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Accesibility for disabled and older people

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Edited by Jonathan Vernon, Monday, 8 Oct 2012, 06:01

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'Excluding people who are already at a disadvantage by providing small, hard–to–use, inflexible interfaces to devices and apps that create more problems than they solve'. (Jellinek and Abraham 2012:06)

This applies to older people too, indeed anyone on a spectrum that we might draw between full functionality and diminishing senses. Personally, with four immediate relatives in their 80s it is remarkable to find how quickly they respond to the text size options of a Kindle, even having text read out loud, the back-lit screen of the iPad and in particular galleries of thousands of photographs which are their memories too (in the later case invaluable to someone who has suffered a couple of severe strokes).

Reasons to think about accessibility:

  • social
  • ethical
  • legal

My observation here is that Many programmes are now deliberately ’app like' to meet expectations and because they are used in smartphones and tablets not just desk and lap tops. Where there is such a demand for app-like activities or for them to migrate seamlessly to smartphones and tablets (touch screen versions) we need stats on how many people would be so engaged - though smartphone growth is significant, as a learning platform tablets are still a minority tool.

The users who can miss out are the blind or partially sighted or deaf. Blind people need audio to describe what others can see and guide them through functions while deaf people and those with hearing impairments need captions where there is a lot of audio.

It is worth pointing out that there is 'no such thing as full accessibility for everyone'. Jellinek and Abrahams (2012:07)

But on the other hand, 'we mustn't exclude disabled people from activities that the rest of us take for granted'. Jellinek and Abrahams (2012:07)

There is less homogeneity in a learner population than we may like to think

REFERENCE

Jellinek, D and Abrahams, P (2012) Moving together: mobile apps for inclusion and accessibility. (Accessed 25/082012) http://www.onevoiceict.org/news/moving-together-mobile-apps-inclusion-and-assistance

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They've been at it again

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Edited by Jonathan Vernon, Sunday, 26 Aug 2012, 08:44

The virtual swing-doors on my final OU module opened today.

Some time next year I will graduate with a Masters in Open and Distance Education - and unlike my undergraduate degree of many years ago I will feel that I have worked for it, earned it and want the thing - I'll even dress up for my first graduation ceremony.

I have been outside the course system for all of four months so it was with delight though suprise to find thst our virtual learning environment (VLE) has changed yet again. I will have screen grabs somewhere of what it looked like in 2010 and 2011 - I believe I even have seen a screen grab of when I was doing this in 2001.

On the one hand we are getting some 3D shading to lift the 'Learning Schedule' off the page, but we also have a plethora of minute and meaningless icons. I can't figure out what some of them are supposed to represent. Instead of going with recognisable images The OU appear to have tried to go one better but gone one worse - there is no point in replacing or even complementing a title or sub-heading with something that is incomprehensible nor recognised.

A load of stuff has migrated over to the left hand side of the screen - I know that research has long shown that this is where the eye first looks and expects this content to be.

The rest of it I'll discover and re-discover in due course. I prefer the minimalist approach - if it isn't vital don't show it, rather offer options to vall up extras instead of having them on the page regardless. Too many of these links I will NEVER use, except as an exercise in the first week. It's too like entering a grand house knowing that it has far more rooms than you will ever enter and where you risk getting lost.

Less is more.

I am however starting to think that I'll be able to do this almost entirely on an iPad (I don't have my own laptop or desktop and this is cheaper).

An APP for writing on this platform would help - like I have writing in Wordpress.

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What is a media component?

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Edited by Jonathan Vernon, Tuesday, 17 July 2012, 12:50

'Media Component' is the term, like e-learning, that I believe will supersede most others to define the activities, or 'e-tivities' (not sticking) Salmon (2002) that learning designers put into or developers and builders devise for e-learning modules or courses.

