SlideShare a Scribd company logo
1 of 46
First Floor
Learning Design
& Theories of Learning
1
Structure
• Introduction to learning design
• Copyrights
• Motivation Theories
• Instructional Design
• Economics of Learning Design
Why do we create DLOs?
• Created by:
– Faculty, technology support staff, instructional designers,
and other professionals
• That have an educational goal in mind but cannot find
an existing learning object that suits their needs
– Few objects on the topic,
– Poor quality ones, or
– Do not mesh with a professor’s teaching style
• If the educational goal is compelling enough, and a
person is prepared to put in the time and effort, he or
she may decide to create a new learning object.
What stands in the way?
• Lack of technical experience
• Incorporating effective pedagogy into the
learning object
– Although it seems obvious that learning should
occur when a student uses a learning object, that
is not always the case
• Intellectual property and copyright issues
– The problems get more complicated as more
materials, or assets, are incorporated into a
learning object
What stands in the way?
• Author workload
– Creating a high-quality learning object is a serious
undertaking, requiring time to plan the project
• Scope
– It can be difficult to decide how much content to
include in a single learning object, but the
decision will have a major impact on the results.
Usability of Learning Objects (1/4)
• Relevance: For a digital object to be effective
in an online course, it must be relevant to the
course content, and must materially
contribute to the achievement of outcomes
• Usability: The digital object should be usable
in the platform or delivery system in use, and
it must be accessible by the users
Usability of Learning Objects (2/4)
• Cultural appropriateness: The digital object
should be appropriate culturally, and the
meanings that it communicates within a cultural
context should reinforce learning objectives
• Infrastructure support: Objects, whether large
or small, simple or complex, should be housed
and delivered on a system that is sufficiently
robust to handle surges in traffic, bandwidth
usage, and storage of large files
Usability of Learning Objects (3/4)
• Redundancy of access: It is important to make
digital objects accessible through more than one
means of delivery
• Size of object: Large objects are sometimes
unusable if the users are distributed in remote
location where access is poor and/or slow.
Optimizing the size of the object, particularly
images and audio files is important
Usability of Learning Objects (4/4)
• Relation to the infrastructure / delivery: If
the object is easily integrated into the
learning management system, it is treated
differently than a large, complex object, that
might be run in conjunction with the learning
management system. It may be necessary to
modify the delivery system and/or rationale
Before you take the leap, ask…
• What educational problem are you trying to
solve?
• How do you envision your learning object
being used?
• What rights issues can you identify?
• What resources do you have available for
development?
Educational Problem
• Identify your learning goal – keep your focus to it!
– Is there a concept that is troublesome for learners using
traditional methods?
– Is it that you have supplemental resources you wish to
share, but don’t have time in class to show them all?
• Think about whether there is a clear advantage to
using your planned learning object to reach the
educational goal you have named.
– Can learners easily get an equivalent experience in some
other way?
• Ask yourself whether your solution is worth the time
and effort involved.
Envisaged Use (1/2)
• List the most common ways you envision
learners using it.
• Think of uncommon ways that your learning
object might be used.
• The activities described in the second list
begin to open up new possibilities for learner
interaction.
– You may come up with ideas in this second list
that you cannot implement due to restrictions
Envisaged Use (2/2)
• Check your lists against your written educational
goal; do the activities support the goal?
– Keep these lists in mind throughout the development
process
• Consider how your learning object will relate to
other existing learning objects and to other
educational materials you are aware of.
– The same is true for other companion materials that
are not digital learning objects
– When you publish your learning object, you might
suggest that it be used in company with the other
objects or materials you have identified
Copyrights (1/2)
• If you are using materials created by someone else in
your learning object, you must obtain permission and
provide correct attribution.
• Copyright clearance. Make sure you have copyright
clearance for each asset you use, and make sure that
clearance specifically covers use of the asset in a digital
learning object like the one you will create.
• Fair use. Fair use refers to a portion of copyright law
that deals with commentary, criticism and parody. Fair
use does not give unlimited license for use and
distribution even if the purpose is purely educational
Copyrights (2/2)
• Creative Commons. Creative Commons allows
authors and artists to select licenses for their
works that specify how they can be used
• “Open” & “closed” learning objects. Learning
object formats may be either open or closed with
regard to whether assets can be extracted
– Website (open) VS java simulation (closed)
• Your own rights issues. You should also consider
your own rights and those of the organization for
which you work
Available Resources
• Are you the sole developer, or do you have staff to assist
you?
• What technical experience do you and/or your staff have?
• What software is available to you for creating or digitizing
assets, and who knows how to use it?
• What software will you use to create your learning object?
• Do you have access to assets already digitized?
• Major obstacles to creating learning objects are:
– Lack of time;
– Lack of technical expertise
Motivation Theories
Relevant for e-Learning
Cognitive Evaluation
• Cognitive Evaluation plays an important role
in an individual’s belief about whether or not
he or she can succeed in a task. Before
engaging in a task, individuals analyze it in
order to determine whether or not they have
a high probability of success. If they predict
success, they are likely to embark on the task,
and are likely to be motivated to complete the
task (high persistence probability).
…for Learning Objects
• Learning objects should be developed with
the abilities and levels of the users in mind.
Mastering the tasks builds confidence and
increases self-concept. If not, the users /
learners will be frustrated and demotivated.
Consistency Theory
• Consistency Theory: Individuals become
demotivated when there is a lack of
consistency of behavior, values, and belief,
and that such a condition can result in
cognitive dissonance. Inconsistency in online
learning occurs when instructor behavior does
not align itself with expectations, or when the
learning objects do not function in a
predictable, practical way.
…for Learning Objects
• Making certain that the learning object uses
terminology and instructional strategies that
are consistent with those of the online course,
and that they are congruent with the texts
used is very important.
Goal-setting Theory
