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What is a media component?

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Edited by Jonathan Vernon, Tuesday, 17 Jul 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.

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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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Characterising effective eLearning resources

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Edited by Jonathan Vernon, Thursday, 1 Nov 2012, 11:57

Characterising effective eLearning (sic) resources

Littlejohn, Falconer, Mcgill (2008)

Presented in July 2006, accepted in august 2006 and published in August 2007 or 2008 referencing research and papers written between 1990 and 2004.

OK, this is an academic paper, but in a area that is changing so fast you'd think academics could pull their finger - even publish their thoughts as the develop online.

Digital assets: a single item, image, video or podcast.

Information objects: a structured aggregation of digital assets designed purely to present information.

Learning activities: tasks involving interactions with information to attain a specific learning outcome.

Learning design: structured sequences of information and learning activities to promote learning.

Learning Brief: (JV, 2012) My addition. Where it all begins where a client has a need, a problem to solve or opportunity to pursue, with an idea of the desired outcome, a budget, schedule and idea of resources that can be drawn upon or that will have to be created.

Conceptualization: source information.

Construction: repurpose and use in learner's context.

Integration: develop and use to inform others.

From Laurillard's 2002 Model (a bias for tertiary education).

An example of a PowerPoint presentation and its slides are given (only because, even in 2006, other forms of versatile, easily manipulated content were not readily available).

Narrative: downloaded by a student

Communicative: for discussion (synchronous, asynchronous, cohort, faculty, student body and beyond)

Interactive: searched, scanned (engaged, play)

Adaptive: (which Littlejohn et al give as editing, so reworking within the set, rather than adding anything new)

Productive: taking a constructed module PowerPoint (blog, video, animation, gallery photos, quotes, grabs, snips, apps) and repurposing (mash up) (Which I would call adaptive. (JV 2012, my additions in parenthesise).

Productive: (which Littlejohn al called productive in 2008 but I would call creative)

Resources: representation of knowledge by format and medium, flexibility and cost. With ease of manipulation and interaction key.

· Pure

· Combined

· Adapted

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

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.

Like a chemist combining chemicals to form atoms Wiley (2001)

Towards dynamic resources (less bespoke, more off the shelf, like sets of Apps that work in a designed sequence to produce a managed set of learning outcomes).

Constructivist (limited in precision training that requires specific, measurable outcomes in terms of changed behaviours).

Ownership (not personal learning environments, so much as personalised learning environments. Depends on the person's habits, choices and opportunities – pc, Mac, laptop or desktop, tablet and/or Smartphone; then choices regarding software tools within or married to the learning management system. Word, graphics, draw, charts, video, pics).

Their use in context is key (the institution, course, level, cohort, location).

(JV 2012. My thoughts italicised)

Like early car or computer manufacturer, become mass produced, trying to be lean, less a conveyor belt than a professional kitchen putting out a variety of courses to clients who are largely, within their respective contexts, demanding the same thing.

1890s bike shops turning to motorbikes and motor vehicles.

2000 bespoke websites and migrating learning distance and interactive ‘non-linear’ video based learning online, artisans, one offs, the Sistine Chapel.

REFERENCE

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.

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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Distance Learning 80 years ago

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Edited by Jonathan Vernon, Tuesday, 26 Jun 2012, 17:55

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I am reading a 52 piece part work 'World War' edited by Sir John Hammerton and published between 1936 and 1937 with occasional contributions from H G Wells, this alongside various staple and new reads on World War One.

As a piece of learning design what could be simpler? A magazine delivered each week, chapters deliberately left unfinished between parts, photos offering points of interest explained and developed in later issues.

Tommy%2520SNIP.JPG

Perspectives shift of course, just as they had a view on the Napoleonic Wars. However, in many cases 1914 was not dissimilar to a battle of 1814, or 1870.

'Read in a period until you hear its people speak' E H Carr.

I play this trick of falling asleep with an event in mind and courtesy of the painkillers I am currently taking I enter a vivid dream world much of which I can recall.

The problem with WW1 is the clammer of voices, not just what you can read, but the voices you can listen to on DVD or podcasts, indeed I have several hours of my own grandfather in a County Durham accent that those not familiar with the North East would call Geordie and find, at times, incomprehensible.

How does an historian deal with history when the record is everything? Had a soldier gone into battle in 1914 with a video headset what would we do today with years of material? My grandfather, for example, had no leave from the day he left England in early 1916 to his transfer to the Royal Flying Corps at the very end of 1917.

Would the reality be a huge amount of sitting around dealing with the boredom, discomfort and fear?

DSC05047.JPG

This is a map I drew with my grandfather in his 97th year. This and his visit to the trenches the previous year would allow me to retrace his steps, almost by the day between September and end of December 1917.

But why?

A researcher from UCL quizzed me on this some years ago and I had to conclude that for me it was less an obsession with WW1, but rather reminding me of a dearly loved grandparent. I can't see drawing up maps of my grandmother's trips into Newcastle on the tram having the same appeal (or historical record or value).

Gradually online I am connecting with grandchildren of veterans and others interested in WW1 so that there is a component of 'Social Learn' between blogs and Facebook. All the books I read I share on Twitter, which may help promote the book, but is also attracting many like-minds.

