Tuesday, August 27, 2013

Etivity 9-2

1.    What, if anything, surprised or challenged your preconceptions in this topic?
I have long believed that interactive learning is the best method. Everything I have read in this topic has confirmed that. The theories of motivation such as the ARC model (Keller, 2008, p.82) made me think. I had not considered attention, relevance or confidence as motivators before, but it does make sense. The motivation of gaming was an eye-opener. I was aware of people being addicted to games, but had not considered why or how this could be transferred to online learning. I was also very interested in the comparison of someone multitasking while participating in an online lesson with someone else being totally absorbed in a virtual world (O’Driscoll and Kapp, 2010).

2.    Were there any ideas presented which altered your vision of what instructional design might look like in the future?
I was very impressed by McGonigal’s (2010) talk at the TED conference and an interview (Zetter, 2010) I read. Gaming seems like the answer to all the world’s problems! With the expansion of the Internet and more capabilities in the digital world, I am sure that many of the features used in online games will be integrated into online learning.

Instructional design will make more use of virtual worlds and simulations. TAFE NSW Western Institute (2010) uses the virtual world to teach hospitality. This is an example of what can be achieved in a virtual world. There would appear to be endless opportunities to use virtual worlds to recreate situations to teach and practise practical skills where training in the workplace may be problematic. Computer modelling could be used to simulate car engines or human body parts for people to practice on.

3.    Try to describe what vision you feel your organisation might have for training and development activities in the year 2020. Try to be optimistic but at the same time realistic.
I believe the management at TAFE would like to have minimal numbers of human teachers, so most training will be offered online. Even courses with a high proportion of practical elements will be presented online. Simulations and virtual worlds will make this possible. There will also be more collaboration online and greater use of tools which can share desktops and pages. Use of social media is already increasing in many course areas. Flexible delivery is the way of the future. This is more than just having coursework available online. It is also about meeting the students’ needs for where, when and how they study. This means more training may take place in the workplace and a lot of recognition of prior learning will be applied, as well as training on-demand. There will certainly be less traditional classrooms, and the teachers within will most likely not be doing the “chalk and talk”. Students will be involved in creating their own learning.

References
Keller, J. 2008 An integrative theory of motivation, volition and performance. Technology, Instruction, Cognition and Learning. Vol 6. 79-104.

McGonigal, J. 2010 Gaming can make a better world. TED talk.

O'Driscoll, T & Kapp, K. (2010) Escaping Flatland. Learning in 3D. Wiley, San Francisco.
TAFE NSW Western Institute (2010)The virtual tourism project. (online accessed 26 July 2013).

Zetter, K. (2010) TED 2010: Reality Is Broken. Game Designers Must Fix It. Wired (online retrieved 21 July 2013)


Etivity 9-1

In Etivity 1.1, I said I was looking forward to this course to fill in the gaps and offer some new ideas. I also expressed a desire to create interactive and instructive learning material. I have not been disappointed. I have enjoyed the journey, learning about instructional design, learning styles as applied to online learning, motivation and many more tools which can be used to create learning material. Importantly much of the learning has been ‘practise what you preach’. It began with the virtual icebreaker on our blog, as suggested by Anderson (2004, p.36). We have been immersed in an interactive, collaborative learning with blogs, 2nd life, problem solving tasks and synchronous chat. The benefits of all of these have been discussed in the learning material as important to include in online learning. As Conrad and Donaldson (2004, p.9) say, interaction is central in constructivism learning. We have not only read the theories but experienced them as well. I have certainly enjoyed the learning experience and look forward to using what I have learnt and practised in developing my own learning material.

Anderson T. 2004 Toward a theory of online learning in T. Anderson and F. Elloumi (eds) Theory and practice of online learning. Accessed 23 July 2013.
http://cde.athabascau.ca/online_book/index.html

Conrad, R. & Donaldson, J.A. 2004 Engaging the online learner: resources for creative instruction. Jossey-Bass. (online. Retrieved 22 July 2013)



Monday, August 26, 2013

Etivity 8-2


1.      What experience have you had personally in managing instructional design and development projects?
2.      How has what you have read in this topic challenged you to reflect on your previous experiences?
3.      What have you learnt that would have, or will, assist you in your management processes?

Many years ago I created a CD-ROM for remote students. We limited it to a CD due to bandwidth restrictions etc. for learners who didn’t have high speed internet access. My Head teacher was officially the project manager, but it was mostly up to me to decide what was used and how it was presented. Part of the project guidelines was that I was not to actually create material – just locate it, adapt if necessary, and package it. When I have created learning material, it was just a matter of necessity, not a project as described by Chapman and Nicolet (2003) with project leader, charter, processes and reports. Van Rooij (2010, p854) points out that projects for developing online instruction are often limited by a lack of resources. This explains why my project was so limited. Templates and processes would certainly streamline the process. It would be nice to have graphic designers and media specialists to help create a truly professional product.