• Goal-Setting Theory: The key to achieving a
goal is to set one that has the following
attributes: attainable and accessible. In order
to direct ourselves we set ourselves goals that
are: Clear (not vague) and understandable;
Challenging, to assure stimulation and avoid
boredom; and, Achievable, to minimize the
chance of failure.
…for Learning Objects
• Learning objects should be selected so that
they can be incorporated in the learner’s goal-
setting system. Learning object-driven
instructional activities should be clear and
easy to conceptualize, but also challenging
enough to maintain intellectual engagement.
Affiliation Needs
• Affiliation Needs: Power, affiliation, and
achievement are basic motivators. In an online
environment, affiliation needs are often
satisfied by means of an interactive discussion
board or chat area. Instant messaging also
often satisfies that need.
…for Learning Objects
• Any learning object that helps improve
collaboration and interactivity among learners
is likely to help a learner or user achieve
affiliation needs. Further, any learning object
that encourages learners to want to identify
with the identity of the institution, and to
improve self-concept through affiliation is also
likely to increase an individual’s sense of
power and achievement.
Self Actualization
• Self-Actualization: This approach is based on
Alderfer’s (1972) model of Existence,
Relatedness and Growth (ERG). All needs in
Alderfer’s equation hinge upon the notion of
selfconcept, and the basic core idea that
anything that helps an individual develop a
better sense of self will be motivating.
…for Learning Objects
• Reinforce notions that a learner might hold about
himself or herself, such as, “I am a successful student,”
or, “I accomplish tasks in a timely manner, and I do it
effectively.”
• Learning objects can help the learner self-actualize
with respect to the subject matter and skills included in
the learning activities of the distance-delivered course.
At the same time, they can help self-actualization in
terms of technology by helping gain a sense of mastery
in multiple modes: via personal computer-based online
programs, mobile learning, video game-based learning
programs, audio and video.
Instructional Design
8 pointers to creating high-quality
Digital Learning Objects
1. Motivation Theories
• Keep motivation theories in mind when
selecting objects.
– If learning objects are selected without keeping in
mind certain theories about how humans are
motivated, or demotivated, the courses that
incorporate them are likely to be ineffective.
2. Align outcomes & activities
• Align outcomes with instructional activities that
incorporate learning objects.
– Review how the object is intended to be used,
– How it is used in actual practice.
– Assess the learners to gain an appreciation of their
values, needs, and interests,
– Articulate how the learning objects are intended to be
used,
– How their use will affect outcomes
– Conduct a post-course review to see how the objects
were actually used and what kinds of outcomes were
achieved
3. Technological Issues
• Resolve potential technological issues.
– What platform will be used?
– Will a learning management system be used?
– Will this be a live web-based course?
– What kinds of access will the students have?
– Will it be offered in CD-ROM format?
– Will you use PDAs or hand-held computers?
• These have to be considered because it is very
difficult to retrofit an object once it is
incorporated into a learning module
4. Delivery Modes
• Maintain multiple delivery modes
– Online, blended, mobile, video game-based
simulation
– Design objects so that can be reused or easily
repurposed for the modes the learner will be
using, and for the actual conditions of delivery.
– A needs assessment is important for this
5. User Needs & Capabilities
• Remember real user capabilities and needs
– Learning objects vary in size, use, and complexity.
– Some, require an extensive repertoire of skills,
and the ability to work within a number of plug-
ins.
– Others are static and very easy to use.
• Although these are easy to use and download, they
may not be appropriate if the learner is using a small
screen hand-held computer
6. Culture
• Sociological Factors
– Understanding the cultural beliefs and values is
critical in developing an instructional strategy
– Understand the values and how one might
unintentionally offend a learner
– Understand cultural values in order to use objects
in a way to reinforce self concept and to motivate
7. Psychology
• Psychological Factors
– Motivation, self-concept, self-efficacy, and basic
beliefs about how the mind makes meaning are very
important
– Understand how learning objects can make
connections between the learner’s experience and the
concepts presented in the course in order to achieve
learning goals
– Learning objects can enhance learner self-efficacy and
self-concept, as well as to improve learner self-
regulation in the quest for effective, flexible, and
adaptable learning strategies
8. Disabilities
• Implement learning objects, particularly for
users with low vision, low hearing, or
cognitive needs
It’s all about design
It’s all about design
Design for
Learning
Design for
Interoperability
(metadata)
Design for the
Learner’s
experience
Design for
Accessibility
Design for
Reusability
Graphic
Design
Usability
Guidelines
Choosing a
Technology and
Development
Tools
Care and Feeding
of Your Learning
Objects
Economics of Learning Design
Cost of creating a course
• One example of a course that consumes:
– 30 days of a subject expert’s time,
– 7 days for an internet specialist
– Additional expenses for copyright review,
academic approval, and administration
*Bates, Anthony. Managing Technological Change. San Francisco: Jossey-Bass Publishers, 2000.
pp.138, 144
Cost Analysis
Cost Category Cost per day Total
Subject Expert (30 days) $400 $12.000
Internet Specialist (7 days) $300 $2.100
Graphics and Interface Design (4 days) $300 $1.200
Copyright Clearance - $700
Total Direct Costs $16.000
Overheads/Indirect Costs (25%) $4.000
Faculty of Education Approval $4.000
TOTAL - $24.000
Assumptions
• Experienced course author
• HTML specialist
• No instructional design costs
• No development of any interactive media or
course specific Java programming
Delivery Costs?
Cost Category Cost per item Total
Subject Expert (30 days) $400 $12.000
Internet Specialist (7 days) $300 $2.100
Graphics and Interface Design (4 days) $300 $1.200
Copyright Clearance - $700
Total Direct Costs - $16.000
Overheads/Indirect Costs (25%) - $4.000
Faculty of Education Approval - $4.000
Library - $1.000
Server Costs - $300
Tutoring 40 students $220 $8.800
Registration $14 $640
Administration $28.86 $1.155
Printed material & postage - $1.500
TOTAL - $37.161
Economies of Scale
• The previous model is problematic cause:
– Courses are developed from scratch
– Delivered only to a minimum set of students
Discussion
• Develop a learning strategy which connects the
desired learner outcomes and content with
underlying theories
• In Learning Design, best practices that take into
learning theory and behavioral psychology,
including motivation, have a higher likelihood of
success
• It is important to assess and review best practices
on a regular basis, and make sure they align with
desired learning outcomes, and user needs
First Floor
Learning Design
Next stop: 2nd Floor – Learning
Technologies
1

