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Centre for the Advancement of Research &
Development in Educational Technology
Case Studies & Issues of Quality in elearning:
The 3-SIGMA Model
Charalambos Vrasidas
Executive Director
Professor of Learning Innovations & Policy
Associate Dean for e-learning, UNIC
pambos@cardet.org
www.cardet.org | www.unic.ac.cy
© CARDET 2017
2
www.cardet.org
© CARDET 2017
Outline
• Trends in elearning
• Some things on quality
• 3 Sigma Model
• Project Cases
• Lessons
© CARDET 2017
Case Studies
• E-learning and Social Impact
• MOOCS4INCLUSION
• Digital Learning for Development
• First things First – Strategy
• DIMA - MIELES
• Global Advocacy
• Advocacy elab – World Vision
• You Got Game
• ENTRINNO – Gamification of online learning
© CARDET 2017
Key Trends Accelerating Technology
Adoption in Higher Education
http://www.nmc.org/
© CARDET 2017
Significant Challenges Impeding Technology
Adoption in Higher Education
http://www.nmc.org/
© CARDET 2017
Important Developments in Educational
Technology for Higher Education
http://www.nmc.org/
© CARDET 2017
Quality Pillars | 3-Sigma Model
Systemic Systematic Sustainable
Quality
Culture
People
Policies
Strategy
Infra-
structure
Processes
Practices
© CARDET 2017
3-Sigma Model
Systemic Systematic & Sustainable
elearning
innovations
Stakeholders
Partnerships
Infrastructure
ICT
Support
Costs
Leadership
Teacher practices
Curriculum
Pedagogy
Assessment
Teacher
Professional
Development
Policies & Strategies
Local, Regional, & Country Level
Context
Culture, Socioeconomic factors, Language, Geography, History
Ongoing Monitoring, Research & Evaluation
© CARDET 2017
Quality Perceptions
• Lower quality of curricula
• Price Paradox
• Economies of scale?
• Cash cows – digital diploma mills
• If its cheaper, is not good!?
• High drop out rates – low completion rates
• “How do I know its you” syndrome?
• Cheap labor of lower quality teach the courses
• Plagiarism
• Lack of physical presence - immediacy
© CARDET 2017
Pillars of quality
• Institutional Quality
• Vision, Mission, Strategy, Leadership
• Policies and practices in place
• Program quality
• Learning design
• Quality of Teaching staff
• Administrative aspects
• Technology and infrastructure
• Learner and teacher support
• Assessment
• Learning outcomes
• LO – Pedagogy & Tools – Assessment
© CARDET 2017
Sample Projects
Education development
Europe, and Asia Pacific (e.g.
Taiwan, Singapore, Thailand,
Malaysia, Indonesia, Philippines)
Evaluation of large
scale programs
Case Studies in
40 countries
Online Masters Degrees in the Pacific
Europe, and Middle East
© CARDET 2017
www.moocs4inclusion.org
© CARDET 2017
www.dl4d.org - CEA
© CARDET 2017
http://blearning-project.eu/
© CARDET 2017
http://dima-project.eu
© CARDET 2017
Reform Higher Education/elearning in India
Strategy Development
© CARDET 2017
Developing a Strategy for e-learning in Higher Education
Analyse
Needs
DevelopVision
andMission
Define SMART
Objectives
Prepare
ActionPlan Develop
E- Learning
Strategy
Implementation
Monitoring
Evaluation
1
3
4
2
© CARDET 2017
Quality content – global relevance
© CARDET 2017
Gamification of Entrepreneurship Education
http://www.entrinno.org
© CARDET 2017
Who Plays Video-Games?
•Motivation
•Multimodal
•Engagement
•Competition
•Collaboration
•Interaction
•Feedback
•Levels
•Adaptation
•Assessment
Game Affordances
© CARDET 2017
Alignment with EntreComp
http://publications.jrc.ec.europa.eu/repository/bitstream/JRC101581/lfna27939enn.pdf
© CARDET 2017
Game Design
© CARDET 2017
Phases of the Game
Unlock next Phase
Pass the final quiz
Upload / Submit a final assignment
Unlock and pass a series of challenges using resources and tools
Watch Phase's overview short video
© CARDET 2017
Presentation of the game
© CARDET 2017
Presentation of the game
© CARDET 2017
Progressing in each phase
© CARDET 2017
Assessment
XP Points
Final assignment
challenges
Final quiz and pitch
your idea challenge
Facilitators can monitor
whether players went
through the resources
and material of each
phase using the game’s
automatically awarded
XP points.
A final assignment in
each phase in the game
which requires players to
apply knowledge and
develop skills related to
the particular phase’s
entrepreneurial area of
focus.
Players need to pass a
quiz challenge which is
developed to test basic
knowledge and scenario-
based responses relevant
to the content of the
phase using 10 true/false
and multiple choice
questions.