When creating the CD-ROM, we inadvertently followed the Analysis, design, development, implementation and evaluation (ADDIE) instructional design model. The analysis was not very substantial – more that there was an identified need. The remaining steps were followed, even though we were not aware that we were actually following an identified process. Van Rooij (2010, p858) discusses the benefits of having a project manager with different skills to a subject matter expert or an instructional designer, but when resources are thin these various skills often have to reside in one person. For the size of the projects I have been involved in, I really don’t think project management skills are as important as subject expertise or an ability to work with online tools to create the learning material. As Van Rooij (2010, p.862) says, instructional designers can obtain project management experience on the job.

What I have discovered about doing these projects is that having a process, and planning what needs to be done, are very important starting points. In these times of budget restrictions, where large scale projects are not numerous, it is often only a single person who will be responsible for a small scale project. The best results can be achieved by following processes and guidelines as if it was a large project 


Sunday, August 18, 2013

E-tivity 8-1

Kirkpatrick’s model of evaluation has been around for many years.  I have answered many evaluations about whether I enjoyed the training, what I had learnt, and if I would put into practice what had been learnt. These questions address the first three levels on Kirkpatrick’s model. Dick (2007, p.150) says that even Kirkpatrick acknowledges the difficulty of measuring the fourth level of changes in the organisation due to the training. Even the behaviour level can be difficult to measure in the organisation. Despite the most comprehensive learning and best intentions, there can be other factors which influence whether the learning can even be implemented.

In the case of my project, I have designed some learning for using a program called WebDewey. In order to use this, students must also understand the process of number-building in the Dewey Decimal System. Sadly, if a student doesn’t go directly from TAFE to a workplace which uses this program, evaluating for level 4 is unnecessary. Currently some libraries still use Dewey in print, but eventually they will all move online, so it is not unnecessary training.

My introduction to learning Webdewey is at http://librarydiploma.weebly.com/ if anyone would like to see how they go. It is for diploma level students whom we assume have a basic understanding. I would still appreciate feedback from people who may have no experience. You might even learn a bit about Dewey! I encourage you to have a go at the quizzes. I have also created a video to demonstrate how to use the website. This package is only an introduction. I realise there will need to be many more exercises and explanations.

One response to the quizzes was that the student did not have the schedules to answer some of the questions. I have since included the relevant information. This was a bad oversight, since accessing the schedules is what WebDewey is mostly about, and it had not been introduced at that stage. Otherwise the formative evaluation for levels 1 and 2 of Kirkpatrick’s model indicates this foray into online teaching is heading in the right direction with regard to reaction and learning. I’m confident that if the students have learnt successfully and their workplace endorses it, they will use what they have learned (level 3).

Overall:
Level 1: Reaction - Students enjoyed the learning experience.
Level 2: Most people said they learned something, even when they did badly in the quizzes.
Level 3: the students will be applying what they have learnt in further lessons
Level 4: This will depend if the students get work in an appropriate workplace.

References
Dick, W. (2012). Evaluation in instructional design: The impact of Kirkpatrick’s four-level model. In R. Reiser & J. Dempsey (Eds.), Trends and issues in instructional design and technology. 3rd edn. Merril, New Jersey

Further reading
Chapman, A. (2012) Evaluation in Instructional Design - Kirkpatrick's 4 Level Model . Businessballs.com  (online accessed 18 Aug 2012)

Saturday, August 17, 2013

E-tivity 7.2

E-tivity 7.2
Reflect on your own use of problem-solving learning and do you learn best when presented with a problem.
My own use of problem-solving learning… Working out how to use the mind map software and getting into Second life were both examples of this kind of learning. Sometimes following instructions can be problematic in itself. There can be language difficulties, ambiguities, and outdated links or screen shots just to mention a few problems. Creators of instructions often make assumptions about the knowledge of the users that mean some explanations are left out.  So problem solving is a part of daily life.

Do you learn best when presented with a problem?
My first response was that often when I have to work out how to do something, I can try so many alternatives that when I come back to it, I have forgotten which approach finally worked! When I considered then how I learn by having someone show me something, I believe I do learn better by actually having a go myself, perhaps with some guidance on where to start.

How can you redesign your teaching to include problem-solving?
I implement this in the classroom. Our course is more about people learning how to do things, rather than learning facts. I don’t even expect them to remember the rules of copyright – rather where they should go to look them up and to interpret them. Jonassen (2012) lists many styles of problem solving which we use in our various subjects. We call them nearly all case studies, but when posing problems for copyright, it is really decision making. When asking what should be done when there is equipment failure, we are presenting troubleshooting problems. We have a simulated workplace and a lot of practical work.

 As Jonassen (2012, p.65 ) says there are different problems for different situations. I believe we do “embed learning in an authentic context” (Jonassen, 2012, p68) because we require the students to research, evaluate and analyse their findings before presenting a solution. Using the tools to solve problems (such as WebDewey to assign classification numbers) engages the students with authentic situations that they would use in the workplace, and using it repeatedly reinforces their learning. Even when following the traditional model of teaching content before applying it to solve a problem, we often have the students find the answers rather than just supply the information. Not all subjects are composed of problem based learning, and some have much more complex problems to address than others. It could be a series of problems to answer, or one complex case to complete depending on the topics and required outcomes.

