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E-learning design models
Primer for (educational) technologists
Prof. dr. Frederik Questier
Vrije Universiteit Brussel
Presented at the University of Vigo, Spain, 2017
Cette présentation se trouve à
http://questier.com
http://www.slideshare.net/Frederik_Questier
Our MOOCs will be developed in teams
of teachers and (educational) technologists.
What should the technologists
know about the design process?
ADDIE model
https://commons.wikimedia.org/wiki/File:ADDIE_Model_of_Design.jpg CC-BY-SA by Fav203
ASSURE model
A Analyze Learners
S State Objectives
S Select Methods, Media & Materials
U Utilize Media & Materials
R Require Learner Participation
E Evaluate & Revise
Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (1999). Educational media and technologies for learning.
7
Learn from
Learning Analytics!
The Learning Analytics Cycle, CC-BY by Doug Clow,
http://dougclow.wordpress.com/2011/02/28/the-learning-analytics-cycle/
Cognitive Theory of Multimedia Learning
by Prof. Richard E. Mayer
People learn better
when multimedia learning material is designed
according to the working of the human brain
and evidence based principles
Photo from http://www.239productions.co.uk/mayer/ CC-BY-SA-ND by Mike O'Donoghue
How do we learn
(better)?
Cognitive Theory
of Multimedia Learning
3 assumptions (theory)
11 design recommendations (practice)
CTML
assumptions
1. Dual channel assumption
Typically wrongly assigned to: Petersen, S.E., Fox, P.T., Posner, M.I., Mintun, M.A., & Raichle, M.E. (1988). Positron emission
tomographic studies of the cortical anatomy of single word processing. Nature, 331, 585-589.
http://www.nil.wustl.edu/labs/petersen.old/publications/Nature331_585-589.pdf
Real source and copyright licence unknown.
2. Limited capacity assumption
Humans are limited
in the amount of information
that they can process
in each channel at one time
(Cognitive Load Theory, Sweller, Chandler, 1991)
3. Active processing assumption
Learning is an active process
whereby selected information
is organised in mental models
and integrated with previous knowledge
SOI model of Mayer
Selection Organisation Integration
Adapted from https://commons.wikimedia.org/wiki/File:Cognitive_Theory_of_Multimedia_Learning_(Mayer,_2005).png
CC-BY-SA by StanislausErhardt
CTML
design recommendations
1. Multimedia principle
Students learn better
from words and pictures
than from words alone
Constructing verbal + non-verbal models
and the relations between themand the relations between them
→→ deeper learningdeeper learning
2. Spatial contiguity principle
Students learn better
when corresponding words and pictures
are presented near
rather than far
from each other on the page or screen
2. Spatial contiguity principle
very bad example
Sailboat diagram from The Century Dictionary, page 5575 (1911). By Ernest Thompson Seton, Public Domain
2. Spatial contiguity principle
bad example
All flowcharts begin with the start symbol. This shape is called a
terminator.
Inputs, such as materials or components, e.g. Printed Circuit Board
(PCB).
Processes, such as activities or tasks, are sometimes used to link
to a subroutine (another flowchart) with more detailed steps, e.g.
drill Printed Circuit Board (PCB).
The decision symbol checks a condition before carrying on, e.g. is
the drilling accurate?
Outputs, e.g. Printed Circuit Board (PCB) with holes drilled.
All flowcharts end with the end symbol. This shape is called a
terminator.
Adapted from “flow chart symbol meanings”, by Jessica Mullen, Creative Commons Attribution license
2. Spatial contiguity principle
nearby, but separated presentation
“flow chart symbol meanings”, by Jessica Mullen, Creative Commons Attribution license
2. Spatial contiguity principle
good example: integrated presentation
“Acid rain diagram” by Siyavula Education, Creative Commons Attribution license
3. Temporal contiguity principle
Students learn better
when corresponding words and pictures
are presented simultaneously
rather than successively
4. Coherence principle
Students learn better
when extraneous material is excluded
rather than when included
Avoid cognitive overload & unnecessary
➢ words
➢ images
➢ sounds/music
5. Modality principle
Students learn better
from animation and narration than
from animation and on-screen text
6. Redundancy principle
Students learn better
from animation and narration than
from animation, narration and text
Avoid cognitive overload of visual channel!