At what point do I become so well informed that I could sit an exam without sitting for the qualification?

Can I short-circuit the steps to an MA in History? There are two parts to the degree, but it is the second part, the ellective, that takes me into WW1 territory.

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Gamesmaker Training

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Edited by Jonathan Vernon, Wednesday, 22 Feb 2012, 11:12

It's invaluable to be doing some e-training as compared to e-learning.

The Olympics lend themselves to actions and activities; learning goes on in your head whilst training involves your body as well as your mind.

It worked.

I know stuff about the Olympics and Paralympics that I did not know before. I have got my head around the role of Gamesmakers and have bought into the positive, inclusive, inspirational approach.

A workbook, a CD and links to a website is standard training fair. Tell them what you are going to tell them; tell them, then tell them what you told them would sum it up.

But why change a format that works?

Seb Coe introduces then a series of vignettes and activities take you through loads of stuff, from background to specifics, using video here, click and view there as well as deeper engagement with a few Q&As too or typing up some ideas. It took me 90 minutes.

Already I have some of this knowledge effortlessly embedded.

Could you teach a degree or postgraduate degree in this way? Why do I imagine that learning design should be any more complicated?

Good execution, simple design, not too flash, or cheesy.

Done for the right price with a practical feel to it. In the past my involvement in such things was to go out and shoot the video, often with green screens and actors, helicopters and composed music, 3d graphics and interenational travel.

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Simple, huh?

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Edited by Jonathan Vernon, Wednesday, 31 Aug 2011, 12:54

DSC01936.JPG

But what kind of an activity is reading? Is it interactive?

Often I find, after weeks of working online I hanker after ONE author and the chance to hear enough from them to get a true sense of where they stand.

I buy the book, as I did with Engestrom's 'Teams and Knots.'

 

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The penny dropped

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Edited by Jonathan Vernon, Monday, 5 May 2014, 06:49

Between formal and informal learning design styles

Highly prescriptive vs call up the information you need as you go along. So defined instructions vs figuring it out for themselves. Perhaps using tools to guide and inform. We were given the simplest of tasks, teaching students how to cross a busy road in safety.

I made a point about any group requiring leadership or a champion.

I made a point on Randy Pausch whose 3D lecture series included mixing up student groups who then had to vote on each other's levels of collaboration in the group.

There was a discussion on informal peer assessment that I didn't entirely follow, certainly my notes are somewhat cryptic. Hopefully the session was recorded so I can listen back.

It is the unexpected insights in a synchronous session that prove valuable, especially the asides in the break-out room.

Assemble the books and papers you plan to refer to ahead of writing.

This is a new one to me. I prefer to write what I want and deal with the referencing after rather than fitting the assignment to the books and papers.

Perhaps a combination of the two is required.

The learning plan you produce may not be followed closely given the myriad of ways people respond. Many are drawn in by the assessment but not all.

Can such divergent styles be accommodated?

As the Elluminate discussion progressed, four students, one tutor moderator, I did a doodle.

doodle

Having shared the idea I then corrected it.

From Wenger (1998:233) 

'There is an inherent uncertainty between design and its realization in practice, since practice is not the result of design but rather a response to it'.

Phenomonology explains why people may still be adrift of the desired response.

The notes reads 'design as well as we can ... 'the students share the outcome. We set the learning, that is then displaced to or set in the context of each learner. We might have a learning objective, but students can and diverge from this'. (A good thing if you want diversity and originality)

As a learning designer you have to anticipate a variety of behaviours and plan for not too many being wildly divergent. This can be achieved by understanding the students.

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Divided I sit

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Edited by Jonathan Vernon, Sunday, 29 May 2011, 10:27

I've got a doppelganger: he's sitting opposite me.

We're on a see-saw.

At the moment I'm trying to get on with a Tutor Marked Assignment (H800, Masters in Open and Distance Education).

I'll be writing on the tutor and learner choices in relation to:

  • Visualisation of Learning Designs
  • Blogging
  • New Technologies in Learning (mobile)

while weaving in

  • Debates on the credibility/value of calling a generation 'Digital Natives' or some such.

My doppelganger is at work and eager for me to dip repeatedly into Linkedin.

There is some urgency here for me to identify and research a number of Open University Business School stories, always extraordinary narratives, in this case outside the UK. I'm using Linkedin to get in touch with the many associate lecturers who support our learning programme around the world.

So a bit of both.

By Tuesday I need to have the TMA written and would hope even to have a couple of stories coming through. (It may be Sunday morning but I've had one Associate Lecturer already reply).

What is the compulsion for some of us to use Social Media?

I wonder if it is the easy reward? I like listening to people's stories and we as humans love to tell tails. Personally is is low levels of dopamine in my mind that favours the novelty of the new relationship as it forms?

 

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H800: 59 Seeing the wood for the trees - the activity and the module they sit in

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Edited by Jonathan Vernon, Tuesday, 30 Aug 2011, 04:35

I sit next to a senior learning designer in the Open University Business School - he is wrapping up a new module for the MBA course. I'm in late doing course work - we talk as we return from the kitchen with coffee.

This is clearly way beyond what an online course can deliver in terms of the impromptu face-to-face, one-to-one mini tutorial. I'll just milk it and promise to share insights.

