Title: Interactive Learning Systems Evaluation
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2Six Facets of Instructional Product Evaluation
Review
Maintenance
Needs Assessment
Formative
Impact
Effectiveness
3Development Activities
Evaluation Functions
Product Conceptualization
Design
Development
Implementation
Institutionalization
Project Re-conceptualization
4EMCC Design Document
- Urban Science Course Environment
5Dimensions of effective technology enhanced
learning environments
- Task-Oriented
- Challenging
- Collaborative
- Constructionist
- Conversational
- Responsive
- Reflective
- Formative
6Task-Oriented
Academic
Authentic
- The tasks faculty set for students define the
essence of the learning environment. If
appropriate, tasks should be authentic rather
than academic.
7Task-Oriented Example
- Students in online instructional design courses
are tasked with designing interactive modules
for real clients.
8Challenging
Simple
Complex
- The notion that interactive learning is easy
should be dispelled. Learning is difficult and
students should not spoon fed simplified versions
of their fields of study.
9Challenging Example
- In a Masters of Public Health program, students
confront problems as complex and difficult as the
ones theyll face in the real world.
10Collaborative
Unsupported
Integral
- Web-based tools for group work and collaboration
can prepare students - for team work in
- 21st Century
- work environments.
11Collaborative Example
- Art, dance, and music students are collaborating
to produce online shows with digital versions of
their works and performances for critique by
international experts.
12Constructionist
Replication
Origination
- Faculty should engage students in creating
original knowledge representations that can be
shared, critiqued, and revised.
13Constructionist Example
- Students in fields ranging from aero-engineering
to zoo management are producing digital
portfolios as integral components of their
academic programs.
14Conversational
One-way
Multi-faceted
- Students must have ample time and secure spaces
for in-depth discussions, debates, arguments, and
other forms of conversation.
15Conversational Example
- New knowledge and insight are being constructed
in conversation spaces such as the e-learning
forums found in BlackBoard, WebCT,
Desire2Learn,and other online learning
authoring platforms.
16Responsive
Superficial
Genuine
- In learning communities, both faculty and
students have a mutual responsibility to respond
quickly, accurately, and with respect.
17Responsive Example
- This is an area where RD are needed. Some
universities are seeking to establish supportive
online networks that will continue throughout a
career, indeed throughout a life.
18Reflective
Shallow
Deep
- Both faculty and learners must engage in deep
reflection and metacognition. These are not
instinctive activities, but they can be learned.
19Reflective Example
- Teacher preparation students are keeping
electronic journals to reflect upon the children
they teach, and their roles as advocates for
children.
20Formative
Fixed Assessment
Developmental
- Learning environments can be designed to allow
students to develop prototype solutions over time
rather than to find one right answer that someone
else has defined.
21Formative Example
- Faculty should engage their students in ongoing
efforts to evaluate and refine their work related
to authentic tasks to encourage lifelong learning.
22Traditional Course
Online Course
- Task-Oriented
- Challenging
- Collaborative
- Constructionist
- Conversational
- Responsive
- Reflective
- Formative
23Heuristic Review
24What is usability?
- The concern with designing software applications
which people find easy to use and personally
empowering. - Usable computer programs are logical, intuitive,
and clear to the people who use them.
25Web Site Usability
- The most common user action on a Web site is to
flee. - at least 90 of all commercial Web sites are
overly difficult to use..the average outcome of
Web usability studies is that test users fail
when they try to perform a test task on the Web.
Thus, when you try something new on the Web, the
expected outcome is failure.
Edward Tufte
Jakob Neilsen
26Typical Web Usability Problems
- bloated page design
- internally focused design
- obscure site structures
- lack of navigation support
- writing style optimized for print
Jakob Neilsen
http//www.useit.com/
27Key Usability Principles
- Structure - organize meaningfully
- Simplicity - make common tasks easy
- Visibility - all data needed for a task
- Feedback - keep users informed
- Tolerance - allow cancel, back
- Reuse - reduce the users' need to remember
28Nielsens Web Usability Rules
- Visibility of system status
- Match between system and real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Help users recognize, diagnose, and recover from
errors - Help and documentation
- Aesthetic and minimalist design
29Two Major Ways to Evaluate Usability
- Heuristic Review
- quick and relatively inexpensive
- based on expert analyses
- no user involvement
- Usability Testing
- finds more problems
- user involvement increases validity
- when designers see problems live, it has a huge
impact
30Heuristic Review
- Several experts individually compare a product to
a set of usability heuristics
- Typical heuristic
- Visibility of system status
- The system should always keep users informed
about what is going on, through appropriate
feedback within reasonable time.
31Heuristic Review
- Violations of the heuristics are evaluated for
their severity and extent
Severity Scale 1 Cosmetic fix if possible. 2
Minor fixing this should be given low
priority. 3 Medium fixing this should be given
medium priority. 4 Major fixing this should be
mandatory before the system is launched. If the
problem cannot be fixed before launch, ensure
that the documentation clearly shows the user a
workaround. 5 Catastrophic fixing this is
mandatory no workaround possible. Extensiveness
Scale 1 Single case 2 Several places 3
Widespread
32Heuristic Review
- At a group meeting, violation reports are
categorized and assigned
- Heuristics violated are identified
- Average severity and extensiveness ratings are
compiled - Opportunities for improvement are clarified
- Feasible solutions are recommended
33Heuristic Review
- Example of Opportunity For Improvement
34Heuristic Review
- Quick Do not need to find or schedule users
- Easy to review problem areas many times
- Inexpensive No fancy equipment needed
- Validity No users involved
- Finds fewer problems (50 less in some cases)
- Getting good experts can be challenging
- Building consensus with experts is sometimes
difficult
35Another Weakness
- Some people believe that heuristic evaluation is
too subjective. - Human judges are prone to poor judgment at times.
