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Thursday, November 12, 2009

Blog Post for Week Four

1. Define what is a learning object and what are the characteristics of a learning object? There are various standards for learning objects, what are the SCORM and AICC standards?

A learning object is also known as a resource that enables learning to the user accessing it. Such a learning object is usually web or digital based, in other words, it requires the usage of technology. It is also a resource that can be used and re-used time and time again to enhance learning. A learning object commonly consists of a few components. These few components can enable the user to access and learn whatever information the learning object has to provide the user. Such components may include of learning, practice and assessments to enable the user to absorb the information to be taught and also to make him or her memorize it for future uses.

Learning objects themselves have a few characteristics. One of them is to break down information to be taught into smaller chunks rather than just a big chunk. They are self contained, meaning which these learning objects can be taken independently. In addition, these learning objects are re-usable. They can be aggregated (learning content collated into larger collections of content) and they are also related to metadata, which enables the data to be easily found on the web by typing just a few search keywords.

They also consist of several critical components which are unique to these learning objects.

1. Descriptive data on the general scope of knowledge of the e-learning package.

2. Life Cycle

3. Instructional Content which includes text, web pages, images, sound and video transmission

4. Glossary of terms including definitions of significant terms

5. Quizzes and assessments so as to put the user’s knowledge on the e-learning package to the test

6. Rights, including copyrights, cost and restrictions on use so as to set some basic rules and guidelines that the user must oblige with

7. Educational Level, including: grade level, age range, typical learning time, and difficulty

8. Relationships to Other Courses, including prerequisite courses

SCORM stands for Sharable Content Object Reference Model, which is a set of specifications that, when applied to course content, produces small, reusable e-Learning objects. A result of the Department of Defense's Advanced Distributed Learning (ADL) initiative, SCORM-compliant courseware elements are easily merged with other compliant elements to produce a highly modular repository of training materials.

AICC standards apply to the development, delivery, and evaluation of training courses that are delivered via technology, i.e., more often than not, through learning management systems. AICC stands for the Aviation Industry CBT [Computer-Based Training] Committee (AICC), which is an international association of technology-based training professionals that develops training guidelines for the aviation industry.

2. Comment on how you will be able to apply the Development and Implementation phases in ADDIE for developing an e-learning package?

For the development phase, I will need to assemble whatever contents or layouts that has been made determined in the earlier stage; design phase. I will also need to create storyboards and graphics for the layout of the package. De-bugging procedures will also need to be used to ensure the package is secure to use. The usage of the various forms of media will need to be tested to figure out the most appropriate one for the e-learning package and finally, to incorporate it in the package itself. Video and animation will be included in the storyboard as well. The learning situation will basically be described in the storyboard.

The Implementation phase or process requires quite a number of considerations and plots. The packaging standards, namely, SCORM and AICC will need to be utilized in this particular stage. These two standards are known also as learning objects, and as described earlier, learning objects are made to be re-usable by the user to absorb the knowledge at a better pace and also to allow room for correction or improvement. For example, I will need to set up a platform for the e-learning package, and that platform I have decided on will be Google-Chrome, every user who wants to use my e-learning package will need to have Google-Chrome in order to do so and this is also known as a rule or a pre-requisite requirement before having access to the e-learning content itself. In addition, software programs and even hardware such as CD roms or DVD roms or even books will need to be set in place. Metedata is also an important aspect as it enables the learner to find out more information through web-search about your e-learning concepts included in the package.

References:

http://ezinearticles.com/?SCORM/AICC-Standards-Used-in-Web-based-Learning-Management-System&id=118835

Friday, November 6, 2009

The Kirkpatrick's model- What are the Disadvantages?

There are four main levels of the Kirkpatrick's model that is used to test and evaluate the training of which the particular student goes through and the results from that particular learning experience.

The four main levels consist of the following:

Reaction of student - what they thought and felt about the training

Learning - the resulting increase in knowledge or capability

Behavior - extent of behavior and capability improvement and implementation/application

Results - the effects on the business or environment resulting from the trainee's
performance

DISADVANTAGES:

REACTION:

'Reaction' only captures a particular reflection of the user while he is learning the program and thus can be proved to be inaccurate and should not be used as solid or concrete evidence as to why the content or structure of the design should be changed.

LEARNING:

'Learning' tests and evaluates how well the participant is able to grasp the objectives of the e-learning program (What he has benefited from the program and what is that desirable benefit/ intention of the program that is supposed to be built in the learner once the process is completed?)

The disadvantage of this particular aspect is that it requires time and money.

BEHAVIOR:

The 'Behavior' aspect has to deal with the impact of the e-learning package on the user based on actual application of concepts learnt in job applications for example. This is usually tested 3-6 months after the course is completed so as to provide accuracy and also measure how much of importance or significance the learner looks at it and therefore decides on whether or not to use it based on that decision. The disadvantage present here is even more time and money. It requires deep insight into the root causes of performance deficiencies and interventions as possible side effects from the course process of the e-learning package.

RESULTS:

The important part of this aspect is that it measures quality/ performance improvement of the user in the workforce which is the RESULT of the effects of the e-learning process that he or she has experienced.

Disadvantages include substantial levels of investment and expertise are required to develop the results. It is not easy to develop such results as it requires careful observance and interpretation of the user's performance level and in particular, his job type. Precise analysis is also needed in the production of the results. It is also often difficult to decide if this stage is a necessity and worth investing (The user could have already shown good performance in the program but could possibly and not possibly, do badly later in his or her workforce). The linkage between the results and the training process is also difficult to establish because they may be different based on an individual's personal job type which may not be in correspondence to the type of training he went through in the e-learning process.