More Related Content

What's hot

UniSon Workshop 2006
UniSon Workshop 2006UniSon Workshop 2006
UniSon Workshop 2006
ssorden
 
Lecture 10 Changing Role of the Teacher
Lecture 10 Changing Role of the TeacherLecture 10 Changing Role of the Teacher
Lecture 10 Changing Role of the Teacher
James Stanfield
 
Higher Thinking Skills Through IT-Based Projects
Higher Thinking Skills Through IT-Based ProjectsHigher Thinking Skills Through IT-Based Projects
Higher Thinking Skills Through IT-Based Projects
Christine Faith Java
 
domains of human learning
domains of human learning domains of human learning
domains of human learning
Lhemz Mcgregor
 

What's hot (20)

Integrating ICT into the classsroom
Integrating ICT into the classsroomIntegrating ICT into the classsroom
Integrating ICT into the classsroom
 
MetadataTheory: Quality for Learning Resources (11th of 10)
MetadataTheory: Quality for Learning Resources (11th of 10)MetadataTheory: Quality for Learning Resources (11th of 10)
MetadataTheory: Quality for Learning Resources (11th of 10)
 
How to use cases in public affairs education
How to use cases in public affairs educationHow to use cases in public affairs education
How to use cases in public affairs education
 
Technology Integration
Technology IntegrationTechnology Integration
Technology Integration
 
UniSon Workshop 2006
UniSon Workshop 2006UniSon Workshop 2006
UniSon Workshop 2006
 
Instructional materials (1)
Instructional materials (1)Instructional materials (1)
Instructional materials (1)
 
Lecture 10 Changing Role of the Teacher
Lecture 10 Changing Role of the TeacherLecture 10 Changing Role of the Teacher
Lecture 10 Changing Role of the Teacher
 
Lesson 8
Lesson 8Lesson 8
Lesson 8
 
Educational Technologies: What should you be thinking about next?
Educational Technologies: What should you be thinking about next?Educational Technologies: What should you be thinking about next?
Educational Technologies: What should you be thinking about next?
 
The 21 st century digital learner
The 21 st century digital learnerThe 21 st century digital learner
The 21 st century digital learner
 
Rp seminar 2.ppt
Rp seminar 2.pptRp seminar 2.ppt
Rp seminar 2.ppt
 
Lights Camera Literacy
Lights Camera LiteracyLights Camera Literacy
Lights Camera Literacy
 
integrating ET into teaching
integrating ET into teachingintegrating ET into teaching
integrating ET into teaching
 
Selection of raw materials Technical skills and knowledge for producing mater...
Selection of raw materials Technical skills and knowledge for producing mater...Selection of raw materials Technical skills and knowledge for producing mater...
Selection of raw materials Technical skills and knowledge for producing mater...
 