36Usability Standardshttp//www.astd.org/ASTD/marke
tplace/ecc/ecc_home
- ASTD offers certification of e-learning courses,
including 8 usability standards - Navigation
- Orientation
- Feedback cues
- Link cues
- Links labeled
- Help
- Legibility
- Text quality
37Heuristics for E-Learning Evaluation
- 1. Visibility of system status The e-learning
program keeps the learner informed about what is
happening, through appropriate feedback within
reasonable time.
- red for a problem
- yellow for a warning
- green for OK
38Heuristics for E-Learning Evaluation
- 2. Match between system and the real world The
e-learning programs interface employs words,
phrases and concepts familiar to the learner or
appropriate to the content, as opposed to
system-oriented terms. Wherever possible, the
e-learning program utilizes real-world
conventions that make information appear in a
natural and logical order.
39Heuristics for E-Learning Evaluation
- 3. Error Recovery and Exiting The e-learning
program allows the learner to recover from input
mistakes and provides a clearly marked exit to
leave the program without having to go through an
extended dialogue.
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42Heuristics for E-Learning Evaluation
- 4. Consistency and standards When appropriate to
the content and target audience, the e-learning
program adheres to general software conventions
and is consistent in its use of different words,
situations, or actions.
43Heuristics for E-Learning Evaluation
- 5. Error prevention The e-learning program is
carefully designed to prevent common problems
from occurring in the first place.
44Heuristics for E-Learning Evaluation
- 6. Navigation support The e-learning program
makes objects, actions, and options visible so
that the user does not have to remember
information when navigating from one part of the
program to another. Instructions for use of the
program are always visible or easily retrievable.
45Heuristics for E-Learning Evaluation
- 7. Aesthetics Screen displays do not contain
information that is irrelevant, and bells and
whistles are not gratuitously added to the
e-learning program.
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48Heuristics for E-Learning Evaluation
- 8. Help and documentation The e-learning program
provides help and documentation that is readily
accessible to the user when necessary. The help
provides specific concrete steps for the user to
follow. All documentation is written clearly and
succinctly.
49Heuristics for E-Learning Evaluation
- 9. Interactivity The e-learning program provides
content-related interactions and tasks that
support meaningful learning.
50Heuristics for E-Learning Evaluation
- 10.Message Design The e-learning program
presents information in accord with sound
principles of information-processing theory.
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53Heuristics for E-Learning Evaluation
- 11.Learning Design The interactions in the
e-learning program have been designed in accord
with sound principles of learning theory.
54Heuristics for E-Learning Evaluation
- 12.Media Integration The inclusion of media in
the e-learning program serves clear pedagogical
and/or motivational purposes.
55Heuristics for E-Learning Evaluation
- 13.Instructional Assessment The e-learning
program provides assessment opportunities that
are aligned with the program objectives and
content.
56Heuristics for E-Learning Evaluation
- 14.Resources The e-learning program provides
access to all the resources necessary to support
effective learning.
57Review
- The purpose of review is to ensure that the
development team is well-informed about previous
work done in the area during the early stages of
product conceptualization. - Designers must avoid recreating the wheel.
58Review
I can do better than this!
- The two primary methods used are reviewing the
related literature and reviewing competing
products. - Regularly reviewing competing products is a great
professional development practice.
59Needs Assessment
- The purpose of needs assessment is to identify
the critical needs that an instructional product
is supposed to meet. - Needs assessment provides essential information
to guide the design phase of the development
process.
60Needs Assessment
- The primary methods are
- task analysis,
- job analysis, and
- learner analysis.
- One of the most important results is a list of
specific goals and objectives that learners will
accomplish with the new product.
61Formative Evaluation
- The purpose is to collect information that can be
used for making decisions about improving
interactive learning products. - Formative evaluation starts with the earliest
stages of planning and continues through
implementation.
62Formative Evaluation
- Provided the results are used, formative
evaluation usually provides the biggest payoff
for evaluation activities. - Clients may be reluctant to accept the results of
formative evaluation, especially as a program
nears completion.
63Effectiveness Evaluation
- The purpose is to estimate short-term
effectiveness in meeting objectives. - It is a necessary, but insufficient, approach to
determining the outcomes of interactive learning.
64Effectiveness Evaluation
- Evaluating implementation is as important as
evaluating outcomes. - If you dont understand how instructional
products were actually implemented, you cant
interpret results.
A connection with the server could not be
established?
65Impact Evaluation
- The purpose is to estimate the long-term impact
on performance, both intended and unintended. - It is extremely difficult to evaluate the impact
of interactive learning products.
66Impact Evaluation
- Evaluating impact isincreasingly critical
because of emphasis on the bottom line. - More and more clients expect impact evaluation to
include return-on-investment (ROI) approaches.
67Maintenance Evaluation
- The purpose of maintenance evaluation is to
ensure the viability of an interactive product
over time. - Maintenance is one of the weakest links of
web-based learning environments.
68Maintenance Evaluation
- Document analysis, interviews, observations, and
automated data collection are among the methods
used in maintenance evaluation. - Very few education and training agencies engage
in serious maintenance evaluation.
69Planning is the key to successful instructional
product evaluation.
- Evaluation requires good planning, careful
implementation, and systematic follow-up. - A major challenge is getting clients to identify
the decisions they face. - Clear decisions drive the rest of the planning.
70Heuristics for E-Learning Evaluation
- 15.Feedback The e-learning program provides
feedback that is contextual and relevant to the
problem or task in which the learner is engaged.
What the heck?