Media components are, if you like, the stepping stones that take a learner from ignorant to informed, with learning objectives the aim, but increasingly with effectiveness through greater engagement as we move away from the chronology of the stepping stone, itself a derivation of turning to the next page towards something more exploratory, game–like, intuative and where appropriate – in context for the learning. Where better to learn about health and safety for the nuclear power industry than in a nuclear power plant, where better learn to apply best practice in a retail bank than in the banking hall.

Twelve years ago these media components were described as Lego building blocks (Downes, 2000), though in practice they are more akin to Lego Technics (Pegler, 2002) - they do something. Coming from a background in linear and non-linear (interactive) video-based corporate training, I am trying to think what terms and expressions we used on the paper storyboard pads on which the interactions were devised?

Perhaps as they were added to linear video sequences and derived from scripts written in this form they were 'interactions' or 'interactivities'.

They were built into the narrative like an action sequence we shot as video.

For a while, as we migrated such content to the Web we called it all 'stuff' as a catch-all for content, whether it did something or not.

(A decade on I am yet to see anything as engaging or rich as the DVDs we produced in the 1990s with broadcast standard drama reconstruction or 3d animations, winners of IVCA Gold for their originality, impact and efffectiveness).

Today we are still producing the web-page derived equivalent of the leaflet or workbook, not least because it has taken broadband speeds and the devices and infrastructure a decade to catch–up.

The greatest shift has been to put the learning in our hands on Smartphones and Tablets and with this the desire for greater game–like tactility.

I wonder if another metaphor might be a sequence in music, a number of bars, a phrase that has a certain effect. This might be another way to design the actions.

An architect works on 2D blueprints to create buildings in three dimensions; composers use a score to lay–out music that surrounds us and touches us, film–makers have scripts and storyboards.

If we use PowerPoint to express a sequence or selection of interactivities, of 'media components' or 'learning activities' no wonder they are linear rather than exploratory.

We need to design onto maps and navigate as our heads do – independently.

DSC00727.JPG
From Lady Anne Clifford's Great Picture 1646

I am drawn to the image of a 17th century triptych, the Great Picture that expresses the life story of Lady Anne Clifford. There is logic to the left and right panels, Lady Anne age 15 and 76 respectively, while the borders, like going around a game–board give ancestors, relatives, and artefacts any of which, in the 21st century could be brought to life with a link at least or an interaction at best, even in Web 2.0 terms the opportunity to share with others synchronously or asynchronously.

I've heard the phrase 'sand-pit' used too, the thought that you do these things in a playful, perhaps even in an incomplete way, measuring effectiveness will be the driver - media components that work or sequences that have a ressonance for a topic or audience will be used again.

This should not however be at the cost of accessibility. Anyone can play in a sandpit, but not everyone can play in an orchestra or all the instruments in it.

Various metaphors have been applied and can be applied, like building with Lego blocks Downes (2000) though Pegler’s preferences is to make a comparison with Technic ‘Lego’ (Pegler, 2004:Loc4282) where each piece has a set of actions. Wiley imwgined them to be more like atoms (2001). The reality is more mundane, your e-learning module can be like a marathon or the 400m hurdles, with some imagination it can be a triathlon or heptathlon even the modern pentathlon.

The conclusion is that when construction e-learning we need to look for and create digital resources that are:

1. Easily sourced

2. Durable

3. Easily Maintained

4. Accessible

5. Free from legal limitations

6. Quality assured

7. Appropriate cost

8. Resizable

9. Easily repurposed

10. Meaningful

11. Engages the learner

12. Intelligible

To this list of qualities I would add a thirteenth: desirable - is it a media component or activity (e-tivity, Salmon 2002) that your colleagues want to use when building the module, let alone something users take to when faced eith it. And then can it be used too often or inappropriately?

And a fourteenth - they should be reusable too, readily combined, reskinned and rebranded like type in a printing press that can be reused, or a component in a game from picking a card, rolling the dice or answering a question correctly. Is this media component transportable?