I’m not sure how I could redesign my teaching to include more problem-solving. My lessons on research already begin with – “go to the help button and find out what type of searches a database supports, and what symbols you can use for truncation”. I then get them to so some research. It’s all about learning to learn, and a lot of implicit problem solving already..

Reference
Jonassen, D. (2012) Designing for problem solving, in R. Reiser & J Dempsey (eds) Trends and issues in instructional design and technology, 3rd edn. Merril, New Jersey. 

Friday, August 2, 2013

E-tivity 7.1

Most of the webquests I found were aimed at primary to high school students. Mrs. Tibbits 9th Grade English (No apostrophe – so definitely won’t be giving it my students!) was a good basis for what I would have liked. I noticed some of the webquests had a URL of edublogs, so I went to that site and created my own set of pages and links. Originally it was based on Mrs Tibbet’s webquest, but it had changed substantially by the time I had finished. I really wanted to include websites that were more academic and required some interactivity. I’m very pleased with the result, and might rename the ‘steps’ to ‘topics’, expand it a bit more and use it for remote students. According to Dodge (2007,) a “webQuest is an inquiry-oriented lesson format, in which most, or all, of the information that learners work with, comes from the web”. It seems that a webquest is really using the Internet to provide the lesson outline and materials. It would certainly suit the digital native students of today who would rather click on a link to find a document than be given it as a handout. Providing all the lesson material on the Internet also offers much more in terms of interactivity, videos, audio and so on. It also gives the students some control – they can move on when they are ready, not when the next handout is passed around.

My Information Literacy webquest is at http://narbell3.edublogs.org/

References
Dodge, B. (2007) Webquest.org. San Diego State University. [online. Accessed 2 August 2013]

Tibbets, K. (2011) Mrs Tibbets 9th Grade English. Sanford high School [online. Accessed 28 July 2013]

E-tivity 6-2

1.        How, if at all, have your initial thoughts about what flexible learning means been challenged by your reading?
To me, flexible learning has been about being flexible with the delivery of our training package. Perhaps not in all the aspects to which Collis and Moonen (2002) allude: giving the learner choices over where, when, what and how to learn. We have a ‘flexible delivery’ class where students are invited to come in once a week, at a set time, if they want help with particular subjects. There is a set combination of subjects which need to be completed in order to attain the qualification. We have suggested dates for when assessments should be handed in. These are guidelines to help people keep on track, rather than leaving everything until the last minute. The technology allows us to be flexible; we are flexible in the teaching styles and implementation; the institution encourages flexibility, but there are deadlines which need to be met for administrative purposes.

2.        Reflect on a number of learning experiences that you have been involved in and the degree of flexibility which each involved. How did this influence the effectiveness of the learning context?
When I first studied a course by distance education, the flexibility was in when I did my learning. There was no choice of subjects or assignment due dates. There was no extension of due date for people in remote areas, so not everyone had the same time frames. Having set due dates did help to ensure that I was organised and kept doing the learning. I can’t remember anything about access to instructors, although technology allowed phone calls, email and a class forum (which was only new and little used). Another course I did through OTEN was very flexible in timing. I could even nominate when I would do the tests. Many people can’t cope with this much flexibility, because the get caught out when their enrolment expires. Both of these courses relied heavily on texts. OTEN did have videos at times. Pedagogically there was little flexibility. Learners who needed alternate ways of learning were not catered for. The learning context was only effective for a specific type of learner.

3.        In what ways could you use virtual worlds in your instructional context?
Three dimensional learning experiences (3DLEs) “create compelling, visceral, and memorable experiences” (O'Driscoll & Kapp, 2010, p61). A virtual library would be a wonderful solution for teaching the practical aspects of the course to students who cannot attend physically. I imagine it would be possible to create a scenario for students to push a book trolley and shelve items in the correct place, whilst paying attention to WHS issues. TAFE NSW WI (2010) has already demonstrated that role plays can be done for customer service. This is a big area in our course. Using the virtual world could even be done in the classroom with the on-campus students to ensure they are all getting experience in certain situations, and for practice in a safe environment before they have to face real situations. O'Driscoll & Kapp, (2010) also point to the natural emergence of collaboration and peer-to-peer learning which happens in 3DLEs. Teamwork is also vital in libraries, so a virtual world can encompass students from all cohorts to work together, regardless of timetables or distance.

References
Collis, B & Moonen, J (2001) Flexible learning: it's not just about distance, in Flexible learning in a digital world: experiences and expectations, Kogan Page, London

O'Driscoll, T & Kapp, K. (2010) Escaping Flatland. Learning in 3D. Wiley, San Francisco.

TAFE NSW Western Institute (2010)The virtual tourism project. (online accessed 26 July 2013).

