Title: Design for ELearning Introduction
1Design for E-LearningIntroduction
2Design for E-learning
- The course
- Design Rules
- What is E-Learning
- What are the technologies?
- Web at the Centre
- Model for Interactive Design
3The 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
4The 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
5The 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
6The Course Understandings
- Cognitive psychology and multimedia
design-Richard Meyer - Design for interactivity and creativity Ruth
Geer - Web objects Esther Loong
- Human Computer Interaction
- Visualisation
7The Course Assessment
8The 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
9The Course Understandings
- Cognitive psychology and multimedia
design-Richard Meyer - Design for interactivity and creativity Ruth
Geer - Web objects Esther Loong
- Human Computer Interaction
- Visualisation
10Design 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
11Design 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
12Design 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
13Design 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
14Design 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
15Design 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
16E-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
17E-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
18Technologies Internet Services
- web pages
- Email services
- Chat
- ftp
- Videoconferencing
- Shared white boards
- Group work platforms
- Peer to peer
19Technologies 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
20Technologies Learning Environments
- WebCT
- Blackboard
- Janisson Tool Box
- Centra
- EdSuite
- UniSA Net
21Technologies 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
22Web 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
23Model 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?
24Model for Computer Mediated Interaction and
Learning Dr. Ruth Geer.
See Ruth Geers paper