Monday, November 9, 2009
Evaluation phase@ 10112009
Learning Object:
A learning object is a resource, usually digital and web-based, that can be used and re-used to support learning.
Learning objects offer a new conceptualization of the learning process: rather than the traditional "several hour chunk", they provide smaller, self-contained, re-usable units of learning.
They will typically have a number of different components, which range from descriptive data to information about rights and educational level. At their core, however, will be instructional content, practice, and assessment. A key issue is the use of metadata.
Learning object design raises issues of portability, and of the object's relation to a broader learning management system.
Source: http://en.wikipedia.org/wiki/Learning_object
Characteristics of Learning Objects
The following is a list of features that are commonly associated with learning objects:
-Learning objects are digital
-Learning objects can be stored in a database or repository
-Learning objects can be described using a metadata standard or specification
-Learning objects are discoverable through searching a database
-Learning objects are interoperable in that they are independent of hardware, operating system and browser type
-Learning objects tend to be, but are not necessarily, small or granular in nature
-Learning objects tend to be, but are not necessarily, disassociated from context
-Learning objects are reusable
-Learning objects can be repurposed for different educational contexts
-Learning objects have an explicit educational purpose
Source: http://careo.prn.bc.ca/losc/mod2t1.html
SCORM: Sharable Content Object Reference Model
Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based e-learning.
It defines communications between client side content and a host system called the run-time environment (commonly a function of a learning management system).
SCORM also defines how content may be packaged into a transferable ZIP file.
Source: http://en.wikipedia.org/wiki/Sharable_Content_Object_Reference_Model
AICC: the Aviation Industry Computer-Based Training Committee or AICC (CBT)
The Aviation Industry CBT (Computer-Based Training) Committee (AICC) is an international association of technology-based training professionals. The AICC develops guidelines for aviation industry in the development, delivery, and evaluation of CBT and related training technologies. The objectives of the AICC are as follows:
1. Assist airplane operators in development of guidelines which promote the economic and effective implementation of computer-based training (CBT) media.
2. Develop guidelines to enable interoperability.
3. Provide an open forum for the discussion of CBT (and other) training technologies.
Source: http://www.aicc.org/pages/aicc_faq.htm
Comment on how you will apply the Development and Implementation phases in ADDIE for developing an e-learning package
Development Phase
Develop ideas on website contents
Do a analysis on website feasibility
Make necessary changes
Do market research on audience and their preferences etc.
Generate marketing ideas
Set up a schedule for e-learning package
Implementation Phase
Use programs to set up website
Document the project's instructional, visual and technical design strategy
Apply instructional strategies according to the intended behavioral outcomes
Design the user interface and user experience
Create prototype
Apply visual design
A learning object is a resource, usually digital and web-based, that can be used and re-used to support learning.
Learning objects offer a new conceptualization of the learning process: rather than the traditional "several hour chunk", they provide smaller, self-contained, re-usable units of learning.
They will typically have a number of different components, which range from descriptive data to information about rights and educational level. At their core, however, will be instructional content, practice, and assessment. A key issue is the use of metadata.
Learning object design raises issues of portability, and of the object's relation to a broader learning management system.
Source: http://en.wikipedia.org/wiki/Learning_object
Characteristics of Learning Objects
The following is a list of features that are commonly associated with learning objects:
-Learning objects are digital
-Learning objects can be stored in a database or repository
-Learning objects can be described using a metadata standard or specification
-Learning objects are discoverable through searching a database
-Learning objects are interoperable in that they are independent of hardware, operating system and browser type
-Learning objects tend to be, but are not necessarily, small or granular in nature
-Learning objects tend to be, but are not necessarily, disassociated from context
-Learning objects are reusable
-Learning objects can be repurposed for different educational contexts
-Learning objects have an explicit educational purpose
Source: http://careo.prn.bc.ca/losc/mod2t1.html
SCORM: Sharable Content Object Reference Model
Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based e-learning.
It defines communications between client side content and a host system called the run-time environment (commonly a function of a learning management system).
SCORM also defines how content may be packaged into a transferable ZIP file.
Source: http://en.wikipedia.org/wiki/Sharable_Content_Object_Reference_Model
AICC: the Aviation Industry Computer-Based Training Committee or AICC (CBT)
The Aviation Industry CBT (Computer-Based Training) Committee (AICC) is an international association of technology-based training professionals. The AICC develops guidelines for aviation industry in the development, delivery, and evaluation of CBT and related training technologies. The objectives of the AICC are as follows:
1. Assist airplane operators in development of guidelines which promote the economic and effective implementation of computer-based training (CBT) media.
2. Develop guidelines to enable interoperability.
3. Provide an open forum for the discussion of CBT (and other) training technologies.
Source: http://www.aicc.org/pages/aicc_faq.htm
Comment on how you will apply the Development and Implementation phases in ADDIE for developing an e-learning package
Development Phase
Develop ideas on website contents
Do a analysis on website feasibility
Make necessary changes
Do market research on audience and their preferences etc.
Generate marketing ideas
Set up a schedule for e-learning package
Implementation Phase
Use programs to set up website
Document the project's instructional, visual and technical design strategy
Apply instructional strategies according to the intended behavioral outcomes
Design the user interface and user experience
Create prototype
Apply visual design
Thursday, November 5, 2009
Analysis & Design Phase @ 03112009
Analysis
Who is the audience and what are their characteristics?