Brain Science and Learning Online
Brain Science and Learning Online Brain Science and Learning Online
Brain Science and Learning Online
 
Teaching EFL with the Brain in mind
Teaching EFL with the Brain in mindTeaching EFL with the Brain in mind
Teaching EFL with the Brain in mind
 
Higher Thinking Skills Through IT-Based Projects
Higher Thinking Skills Through IT-Based ProjectsHigher Thinking Skills Through IT-Based Projects
Higher Thinking Skills Through IT-Based Projects
 
domains of human learning
domains of human learning domains of human learning
domains of human learning
 
Learning Design, Assessment and Evaluation
Learning Design, Assessment and EvaluationLearning Design, Assessment and Evaluation
Learning Design, Assessment and Evaluation
 
Restructuring Online Discussions to Save Time and Engage Students
Restructuring Online Discussions to Save Time and Engage StudentsRestructuring Online Discussions to Save Time and Engage Students
Restructuring Online Discussions to Save Time and Engage Students
 

Viewers also liked

Critical review on qstnaires
Critical review on qstnairesCritical review on qstnaires
Critical review on qstnaires
Hamizah Osman
 
Needs Analysis by R. Khalili
Needs Analysis by R. KhaliliNeeds Analysis by R. Khalili
Needs Analysis by R. Khalili
khaliliavatalk
 
Psychological Approaches to Language and Learning Stern 1983
Psychological Approaches to Language and Learning Stern 1983Psychological Approaches to Language and Learning Stern 1983
Psychological Approaches to Language and Learning Stern 1983
Rizky Amelia
 
Behaviorism learning theory
Behaviorism learning theoryBehaviorism learning theory
Behaviorism learning theory
UCF
 
Post methods era in Language Teaching
Post methods era in Language TeachingPost methods era in Language Teaching
Post methods era in Language Teaching
Samira Rahmdel
 

Viewers also liked (20)

Quality of Learning Resources & Metadata through Quality Seals, Badges, Marks...
Quality of Learning Resources & Metadata through Quality Seals, Badges, Marks...Quality of Learning Resources & Metadata through Quality Seals, Badges, Marks...
Quality of Learning Resources & Metadata through Quality Seals, Badges, Marks...
 
Αξιολόγηση Μαθησιακών Αντικειμένων και Σφραγίδες Ποιότητας [Εργαστήρια ΕΕΛ/ΛΑΚ]
Αξιολόγηση Μαθησιακών Αντικειμένων και Σφραγίδες Ποιότητας [Εργαστήρια ΕΕΛ/ΛΑΚ]Αξιολόγηση Μαθησιακών Αντικειμένων και Σφραγίδες Ποιότητας [Εργαστήρια ΕΕΛ/ΛΑΚ]
Αξιολόγηση Μαθησιακών Αντικειμένων και Σφραγίδες Ποιότητας [Εργαστήρια ΕΕΛ/ΛΑΚ]
 
MetadataTheory: Introduction to Learning Objects (1st of 10)
MetadataTheory: Introduction to Learning Objects (1st of 10)MetadataTheory: Introduction to Learning Objects (1st of 10)
MetadataTheory: Introduction to Learning Objects (1st of 10)
 
Critical review on qstnaires
Critical review on qstnairesCritical review on qstnaires
Critical review on qstnaires
 
Theories of Language Acquisition
Theories of Language AcquisitionTheories of Language Acquisition
Theories of Language Acquisition
 
Learning-Centred School Leadership | Steve Munby, February 12, 2015
Learning-Centred School Leadership | Steve Munby, February 12, 2015Learning-Centred School Leadership | Steve Munby, February 12, 2015
Learning-Centred School Leadership | Steve Munby, February 12, 2015
 
Metadata Mapping & Crosswalks
Metadata Mapping & CrosswalksMetadata Mapping & Crosswalks
Metadata Mapping & Crosswalks
 
Needs Analysis by R. Khalili
Needs Analysis by R. KhaliliNeeds Analysis by R. Khalili
Needs Analysis by R. Khalili
 
Assessing Needs
Assessing NeedsAssessing Needs
Assessing Needs
 
Psychological Approaches to Language and Learning Stern 1983
Psychological Approaches to Language and Learning Stern 1983Psychological Approaches to Language and Learning Stern 1983
Psychological Approaches to Language and Learning Stern 1983
 
5 Theories of Learning
5 Theories of Learning5 Theories of Learning
5 Theories of Learning
 
Course design nunan
Course design nunanCourse design nunan
Course design nunan
 
Factors affecting esp course designppt
Factors affecting esp course designpptFactors affecting esp course designppt
Factors affecting esp course designppt
 
Data Exploration with Apache Drill: Day 2
Data Exploration with Apache Drill: Day 2Data Exploration with Apache Drill: Day 2
Data Exploration with Apache Drill: Day 2
 
Behaviorism learning theory
Behaviorism learning theoryBehaviorism learning theory
Behaviorism learning theory
 
Needs Analysis: Where ESP courses start
Needs Analysis: Where ESP courses startNeeds Analysis: Where ESP courses start
Needs Analysis: Where ESP courses start
 
Esp
EspEsp
Esp
 
Post methods era in Language Teaching
Post methods era in Language TeachingPost methods era in Language Teaching
Post methods era in Language Teaching
 
ENGLISH FOR SPECIFIC PURPOSES
ENGLISH FOR SPECIFIC PURPOSESENGLISH FOR SPECIFIC PURPOSES
ENGLISH FOR SPECIFIC PURPOSES
 
Needs Analysis
Needs AnalysisNeeds Analysis
Needs Analysis
 

Similar to MetadataTheory: Learning Design & Theories (2nd of 10)

