The rapid prototyping process continues with the parallel processes of design and review, or construction and utilization. It involves:
- Incorporating your chosen pedagogical approach such as problem-based, collaboration, self instructional
- Deciding what content should be contained and how it should be structured and sequenced
- Preparing review and/or assessment questions, learner assignments
- Deciding what multimedia you require
- Deciding what is the proper ratio of text to audio, graphics, and interactivity
Structure and Sequence
The learning content should follow a simple, logical structure with clear sequence and instructions. The structure should include:
- Prerequisite knowledge requirements – this allows students to be able to put the learning episode into context
- Clearly stated learning objectives – both at the start and end of the learning episode. This allows the student to reflect on the knowledge that they have gained and provide closure by relating it to other learning episodes
- Sequenced content – ideally in increasing order of complexity, that matches specified learning objectives. Content should be relevant, meaningful practical and supportive, but unnecessary content should be made available in a downloadable document or perhaps into a wiki. If there is still a substantial amount of content then consider smaller learning episodes, rather than one big one.
- Formative assessment
- Summary of the key concepts
- Further reading resources
- Employ clear navigation which is consistent and accessible from anywhere within the session
- Employ real-world examples and scenarios where possible
Creating Assessments
A number of factors can determine how you assess or measure learners’ performance including your philosophy as an educator, the types of students you are dealing with and the delivery system you are using. However, the biggest consideration has to be the content you are teaching, particularly the levels of learning it represents and the performance objectives you have specified during the analysis phase of the process. Formative assessments enable the learner to test their knowledge, and to modify it or fill in gaps if necessary. A diversity of measures can be incorporated into your design either embedded or at the end of the module. These range from:
- Multiple choice, matching, or fill in the blanks (Bloom’s knowledge lower order content) to …
- Online discussions and simulations for performance objectives (Bloom’s higher levels of analysis, synthesis and evaluation)
- Performance measures that encourage critical reflection, are open-ended, practical, and provide opportunity to contextualize learning, are often more valuable and relevant than formal testing based on right or wrong answer
If your assessment is robust enough, those who understand the content will pass, while those who don’t will fail. Ask a colleague to bluff their way through your assessment. If they pass, it’s obviously too weak. However, in every instance provide rich feedback.
Multimedia Options
All of us learn differently: some of us need to physically manipulate objects, others require auditory stimulus to reinforce key concepts, and still others require graphs, charts, diagrams, and photographs to create understanding. Few of us are either one way or the other. Rather, most of us learn best when a combination of learning styles are engaged to deliver concepts.
One of the key characteristics of e-Learning is its capability to integrate different media to create effective multimedia instructional material. Each medium offers unique opportunities to deliver instructional methods that others cannot. To exploit each medium fully, the unique capabilities of the technology should be used in ways that effectively support learning. However, a note of caution, be selective as too much unnecessary multimedia may distract learners and actually decrease learning performance. It can also prove to be impracticable and very costly to re-edit content with a short life expectancy.
Instructional Design Guidelines
This is where the learner interacts with the content by listening, reading, manipulating, and viewing the instructional content. Your choice of words, images, sounds, content flow, variety, and novelty all affect the success of a lesson. A balance of each ensures you are meeting the learning styles of diverse learners while creating an engaging and entertaining user experience. The five elements of the instructional component to consider are:
Text – Reading from a computer screen is around 25% slower than from paper; therefore as a guide text should:
- Be set into narrow columns rather than allowed to stretch across the entire webpage
- Have 50% of the word count of its paper equivalent
- Be written in a way that is easy to read and digestible
- Be used in conjunction with graphics, photographs, animations, audio and video to add meaning where appropriate
- Have a minimum font 10pt/line height 12pt and stick to one font type where possible
- Have enough whitespace
- Be mindful of using coloured text and backgrounds
- Have limited bold text – generally key terms, headings and subheadings
- Be enclosed in a box to make it easier to digest when necessary
Graphics/Photographs
Graphics in the form of illustrations, photographs, charts, graphs etc… can be an effective way to describe concepts and add visual interest. However, avoid bright decorations that compete with the substantive content for the learner’s attention. In addition, the overuse of graphical elements can be distracting and reduce the speed at which pages will load, given that good quality images can be large and require additional wait time for the user as they download, their effectiveness must be carefully weighed against this reality. Where possible use real photos rather than cartoons or illustrations to highlight key concepts. Be mindful of the School’s copyright and consent policy.
Audio – By no means should you use audio to read the entirety of a lesson to a learner. Nevertheless, audio done the right way can greatly enhance your e-learning materials because you are directing information to both the auditory and visual channels, distributing the mental workload. Audio can assist with humanizing the content by having a voice either welcome the learner to the course or give an introduction to a lesson. Audio can also be effective for providing auditory interest to simulations and to add authenticity to your content via subject matter experts. Users, however, must have a soundcard and speakers installed in their computers to benefit from audio.
Interactivity/Simulation – Animations can provide much needed interaction where appropriate and include: flip books, rollovers, click-ons etc… Again, avoid bright decorations and looped animations that compete with the content for the learner’s attention. Formative Assessments are also vital and can include: drag and drop, True/False, single best answer, multiple correct answer or hotspot. Simulations are time consuming to build but provide a powerful means for bringing content to life.
Video – Has long been accepted as a valuable teaching resource. It can provide a clarity and explicitness not possible with words or still pictures alone and it is an easily reusable/ shareable resource. Video is great for simulations and demonstrations. However, using video doesn’t guarantee effective learning, and it can create a passive experience if used inappropriately. Although it is true that digital video can now be produced on desktop equipment, there are still some important issues to consider including: very large file-sizes, quality, cost and content re-editing factors.
Once you have completed the design step and are happy with your prototype, again, please talk through your session progress with one of the e-learning team. This way we can:
- Review your chosen multimedia
- Provide any requested assets
- Provide further instructional design advice
- Proof read and apply specific quality standards
- Answer any questions and offer advice and guidance on best practice
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Step 3 – Utilize Prototype.
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Step 1 – Analyze.