The formulation of an ISDT for e-learning

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    Notes on slide 1

    Change the colours here

    Remove tools/rules, minimise online time, Reduce "minimising new skils"

    Change the colours here

    Insert page about assumption about page = content + html + conversion/value add

    Insert page about assumption about page = content + html + conversion/value add

    Change the colours here

    Change the colours here

    Change the colours here

    Add something about level of reinvention

    Add in an animation of some of the unusual going into the repository

    Add in an animation of some of the unusual going into the repository

    Add "more facts and figures in generation 3"

    "significant growth in"

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    Show the slide and make the obvious point that usefulness and ease of use are major perceptions of staff.

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    The formulation of an ISDT for e-learning - Presentation Transcript

    1. The formulation of an ISDT for e-learning David Jones (CQU) Shirley Gregor (ANU) http://cq-pan.cqu.edu.au/david-jones/
    2. The Question
      • How do you design and support an information system for e-learning within an institution of higher education?
      First asked in 1996 Still an open question…..
    3. It is important The importance of information and communication technologies and e-learning in promoting open, distance and flexible education in contemporary universities cannot be denied (deFreitas & Oliver, 2005) . Overall % of schools identifying online education as a critical long-term strategy grew from 49% in 2003 to 56% in 2005. (Allen & Seaman, 2005)
    4. There are problems Vendor identified, best-practice institutions report around 50% faculty adoption (Sausner, 2005) Most HEIs are still struggling to engage a significant percentage of students and staff in e-learning (Salmon, 2005) a relatively stable minority of Chief Academic Officers believe that their faculty fully accept the value and legitimacy of online education (Allen & Seaman 2005)
    5. There are problems … not particularly innovative, may limit the incentive to innovate, limited in quality and may restrict the ability to integrate with other systems (Alexander, 2001; Anonymous, 2004; Paulsen, 2002) … Web-based learning lacks a disciplined, systematic approach to the development process.….much of its construction is carried out without a true analysis of the requirements that are proper to Web-based learning (Hamid, 2002) .
    6. It is difficult ..complex systems incorporating a variety of organisational, administrative, instructional and technological components (Avgeriou, Papasalouros, Retalis, Skordalakis, 2003) Absence of theory for e-Learning IS (Jones, Gregor and Lynch, 2003) Scholars in Information Systems can offer vision on structures and processes to effectively implement technology-mediated learning initiatives (Alavi & Leidner, 2001)
    7.  
    8. Proposed contribution
      • ISDT that provides 1 answer to the question
        • Greater adoption, customization, differentiation
      • Based on 10 year action research cycle involving "real" system (1200+ staff, 22,000+ students)
      • Demonstrates novel use of ISDT
        • To understand/improve EXISTING information system
    9. What we did
    10. Plan Act Reflect Watch 1996-2003 3 generations of action research 2002- Formulation of Information Systems Design Theory Webfuse 24 research publications 5 research publications
    11. What we'll do today
      • Laid out the context 
      • Describe three generations
        • Why and what (The ISDT)
        • Instantiation (Webfuse) and results
      • Reflect
        • Value of ISDT applied to existing systems
        • What can be IS design science research?
    12. Generation 1: 1996-1999 Build it and they will come
    13. Why
      • 1996 - the web is a "good thing"
      • Design
        • Single academic one teaching free term
      • Aim to support
        • Web-based learning and teaching
        • Faculty website
    14. What - the ISDT
    15. Kernel Theories Not explicitly stated DE/education literature & experience Hypermedia templates, s/w wrappers Flexibility & ease of use "Waterfall" Templates Possible to construct a usable system Will be more flexible Design Method Meta- requirements Meta-design Testable hypotheses
    16. Meta- requirements Kernel Theories Not explicitly stated DE/education literature & experience Hypermedia templates, s/w wrappers "Waterfall" Templates Possible to construct a usable system Will be more flexible Design Method Meta-design Testable hypotheses What's needed? Flexibility & ease of use
    17. Meta-requirements
      • flexibility and the ability to adapt to change
      • platform independence
      • use of Internet and other widely accepted standards
      • not reinventing the wheel
      • maximising the choice and flexibility provided to students and teachers
      • providing the tools not the rules
      • minimising online time
      • minimising the new skills required to use the system
      • being freely available
      (Jones & Buchanan, 1996; McCormack & Jones, 1997)
      • Support for variety and change
        • No specific functional requirements
        • No support for specific learning theory
      • Basic support for
        • Information distribution
        • Communication
        • Assessment
        • Management
        • Design (McCormack & Jones, 1996; Hansen and Frick, 1997)
    18. Flexibility & ease of use Meta- requirements Kernel Theories Not explicitly stated DE/education literature & experience Hypermedia templates, s/w wrappers Flexibility & ease-of-use "Waterfall" Templates Possible to construct a usable system Will be more flexible Design Method Meta-design Testable hypotheses Product
    19. Each course website starts with a default skeleton of web pages There can be different skeletons
    20. Content + conversion + appearance
    21. Content + conversion + appearance
    22. Edit link
    23.  
    24. Templates as wrappers Users Discussion forum Chat room Online quizzes
    25. Templates as wrappers Users Discussion forum Chat room Online quizzes