E-tivity 6.1

E-tivity 6.1
My avatar on second life is Narbell3. My first venture was on 25th July. I found it very lonely, although I did grab a couple of t-shirts! Many years ago when I did a course with Charles Sturt Uni, we had a meeting place – but there were no graphics. It was all imagination. I would have had to type “walk down stairs”, “look around room”, and so on. There was a set time to go there, and after milling about in the foyer, having a drink and chatting to each other, we were ushered into a theatre where the tutor asked questions and we had a chat session (all in text).  I read somewhere (can’t remember where) that people tend to choose an avatar which represents themselves. If mine does it is an accident. I just chose the first one I was offered, thinking I would change it once I got into the new world, but haven’t managed to do so successfully yet. Hopefully when we meet on 2nd life, I will not be a goth!

Second life seems to be a similar idea – but much more advanced.  It looks like it could be fun. The spark for e-tivity 6.2 suggests that students get a ‘sense of presence’ by using an avatar. It does add more realism, and is definitely an improvement on texting. Kapp and O’Driscoll (2010) make a case for using a three dimensional world. They explain that since Avatars are often an extension of the person, someone can become fully immersed in the virtual world. “(L)earners act and interact in real-time with each other and the instructor to accomplish a challenge or task”.  This means it fits in with constructivist theory very well. TAFE NSW Western Institute (2010) made good use of it for their tourism program. It may be a tool to be considered in the future for larger cohorts of remote students to get together and foster the sense of collegiality and learning from each other. The examples provided also show that it would be very successful to use for role plays, team work and case studies, where the situations can be as realistic as possible. In fact when someone is totally immersed they respond as they would in the real world. It makes learning fun, while people have a sense of gaming – where they can achieve what can’t be achieved in the real world, and yet they are learning while they do it. Prensky (2007) says games are great teachers and great motivators, so a learning tool which resembles a game should be very successful.

Reference
Kapp, K.M. and O’Driscoll, T. (2010) Escaping flatland. Learning in 3D: adding a new dimension to enterprise learning. Wiley, Hoboken.

Prensky, M. (2007) Sims vs. Games: The Difference Defined. Eutopia. (online, accessed 27 July 2013).

TAFE NSW Western Institute (2010)The virtual tourism project. (online accessed 26 July 2013).




E-tivity 5.2

1.     Which of the tools Siemens lists have you used before and/or do you see how you might use them in your teaching?
Have used                                                                                        
Blog – the blog was used in a class on technology, to show the students how to use blogs. They had to create their own blog and make comments on each others, much as we are doing in this course.                                                  
Wiki – in the same class we formed a wiki for the students to contribute to. They were given a topic each and encouraged to edit each other’s pages. They were all in the same room at the same time, so being able to talk to each other really detracted from making it an online activity.
Social networking – Facebook. This was used for a ‘quick fix’ when the learning management system wasn’t available. We set up a page just for the selected students who needed the learning materials. I could upload documents, powerpoint, links to videos etc. The students were able to comment and ask questions and I could see who had seen the posts. The only problem was that posts would be elevated when someone made a comment, so the lesson material would be out of order and people tended to miss things.
Games – I’ve only introduced this since I started this course. The students were given a link to a page and told which game I wanted them to try. After they had conquered it, they voluntarily tried others. It was motivational for them because they had instant results and feedback, so they knew if they had to improve in an area, and it was highly interactive. Ally (2004) mentions these requirements often.
Audio/podcasting – I have linked to podcasts, but not created my own. I like the theory of providing students with lectures to listen to, so they can spend class time on other activities. Ally (2004) suggests that learner should receive information in a variety of sensations, so making it aural offers an alternative format for learners.
OER – I have used a variety of resources available on the Internet. I try to have readings, videos and online interactive tutorials to provide variety and appeal in the lessons.

Haven’t used                                                                                                           
Social bookmarking – I can see potential for using this to encourage teamwork and sharing, which are important aspects of constructivist theory.                                                
Image sharing – We should encourage the students to use this for the sharing aspects as well as that it seems to be featured in a lot of libraries.
Microblogging – All the students have some face to face and class time, so we can give them information and links at that time.
Webconferencing – I have been a student in this, but not hosted one. I know the advantages and would like to include them in my classes, but currently we are not doing any online courses. All the students have some face to face and class time, so a web conference is not necessary.
Aggregation – I’ve just started making use of RSS feeds for this subject. I have subscribed to everyone’s blogs. It’s a great idea to keep up with any changes without having to check in regularly to see if anything has happened. It could be used for learners to be alerted whenever new material has been posted to a class page on a blog site for example.

2.     How important is web 2.0 to you and your students?
My students need to be familiar with web 2.0 because it is part of their vocational choice. Libraries use blogs, wikis, Facebook, Flickr etc. Currently it is not part of the teaching strategy except where it is actually what needs to be learnt. The students use web 2.0 to learn about web 2.0, so it could be called authentic learning. When we introduce our online course, many of these features will be useful as learning strategies, not just blogging for the sake of blogging. Siemans and Tittenberger (2009) suggest blogs are useful for reflection, whilst wikis are good for collaboration. There are many ways web 2.0 tools can be used to enhance learning.