Project management
Project managementProject management
Project management
mmcdowell13
 
Chapter 10 - Developing Instructional Materials
Chapter 10 - Developing Instructional Materials Chapter 10 - Developing Instructional Materials
Chapter 10 - Developing Instructional Materials
JettEven
 
Universal Design for Learning
Universal Design for LearningUniversal Design for Learning
Universal Design for Learning
hmmertz
 
Information Literacy
Information  LiteracyInformation  Literacy
Information Literacy
BSU
 
Curriculum content.ppt
Curriculum content.pptCurriculum content.ppt
Curriculum content.ppt
Juliet Cabiles
 
Developing Instructional Materials
Developing Instructional MaterialsDeveloping Instructional Materials
Developing Instructional Materials
cdjhaigler
 

Similar to MetadataTheory: Learning Design & Theories (2nd of 10) (20)

Project management
Project managementProject management
Project management
 
How can an Instructional Designer help?
How can an Instructional Designer help?How can an Instructional Designer help?
How can an Instructional Designer help?
 
Introduction to Summarizing.ppt
Introduction to Summarizing.pptIntroduction to Summarizing.ppt
Introduction to Summarizing.ppt
 
Introduction to Summarizing.ppt
Introduction to Summarizing.pptIntroduction to Summarizing.ppt
Introduction to Summarizing.ppt
 
Chapter 10 - Developing Instructional Materials
Chapter 10 - Developing Instructional Materials Chapter 10 - Developing Instructional Materials
Chapter 10 - Developing Instructional Materials
 
Innovative Delivery Doesn’t Just Happen by Accident
Innovative Delivery Doesn’t Just Happen by AccidentInnovative Delivery Doesn’t Just Happen by Accident
Innovative Delivery Doesn’t Just Happen by Accident
 
Chapter 21
Chapter 21Chapter 21
Chapter 21
 
Presentation4
Presentation4Presentation4
Presentation4
 
Digital Educational Content Quality Assurance Process
Digital Educational Content Quality Assurance ProcessDigital Educational Content Quality Assurance Process
Digital Educational Content Quality Assurance Process
 
Chapter 9 part a
Chapter 9 part aChapter 9 part a
Chapter 9 part a
 
Chapter 5 instructional design for distance education
Chapter 5 instructional design for distance educationChapter 5 instructional design for distance education
Chapter 5 instructional design for distance education
 
Learning Resource Design
Learning Resource DesignLearning Resource Design
Learning Resource Design
 
I masterclasses series 3 episode 1v3
I masterclasses series 3 episode 1v3I masterclasses series 3 episode 1v3
I masterclasses series 3 episode 1v3
 
Ed. tech 2 (it based projects)
Ed. tech 2 (it based projects)Ed. tech 2 (it based projects)
Ed. tech 2 (it based projects)
 
Creating digital portfolios
Creating digital portfoliosCreating digital portfolios
Creating digital portfolios
 
Universal Design for Learning
Universal Design for LearningUniversal Design for Learning
Universal Design for Learning
 
Information Literacy
Information  LiteracyInformation  Literacy
Information Literacy
 
Critical assignment 1 part 2 explained
Critical assignment 1 part 2 explainedCritical assignment 1 part 2 explained
Critical assignment 1 part 2 explained
 
Curriculum content.ppt
Curriculum content.pptCurriculum content.ppt
Curriculum content.ppt
 
Developing Instructional Materials
Developing Instructional MaterialsDeveloping Instructional Materials
Developing Instructional Materials
 

More from Nikos Palavitsinis, PhD

More from Nikos Palavitsinis, PhD (20)

A Hero’s Journey Through Metadata Quality
A Hero’s Journey Through Metadata QualityA Hero’s Journey Through Metadata Quality
A Hero’s Journey Through Metadata Quality
 
Σχολείο ΑΕΠ (Συνάντηση 2)
Σχολείο ΑΕΠ (Συνάντηση 2)Σχολείο ΑΕΠ (Συνάντηση 2)
Σχολείο ΑΕΠ (Συνάντηση 2)
 
Σχολείο ΑΕΠ (Συνάντηση 1)
Σχολείο ΑΕΠ (Συνάντηση 1)Σχολείο ΑΕΠ (Συνάντηση 1)
Σχολείο ΑΕΠ (Συνάντηση 1)
 
Making Sense of ISO/IEC 19788
Making Sense of ISO/IEC 19788Making Sense of ISO/IEC 19788
Making Sense of ISO/IEC 19788
 
The OER Game!
The OER Game!The OER Game!
The OER Game!
 
Παιχνίδι Ανοικτών Εκπαιδευτικών Πόρων (25/11/2015)
Παιχνίδι Ανοικτών Εκπαιδευτικών Πόρων (25/11/2015)Παιχνίδι Ανοικτών Εκπαιδευτικών Πόρων (25/11/2015)
Παιχνίδι Ανοικτών Εκπαιδευτικών Πόρων (25/11/2015)
 
[Lean 101] Solution and Unique Value Proposition
[Lean 101] Solution and Unique Value Proposition[Lean 101] Solution and Unique Value Proposition
[Lean 101] Solution and Unique Value Proposition
 
[Lean 101] Channels & Metrics - Reaching and Measuring
[Lean 101]  Channels & Metrics - Reaching and Measuring[Lean 101]  Channels & Metrics - Reaching and Measuring
[Lean 101] Channels & Metrics - Reaching and Measuring
 
[Lean 101] Costs & Revenues - Breaking even or Breaking bad???
[Lean 101] Costs & Revenues - Breaking even or Breaking bad???[Lean 101] Costs & Revenues - Breaking even or Breaking bad???
[Lean 101] Costs & Revenues - Breaking even or Breaking bad???
 