What needs to be done when developing the Analysis and Design stages of the ADDIE model?

In the analysis phrase, one has to question himself these following questions before developing the e-learning package. These questions would make the situation clearer to the developer of the e-learning package of what is goals are, or, what he wishes his e-learning package to have an impact, and what kind of an impact. The developer of the package must also be clear about what he wants the user or learner to pick up during this course of e-learning; skills is a good example here.

Who is the audience and what are their characteristics? (To know what topic the e-learning package must have, to suit the needs of the audience)

What is the new behavioral outcome? (The behavior that will be the impact on the user of the e-learning package and what new skills he would acquire after the process is completed)

What types of learning constraints exist? (Will the user not be able to access the e-learning package?)

What are the delivery options? (Other than internet, there are other options; usage of iphones, PDA's, PSP or other forms of electronic means).

What are the online pedagogical considerations? (Concerned with the environmental feeling that the user experiences and whether or not he or she is well suited to such an environment, based on his past learning experiences)

What are the Adult Learning Theory considerations?

What is the timeline for project completion? (What is the timeline; how long would the e-learning developer give him or herself for creating the e-learning package?)

In addition to the above questions, there is other information to be found:

What is the scope of the e-learning program? (This includes the area of focus on the topic for the learner).

What is the administration requirements to use the e-learning program?

What is the estimated program design, development, implementation and evaluation costs, effort required and schedule?

What are the possible strategies that the user of the program can utilize to fully maximize his skills learnt during the e-learning process at the workforce?

What is the extent of knowledge or skill the e-learning participant must have when using the program? (Also to enforce this particular requirement)

What are the possible risks, opportunities and assumptions that have to be taken into consideration?

As for the design phase, it deals with learning objectives (of the e-learning program), the assessment instruments; tools that will be used for this process, exercises and content of the package, the style of lesson planning and the media tools selected. The design should be specific and systematic.

What will be the project's instructional, visual and technical design strategy?

What are the instructional strategies that should be provided? (These strategies must be largely based on the type of outcome the e-learning package is supposed to cement by the end of the process).

What is the graphic/ visual design to be used for the package? (To display the content and lay out the lesson structure)

What will be the user interface? (The user interface will be the webpage in which will enable the learner to get in contact with the e-learning program; it involves the structure by which the user interface is made so as to facilitate this form of contact to enhance learning)

At what pace will the learner have to gain knowledge via the e-learning program? (Can his own pace be set?)

What will be the mode of content delivery? (Via iphones?)

Establish learning objectives from the objectives of the e-learning package

Quantify all the costs necessary in the development of the desired e-learning package.

What will be the types of assessments and the conditions bound to them? (Basically the design of the assessment)

Determine the program structure and sequence. (A systematic order: E.g Video lesson, ,followed by mcq questions and afterward structured question test?)

Define the program administration requirements.

SOURCES USED:

http://www.businessperform.com/html/addie_model.html
http://en.wikipedia.org/wiki/User_interface

Thursday, October 29, 2009

THIRD QUESTION OF THE DAY!

What are the drawbacks of E-learning?

1) User may not be accessible to E-learning due to lack of software that is required to do so.
2) Users who have no access to internet will not be able to access E-learning.
3) The learner might be distracted by other programs such as the pc game (Left4Dead) while utilizing E-learning.
4) The layout of the web-page (of E-learning) may be offensive to certain cultures.
5) There is reduced social contact as a form of communication; e.g peer to peer communication.
6) For information posted on the website, users will tend to glance/ scan through the information without reading it thoroughly, which may lead to a lack of understanding of the issue.

What are the definitions of e-learning?
(As identified using google search)
Characteristics of e-learning:
1) E-Learning is a web based learning and also known as a distance education.
2) E-learning is a program utilized for the purpose of educating and training.
3) E-learning is the form of learning through electronic means.
4) E-learning is a virtual form of learning.
5) E-learning is convenient and flexible.
References:
http://en.wikipedia.org/wiki/E-Learning
Alonso, F. et al. (2005) "An instructional model for web-based e-learning education with a blended learning process approach", British Journal of Educational Technology; Mar, Vol. 36/2, 217-235.
Mayer, R. E. (2003). Elements of a science of e-learning. Journal of Educational Computing Research, 29(3), 297-313.

Question of the day!

QUESTION OF THE DAY:
What is E-learning??

As mentioned above, the first question of the day is: What is E-learning?
1.) E-learning is a form or mean of learning through the means of using an electronic device (E-learning package).
2.) Students can use this method to exercise self-responsibility whenever there isn’t a lecture or a tutorial class due to a school holiday or an event. Therefore, this wouldn’t just be a formal lecture or tutorial learning experience, it also acts as a mean to improve your self- responsibility.
3.) E-learning is a convenient (easy-to-use) technology to learn. It is made to be efficient and effective for its users to acquire knowledge.
4.) There are easy, step- by- step instructions that can be utilized by anyone as they are easy to comprehend and carry out.
5.) A method of online delivery of information (instead of the norm used these days e.g Textbooks and notes)
6.) It is also a form of learning without physical guidance but instead, technological guidance. E-learning will not only help the user to engage in learning, but will also assist him in how to do so; to use E-learning
7.) E-learning is highly independent.
8.) Learning resources are found online instead of textbooks and notes
9.) Learning is made easily available (Accessible anywhere- through computers at school, home etc)
10.) The use of internet webpages and software such as Windows Media Player. (And much more……)