3.     What do you see as the pedagogical implications of incorporating social networking and web 2.0 into instructional design?
Social networking and web 2.0 sit very neatly with constructivist theory. Ring and Mathieux (2002 in Ally, 2004, p4) suggest online learning should have “high authenticity…high interactivity and high collaboration”. When we are using blogs to teach about blogs, it is authentic. Social networking encourages collaboration and requires interactivity. Siemans and Tittenberger (2009) discuss social networking as an external learning network in their theory of connectivism, where individuals connect with each other, the work and experts.

4.     Do you use a lot of rich media and what are the implications for over using rich media?
“The defining characteristic of rich media is that it exhibits dynamic motion. This motion may occur over time or in direct response to user interaction” (University of Washington, 2013). This suggest videos or interactive quizzes with a lot of action. I believe all media has a place as long as the content is relevant and contributes to the learning experience. As Siemans and Tittenberger (2009) suggest, it is not desirable to select one media format over another. “The brain processes different media differently” so a variety of media would be more suitable to meet all the learning requirements. Too much rich media could saturate one form of brain processing – apart from other mundane issues such as expense and bandwidth.

References

Ally, M. (2004) Foundations of educational theory for online learning in T. Anderson, and F. Elloumi, Theory and Practice of Online Learning. (Online, accessed 30 June 2013)

Siemans, G. and Tittenberger, P. (2009) Handbook of emerging technologies for learning. (online, accessed 24 June 2013)

University of Washington (2013) What is rich media and how can I learn more about its accessibility? (online, accessed 24 July 2013).





E-tivity 5.1

This is a wish list of technologies I’d love to make use of for my classes. I am just identifying some of the sites I have found and explaining how I could use them.  I haven’t used them, so I cannot say if they are easy to use or problem free.

1. Edmodo
I have signed up, and done some introductory tutorials. It appears similar in appearance to Facebook.  It offers extras such as tracking progress, awards (badges) and claims to  engage students. The students are mostly familiar with Facebook, so learning the actual program should not be too difficult and allow them to concentrate on learning the content.  I have used Facebook as a means of communicating subject material with the students and I think Edmondo would be a great alternative because it will keep the education account separate from social life. One problem with Facebook is that posts can end up out of order if someone makes a comment on an earlier post. That may still be a problem with Edmondo. Other than setting up folders in a library, I cannot see another way of structuring the lesson material. Therefore Edmodo is not suitable for the particular project I have in mind. it may be useful for a different type of lesson in the future.


This is an online collaborative whiteboard with text and audio.  It says it can do document and image upload, but doesn’t mention sharing desktops. I have used Adobe connect with work – but it would be good to find a free and simple program for students to use. Chat can be via audio or text, but there is no video. This is not a shortcoming to me, because video requires so much bandwidth. Having a tool which allows people to communicate in real time can be valuable to increase a sense of collegiality and facilitate groupwork. Interaction with other people is a “key learning component in contsructivist learning theories”. (Jonassen, 1991 in Ally 2004, p.43)

3. Jing


This program facilitates the capture of screen images and videos. I envisage using it to create tutorials for online students showing how to navigate certain web sites, or to use some on-line tools we have for cataloguing. Voiceovers can be recorded as you move the mouse around the screen and explain what is being done. The end product is saved online and a link is available to share the end product. This is advantageous for learners, because they have control over when to download the video. The concept of being to provide demonstrations to remote learners is something to make use of whenever necessary. A very user friendly tutorial is available, which also suggests downloading camtasia which enables editing as well. I did use Jing and put it into my project, but the resulting video could not be viewed on a mobile device. I remade the video in Camtasia, with a much better result. Unfortunately Camtasia is only a trial version.

I have found a tutorial which shows how to use Google docs in the classroom. Byrne, R (2012) Google Documents for teachers. This gives lots of ideas beyond just having a page to which everyone can contribute, including creating self-assessing quizzes. This would be great for formative assessments. Bransford et al (in Ally 2004) describe instant feedback to students as motivating as well as providing information, so having a tool which enables me to create self-assessing quizzes is very useful. From the experience of using Google Docs to list our class blogs, it would seem to be a much easier tool for asynchronous collaboration than a wiki. I am concerned about tracking the editing though.

You can find the various documents in Google Drive. Anything you create here can be saved in the “cloud” and accessed from any computer, anywhere with access to the Internet. You can allow others access to just see the pages or to edit them. It would be a great facility for students to submit assessments, and the teacher to be able to add feedback directly.

I have installed this and had a little play. It seems very easy to use. It is a program which can create interactive activities such as crosswords, jumbled sentences and gap fill.  Although they are not complex problems to solve, I believe there is still a place for simple activities to reinforce some learning. They can be used in conjunction with other forms of online learning to ensure the learner is engaged with the material.  I introduced my class to some word games where they had to identify key words, secondary statements etc. It was a great experience for them, because they were getting instant feedback – and no-one was getting 100% at first. This was a great motivator for them to improve and they kept at it for much longer than I expected. As Ally (2004, p18) says, “learning should be an active process”, and McGonigal (2010) enthuses about the motivation games provide for learning.
I did create some puzzles in Hot Potatoes, but found I could not embed them in my web site. I had to create a link to an external site. Since I wanted to keep things simple, I found another quizmaker to use. See proprofs http://www.proprofs.com

References
Ally, M. (2004) Foundations of educational theory for online learning in T. Anderson, and F. Elloumi, Theory and Practice of Online Learning. (Online, accessed 30 June 2013)

McGonigal, J. (2012) Gaming can make a better world.  TED Talks (online accessed 17 July2013).