[Lean 101] Learn, Adapt & Pivot
[Lean 101] Learn, Adapt & Pivot[Lean 101] Learn, Adapt & Pivot
[Lean 101] Learn, Adapt & Pivot
 
[Lean 101] Bootstrapping & Getting Out of the Building
[Lean 101] Bootstrapping & Getting Out of the Building[Lean 101] Bootstrapping & Getting Out of the Building
[Lean 101] Bootstrapping & Getting Out of the Building
 
[Lean 101] Introduction to Lean - Preparing a Lean Canvas
[Lean 101] Introduction to Lean - Preparing a Lean Canvas[Lean 101] Introduction to Lean - Preparing a Lean Canvas
[Lean 101] Introduction to Lean - Preparing a Lean Canvas
 
Presentation of my MSc thesis (Greek)
Presentation of my MSc thesis (Greek)Presentation of my MSc thesis (Greek)
Presentation of my MSc thesis (Greek)
 
MetadataTheory: Repository Operational Models (10th of 10)
MetadataTheory: Repository Operational Models (10th of 10)MetadataTheory: Repository Operational Models (10th of 10)
MetadataTheory: Repository Operational Models (10th of 10)
 
MetadataTheory: Learning Repositories Technologies (9th of 10)
MetadataTheory: Learning Repositories Technologies (9th of 10)MetadataTheory: Learning Repositories Technologies (9th of 10)
MetadataTheory: Learning Repositories Technologies (9th of 10)
 
MetadataTheory: Introduction to Repositories (8th of 10)
MetadataTheory: Introduction to Repositories (8th of 10)MetadataTheory: Introduction to Repositories (8th of 10)
MetadataTheory: Introduction to Repositories (8th of 10)
 
MetadataTheory: Metadata Tools (7th of 10)
MetadataTheory: Metadata Tools (7th of 10)MetadataTheory: Metadata Tools (7th of 10)
MetadataTheory: Metadata Tools (7th of 10)
 
MetadataTheory: Metadata Standards (6th of 10)
MetadataTheory: Metadata Standards (6th of 10)MetadataTheory: Metadata Standards (6th of 10)
MetadataTheory: Metadata Standards (6th of 10)
 
MetadataTheory: Introduction to Metadata (5th of 10)
MetadataTheory: Introduction to Metadata (5th of 10)MetadataTheory: Introduction to Metadata (5th of 10)
MetadataTheory: Introduction to Metadata (5th of 10)
 
MetadataTheory: Learning Technologies (3rd of 10)
MetadataTheory: Learning Technologies (3rd of 10)MetadataTheory: Learning Technologies (3rd of 10)
MetadataTheory: Learning Technologies (3rd of 10)
 

Recently uploaded

EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
Earley Information Science
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
Enterprise Knowledge
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
vu2urc
 

Recently uploaded (20)

EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
Evaluating the top large language models.pdf
Evaluating the top large language models.pdfEvaluating the top large language models.pdf
Evaluating the top large language models.pdf
 
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreterPresentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreter
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdf
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 

MetadataTheory: Learning Design & Theories (2nd of 10)