He knows I have struggled with getting into this week's activities; however, late in the day (last night), having finally got through all the reading and made notes and looked back on previous weeks, I told him how important it was, indeed how significant Richardson's set of papers, the reference to the previous work is.

I shall revist this week repeatedly not only as we head towards TMAO2, but for the duration of H800 and beyond.

Perhaps I can hear in the back of my mind the conversations that were had when creating H800 and each academic chose or was allocated a week, or set of weeks. Did they sit down with a learning designer? Did they work it all out from home? I do at least now fully respect and understand why they should and will refer to their own reports, papers, research and books. These are but the published corners of their minds ... and we, after all, are trying to get inside their heads, just they want to tickle the contents of our brains.

Marton, Sfard, Saljo, Richardson ... there is some quality thinking in hear to extract and play with.

(54023)

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H800: 46 The card-based Hybrid Learning Model and a card-based Tool Kit for writers.

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Edited by Jonathan Vernon, Sunday, 8 Jul 2012, 13:21

H800%20Wk8%20HLM%20GRAB.JPG

From HLM Flash DemoVideo player: Flash Demo

For someone who does NOT have a formal teaching background this for me is the first time in 13 months that I have something practical that is based in learning, not 'e-learning' that I feel can apply immediately to any learning context: instructing sailing, teaching swimming, advising on digital marketing, supporting a team making a short film ... and especially thinking of ways to occupy children who are now on a three week holiday.

Blogspot from conference presentation of HLM

Institutional e-learning services

HLM Grid

I found this exercise extraordinarily useful. In the space of an hour I felt I assembled the makings of a series of activities, a module that might take place over a weekend, or a week or two. Thinking of this as learning first, and e-learning second helped.

I decided on creating a course on 'marketing to the social web.'

I've always fallen back on system, surveys and so on. A set of questions, in this case cards, that you can mix about, sets the process up. A similar end result might be achieved in different ways, but here, falling back on the cards and working with these options helps you to get something down. Indeed, having the cards makes you appreciate at every stage you could approach it differently. It would highlight any repetitive approach, something some online educators are guilty of i.e. a course where every activity is a person talking to camera with a transcript of what they say. And no better than the weekly lecture and reading list which was almost my entire three year undergraduate experience.

The graphics worry me. I do think there is value in engaging the best graphic designer for things like this, to come up with something universal. I wonder how some learners would interpret a class that involved the use of flash cards with coloured in cartoons on them. Given the ability of the www to offer choices I'd give users a choice of a dozen alternative images for each activity.

As I'm looking at various courses on digital marketing I'll see how I can add to this.

Activity/Task –Objective

Learning Event

Teacher’s Role

Learner’s Role

Resources

Tools (inc. Technologies)

Other comments

Survey on current awareness of advertising/marketing in social networks

RECEIVES

Explain

Evaluate

Review

WWW

Marketing to the Social Web as key resource.

Survey Monkey

(e-reader)

Individual

24 hours of Google Alerts, Twitter and Facebook, Linkedin.

EXPLORES

Coach

Research

WWW

Min six people sharing task to cover entire 24 hour period.

Write in a blog, microblog. As text from the spoken word. Writing within parameters, not just Twitter’s 140 characters, but other word counts.

IMITATES

Perform

Apply

Perform

Reflect

WWW

Twitter

Wordpress

LiveJournal

Blogger

Writers & Artists Handbook.

Voice Recognition Software

Touch Typing Software

Trying to develop a fluid, immediate, even ‘stream of consciousness’ approach to writing.

Image only in a blog.

CREATES

Coach

Create

WWW

Flickr

Tumblr

Facebook

Digital Camera

Mobile Phone

Webcam

Comment on blogs, join in forum discussion .

EXPERIMENTERS

Explain

Practice

WWW

Blogging for Dummies.

Letters to the editor. Letters.

RSS

Within the group and beyond

Add sound to a blog … voice, music, live (Skype) and broadcast (podcast).

PRACTICES

Coach

Perform

WWW

Podbean

Headset

Microphone

Group

Measure

RECEIVES

Apply

Questions

WWW

Analytics

Neilsen

Research companies

Tools

Technorati

Google Analytics

Buzzmetrics

Group

Promote (PR, advertising, marketing)

EXPERIMENT

Perform

Explains

Explore

Perform

WWW

Viral Video

Event

D&AD DVD

Mobile platforms

DVD player

Group

Survey on final awareness of advertising/marketing in/to social networks.

RECEIVES

Explain

Evaluate

Review

WWW

Marketing to the Social Web as key resource.

Survey Monkey

(e-reader)

Individual

 

The Writer's Tool Kit

All these cards had me thinking of  a writer's tool kit, 'The Observation Deck' by Naomi Epel. In that period where I wrote fiction all day I often dipped into this, simply to keep me going. In pratise it is far more useful for someone who blogs all the time as it triggers a line of thought.

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If you're running a creative writing course this IS your learning design done; each week take a different card from the box and do.

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Visualising the learning design process

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Edited by Jonathan Vernon, Wednesday, 23 Jan 2013, 06:07

Visualising the process and products of learning design

I will be at CAL ’09 next week in Brighton, and am looking forward to it, in particular some of the sessions and papers which include work from the JISC Curriculum design call. For example, the “challenges of the design pattern paradigm” session and other learning design papers/session. In the meantime I thought I’d put up the poster that my colleagues and I have put together, This poster  entitled “Visualising the process and and products of learning design” will be presented at CAL ’09.

