Design for ELearning Introduction

1 / 24
About This Presentation
Title:

Design for ELearning Introduction

Description:

Design for Higher Order Learning. Visual Design: principles of diagrams ... Graphics: Photoshop, Fireworks, Illustrator. Documents for Printing: Acrobat ... – PowerPoint PPT presentation

Number of Views:25
Avg rating:3.0/5.0
Slides: 25
Provided by: alanb96

less

Transcript and Presenter's Notes

Title: Design for ELearning Introduction


1
Design for E-LearningIntroduction
  • Dr Alan Barnes May 2005

2
Design for E-learning
  • The course
  • Design Rules
  • What is E-Learning
  • What are the technologies?
  • Web at the Centre
  • Model for Interactive Design

3
The Course-Three Elements
  • Internet Technologies
  • communication technologies
  • Web
  • Design
  • The design process
  • web design tools and principles
  • Object design tools and principles
  • Theory
  • Cognitive theories
  • some prior understanding of information
    processing theory is relevant
  • Human interface design
  • Multimedia impacts

4
The Course Topics
  • Whats in a name? What are the technologies?
    E-learning, web objects, virtual manipulative
    etc. The Pyramid for Interactive Design.
  • Principles of Design Design in Dreamweaver
  • Multimedia design
  • The Social Webwikis, blogs, RSS
  • Web based learning Environments 1
  • Web based learning Environments 2
  • Design for Higher Order Learning
  • Visual Design principles of diagrams
  • Interactive Design creating manipulatives
  • Design with Web Objects
  • Design for Open E-Learning

5
The course experiences
  • Three web based learning environments
  • UniSANet, EdSuite, Open Web Tools
  • Design Projects
  • Lesson design, web object design
  • The Technologies
  • Dreamweaver, Flash, Wikis, Blogs, Moodle

6
The Course Understandings
  • Cognitive psychology and multimedia
    design-Richard Meyer
  • Design for interactivity and creativity Ruth
    Geer
  • Web objects Esther Loong
  • Human Computer Interaction
  • Visualisation

7
The Course Assessment
8
The Course References
  • Mayer, Richard E. 2001, Chapter 3 A Cognitive
    Theory of Multimedia Learning in "Multimedia
    Learning" Cambridge University Press
  • Mayer, Richard E. 2001, Principles of Multimedia
    Excerpted from Chapters 4-10 of "Multimedia
    Learning" Cambridge University Press
  • Penn State(2006) Teaching and Learning with
    Technology Penn State Available at
    http//tlt.its.psu.edu/suggestions/research/index.
    shtml Accessed July 2006.
  • Clark, R. C. Mayer, R. E. (2004).  e-Learning
    and the science of instruction, San Francisco
    Pfeiffer.
  •  
  • Garrison, D. R. Anderson, T (2003) E-learning
    in the 21st Century  A framework for research
    and practice. London Routledge-Falmer.
  •  
  • Horton, W. Horton, K. (2003).  E-learning tools
    and technologies A consumer's guide for
    trainers, teachers, educators and instructional
    designers, New York, Wiley
  •  
  • Rosenberg, M. J. (2000)  E-learning Strategies
    for delivering knowledge in the digital age,
    Boston, McGraw-Hill.
  •  
  • Waterhouse, S. (2005).  The power of elearning
    the essential guide for teaching in the digital
    age.  Boston Pearson.
  • Dabbagh, N. Bannan-Ritland, B. (2005) Online
    Learning Concepts, strategies and applications.
    Upper Saddle River NJ Pearson

9
The Course Understandings
  • Cognitive psychology and multimedia
    design-Richard Meyer
  • Design for interactivity and creativity Ruth
    Geer
  • Web objects Esther Loong
  • Human Computer Interaction
  • Visualisation

10
Design Rules 1.Technologies and Humans
  • we increasingly live in a Designed world
  • humans and technologies have evolved together and
    continue to do so
  • technologies have been designed to be more than
    mechanical devices
  • Information and communication technologies (ICT)
    increasingly designed to aid cognition and
    learning