  • 1. First Floor Learning Design & Theories of Learning 1
  • 2. Structure • Introduction to learning design • Copyrights • Motivation Theories • Instructional Design • Economics of Learning Design
  • 3. Why do we create DLOs? • Created by: – Faculty, technology support staff, instructional designers, and other professionals • That have an educational goal in mind but cannot find an existing learning object that suits their needs – Few objects on the topic, – Poor quality ones, or – Do not mesh with a professor’s teaching style • If the educational goal is compelling enough, and a person is prepared to put in the time and effort, he or she may decide to create a new learning object.
  • 4. What stands in the way? • Lack of technical experience • Incorporating effective pedagogy into the learning object – Although it seems obvious that learning should occur when a student uses a learning object, that is not always the case • Intellectual property and copyright issues – The problems get more complicated as more materials, or assets, are incorporated into a learning object
  • 5. What stands in the way? • Author workload – Creating a high-quality learning object is a serious undertaking, requiring time to plan the project • Scope – It can be difficult to decide how much content to include in a single learning object, but the decision will have a major impact on the results.
  • 6. Usability of Learning Objects (1/4) • Relevance: For a digital object to be effective in an online course, it must be relevant to the course content, and must materially contribute to the achievement of outcomes • Usability: The digital object should be usable in the platform or delivery system in use, and it must be accessible by the users
  • 7. Usability of Learning Objects (2/4) • Cultural appropriateness: The digital object should be appropriate culturally, and the meanings that it communicates within a cultural context should reinforce learning objectives • Infrastructure support: Objects, whether large or small, simple or complex, should be housed and delivered on a system that is sufficiently robust to handle surges in traffic, bandwidth usage, and storage of large files
  • 8. Usability of Learning Objects (3/4) • Redundancy of access: It is important to make digital objects accessible through more than one means of delivery • Size of object: Large objects are sometimes unusable if the users are distributed in remote location where access is poor and/or slow. Optimizing the size of the object, particularly images and audio files is important
  • 9. Usability of Learning Objects (4/4) • Relation to the infrastructure / delivery: If the object is easily integrated into the learning management system, it is treated differently than a large, complex object, that might be run in conjunction with the learning management system. It may be necessary to modify the delivery system and/or rationale
  • 10. Before you take the leap, ask… • What educational problem are you trying to solve? • How do you envision your learning object being used? • What rights issues can you identify? • What resources do you have available for development?
  • 11. Educational Problem • Identify your learning goal – keep your focus to it! – Is there a concept that is troublesome for learners using traditional methods? – Is it that you have supplemental resources you wish to share, but don’t have time in class to show them all? • Think about whether there is a clear advantage to using your planned learning object to reach the educational goal you have named. – Can learners easily get an equivalent experience in some other way? • Ask yourself whether your solution is worth the time and effort involved.
  • 12. Envisaged Use (1/2) • List the most common ways you envision learners using it. • Think of uncommon ways that your learning object might be used. • The activities described in the second list begin to open up new possibilities for learner interaction. – You may come up with ideas in this second list that you cannot implement due to restrictions
  • 13. Envisaged Use (2/2) • Check your lists against your written educational goal; do the activities support the goal? – Keep these lists in mind throughout the development process • Consider how your learning object will relate to other existing learning objects and to other educational materials you are aware of. – The same is true for other companion materials that are not digital learning objects – When you publish your learning object, you might suggest that it be used in company with the other objects or materials you have identified
  • 14. Copyrights (1/2) • If you are using materials created by someone else in your learning object, you must obtain permission and provide correct attribution. • Copyright clearance. Make sure you have copyright clearance for each asset you use, and make sure that clearance specifically covers use of the asset in a digital learning object like the one you will create. • Fair use. Fair use refers to a portion of copyright law that deals with commentary, criticism and parody. Fair use does not give unlimited license for use and distribution even if the purpose is purely educational
  • 15. Copyrights (2/2) • Creative Commons. Creative Commons allows authors and artists to select licenses for their works that specify how they can be used • “Open” & “closed” learning objects. Learning object formats may be either open or closed with regard to whether assets can be extracted – Website (open) VS java simulation (closed) • Your own rights issues. You should also consider your own rights and those of the organization for which you work
  • 16. Available Resources • Are you the sole developer, or do you have staff to assist you? • What technical experience do you and/or your staff have? • What software is available to you for creating or digitizing assets, and who knows how to use it? • What software will you use to create your learning object? • Do you have access to assets already digitized? • Major obstacles to creating learning objects are: – Lack of time; – Lack of technical expertise
  • 18. Cognitive Evaluation • Cognitive Evaluation plays an important role in an individual’s belief about whether or not he or she can succeed in a task. Before engaging in a task, individuals analyze it in order to determine whether or not they have a high probability of success. If they predict success, they are likely to embark on the task, and are likely to be motivated to complete the task (high persistence probability).
  • 19. …for Learning Objects • Learning objects should be developed with the abilities and levels of the users in mind. Mastering the tasks builds confidence and increases self-concept. If not, the users / learners will be frustrated and demotivated.
  • 20. Consistency Theory • Consistency Theory: Individuals become demotivated when there is a lack of consistency of behavior, values, and belief, and that such a condition can result in cognitive dissonance. Inconsistency in online learning occurs when instructor behavior does not align itself with expectations, or when the learning objects do not function in a predictable, practical way.
  • 21. …for Learning Objects • Making certain that the learning object uses terminology and instructional strategies that are consistent with those of the online course, and that they are congruent with the texts used is very important.