It  is a very short synopsis of the visualisation and representation work we’ve been doing here at the OU. A  version of the poster itself is available for download (click on the image to see a low resoultion image of the poster, or on one of the  links to see a higher resolution PDF at either A4 or A0 size):

Image showing “Visualising the process and and products of learning design ” poster

Visualising the process and and products of learning design, A0 sze (pdf, 1.9 Mbyte),

Visualising the process and and products of learning design, A4 size (pdf, 1.1 Mbyte).

Also, a draft of the text of the poster (including the abstract and references) is available here.

Can visual representation work at the curriculum level?

Apart from the design patterns and learning design stuff, one of the other things I would like to explore whilst at the conference is if or how visual representations have been used at programme level (or above). As far as I’m aware, most visual representation work has focused on the activity or course level, and describes interactions involving students and teachers.  But what about the curriculum level? I’m keen to talk to anyone working in this area: please do  contact me if you are, or add a comment below, thanks <img class=" src="http://www.open.ac.uk/blogs/brasherblog/wp-includes/images/smilies/icon_smile.gif" />

CAL ’09 poster text

Abstract

Teachers and media developers go through a complex decision making process when designing new learning experiences – working towards an effective pedagogical mix, combining resources, tools, student and tutor support. For an individual media developer or teacher, the process of creating a visual map of a learning activity clarifies their own understanding of the mix. For teams comprised of individuals focused on different aspects, a visual representation supports communication about issues that need to be resolved before the activity is delivered to students.

This paper focuses on the development of CompendiumLD, a particular strand of work within the OU Learning Design Initiative. CompendiumLD is a tool to represent and visualise learning designs; it is an adaptation of Compendium, an existing knowledge mapping tool. CompendiumLD has been developed iteratively, informed by evidence gathered through a series of interviews with academics, and tested through a series of faculty based workshops. Development has proceeded from changes in the set of icons used to represent components of learning activities, through to specific functionality to support the design of learning activities. This functionality includes context specific learning design help and a set of visual design templates.

Findings to date indicate that most users find the tool easy to use, that it makes the process more explicit and provides a useful vehicle for sharing design ideas with others. Some users are interested in its potential to support both the process of learning design and the production of maps for use by students.

Recently introduced  features include (1) the facility to specify times that students and tutors will spend on specific tasks, producing a running total displayed on the user interface and (2) support for transclusions (intended to help designers  identify reuse of  e.g. tasks or learning objectives. Initial evaluations of these new features will be discussed.

1       Introduction

A learning activity can be conceptualised as a specific interaction of learner(s) with zero or more other(s) using specific tools and resources, orientated towards specific outcomes (Beetham, 2007).  Evidence we have gathered indicates that designing learning activities is inherently messy, creative and iterative, and that choosing  the best combination of tools, resources and tasks for a particular context is difficult (Conole et al., 2008). In the Open University and other distance universities, design is typically carried out by teams composed of people with a variety of specialist skills including academics, programmers, graphic designers, editors and project managers.

2       Aims

Our aim is to research, design and implement a range of tools to support individuals to design effective learning activities, and to enhance the effectiveness of design teams.

One approach we have taken is to apply the concept of ‘knowledge cartography’  to learning design, building on previous work in this area including other visual representations of learning designs (e.g. UML activity diagrams, LAMS).  This has led to the development of a software tool CompendiumLD through which we are exploiting two aspects of mapping, the product and the process.

  • As products maps can visually represent complex relationships between objects, which highlight key elements and connections for a particular purpose
  • Creating a map forces a person to externalise their understanding of the situation, and this process clarifies their understanding of the situation

(Okada, Buckingham Shum, & Sherborne, 2008).

Design processes

In our research  to date we have studied how design  is carried out by individuals and teams within the iterative design cycle which occurs before courses are launched.

We will be studying how CompendiumLD can be used by teachers to  deliver teaching activities, and how it can be used to evaluate the design of activities.

Design products

Snapshots from the design process

The learning design nodes are on the left hand side: these can be dragged and droped onto the working area. Learning design nodes include

Learning activity

Learning outcome

The nodes can be connected by dragging between them.

Double-clicking on a learning activity opens it

A screen grab of CompendiumLD showing the main working area labelled  “Andrew Brasher’s Home Window”.

Context sensitive prompts appear when nodes are added.

3       Evidence

Empirical evidence gathered to inform the development of CompendiumLD  includes the collection of user requirements (Nixon, 2007), case studies (Wilson, 2007), 12 semi-structured in-depth interviews, and evaluation of workshops and focus groups (Cross, 2008). In January 2009 we began in-depth evaluation of holistic course design, which has and will involve studying course teams’ use of visual representations during the design process over a period of 9 months.  Examples from our evidence base are shown as speech bubbles.

4       In use

Examples illustrating how CompendiumLD can be used within the design process are provided by  snapshot 1 and snapshot 2. Snapshot 1 illustrates an early stage of the  the design process, snapshot 2 a later stage when a more detailed description has been generated and some of the issues that arose in snapshot 1 have been resolved.