© CARDET 2017
Challenges
Matching
activities &
competences
Cultural
diversity
Self-pace Vs
Facilitated
Content to
read
Collaborate or
self-paced
Video – audio
–translations
Usability Scalability Duration
© CARDET 2017
Strengths
Aligned with the EU directives
Modular and can be adapted in learning courses
Close to youth’s high-tech culture
Address various needs for economic growth
Self-paced or facilitated
Can be combined with materials and resources
in existing courses
© CARDET 2017
Weaknesses
Not everything can be gamified
Instructors and institutions are not
prepared to teach with games
Language can be a barrier
Limited resources allocated
Time limit of the project (2 years) does
not allow for a full game development
Big challenge: Resistance to Change
© CARDET 2017
http://www.cardet.org/ile2017/
• electronic Regenerated Freirean Literacy through
Empowering Community Techniques (e-Reflect)
• Boys reading
• Lighthouse Supporting Lifelong Learning And Career
Paths For Migrants (Lighthouse )
• SCHOOLS FOR FUTURE YOUTH (SFYOUTH),
• B-Learning: Curriculum Design for Blended Learning
(B-LEARNING)
• Practical implementation of main transparency tools
- EQF, ECVET, EQAVET - in European VET
organisations (ATTRACT-VET)
• Climate Literacy
• Combat Bullying: A Whole School Program
• Digital Tools for Inclusion of Refugees, Asylum
Seekers and Migrants
• Digital, Social and Civic Competences Development
for Adult Educators Working with Migrants and
Refugees -DiSoCi
• Digital Tools for Inclusion of Refugees, & Migrants
• Work 4.0
• AGEFACTOR
• Making Learning Science Fun (SciFUN)
• COMMIX (Empowering Literacy in Adolescents
through Creative Engagement with Comics)
• Girls on Global STEM (GIGS)
• A Toolkit for Developing, Implementing and
Monitoring Adult Education Strategies (DIMA)
• Online Game for Entrepreneurship and
Innovation (EntrInno)
• Journey to Employment (GET THERE)
• Health Communication Training for Health
Professionals (H-COM)
• An innovative toolkit for inclusive decision
making policies (Idecide)
• Identity and Diversity Picture Book Collections
(IDPBC)
• Innovation Ecosystems for VET (InEcVET)
• Lifelong Readers 2.0 (LiRe 2.0)
• Us” and “Them”: dialog, tolerance, collaboration
for good coexistence in a multicultural world!
• Training community volunteers
(YouChangeCom)
• Welcome to universities and HiEd. (WELCOME)
• ‘Young EuropeanTalent on the Move- YET’
• TrainVol: Capacity Building of Civil Society to
Strengthen Volunteerism Management and
Promote Volunteerism among Youth
• Video/Visual Literacies (ViLi)
• MIELES - e-learning in Indian higher education
Relevant Projects

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Case Studies & Issues of Quality in elearning: The 3Sigma Model

  • 1. Centre for the Advancement of Research & Development in Educational Technology Case Studies & Issues of Quality in elearning: The 3-SIGMA Model Charalambos Vrasidas Executive Director Professor of Learning Innovations & Policy Associate Dean for e-learning, UNIC pambos@cardet.org www.cardet.org | www.unic.ac.cy © CARDET 2017
  • 3. Outline • Trends in elearning • Some things on quality • 3 Sigma Model • Project Cases • Lessons © CARDET 2017
  • 4. Case Studies • E-learning and Social Impact • MOOCS4INCLUSION • Digital Learning for Development • First things First – Strategy • DIMA - MIELES • Global Advocacy • Advocacy elab – World Vision • You Got Game • ENTRINNO – Gamification of online learning © CARDET 2017
  • 5. Key Trends Accelerating Technology Adoption in Higher Education http://www.nmc.org/ © CARDET 2017
  • 6. Significant Challenges Impeding Technology Adoption in Higher Education http://www.nmc.org/ © CARDET 2017
  • 7. Important Developments in Educational Technology for Higher Education http://www.nmc.org/ © CARDET 2017
  • 8. Quality Pillars | 3-Sigma Model Systemic Systematic Sustainable Quality Culture People Policies Strategy Infra- structure Processes Practices © CARDET 2017
  • 9. 3-Sigma Model Systemic Systematic & Sustainable elearning innovations Stakeholders Partnerships Infrastructure ICT Support Costs Leadership Teacher practices Curriculum Pedagogy Assessment Teacher Professional Development Policies & Strategies Local, Regional, & Country Level Context Culture, Socioeconomic factors, Language, Geography, History Ongoing Monitoring, Research & Evaluation © CARDET 2017
  • 10. Quality Perceptions • Lower quality of curricula • Price Paradox • Economies of scale? • Cash cows – digital diploma mills • If its cheaper, is not good!? • High drop out rates – low completion rates • “How do I know its you” syndrome? • Cheap labor of lower quality teach the courses • Plagiarism • Lack of physical presence - immediacy © CARDET 2017
