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Centre for the Advancement of Research &
Development in Educational Technology
Case Studies & Issues of Quality in elearni...
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 – St...
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
...
3-Sigma Model
Systemic Systematic & Sustainable
elearning
innovations
Stakeholders
Partnerships
Infrastructure
ICT
Support...
Quality Perceptions
• Lower quality of curricula
• Price Paradox
• Economies of scale?
• Cash cows – digital diploma mills...
Pillars of quality
• Institutional Quality
• Vision, Mission, Strategy, Leadership
• Policies and practices in place
• Pro...
Sample Projects
Education development
Europe, and Asia Pacific (e.g.
Taiwan, Singapore, Thailand,
Malaysia, Indonesia, Phi...
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
Pr...
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
Gam...
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 ch...
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...
Challenges
Matching
activities &
competences
Cultural
diversity
Self-pace Vs
Facilitated
Content to
read
Collaborate or
se...
Strengths
Aligned with the EU directives
Modular and can be adapted in learning courses
Close to youth’s high-tech culture...
Weaknesses
Not everything can be gamified
Instructors and institutions are not
prepared to teach with games
Language can b...
http://www.cardet.org/ile2017/
• electronic Regenerated Freirean Literacy through
Empowering Community Techniques (e-Reflect)
• Boys reading
• Lighthouse...
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Case Studies & Issues of Quality in elearning: The 3Sigma Model

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Presentation at the first international conference on quality in higher education, held at the University of Nicosia.

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

  1. 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
  2. 2. 2 www.cardet.org © CARDET 2017
  3. 3. Outline • Trends in elearning • Some things on quality • 3 Sigma Model • Project Cases • Lessons © CARDET 2017
  4. 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. 5. Key Trends Accelerating Technology Adoption in Higher Education http://www.nmc.org/ © CARDET 2017
  6. 6. Significant Challenges Impeding Technology Adoption in Higher Education http://www.nmc.org/ © CARDET 2017
  7. 7. Important Developments in Educational Technology for Higher Education http://www.nmc.org/ © CARDET 2017
  8. 8. Quality Pillars | 3-Sigma Model Systemic Systematic Sustainable Quality Culture People Policies Strategy Infra- structure Processes Practices © CARDET 2017
  9. 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. 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. 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. 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
  13. 13. www.moocs4inclusion.org © CARDET 2017
  14. 14. www.dl4d.org - CEA © CARDET 2017
  15. 15. http://blearning-project.eu/ © CARDET 2017
  16. 16. http://dima-project.eu © CARDET 2017
  17. 17. Reform Higher Education/elearning in India Strategy Development © CARDET 2017
  18. 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. 19. Quality content – global relevance © CARDET 2017
  20. 20. Gamification of Entrepreneurship Education http://www.entrinno.org © CARDET 2017
  21. 21. Who Plays Video-Games?
  22. 22. •Motivation •Multimodal •Engagement •Competition •Collaboration •Interaction •Feedback •Levels •Adaptation •Assessment Game Affordances © CARDET 2017
  23. 23. Alignment with EntreComp http://publications.jrc.ec.europa.eu/repository/bitstream/JRC101581/lfna27939enn.pdf © CARDET 2017
  24. 24. Game Design © CARDET 2017
  25. 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. 26. Presentation of the game © CARDET 2017
  27. 27. Presentation of the game © CARDET 2017
  28. 28. Progressing in each phase © CARDET 2017
  29. 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. 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. 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. 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
  33. 33. http://www.cardet.org/ile2017/
  34. 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

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