5       Conclusions and future work

The qualitative data we have gathered so far indicates that generating a visual representation helps to clarify designers’ intentions, and aids communication of those intentions.  Continuation of the iterative improvement of the tools and methods we have developed is planned for 2009-10, including trials across a range of UK universities. So far our work has focused on the representation of learning activities within a course or module. We will be looking at applying visual representations at different levels, e.g. across degree programmes, and requirements gathering workshops to inform this are planned for later in 2009.

References and further information

Full references for the citations in this poster are available from are available from http://www.open.ac.uk/blogs/brasherblog. Information about CompendiumLD is available from http://compendiumld.open.ac.uk.

Beetham, H. (2007). An approach to learning activity design. In H. Beetham & R. Sharpe (Eds.), Rethinking pedagogy for a digital age: designing and delivering  e-learning (pp. 26-40). Oxford: Routledge.

Conole, G., Brasher, A., Cross, S., Weller, M., Clark, P., & White, J. (2008). Visualising learning design to foster and support good practice and creativity. Educational Media International.

Cross, S., Conole, G., Clark, P., Brasher, A., & Weller, M.   . (2008). Mapping a landscape of Learning Design: Identifying key trends in current practice at the Open University. Paper presented at the LAMS Conference.

Nixon, S. (2007). LD project final report – final report of the LD VLE programme work. Milton Keynes: The Open University.

Okada, A., Buckingham Shum, S., & Sherborne, T. (2008). Knowledge Cartography: Software Tools and Mapping Techniques: Springer.

Wilson, P. (2007). Progress report on capturing eLearning case studies (Internal report). Milton Keynes: The Open University.

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H800: 45 Week 8 Activity 2 (Part 4) Tools for Learning Design

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Edited by Jonathan Vernon, Saturday, 27 Aug 2011, 16:14

Is this a model or an expression of what took place?

At what point, by adding Tutor engagement, and then picking out individuals in relation to their tutor group forum participation do you make assumptions?

A questionnaire would elicit the facts.

At some point the complexity of the activity shown diminishes the ease at which the chart is interpreted.

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I'd replaced the imploring 'HAVE FUN!' with the more germane 'ENGAGE!' i.e. take part, I say this because debate and discussion may not be fund with a smile.

Often I liken a session that spins out of control as a Catherine-Wheel nailed to a post that fizzles and falls ... or winds down. Some activities can be like this, 'full of sound and fury, signifying nothing.'

They tend to be the most fulfilling, where everyone in the group takes part. Or at least SIX on a regular basis to give the thing some spin.

Failure to participate is the killer; with it an activity can be a wild success, drawing people in, urging them to take part. Without them you are on your own 'with your books and your thoughts.'

The reality of distance learning online is a bit of both, the trick is to be able to engage and disengage with reasonable flexibility, not feeling guilty whether you are quiet for a period or when you are ever-present.

The role of the tutor is a tricky one

Mentor and coach, or subject matter expert? Institutional insider to guide? Overseer? Absent landlord? Marker? Assessor? Animateur?

The role is changing. It will be as different as it is in the 'real' world from the one-to-one private tutor, or the 'gang master' running 60 students via pre-recorded video lecture. Customers, as students can call themselves with greater validity if they are paying significant sums, will be demanding.

'Change is all around us'.

(Sung to the tune of Wet, Wet, Wet's 'love is all around us').

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h800: 44 Week 8 Activity 2. On learner's emotional responses to technology

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Edited by Jonathan Vernon, Thursday, 8 Mar 2012, 15:22
DSC00677.JPG

Pic from MMC Learning

'An approach to learning activity design (Sharpe et al. 2005) concluded that, as well as ICT skills, key issues were learners’ emotional relationship to the technologies they were offered – especially feelings of frustration and alienation – and issues around time management.'

In our tutor group and module forums we've gone through time management at length.

Understandably.

Though I suspect that for many of us time passing is the only certain thing in our lives. It has required therapy for me to downplay events when they DON'T go to plan ... that life as a Dad, husband, parent, portfolio-worker person, studying (two courses, this and sports related), as well as feeding the guinea-pigs, putting out the rubbish, sorting the recycling, putting air in the tyres on the car, fixing the fence ... collecting children from an event, taking them to the station ... let alone the other generation, four relatives in their 80s and 135 and 210 miles away.

I'm exhausted just thinking about it.

No schedule set for the morning, let alone the day or the week can be followed. (Which is why I get my hours in 4.40 am to 7.00am each early morning ... more pleasant with the sun joining me at last)

So, to the emotional response to technology.

I've come to apply the same kind of thinking to technology, yet more technology, especially if I don't like the look of it, as something that WILL, in the fullness of time, have value.

There is no point putting off engagement with it.

The same applies to a difficult to read text (there has been plenty of that lately). It WILL become clear, it just may take three or more attempts, could involve getting advice from others in the peer group, a search on the web and dare I say it a BOOK. I actually pick up copies of 'Facebook for Dummies' and 'Blogging for Dummies' as a matter of standard practice from the library (remember them?). These books are authentic, scurrilous and engaging. The body and mind enjoy the break from the computer screen.

I got 'Digital Marketing for Dummies' for my Kindle though ... how else can I read it in the bath while holding a coffee in my right hand (I am right handed) and 'the book' in my left, perfectly able to flick on through pages with my thumb.