Saturday, July 20, 2013

E-tivity 4-2

Why do instructional designers pay more attention to motivational and volitional factors now than in the past?
Separate studies into learning and motivation seem to have been around since Freud’s psychoanalytic theories in the early 20th Century. There were Skinner’s behaviourism and Maslow’s ‘hierarchy of needs’ in the 1950s. In the 1960’s and 1970’s, Bandura, Bruner, Piaget, Vygotsky and Gagne were theorising about cognitivism. In 1979 Keller published an article called “Motivation and Instructional Design: A theoretical Perspective” which drew together the theories of instructional design and motivation (Keller & Deimann, 2012, p.84). According to Keller and Deimann (2012, p.84) there “has been a steady growth of interest in this topic”. Keller (2008) also points out that “technology-assisted learning systems are being developed at ever increasing rates”.

Technology has changed in the last 30 years with the introduction of computers in the 1980s, the World Wide Web in the 1990s and the explosion of social media in the early 21st century. These have all impacted on the methods used in learning. There are more options for learning than the traditional classroom concept. Since learners are increasingly self-directed, instructional designers need to understand motivational and volitional factors so they can incorporate techniques and strategies in the learning packages to keep the students focused and working on their learning. The new technologies also create more opportunities for learning objects to be more inspirational and motivating, which should mean the learners are more likely to work towards their learning goals.

References
Keller, J.M. 2008 First principles of motivation to learn and e3-learning Distance Education
Vol. 29, No. 2, 175–185. (Abstract online retrieved 20 July 2013)

Keller, J.M. & Deimann, M. 2012 Motivation, Volition and Performance in R. Reiser & J. Dempsey (eds) Trends and Issues in Instructional Design and Technology. (3rd ed) New Jersey:Merrill. pp 84-91.

Further reading:

Edgar, Don W. 2012 Learning Theories and Historical Events Affecting Instructional Design in Education: Recitation Literacy Toward Extraction Literacy Practices. Sage (online retrieved 20 July 2013)


What are some of the points from the reading that have either changed or confirmed your views about motivation in learners?
The categories in the ARCS model provide a good description of why someone may want to learn. Learners certainly begin with a need to know something, (Attention). They must also want to act on that need (Relevance) and believe they will succeed, (Confidence). This belief in success may be internal, but could also be a result of external factors such as encouragement from others. The corollary to this belief in success is that when a student is not confident they will not necessarily put in much effort. I have seen students work extremely hard to master some concepts, whilst saying they didn’t believe they would ever understand. The need to know is more motivating than the belief in success. Satisfaction is also a good motivator. When a student realises they can achieve something, they are willing to put in some effort to continue to succeed.


References
Keller, J. 2008 An Integrative Theory of Motivation, Volition and Performance. Technology, Instruction,Cognition and Learning, Vol 6. 79-104.

What do game designers know about motivation?
In the TED talk, McGonigal (2010) describes the feelings of an “epic win”. This is the feeling of success in achieving something that may have seemed unachievable. She says using games makes people feel better. She also refers to gamers having a desire to immediately tackle an obstacle. In her interview with Zetter (2010) McGonigal describes how game creators use emotional and storytelling strategies to keep the gamers’ interest. McGonigal (Zetter, 2010) claims that 62% of executives play games to feel more productive. Apparently getting instant results in a game creates a sense of “blissful productivity”. According to Conrad and Donaldson (2004, p.94) games are motivating learning methods because participants can get involved and make decisions. They claim “instruction through the act of involvement is the goal of effective simulation”.

I have observed that intense concentration when people play games. I have been there myself, when I think “I’ll just reach this target and then do something else”. However there often appears some other challenge that needs to be achieved before the initial goal can be reached. There seems to be more than just an escape from reality. Problems can always be solved, and characters can have second chances if something doesn’t quite work out. The gamer also has control over a lot more in a fantasy world than the real world. Having control, and a more likely chance of success, seem to me to be the motivation behind people playing games. Game designers know this and employ the tactics of being challenging, letting users make decisions and be part of a big picture.

McGonigal (2010) also refers to the collaboration and social aspects of the success of gaming. These could also be very useful features to incorporate into learning material. Students do not have to feel isolated. This is important, not as a motivating attribute, but what I consider something to stop people from losing motivation.

References
Conrad, R. & Donaldson, J.A. 2004 Engaging the online learner: resources for creative instruction. Jossey-Bass. (online. Retrieved 22 July 2013)

McGonigal, J. 2010 Gaming can make a better world. TED talk.

