywords
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…
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
Keywords
Malva Daniel Reid, Jyldyz Bekbalaeva, Denise Bedford, Alexeis Garcia-Perez and Dwane Jones
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.
Details
Keywords
A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily…
Abstract
A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily experiences with shared websites called Web 2.0 technologies. This chapter looks into the implications of taking these technologies beyond social interactions into the learning experiences of students. With a literature review and case study analysis, the goal of this chapter is to gain a better understanding of what is needed to appropriate quality instructional strategies to the online university course room including social sites such as Facebook, Twitter, Second Life®, and wikis. Following a brief history and descriptions of the Web 2.0 sites and functions, the reader is introduced to the design expectations typical of instructional designers (IDs) with definitions and standards from the field's literature. Support is offered from the business and educational literature for incorporating leadership into design practice through vision, strategy, and theory-based decisions. Definitions, benchmarks, and examples of instructional strategies and activities for learner engagement complete the theoretical framework for the chapter. Given the added complexities of advanced technologies, this chapter suggests evaluating social learning through an ID leadership perspective for a more informed recommendation of Web 2.0 online affordances. Following a case analysis of Second Life®, a 3-D virtual world used for learning activities, implications for ID practice are discussed, along with the various benefits and barriers of adopting Web 2.0 technologies. In the conclusion, suggestions are given for future research on the potential for integration of Web 2.0 affordances into online learning designs for rich, engaging learning experiences.
Leading edge practice in university teaching uses the affordances of technology to engage students in development of essential literacies for 21st-century learning. Learning…
Abstract
Leading edge practice in university teaching uses the affordances of technology to engage students in development of essential literacies for 21st-century learning. Learning designs are aligned with core principles of learning psychology, both general and specific to the discipline. Technology offers unique opportunities for every learner to acquire key literacies along with discipline knowledge and without increasing faculty workloads. This chapter presents a literature review tracking development of learning theories and design principles, and then describes their application in three blended learning cases from the author's institution.
This chapter unpacks ‘design thinking’ as it relates to educational design, and highlights how developments in the field of Learning Design may be of assistance to educators…
Abstract
This chapter unpacks ‘design thinking’ as it relates to educational design, and highlights how developments in the field of Learning Design may be of assistance to educators. Design is defined as a creative, scientific, and complex process, underpinned by several design thinking qualities. Teaching, it is argued, should be positioned as a design science, based on its nature, practice, and intentions. Learning to design is characterized as a challenging pursuit that is supported through practice, refection, examples, and expert guidance. Based on the literature, the pursuit of designing for learning is explained as a process involving the creation of accessible and aligned designs that cater to students in order to achieve desired learning outcomes. Educational design models by Laurillard, Siemens, and Conole are contrasted and evaluated in order to critically reflect on the general utility of such models. The field of Learning Design is introduced as a discipline area that aims to help educators develop and share great teaching ideas. Six approaches that support the description and sharing of learning designs are briefly described (technical standards, pattern descriptions, visualizations, visualization tools, pedagogical planners, and the Learning Activity Management System) so as to illustrate how the Learning Design field has evolved and how educators can capitalize upon it. Directions forward are recommended, which center around reflection, collaboration, and a design orientation.