Design isn't just programming when it comes to software.

Compare Mac to PC. Mac not only works, but it is obvious, intuitive and often beautiful to look at.

We are so used to the extraordinary simplicity of Google, YouTube and Facebook that we baulk if a piece of software, perhaps Open Source, doesn't have the look and feel of the familiar. It IS a DESIGN issue, as in creating a love affair with the object that has both form and function, rather than function alone.

Compendium; it is versatile, engaging and intelligent ... but could it dress better and be more intuitive and less 'nerdy' ?

Rethinking%20Pedagogy%20for%20a%20Digital%20Age.JPG

More from Sharpe and Beetham:

'The use of technologies can compound existing differences among learners due to their gender, culture and first language'. Beetham and Sharpe (2007)

I like this too:

Learners cannot therefore be treated as a bundle of disparate needs: they are actors, not factors, in the learning situation. (ibid)

And this:

They make sense of the tasks they are set in terms of their own goals and perspectives, and they may experience tasks quite differently if digital technologies – with all the social and cultural meanings that they carry – are involved. (ibid)

Perhaps we should be seeking advice on these feelings too, how they can get in the way of us tackling technology or a tough read/assignment. After all, if motivated, people will overcome such problems, but if we become demotivated it is habit forming.

REFERENCE

Beetham, H and Sharpe, R 'Rethinking Pedagogy for the digital age'. (2007)

p.s. This book needs an emotionally appropriate cover. Might I suggest a design from Helen A Dalby. Personally I'd like to see academic publishers make all book iPad friendly with illustrations throughout, maybe video and some interactivity too. Why stick with the rough, when you could make it smooth and cool. Video introduction from each of the authors please ... and links to their blog.

Sharpe, R, Benfield, G., lessner, E. and de cicco, E. (2005) Scoping Study for the Pedagogy strand of the JISC e-Learning Programme, Bristol: JISC. Online. Available. www.jisc.ac.uk/index.cfm?name+elearning pedagogy

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H800: 44 Week 8 Activity 2. An approach to learning activity design

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Edited by Jonathan Vernon, Sunday, 26 Feb 2012, 06:08

Notes on Beetham Chapter 2 An approach to learning activity design.

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I've found this the chapter on ‘an approach to learning activity design’ from Helen Beetham profound and invaluable.

Helen Beetham is a Research Consultant to the JISC e-Learning Programme. Previously she was a Research Fellow in e-learning at the Open University.

The profound revelations I feel I have had concern three projects to 'reinvent learning' with interactive then web-based learning in the 1990s and 2000s that I am familiar with (I was in the production company or agency doing something else, or know the person and the project's history).

And the sense I wanted from MAODE of the history of education which I sum up as:

1 to 1 the governess and/or then tutor of the aristocracy. 17th century (and earlier, and well into the 20th)

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Samuel Daniel was a court poet and amongst others tutored Lady Anne Clifford. A copy of his miniature was inserted in Lady Annes 1646 'Great Picture' that told her life story/struggle.

1 to many in schools (both private and state maintained). (For wealthy families who couldn't afford the tutors ... the 'public' schools of Britain from the 16th century, followed by the Victorian & Edwardian schools for all).

H800%20Wk2%20Children%20being%20brain-fed%20books%20GRAB.JPG

1 to 1 or many to many (depending on how you look at it) which brings back a good deal of the 1 to 1 that the likes of Princess Elizabeth might have had in the 16th century, through peer-support you have your time with a subject matter expert (if they will indulge you) ... and time with people with very different experiences and insights that can be better at giving your thinking a jolt ... or if we will indulge each other through 'social educational networking'.

I appreciate the history of education goes back further to Greece, Mesopotamia and even hunter gatherer societies on the plains of Africa.From Marketing to the Social Web. Larry Webber.

My feeling is that technology isn't as novel as we think; in fact it is enabling what used to occur in closer nit learning groups embedded in society.

I wonder if I should be looking at learning patterns from the Bantu in the Congo and apply that to teenagers wishing to learn using mobile devices in the 21st century, the urban jungle and chase replacing the forests, bore hunts and multiple relationships.

There is a lot to think about. I see learning design as akin to designing and growing a maize maze. One this is in place you have choices regarding whether guide an individual around your labyrinth by calling out ‘left!’, ‘right!’ or just ‘hot!’ or ‘cold!’ while others you leave to figure out their own way through. There will be graded outcomes that require exiting the maze, others where they never leave and yet others where they exit where right they came in – all depending on the activities, the learners and the desired outcomes.

The emphasis, from Beetham’s point of view, is that with learning design should be on learners, the activities they do (not tasks) and the outcomes. Beetham (2007).

Activities, not the tools used or the supporting materials, matter the most.

Whatever way you plan, develop and scaffold learners will do the activities their own way - in different contexts people learn in different ways which raises issues for activity design Beetham (2007).

I ask myself:

· How prescriptive should you be?

· How confining should the parameters be?

· What degree of latitude is offered?

Situative%20Constrive%20Associative%20Learning%20JISC%20GRAB.JPG

The learning activities may be any combination of associative, constructive or situative. Learners will develop their understanding as a result of consolidation and practice, drawing on their strengths and preferences and a repertoire of approaches. Beetham (2007) e.g. an apprentice learns in an associative way be rehearsing skills and concepts.