7. Chunking principle
Students learn better
from small segments audiovisual material than
from long segments audiovisual material
due to limits in the working memory
(“max circa 7 chunks”)
8. Personalisation principle
Students learn better
fromfrom personal language (me, you, we) thanthan
fromfrom formal language (one, ...)
9. Interactivity principle
Students learn better
when they canwhen they can control the pace of the presentationof the presentation
CC0 https://www.pexels.com/photo/woman-girl-remote-watching-2984/
10. Signaling principle
Students learn better
when there are signals
about the organisation of the text
Support selection, organisation and integration!
➢ titles
➢ bold, italics
➢ arrows, icons
➢ order, coherence
➢ cause-consequence, hierarchy
➢ ...
CC-BY-SA by Joe Loong
11. individual differences principle
➢ Design effects are stronger
for low-knowledge learners
than for high-knowledge learners (who can
compensate for lack of guidance)
➢ Design effects are stronger
for high-spatial learners
than for low-spatial learners (who have difficulties
integrating visual and verbal representations)
Einstein, Public Domain
CTML criticism?
CTML
validity / criticism / extension
➢ Empiric evidence (for positive sciences)
➢ Generalising to other knowledge domains?
➢ Doesn't take into account
➢ Social-constructivism
➢ Self-directed learning
➢ Motivational aspects
➢ Muller, D. A.; Lee, K. J., & Sharma, M. D. (2008),
"Coherence or interest: Which is most important in online
multimedia learning?". Australasian Journal of Educational
Technology 24 (2): 211-221
Content is no longer king!
39
CC-BY-NC-SA by Katrin Becker,
http://www.minkhollow.ca/Thesis07/lib/exe/detail.php?id=thesis%3Ach04&media=thesis:jonassen.png
Exercise
Which characteristics of Jonassen's model
apply to the following learning environments?
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
https://commons.wikimedia.org/wiki/File:Conceptmap.png CC-BY-SA by Vicwood40
Case kit (Ugent, Jan Velghe)
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
Pharmacy simulations
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
Competition + ?
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
Most relevant recommendations
➢ Think student centered
➢ Activate the student
➢ Integrate pictures and words or rather narration
➢ Avoid unnecessary materials
➢ Use small segments
➢ Allow learners to control the pace
➢ Provide signals about the structure of the media
60
DAREDARE
TOTO
SHARESHARE
Additional copyright credits
➢ Share matches CC-by-nc-nd by Josh Harper
➢ Question mark CC-by by Stefan Baudy
➢ Screen shots
➢ Virtual Chem Lab
➢ Casekit
➢ Mahara
➢ Big Blue Button
➢ Gimmics
➢ https://pixabay.com/en/bone-crown-dead-king-1299051/ CC0 Public Domain
➢ Social Icons by Iconshock http://www.iconshock.com/social-icons/
This presentation was made with 100% Free Software
No animals were harmed
Questier.com
Frederik AT Questier.com
www.linkedin.com/in/fquestie
www.diigo.com/user/frederikquestier
www.slideshare.net/Frederik_QuestierQ
uestions?
Merci!

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E-learning design models - Primer for (educational) technologists

  • 1. E-learning design models Primer for (educational) technologists Prof. dr. Frederik Questier Vrije Universiteit Brussel Presented at the University of Vigo, Spain, 2017
  • 2. Cette présentation se trouve à http://questier.com http://www.slideshare.net/Frederik_Questier
  • 3. Our MOOCs will be developed in teams of teachers and (educational) technologists. What should the technologists know about the design process?
  • 5. ASSURE model A Analyze Learners S State Objectives S Select Methods, Media & Materials U Utilize Media & Materials R Require Learner Participation E Evaluate & Revise Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (1999). Educational media and technologies for learning.