What is the new behavioral outcome?
What types of learning constraints exist?
What are the delivery options?
What are the online pedagogical considerations?
What are the Adult Learning Theory considerations?
What is the timeline for project completion?
What are the tools/skills i need to complete the project?
What are the materials/subjects that needs to be taught?
How will it suit different people with different learning capabilities?
How well will the audience understand the materials?
What might be the constraints for the project?
How well would it substitute in-class learning?
What are the objectives of the website?
Design
What will be the topics covered?
How will the materials be classified?
How will the audience's progress be monitored and assessed?
What will be the teaching mode of the e-learning site?
ARE THERE ANY DISADVANTAGES TO KIRKPATRICK MODEL
YES~!
Who is the audience and what are their characteristics?
What is the new behavioral outcome?
What types of learning constraints exist?
What are the delivery options?
What are the online pedagogical considerations?
What are the Adult Learning Theory considerations?
What is the timeline for project completion?
What are the tools/skills i need to complete the project?
What are the materials/subjects that needs to be taught?
How will it suit different people with different learning capabilities?
How well will the audience understand the materials?
What might be the constraints for the project?
How well would it substitute in-class learning?
What are the objectives of the website?
Design
What will be the topics covered?
How will the materials be classified?
How will the audience's progress be monitored and assessed?
What will be the teaching mode of the e-learning site?
Objective of Design phase:These are steps involved in design phase:
Source: http://en.wikipedia.org/wiki/ADDIE_Model
- Document the project's instructional, visual and technical design strategy
- Apply instructional strategies according to the intended behavioral outcomes by domain (cognitive, affective, and psychomotor).
- Design the user interface and user experience
- Create prototype
- Apply visual design (graphic design)
- Design
- Lesson Maps/Plans
- Learning Objectives/
- Outcomes
- Activities for incorporating interactivity in learning
- Instructional strategies along with Digital media mix
- Course/Lesson Structure
- User Interface/Layout
ARE THERE ANY DISADVANTAGES TO KIRKPATRICK MODEL
YES~!
- Level 1 evaluation cannot reveal valuable data if the questions asked are not detailed enough.
- The learning results might not be accurate if the person attempting the quiz is not honest.
- Level 3 evaluation takes a longer time to see the results.
- Level 4 evaluation includes isolation of a representative control group within the larger student population which is not good as it does not attend to every single person's needs.
- It is also difficult to gather business data and is complex to isolate the training intervention as a unique variable.
Tuesday, October 27, 2009
E-Learning @ 271009
Definitions of E-Learning
Characteristics
1)Internet!!
2)Lessons online
3)Computer-based learning
Drawbacks
1. Less time to talk to teacher (less personalised)
2. Not given a chance to clarify concepts (no 2-way feedback), email, online consultation (webcam, msn, ...)
3. What if I want to know more...
4. Is technology available at the student's end? is internet access easily available?
5. Students may become lazy to go to school and request everything to be online.
6. Students may be distracted to go to other websites or play computer games the moment they on their computer.
Cost of development- is the investment worthwhile?
The cost is definitely more worthwhile then going to school as everything is available online
Does the teacher (subject matter expert) possess the skills?
Maybe he possess the skills. Even if he does not have the skills, looking at the rate of technology advancement, he would have to gain the skills to conduct E-Learning.
Readiness of students
Availability of PCs, Internet connections?
Some people might not be able to afford internet or they do not have internet connections.
E-Learning also often refers to the first generation of systems supporting the learning process (such as LMS, LCMS), that relied on the idea of replicating the concept of the classroom in an online setting. E-Learning, that was affected (with some delays), and many failures can be reported related to this initial vision
-http://en.wikipedia.org/wiki/E-learning
electronic learning; the process of learning online, esp. via the Internet and email
-http://dictionary.reference.com/browse/e-learning?jss=1
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. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite TV, and CD-ROM.*
-http://www.webopedia.com/TERM/E/e_learning.html
Characteristics
1)Internet!!
2)Lessons online
3)Computer-based learning
E-learning is convenient.
It is self-based learning and does not require a tutor physically
Almost all the information can be available online as long as you have internet access.
E-learning also enhances learning with the use of online resources such as Applets, Flash Player etc.
Drawbacks
1. Less time to talk to teacher (less personalised)
2. Not given a chance to clarify concepts (no 2-way feedback), email, online consultation (webcam, msn, ...)
3. What if I want to know more...
4. Is technology available at the student's end? is internet access easily available?
5. Students may become lazy to go to school and request everything to be online.
6. Students may be distracted to go to other websites or play computer games the moment they on their computer.
Cost of development- is the investment worthwhile?
The cost is definitely more worthwhile then going to school as everything is available online
Does the teacher (subject matter expert) possess the skills?
Maybe he possess the skills. Even if he does not have the skills, looking at the rate of technology advancement, he would have to gain the skills to conduct E-Learning.
Readiness of students
Availability of PCs, Internet connections?
Some people might not be able to afford internet or they do not have internet connections.
Monday, October 26, 2009
Welcome~
Hello! Welcome to my EELD blog.
I'm Liew Chai Shia.
Enjoy~
I'm Liew Chai Shia.
Enjoy~