  • 22. Goal-setting Theory • Goal-Setting Theory: The key to achieving a goal is to set one that has the following attributes: attainable and accessible. In order to direct ourselves we set ourselves goals that are: Clear (not vague) and understandable; Challenging, to assure stimulation and avoid boredom; and, Achievable, to minimize the chance of failure.
  • 23. …for Learning Objects • Learning objects should be selected so that they can be incorporated in the learner’s goal- setting system. Learning object-driven instructional activities should be clear and easy to conceptualize, but also challenging enough to maintain intellectual engagement.
  • 24. Affiliation Needs • Affiliation Needs: Power, affiliation, and achievement are basic motivators. In an online environment, affiliation needs are often satisfied by means of an interactive discussion board or chat area. Instant messaging also often satisfies that need.
  • 25. …for Learning Objects • Any learning object that helps improve collaboration and interactivity among learners is likely to help a learner or user achieve affiliation needs. Further, any learning object that encourages learners to want to identify with the identity of the institution, and to improve self-concept through affiliation is also likely to increase an individual’s sense of power and achievement.
  • 26. Self Actualization • Self-Actualization: This approach is based on Alderfer’s (1972) model of Existence, Relatedness and Growth (ERG). All needs in Alderfer’s equation hinge upon the notion of selfconcept, and the basic core idea that anything that helps an individual develop a better sense of self will be motivating.
  • 27. …for Learning Objects • Reinforce notions that a learner might hold about himself or herself, such as, “I am a successful student,” or, “I accomplish tasks in a timely manner, and I do it effectively.” • Learning objects can help the learner self-actualize with respect to the subject matter and skills included in the learning activities of the distance-delivered course. At the same time, they can help self-actualization in terms of technology by helping gain a sense of mastery in multiple modes: via personal computer-based online programs, mobile learning, video game-based learning programs, audio and video.
  • 28. Instructional Design 8 pointers to creating high-quality Digital Learning Objects
  • 29. 1. Motivation Theories • Keep motivation theories in mind when selecting objects. – If learning objects are selected without keeping in mind certain theories about how humans are motivated, or demotivated, the courses that incorporate them are likely to be ineffective.
  • 30. 2. Align outcomes & activities • Align outcomes with instructional activities that incorporate learning objects. – Review how the object is intended to be used, – How it is used in actual practice. – Assess the learners to gain an appreciation of their values, needs, and interests, – Articulate how the learning objects are intended to be used, – How their use will affect outcomes – Conduct a post-course review to see how the objects were actually used and what kinds of outcomes were achieved
  • 31. 3. Technological Issues • Resolve potential technological issues. – What platform will be used? – Will a learning management system be used? – Will this be a live web-based course? – What kinds of access will the students have? – Will it be offered in CD-ROM format? – Will you use PDAs or hand-held computers? • These have to be considered because it is very difficult to retrofit an object once it is incorporated into a learning module
  • 32. 4. Delivery Modes • Maintain multiple delivery modes – Online, blended, mobile, video game-based simulation – Design objects so that can be reused or easily repurposed for the modes the learner will be using, and for the actual conditions of delivery. – A needs assessment is important for this
  • 33. 5. User Needs & Capabilities • Remember real user capabilities and needs – Learning objects vary in size, use, and complexity. – Some, require an extensive repertoire of skills, and the ability to work within a number of plug- ins. – Others are static and very easy to use. • Although these are easy to use and download, they may not be appropriate if the learner is using a small screen hand-held computer
  • 34. 6. Culture • Sociological Factors – Understanding the cultural beliefs and values is critical in developing an instructional strategy – Understand the values and how one might unintentionally offend a learner – Understand cultural values in order to use objects in a way to reinforce self concept and to motivate
  • 35. 7. Psychology • Psychological Factors – Motivation, self-concept, self-efficacy, and basic beliefs about how the mind makes meaning are very important – Understand how learning objects can make connections between the learner’s experience and the concepts presented in the course in order to achieve learning goals – Learning objects can enhance learner self-efficacy and self-concept, as well as to improve learner self- regulation in the quest for effective, flexible, and adaptable learning strategies
  • 36. 8. Disabilities • Implement learning objects, particularly for users with low vision, low hearing, or cognitive needs
  • 38. It’s all about design Design for Learning Design for Interoperability (metadata) Design for the Learner’s experience Design for Accessibility Design for Reusability Graphic Design Usability Guidelines Choosing a Technology and Development Tools Care and Feeding of Your Learning Objects
  • 40. Cost of creating a course • One example of a course that consumes: – 30 days of a subject expert’s time, – 7 days for an internet specialist – Additional expenses for copyright review, academic approval, and administration *Bates, Anthony. Managing Technological Change. San Francisco: Jossey-Bass Publishers, 2000. pp.138, 144
  • 41. Cost Analysis Cost Category Cost per day Total Subject Expert (30 days) $400 $12.000 Internet Specialist (7 days) $300 $2.100 Graphics and Interface Design (4 days) $300 $1.200 Copyright Clearance - $700 Total Direct Costs $16.000 Overheads/Indirect Costs (25%) $4.000 Faculty of Education Approval $4.000 TOTAL - $24.000
  • 42. Assumptions • Experienced course author • HTML specialist • No instructional design costs • No development of any interactive media or course specific Java programming
  • 43. Delivery Costs? Cost Category Cost per item Total Subject Expert (30 days) $400 $12.000 Internet Specialist (7 days) $300 $2.100 Graphics and Interface Design (4 days) $300 $1.200 Copyright Clearance - $700 Total Direct Costs - $16.000 Overheads/Indirect Costs (25%) - $4.000 Faculty of Education Approval - $4.000 Library - $1.000 Server Costs - $300 Tutoring 40 students $220 $8.800 Registration $14 $640 Administration $28.86 $1.155 Printed material & postage - $1.500 TOTAL - $37.161
  • 44. Economies of Scale • The previous model is problematic cause: – Courses are developed from scratch – Delivered only to a minimum set of students
  • 45. Discussion • Develop a learning strategy which connects the desired learner outcomes and content with underlying theories • In Learning Design, best practices that take into learning theory and behavioral psychology, including motivation, have a higher likelihood of success • It is important to assess and review best practices on a regular basis, and make sure they align with desired learning outcomes, and user needs
  • 46. First Floor Learning Design Next stop: 2nd Floor – Learning Technologies 1