REFERENCE

Beetham, H, and Sharpe, R (2007) Rethinking Pedagogy for the digital age.

 

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The danger of spoon-feeding learners

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Edited by Jonathan Vernon, Saturday, 9 Mar 2013, 23:57

At what point in e-learning design do you feel that by spoon-feeding learners that you are doing them a disservice?

That learning is better achieved as a result of effort, even through making mistakes.

How, with all these increasingly versatile and 'easy' tools therefore, do we ensure that effort is applied, that learners remain engaged?

We show, we test; they read, they write; they work alone, then as a group; they make mistakes and try again. They do something new, they see something in a different way.

The other day I was about to print off a recipe for a chocolate cake that my 12 year old son and a friend were willing to make.

Enlightened by a piece on the use of dreadful fonts in learning and how effective it can be to make information stick I printed out not in Arial or Callibri or Times Roman in 16 point, but in some swirly imitation of Edwardian handwriting in 10 point ... beige.

They said nothing. The cake was a success.

Did it the lesson stick?

Perhaps I'll try again today. Can they make the cake without referring to the recipe?

One aspect of this is slightly disingenuous, my son and I did make this cake together a couple of months ago in a more nurturing, assisting manner in which I played the role of 'the talking recipe' with demonstrations on how to melt the chocolate, split eggs, whisk egg-whites and fold the ingredients together.

It helped that my son could teach his friend.

How does this apply to the safe storage of Uranium Trioxide underground or dealing with an asthma patient? Or handling a customer who is complaining of the smell of sewage along their street? Or making a subject choice decision at A' Level? And how about in the creative industries, as an art director or copywriter, even in Fine Art?

There are environments, clearly, where making mistakes is part of the learning process ... but if you learning to fly commercial aircraft or reprocess spent rods in nuclear power, best to make the mistakes in a simulation.

 

 

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H800:9 The script, the script and the script.

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Edited by Jonathan Vernon, Monday, 28 May 2012, 17:46

'To make a great film you need three things - the script, the script and the script.' Said Alfred Hitchcock.

If I've written below about the demise of the written word, then I take it back.

OK, love letters have had their day. I don't even suppose that boarding Prep School Boys are writing home religiously every Sunday either; though we did.

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My mother's collection of letters written by my brother and I from aqe eight years make quixotic reading.

Avatar started with a script.

The three CD edition is worth it for the documentary on the creation of the film. It started with an idea expressed as a 'scriptment' (sic) i.e. not even a script, but words on sheets of paper nonetheless.

A Learning Designer starts with a script, as does an Account Manager.

A client wants to see it in writing. You can edit words. You can share words. You can hold, copy and digest them in written form.

An idea (or problem), a brief, a synopsis and treatment ... that leads to a script. And once this is nailed down the costly business of production begins. Why should e-learning be any different to the production of a mega million Hollywood movie, or the Christmas Pantomime in Ambridge Village Hall.

I get paid to write because I'm able to fill a blank space with bright ideas in a sequence that makes sense (linear) or does not (non-linear).

But ultimately says something.

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Patterns, designs and activities: unifying descriptions of learning structures’

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Edited by Jonathan Vernon, Sunday, 4 May 2014, 08:49

McAndrew, Goodyear, Dalziel

  • Learning patterns
  • Learning design
  • Learning activities

'The use of online and electronic systems to support learning - e-learning - is emerging as a field with new opportunities and problems.'

In advertising, marketing and corporate communications, the standard 'Creative Brief' used to inform and direct the creative team poses two initial questions, the answers to which focus the creative effort:

What is the problem?

What is the opportunity?

It is therefore refreshing and reassuring to find the same terms being used in relaton to the 'emerging field' of e-learning. i.e. it is a tool, a way of doing things that may be used to address a clearly defined problem ... and in addressing this issues opportunities are created. The first enables the second, the second motivates ambition beyond the original problem.

Patterns, designs and activities are transferable, and therefore reproducible as digital objects (learning objects, etcsmile

  • Personalisation
  • Large scale digital repositories
  • Flexible reuse
  • Knowledge economy

Learning Object 'any entity, digital or non-digital, that can be sed, re-used, or referenced during technology-supported learning.'

  • learning
  • or
  • training

(Unsure how to differentate the two. Learning at a uni, training at a poly? Learning in school , FE, HE & Uni ... training at work?)

'In pratice, works in implementing Learning Objects in education (as distinct from training) tends to specialise the definition to refer to items that have education meaning, for example units that can result in a few hours of student activity.'

i.e. Learning objects ...

'Any digital or non-digital, with education meaning, that an be used, re-used, or referened during technology-supported learning.'

Patterns

The concept of patterns applied to learning seeks to identify what can be provided as useful background, guidance and illustration in describing a set of inter-related desriptions for ways to assist learning online. Patterns are not viewed as something that can be reused diretly but rather as something that can provide the informed teacher with 'rules of thumb' as they build up their range of tasks, tools, or materials that draw on a collected body of experience.

IMS Learning Design

a formal language?

Learning Activity Management System (LAMS) - a software system that encourages the design of sequences of collaborative activites that use individual activity tools configured using a visual 'drag and drop' interface.