Zetter, K. (2010) TED 2010: Reality Is Broken. Game Designers Must Fix It. Wired (online retrieved 21 July 2013)
http://www.wired.com/business/2010/02/jane-mcgonigal/

Gaming

This isn't an e-tivity, but I thought this was worth mentioning.
Have you watched Jane McGonigal's video about gaming (E-tivity 4.2)? She makes some great points about how people will aim to achieve so much in a game, but won't try in real life. She has plans to turn games into real life. She speaks so well - it's very exciting. The TED conferences must be amazing to attend.

Wednesday, July 10, 2013

E-tivity 4.1

I have found 2 motivating videos. The first one is pertinent to this subject, the second I will show my class as I think it will be very meaningful for them.

CEL2012 Andrew Douch – 45 mins
Andrew Douch has given some presentations at our campus, which I found very motivating, so I thought I would see if I could find anything on Youtube.  The above link is to a talk he gave of about 45 minutes. It is directed to high school educators, but much of what he says is relevant to all contemporary instructional design. He’s not as funny as Sir Ken Robinson, but he does refer to one of his books. Douch is very passionate, and his enthusiasm for the way technology can transform learning is inspiring. The slideshow behind him is not often visible, but this doesn’t detract from the message of the presentation. He refers to the theme of swimming against the rip constantly, and intersperses plenty of personal anecdotes to keep the talk interesting – even if you are not fully fascinated by what he has to say.

Information literacy in the digital age – Brian Peters – 6 mins

This is a much shorter video which highlights the need for evaluating webpages. It emphasises the importance of the role of the librarian in ensuring students can find appropriate information. This is beneficial to my students who for the moment are students researching, but will one day be the person in the library to help the students from all areas. The narrator isn’t really passionate or inspiring in delivery, but hopefully the students will get the message that information literacy is important and that their work will be valuable.

E-tivity 3-2


Deconstruct Dick and Carey’s systems approach
Define a ‘systems approach’ to instructional design.
A systematic process identifies all the components and their relationships, to produce a particular outcome. Virginia Tech (2003) describes a systematic process as being methodical and step-by-step, as well as “an interdependent group of items that form a unified whole”. In a systematic process of instruction, the components would include learners, material, delivery, instructors and feedback or assessments, all contributing to a specific learning outcome. These are all presented by Dick and Carey in a model which shows the relationship between the components as well as the steps to be followed to achieve the outcomes.

What are the strengths and weaknesses of adopting a systems approach to instructional design?
Having all the components interdependent can be a strength and a weakness. As Siemens (2002) points out, only one component has to change, to change the entire system, so if one element is changed, it will lead to changes in every step. For example, if the learning environment moves from the classroom to the workplace, the strategies and materials will have to be altered.  It may be that some of the work may need slight adaptions, or the entire process may have to be redone.

Dick, Carey and Carey (2005) start their process with objectives. They can then measure in the end if they have met their target(s). Siemens describes the process as translating principles of learning into plans, focusing on the “most effective way to present content”, that learning, not technology, is the focus. Devilee (n.d.) also sees this strength, where the process can help identify the “right technology to support good pedagogy”. Following the process, where all the components are linked should ensure that nothing is missed out when an event is being planned. The focus is on the outcomes. Dick, Carey and Carey (2005) describe their process as flexible,adaptable and can be accessed and updated at any point. They say there is not much research on the success of a systematic process, however since it has been applied since 1975 in variations of the same model (Addie) that would suggest many instructional designers find it satisfactory.


Devilee, A (n.d.) Instructional design Australia. Accessed online 19 June 2013

Dick,W., Carey, L. & Carey, J. (2005) The systematic design of instruction, 5th edn, Harper Collins : New York.

Siemens, G. (2002) Instructional design in Elearning. Elearnspace. Accessed online 8 July 2013

Tsapatsoulis, N. (2004) Analysis and design of distance learning systems: Instructional design models. University of Cyprus accessed online 7 July 2013

Virginia Tech (2003) Lesson 1 – overview of design. Accessed online 8 July 2013.
http://www.itma.vt.edu/modules/spring03/instrdes/lesson1.htm

Monday, July 8, 2013

E-tivity 3.1

https://bubbl.us/

1. Analyse learning needs
Before commencing to design any instructional program or materials, it is best to know some background to what is being desired to be learnt.
2. Identify learning objectives
From an understanding of what learning is needed, the goals should be identified and put into the format of learning objectives
3. Identify learner group
This includes whether the target audience and method of delivery, for example: young people in a face-to-face situation, or university students learning online.
4. Design the learning program
Determine the activities and order of the learning
5. Evaluate
Ensure all the activities and material will meet the learning outcomes and cover a variety of learning styles. If necessary redo the design.
6. Create the learning materials
Create or adapt materials to cover the content in all the activities. Use subject specialist if necessary.
7. Evaluate the materials
Have a trial run with the materials to ensure everything is as it should be. Second opinions are important to check for ambiguities or misunderstandings.
8. Implement
Put the learning program into action.
9. Evaluate
Examine the results to check that the learners have learnt the outcomes they were supposed to. If not, go back to step 4 and redesign the program if necessary.