  • 11. Pillars of quality • Institutional Quality • Vision, Mission, Strategy, Leadership • Policies and practices in place • Program quality • Learning design • Quality of Teaching staff • Administrative aspects • Technology and infrastructure • Learner and teacher support • Assessment • Learning outcomes • LO – Pedagogy & Tools – Assessment © CARDET 2017
  • 12. Sample Projects Education development Europe, and Asia Pacific (e.g. Taiwan, Singapore, Thailand, Malaysia, Indonesia, Philippines) Evaluation of large scale programs Case Studies in 40 countries Online Masters Degrees in the Pacific Europe, and Middle East © CARDET 2017
  • 14. www.dl4d.org - CEA © CARDET 2017
  • 17. Reform Higher Education/elearning in India Strategy Development © CARDET 2017
  • 18. Developing a Strategy for e-learning in Higher Education Analyse Needs DevelopVision andMission Define SMART Objectives Prepare ActionPlan Develop E- Learning Strategy Implementation Monitoring Evaluation 1 3 4 2 © CARDET 2017
  • 19. Quality content – global relevance © CARDET 2017
  • 20. Gamification of Entrepreneurship Education http://www.entrinno.org © CARDET 2017
  • 25. Phases of the Game Unlock next Phase Pass the final quiz Upload / Submit a final assignment Unlock and pass a series of challenges using resources and tools Watch Phase's overview short video © CARDET 2017
  • 26. Presentation of the game © CARDET 2017
  • 27. Presentation of the game © CARDET 2017
  • 28. Progressing in each phase © CARDET 2017
  • 29. Assessment XP Points Final assignment challenges Final quiz and pitch your idea challenge Facilitators can monitor whether players went through the resources and material of each phase using the game’s automatically awarded XP points. A final assignment in each phase in the game which requires players to apply knowledge and develop skills related to the particular phase’s entrepreneurial area of focus. Players need to pass a quiz challenge which is developed to test basic knowledge and scenario- based responses relevant to the content of the phase using 10 true/false and multiple choice questions. © CARDET 2017
  • 30. Challenges Matching activities & competences Cultural diversity Self-pace Vs Facilitated Content to read Collaborate or self-paced Video – audio –translations Usability Scalability Duration © CARDET 2017
  • 31. Strengths Aligned with the EU directives Modular and can be adapted in learning courses Close to youth’s high-tech culture Address various needs for economic growth Self-paced or facilitated Can be combined with materials and resources in existing courses © CARDET 2017
  • 32. Weaknesses Not everything can be gamified Instructors and institutions are not prepared to teach with games Language can be a barrier Limited resources allocated Time limit of the project (2 years) does not allow for a full game development Big challenge: Resistance to Change © CARDET 2017
  • 34. • electronic Regenerated Freirean Literacy through Empowering Community Techniques (e-Reflect) • Boys reading • Lighthouse Supporting Lifelong Learning And Career Paths For Migrants (Lighthouse ) • SCHOOLS FOR FUTURE YOUTH (SFYOUTH), • B-Learning: Curriculum Design for Blended Learning (B-LEARNING) • Practical implementation of main transparency tools - EQF, ECVET, EQAVET - in European VET organisations (ATTRACT-VET) • Climate Literacy • Combat Bullying: A Whole School Program • Digital Tools for Inclusion of Refugees, Asylum Seekers and Migrants • Digital, Social and Civic Competences Development for Adult Educators Working with Migrants and Refugees -DiSoCi • Digital Tools for Inclusion of Refugees, & Migrants • Work 4.0 • AGEFACTOR • Making Learning Science Fun (SciFUN) • COMMIX (Empowering Literacy in Adolescents through Creative Engagement with Comics) • Girls on Global STEM (GIGS) • A Toolkit for Developing, Implementing and Monitoring Adult Education Strategies (DIMA) • Online Game for Entrepreneurship and Innovation (EntrInno) • Journey to Employment (GET THERE) • Health Communication Training for Health Professionals (H-COM) • An innovative toolkit for inclusive decision making policies (Idecide) • Identity and Diversity Picture Book Collections (IDPBC) • Innovation Ecosystems for VET (InEcVET) • Lifelong Readers 2.0 (LiRe 2.0) • Us” and “Them”: dialog, tolerance, collaboration for good coexistence in a multicultural world! • Training community volunteers (YouChangeCom) • Welcome to universities and HiEd. (WELCOME) • ‘Young EuropeanTalent on the Move- YET’ • TrainVol: Capacity Building of Civil Society to Strengthen Volunteerism Management and Promote Volunteerism among Youth • Video/Visual Literacies (ViLi) • MIELES - e-learning in Indian higher education Relevant Projects