In an e-learning module these are multichoice, complete a phrase, connect or put into order.

And a fifteenth – and surely at the top of the list: effective.

Which probably means a sixteenth – measurable, or accountable. We want to know how it behaves and derive meaningful anslytics from it.

Even a seventeenth – fashionsble, or at least of the age, suited to the user group, appropriate for the identified personas doing the learning.

Downes, S (2000) Learning Objects. Available from http://www.newstrolls.com/news/dev/downes/col;umn000523_1.htm

Littlejohn, Falconer, Mcgill (2008) Characterising effective eLearning (sic) resources

Pegler, C and Littlejohn, A (2004) Preparing for Blended e-Learning, Routledge.

Salmon, G (2002) E-tivities

Wiley, D.A. (2000) Connecting Learning Objects to instructional design theory: a definition, a metaphor, and a taxonomy. In D.A. Wiley (ed), The instructional use of Learning Objects. Available from http://reusability.org/read/chapters/wiley.doc

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Final module to complete the MAODE

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Edited by Jonathan Vernon, Monday, 8 Oct 2012, 05:22

Successfully registered and signed up for H810: accessibility - starting September with a January finish. This will complete my first, extraordinary OU Journey after three years.

Intellectually challenging, rigorous, comprehensive, expansive and life transforming. It took a while but I am now working for a world leader creating e-learning resources for companies - manager training for the most part.

It won't end here. I have my eye on a History MA. I've discussed this with student services. Starting September 2013 in two parts this will take me into the Centenerary of that horror, the 'war to end war' (HGWells) 1914-1918 that I blog about at www.machineguncorps.com

History would have been my first degree decades ago had I not got cold feet and switched to Geography. And an MA in Fine Art (which had been on the cards in 2010 when I elected for the MAODE.

I guess that's the next decad taken care of!

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The use of narrative in e-learning

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Edited by Jonathan Vernon, Monday, 15 Oct 2012, 10:28

I fully buy into the idea of using narrative in teaching.

Without the pyrotechnics of e-technology some imagination from a well informed agent, perhaps assisted by a scriptwriter, could produce a script that is engaging, a journey from which a learner may deviate if something so intrigues them, a pattern with a beginning, middle and end that everyone can follow.

‘Teachers use narrative to teach children difficult concepts and to bring structure to the curriculum.’ Egan (1988)

REF

Bruner (1996.97) ‘Meaning Making’

  • spontaneous inclination to engage in a dialogue with material
  • to improve some form of organisation upon it
  • to make comparison with it

REF

McCloskey, D.N. (1990) Storytelling in economics

Bruner, J.S. (1996) ‘Frames of thinking: ways of making meaning.’ In Olson, D and Torrance, N (eds) Modes of thought. Explorations in culture and cognition, pp. 93-105.

It has been shown that experts in any field tend to embody knowledge in the form of narrative.

Schon, D (1983) The Reflective Practitioner: How professionals think in action.

‘Stories are the method by which people impose order and reason upon the world.’ Fisher. (1987) REF Fisher, W.R. (1987) Human communication as Narration: toward philosophy of reason, value and action.

‘By framing events in a story it permits individuals to interpret their environment, and importantly it provides a framework for making decisions about actions and their likely outcomes.’ Weller. (2009:45)

The framework is the logic of the narrative, the logic of the plot, the role-play of the protagonist (you the learner), the battle you have with antagonists (concepts you can’t grasp) supported by your allies (the community of learners, your tutor and institution) leading to a crisis (the ECA or exam), but resolved with a happy ending (one hopes).

Film-makers, naturally, but also documentary film-makers, bang on about the ‘narrative’ and the ‘story.’

This is how facts, whether naturally linear or not, need to be presented, if an audience, or a larger part of that audience, are to be suitably engaged by a topic.

Some months ago there was a news story concerning how much could be expressed in 40 seconds – BBC Radio 4, Today Programme. Any recollections?