Sunday, July 7, 2013

E-tivity 2.2

The theories discussed in chapters one and two of Anderson and Elloumi (2004) cover Behaviourist Approach, Cognitive Psychology, Kolb’s learning styles, Constructivism and moves towards a theory of online learning.
Behaviourist – learning leads to an observable change in behaviour, it does not discuss what may be happening inside someone’s head.  Ally (2004, p.7) calls it the “what’ in learning, or the facts.
Implications for instructional design:
1. Learners need to know what they are expected to learn.
2. Learners need the learning material presented in logical order.
3. Feedback is required so that learners know if they are on the right track, or need to modify their learning.
Instructional designers need to be aware of including learning outcomes at the beginning of the instruction. They need to ensure the instruction is well organised and they need to include formative assessments or other means of ongoing feedback.

Cognitive psychology – This theory discusses how people learn, by considering the internal processes of learning from obtaining information to storing it in long term memory.
Kolb’s learning styles have developed from the Cognitive school. Learners are categorised as having particular learning styles at various times. These are:
·        Concrete experience – learners need to be involved; work with peers
·        Reflective observation – learners observe before acting
·        Abstract conceptualisation – learners prefer things or symbols to people
·        Active experimentation – learners like to work on practical projects.
Implications for instructional design:
1. “Sensory systems” need to be considered. Information needs to be placed and highlighted where it will be most easily absorbed. It should also be in small chunks, so the senses are not overloaded.
2. Learning transferred to long term memory depends on quality and depth of processing, so strategies which promote higher order thinking need to be employed. Learners should be encouraged to reflect and transfer the learning to real life.
3. Learners are individuals and make meaning differently, and have different needs to learn.
Instructional designers need to ensure information is suitably sized and placed; that learners have means of connecting the material, such as knowledge maps, organisers or models and strategies to ensure the information can be transferred to real life. The quality of the learning depends on the depth of the processing, so information should to be presented in a way that will require the learner work to process it. Paivio (1986, in Ally, 2004, p.16) says that dual coded information is processed better. Using several methods of providing the information also caters to individual learning preferences. Since much learning comes from linking new information to pre-existing knowledge, all learners will process their learning at different levels and paces. Different learning styles and needs should be catered for, including motivating learners, with strategies for attention, relevance, confidence and satisfaction.

Constructivism – Learning through action and collaboration
Implications for instructional design:
1. Learning needs to be interactive with meaningful activities.
2. Learners should work with other learners.
3. Content should be arranged in a way that allows learners to move through the learning and own the processes at their own pace.
Instructional designers need to create learning material which encourages higher order thinking. It needs to be ordered so that the learning can be self-directed. There should be some activities which promote group work. Action and interaction are important components of constructivism, so interactions between learner, content and instructor, in various combinations, all need to be considered.

Towards an online learning theory:
Effective learning is
·        learner centred – instructor needs to know something of the students’ needs;
·        knowledge centred – actual learning and the capacity to transfer learning to real life;
·        assessment centred – formative evaluation – so learners know they are on track; and
·        community centred – students work together to create new knowledge.
Implications for instructional design:
1. Relationships and communication between students and instructor and other students
2. The presentation of the content so that it can be associated with real life.
3. Ongoing assessments
Instructional designers for the Web need to consider means of the student introducing themself to the instructor and other students, and ongoing communication which would allow collaborative learning. The content should be presented in a logical manner so that the learning can be transferred to real situations. There are many options on the web which facilitate ongoing assessments, such as quizzes with answers supplied.

Mezirow, (1991, in Ally, 2004, p.18) mentions a transformation theory which combines constructivism with the cognitive theory. There are many overlaps – particularly where higher order thinking is required. The best way to achieve this is by interacting with the learning material. I know I always learn better when I am interacting with the learning material, even if it is only highlighting ideas as I read. I recognise all these theories in my own learning in recent years – particularly where learning outcomes have been provided, texts and online tutorials have quizzes to check your progress, the learning material is structured from simple to more complex and many real life case studies are provided to make the learning relevant.

I have recently completed a course on copyright with the P2P University. This revolved around learning from and with peers. We were assigned weekly readings and given questions to answer as groups. Groups would then read and comment on other groups’ work. The facilitator would then go through and make her comments. This method of learning seemed to be based on the constructivist ideals, as follows, with a particular emphasis on collaboration.
1. Anchor instruction – background and context provided
2. Authentic task - copyright as it was applicable to use in the classroom
3. Present complex problems. – given facts of copyright and asked to apply to different situations
4. Have learners take the lead – learners did the work, then facilitator commented
5. Learner collaboration – the whole course was devised around group work.
6. Encourage learner reflection. – groups commented on each others’ answers.
This was quite effective because everyone was motivated to work well so others in the group weren’t let down. Applying the copyright to real situations put it into perspective and made us really consider the wording and application of the laws. Getting us to review other work also helped to see other perspectives and confirm our own thoughts.

References  
Ally, M. (2004) Foundations for educational theory for online learning in T Anderson and F Elloumi (eds) Theory and practice of online learning.
http://cde.athabascau.ca/online_book/index.html

Anderson, T and Elloumi, F. (eds) (2004) Theory and practice of online learning.
http://cde.athabascau.ca/online_book/index.html