Learning Patterns

Ref Christopher Alexander on architecture and town-planning - to democratise architecture and town-planning by offering a set of coneptual resources that ordinary people could use in shaping or reshaping their environment.

REFERENCE

Alexander, C. (1979). The Timeless Way of Building. New York. OUP.

'His work provides a principled, structured but flexible resource for vernacular design that balances rigour and prescriptiveness by offering useful design guidance without constraining creativity.'

CF Long Compton Plan 1999 // Lewes Town Plan 2011

www2.tisip.no/E-LEN/

Fundamental Principles

  • picture
  • context
  • headline
  • body
  • solution
  • diagrammatic representation
  • linking paragraph

'A pattern is a solution to a recurrent problem in a context.'

From Town Planning

A pattern 'describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice.'

N.B. CONTEXT

  • to help constraint and communicate the nature of both problem and solution.
  • to help the reader understand enough about a problem and solution that they can adapt the problem description and solution to meet their own needs.
  • its name crystallising a valued element of the design experience.

'The use of patterns, can be seen as a way of bridging between theory, empirical evidence and experience (on the one hand) and the practical problem of design.'

(When I start writing out the entire report I know it's of value!)

'In communities that have adopted the pattern approach, design patterns are usually drafted, shared, critiqued and refined through an extended process of collaboration.'

'Educational design needs to be seen as a process in which a designer makes a number of more or less tentative design commitments, reflecting on the emerging design/artefact and retracting, weakening or strengthening commitment from time to time.'

'Understanding the dynamic interplay between patterns in the mind and patterns in the world is key to seeing how and why design patterns work as aid to design. It is their 'fit' with the mind and the world that gives them power.'

'The focus for our work is in task design, as this has the strongest analogy with the built environment where patterns are used to build concrete objects that activity then flows around in a way that cannot be entirely predicted.'

IMS Learning Design Specification

Educational Modelling Language (EML)

  • to enable flexible representation of the elements within online courses.
  • materials and the order in which activities takes place.
  • the roles that people undertake
  • services needed for presentation to learners.

'How to package up the overall information into a structure that is modelled on a play, with acts, roles (actors) and resources.'

Of particular interest to someone who has written three screenplays, sold none, though had two short films produced ... with one sold to Channel 4! Someone who is also a graduate of EAVE, taking a cross-platform interactive TV drama through the script development process. But of greater relevance a producer of some 135 training and information films, many drama reconstructions using professional actors, directors and writers.

Content Packaging

- digital objects are gathered together with a manifest describing their location, but enhances the approach to give an ordered presentation of the different entities within the unit of learning.

Simple Sequencing

Level A: roles, acts and the environment
Level B: adds properties and conditions
Level C: adds notification and messaging

www.unfold-project.net/ (UNFOLD PROJECT)

ref: Learning Activity Management System (LAMS)

e.g. 'What is greatness?'

A' Level history project.

www.valkenburggroup.org

N.B. One of the striking features of LAMS is the speed which new sequences can be created from an initial structure.

N.B. 'Changes to the sequence structure are achieved via a simple drag and drop interface in which existing activities can be dragged into new locations, and new activities dragged into the sequence at an appropriate point.'

LAMS offers a complete system in three parts where first a design is produced in the author environment, using a visual sequence editor, then designs are instantiated with a particular class group (and subsequently tracked) through the monitor environment, and then designs are accessed by students from the learner environment. The modularity of the system allows each environment to be considered in its own right (not just as a unified whole), and particular focus has been placed on the author environment as a way to engage teachers in designing activities for their courses.'

TOWARDS ...

An overall pattern language for learning.

CONCLUSION

'In the ideal of patterns, flexibility and advice is valued over complete description and instantly usable output.'

REFERENCE

McAndrew, P., Goodyear, P. and Dalziel, J. (2006) ‘Patterns, designs and activities: unifying descriptions of learning structures’, International Journal of Learning Technology, vol.2, no.2/3, pp.216-242; also available online at http://www.inderscience.com/search/index.php?action=record&rec_id=10632&prevQuery=&ps=10&m=or (Accessed 17 June 2010). (Revisited 26 Jan 2013)

Biographical notes: Patrick McAndrew is a senior lecturer in the Institute of Educational Technology at The Open University where he teaches and researches in the use of technology in support of learning. His work examines ways to design for active engagement by learners working together. This has involved studies in task based approaches to learning and their representation as learning designs within knowledge sharing environments. In 2001 he cofounded the UserLab research team which works within the Computers and Learning research group to undertake projects in e-learning.

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H807 Block 3

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Now the building blocks come out. What stages must be passed through, what needs to be included, to create an effective e-learning course.

Not a teacher, so the reading will be gone over with great care.

Fascinating. Something I should have studied long ago, in the 1980s when I become involved in the production of training videos, in the 1990s when these become interactive in from 2000 as we went online.

My role? Writing and directing the video material that anchored the learning, as 10-20 minutes narrative pieces or as case studies, or vignetters to be inserted into a learning design that was of no concern to me.

Now it is.

Everything here in will be thought through not only with the ECA in mind, but with the scheduling, costing and team-creation for this project which will start looking for sponsors in July.

A focus and an incentive to learn.

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