    26. Flexibility & ease of use Meta- requirements Kernel Theories Not explicitly stated DE/education literature & experience Hypermedia templates, s/w wrappers "Waterfall" Templates Possible to construct a usable system Will be more flexible Design Method Meta-design Testable hypotheses Process
    27. Flexibility & ease of use Meta- requirements Kernel Theories Not explicitly stated DE/education literature & experience Hypermedia templates, s/w wrappers "Waterfall" Templates Possible to construct a usable system Will be more flexible Design Method Meta-design Testable hypotheses Expected outcomes
    28. Generation 1 Instantiation
    29. Implementation
      • Technology
        • Perl, Apache
        • CGI scripts
      • People
        • On-going support Webmaster other general staff
        • New developments: mostly 1 academic + project students
    30. Results
      • 150+ course websites,
        • With 100,000+ pages
        • Maintained by almost 100 staff
      • Only 5 of 60 full-time academic staff making significant use of e-learning
      • Usage dominated by system developer
        • 83% of content for 1 term 1998 from 1 course
    31. Generation 2: 1999- Give them a reason to come
    32. Why
      • Product focus and process ignorance
      • Problems
        • Limited use
        • Not enough evolution
      • Need to fix the process
        • Greater adoption
        • Greater evolution
    33. What - the ISDT v2.0
    34. Flexibility & ease of use Meta- requirements Diffusion theory, design patterns Adopter focus, pattern mining Possible to construct a usable system Will be more flexible More acceptable = greater adoption Design Method Testable hypotheses Kernel Theories DE/education literature & experience Hypermedia templates, s/w wrappers Templates Meta-design
    35. Generation 2 - Instantation
    36. Resources
      • No significant addition of development resources
    37. What to implement?
      • Usually, driven by
        • Technology
        • Strategic planning
        • Pedagogy
      • We adopted diffusion theory
        • Maximise chance of adoption, minimise effort
    38. Diffusion theory Rate of adoption Level of Reinvention Perceived attributes Innovation decision Communication Channels Social System Change Agent Efforts (Jones, Jamieson & Clark,2003) Relative advantage Compatibility Complexity Trialability Observability Optional Collective Authority Mass-media or interpersonal Cosmopolite or local Social structure Communication structure System norms Client contact: effort, timing. Rapport, empathy, credibility and homophily
    39. Diffusion theory Rate of adoption Level of Reinvention Perceived attributes Innovation decision Communication Channels Social System Change Agent Efforts
    40. "Pattern" Mining Academic Staff Template Repository The expected The unexpected
    41. "Pattern" Mining Academic Staff Template Repository The expected The unexpected
    42. "Pattern" Mining v2.0 Academic Staff Template Repository The expected The unexpected
    43. "Pattern" Mining v2.0 Academic Staff Template Repository The unexpected The expected
    44. Generation 2 - Results
    45. Results
      • Some improvements
      • But resources not appropriate
      • Limited ability to adapt
      • … more covered in generation 3
    46. Generation 3: 2001- Build what they want, faster
    47. Why
      • Generation 2 limited by
        • Inadequate resources
        • Poor technology
        • Poor process
      • Context changes
        • 2000 new Dean
        • 1999-2001 - 33% growth in students
    48. What - the ISDT v3.0
    49. Flexibility & ease of use Meta- requirements .. Agile, emergent, ateleological ..XP, emergent development Possible to construct a usable system Will be more flexible More acceptable = greater adoption Design Method Testable hypotheses Kernel Theories DE/education literature & experience … .OO design patterns … design patterns Meta-design
    50. Generation 3 - Instantiation
    51. Product and Process
      • Development team
        • 1 lead developer
        • 3-5 other developers
      • Patterns (e.g.)
        • Model/View/Controller web development
        • Greater use of factory pattern
      • Extreme Programming aspects
        • Test driven development/Unit tests
        • Public User Stories
        • Stand-up meetings
    52. Generation 2 - Results
    53. Customisation The key to easy use of OASIS is that it is not a off the shelf product that is sooooo (sic) generic that it has lost its way as a course delivery tool.
    54. Building trust ..the precedent of other IT systems made available in Infocom (…) suggests that it would be extremely user friendly for people with very limited computer competence/confidence. my positive experience with other Infocom systems gives me confidence that OASIS would be no different. The systems team have a very good track record that inspires confidence
    55. Ease-of-use I identify myself as coming from the technophobic extreme of the faculties (I have an Arts background) but even I find the systems the team have set out relatively easy to use
    56. OASIS - ease of use/usefulness Non-users: 19% (n=22) Users: 37% (n=99)
    57. Number of Staff Users Generation 1 Generation 2 Generation 3
    58. Number of Staff Users Generation 1 Generation 3 Generation 2 Shadowy and feral lead to possible system shutdown
    59. Number of Staff Users Generation 1 Generation 3 Generation 2 System accepted at organisational level
    60. Student Portal
    61. Staff Portal - # users
    62. Staff Portal - # requests (* until Feb 18, 2006)
    63. Online assignments
    64. Implications for design science research and IS
    65. Usefulness of ISDTs
      • Applied to existing information systems
        • Emphasize unspoken assumptions
        • Open them up to question
        • Provide method to connect to behavioral research - relevance
        • Compare different approaches
    66. Question for you
      • What can be classed as design science research within Information Systems?
      • McKay and Marshall (2005) suggest
        • Computer science = machine domain
        • Psychology = human behavior domain
        • IS = 'situatedness' of the machine in the social system
    67. Summary
      • We built a system for e-learning
      • Formulated an ISDT
        • It has some advantages
      • The work raises questions/implications about design science research in IS

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