Three experts were called and in turn tried to explain:

1) Bing Bang

2) String Theory

3) The Offside Rule in soccer

Bing Bang was pure narrative, like Genesis in the Bible, with a clear beginning, middle and end.

String Theory had a narrative in they way the theory came about, and just about got there.

The Offside Rule didn't even started well, then got hopelessly lost in ifs and buts and maybes. (I got lost at least. Coming to all three equally ignorant I only came away with full understanding of one, some understanding of the second, and barely a clue with the Offside Rule)

The use of scenarios:

  • as a device for determining functionality
  • as a means for engaging users in the stakeholder’s consultation

Having spent too considerable a part of my working life trying to write original screenplays and TV dramas I am versed in writing themes and strategies, storytelling in three acts, with turning points and a climax, antagonists and protagonists.

I use software like Final Draft and Power Structure.

These tools could as easily be used to compose and craft a piece of e-learning. Perhaps I’ll be given the opportunity to do so.

Narrative … is a useful means of imposing order and causality on an otherwise unstructured and unconnected set of events, but it also means that some detail is omitted in order to fit into the narrative, and other factors are only considered in the limited sense in which they can be accommodated with the narrative.’ Weller (2009:48)

Writing a narrative, for a novel or screenplay, is to some degree formulaic.

Is design of e-learning as straight-forward?

A decade ago it looked complex, five years ago with HTML code package in plug-ins and excellent ‘off-the-shelf’ software coming along the process appeared less out of reach.

Today I wonder if it is more matter-of-fact than some make out?

Addressing problems, devising a plan (a synopsis, then a treatment), threading it together … maybe its having it operate apart from the tutor or lecturer or teacher is what concerns you (teachers, lectures, profs). You are the ones who must learn to ‘let go of your baby,’ to have an actor or presenter deliver your lines. Once, and well. Or write in a team, as writers on a soap opera.

It works to follow the pattern rather than break it.

It strikes me that in e-learning design there may be only a few structures to cover most topics – really, there can only be so many ways to tell/teach/help someone understand a concept … or to do something, and remember the facts, the arguments and concepts … to be able to do it, repeatedly, build on this and even develop an idea independently to the next stage or level.

There is little meat on a popular documentary

There are micro-narratives and their are journeys, some more literal than others, for example, currently there’s a BBC documentary series, ‘The Normans’ and the third or so series of ‘Coast.’

From an educational point of view, what do audiences ‘learn’ from these programmes?

Can they typically recall anything at all, or do we/are we semi-conscious when watching TV, leaning back, not leaning forward, mentally as alert as someone smoking a joint. (Apocryphal or true?)

Try reading the script, try transcribing what is said and look at how far it goes.

Not very far at all.

Such programmes/series can be a catalyst to go to the website or buy the books, but otherwise the information is extremely thin, predictable and ‘safe.’)

If only links could be embedded into the programme so that as you view the programme relevant pages from the Internet wold automatically be called up.

Do you watch TV with a laptop?

Many do. Traders can manage several screens at a time, why not as mere mortals too?It becomes more engaging when you field of vision is nothing but screens, on topic. My preferred way of working is to have two screens, two computers, a mac and a PC, side by side. They do different things, they behave in different ways. I have a team of two, not one.

The medium may introduce a topic or theme, but there is little meat on the bone and we can be swayed by:

  • bias
  • the view of the author/presenter/channel
    • (commissioning editor)
  • negative or positive

(For any longer list of concerns take a course in media studies.)

And if its on a commercial channel there are interruptions for adverts, while even the BBC chase ratings.

Even seen a lecturer take a commercial break

How about the some rich e-learning sponsored by Lucoxade, Andrex or Persil?

This is how schools receive interactive cd-rom and online websites ‘for free.’

REFERENCE

Weller, M. (2007) Virtual Learning Environment. using, choosing and developing your VLE.

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