11
Design Rules 2. Design Process
  • Identify learning goals
  • Investigate possible learning tasks
  • Plan the learning tasks
  • Develop the learning materials
  • Test the learning materials
  • Deliver the learning experience
  • see Penn State Model

12
Design Rules 3. Design Process
  • Identify learning goals
  • Investigate possible learning tasks
  • Plan the learning tasks
  • Develop the learning materials
  • Test the learning materials
  • Deliver the learning experience
  • see Penn State Model

13
Design Rules 4 the Context
  • Large Group Projects
  • teams including instructional designers,
    programmers, graphics artists and domain
    experts(you?)
  • focus on courses and subjects
  • may included learning management modules
  • Teacher Projects
  • multi-skilled teacher (you?)
  • focus on lessons and topics
  • draws on existing materials
  • add to growing e-Learning portfolio

14
Design Rules 5 Good Design
  • expensive and time consuming
  • original and engaging
  • embodies domain expertise
  • challenging and satisfying for the designer
  • systematic
  • supports modification and re-development

15
Design Rules 6 Some Unsaid Rules
  • Use quick and dirty design to identify the
    issues and challenges quickly
  • Nobody designs from scratch copy, steal, borrow
    and mutate
  • Nothing works first time
  • Get a critical friend
  • Aesthetics are overrated and expensive
  • Bells and whistles are overrated and irrelevant
  • Clean and simple

16
E-Learning-what is it?
  • Education via the Internet, network, or
    standalone computer. e-learning is essentially
    the network-enabled transfer of skills and
    knowledge. e-learning refers to using electronic
    applications and processes to learn. e-learning
    applications and processes include Web-based
    learning, computer-based learning, virtual
    classrooms and digital collaboration.
  • from Webopedia

17
E-Learning-what propels it?
  • available anytime, anywhere, increasingly on any
    communications device
  • globalisation of education
  • large education intranets
  • increasing home schooling movement
  • online supplementary tuition
  • homework-expanding the possibilities
  • need for flexibility delivery

18
Technologies Internet Services
  • web pages
  • Email services
  • Chat
  • ftp
  • Videoconferencing
  • Shared white boards
  • Group work platforms
  • Peer to peer

19
Technologies Design technologies
  • Web authoring applications eg. Dreamweaver
  • Animation design eg. Flash, Clay Animator
  • Video editing eg. Final Cut Pro
  • Graphics Photoshop, Fireworks, Illustrator
  • Documents for Printing Acrobat
  • Web Based Learning Systems
  • Web Object Design Technologies eg. Geometers
    Sketch Pad

20
Technologies Learning Environments
  • WebCT
  • Blackboard
  • Janisson Tool Box
  • Centra
  • EdSuite
  • UniSA Net

21
Technologies Web II-the rise of social computing
  • Blogs-participation in online journals
  • Wiki-community cooperative web pages
  • Social book marking
  • Online Calenders
  • Limitation will they let you use web II in
    schools?
  • see the elearning centre

OReilly 2006
22
Web at the Centre so design for the web!
  • Already
  • Web pages combine text, sound, image, animation
    and movies
  • now at the centre of Internet services delivery
  • the centre for information access
  • a conceptual gateway(eg. google scholar)
  • an entertainment gateway
  • a publishing gateway
  • a social place
  • Soon????
  • a centre for sales and marketing
  • a centre of education

23
Model for Interactive Design the Questions
  • What e-technologies to use and when?
  • What levels of interaction can be expected and
    with what e-technologies?
  • What contingencies and prior experiences are
    needed for using specific learning
    e-technologies?
  • What learning outcomes can be expected and in
    what contexts?
  • How can we know when learning outcomes are
    achieved?
  • What theories can help us understand what to use
    and when?

24
Model for Computer Mediated Interaction and
Learning Dr. Ruth Geer.
See Ruth Geers paper
Write a Comment
User Comments (0)