  • 6. 7 Learn from Learning Analytics! The Learning Analytics Cycle, CC-BY by Doug Clow, http://dougclow.wordpress.com/2011/02/28/the-learning-analytics-cycle/
  • 7. Cognitive Theory of Multimedia Learning by Prof. Richard E. Mayer People learn better when multimedia learning material is designed according to the working of the human brain and evidence based principles Photo from http://www.239productions.co.uk/mayer/ CC-BY-SA-ND by Mike O'Donoghue
  • 8. How do we learn (better)?
  • 9. Cognitive Theory of Multimedia Learning 3 assumptions (theory) 11 design recommendations (practice)
  • 11. 1. Dual channel assumption Typically wrongly assigned to: Petersen, S.E., Fox, P.T., Posner, M.I., Mintun, M.A., & Raichle, M.E. (1988). Positron emission tomographic studies of the cortical anatomy of single word processing. Nature, 331, 585-589. http://www.nil.wustl.edu/labs/petersen.old/publications/Nature331_585-589.pdf Real source and copyright licence unknown.
  • 12. 2. Limited capacity assumption Humans are limited in the amount of information that they can process in each channel at one time (Cognitive Load Theory, Sweller, Chandler, 1991)
  • 13. 3. Active processing assumption Learning is an active process whereby selected information is organised in mental models and integrated with previous knowledge
  • 14. SOI model of Mayer Selection Organisation Integration Adapted from https://commons.wikimedia.org/wiki/File:Cognitive_Theory_of_Multimedia_Learning_(Mayer,_2005).png CC-BY-SA by StanislausErhardt
  • 16. 1. Multimedia principle Students learn better from words and pictures than from words alone Constructing verbal + non-verbal models and the relations between themand the relations between them →→ deeper learningdeeper learning
  • 17. 2. Spatial contiguity principle Students learn better when corresponding words and pictures are presented near rather than far from each other on the page or screen
  • 18. 2. Spatial contiguity principle very bad example Sailboat diagram from The Century Dictionary, page 5575 (1911). By Ernest Thompson Seton, Public Domain
  • 19. 2. Spatial contiguity principle bad example All flowcharts begin with the start symbol. This shape is called a terminator. Inputs, such as materials or components, e.g. Printed Circuit Board (PCB). Processes, such as activities or tasks, are sometimes used to link to a subroutine (another flowchart) with more detailed steps, e.g. drill Printed Circuit Board (PCB). The decision symbol checks a condition before carrying on, e.g. is the drilling accurate? Outputs, e.g. Printed Circuit Board (PCB) with holes drilled. All flowcharts end with the end symbol. This shape is called a terminator. Adapted from “flow chart symbol meanings”, by Jessica Mullen, Creative Commons Attribution license
  • 20. 2. Spatial contiguity principle nearby, but separated presentation “flow chart symbol meanings”, by Jessica Mullen, Creative Commons Attribution license
  • 21. 2. Spatial contiguity principle good example: integrated presentation “Acid rain diagram” by Siyavula Education, Creative Commons Attribution license
  • 22. 3. Temporal contiguity principle Students learn better when corresponding words and pictures are presented simultaneously rather than successively
  • 23. 4. Coherence principle Students learn better when extraneous material is excluded rather than when included Avoid cognitive overload & unnecessary ➢ words ➢ images ➢ sounds/music
  • 24. 5. Modality principle Students learn better from animation and narration than from animation and on-screen text
  • 25. 6. Redundancy principle Students learn better from animation and narration than from animation, narration and text Avoid cognitive overload of visual channel!
  • 26. 7. Chunking principle Students learn better from small segments audiovisual material than from long segments audiovisual material due to limits in the working memory (“max circa 7 chunks”)
  • 27. 8. Personalisation principle Students learn better fromfrom personal language (me, you, we) thanthan fromfrom formal language (one, ...)
  • 28. 9. Interactivity principle Students learn better when they canwhen they can control the pace of the presentationof the presentation CC0 https://www.pexels.com/photo/woman-girl-remote-watching-2984/
  • 29. 10. Signaling principle Students learn better when there are signals about the organisation of the text Support selection, organisation and integration! ➢ titles ➢ bold, italics ➢ arrows, icons ➢ order, coherence ➢ cause-consequence, hierarchy ➢ ... CC-BY-SA by Joe Loong
  • 30. 11. individual differences principle ➢ Design effects are stronger for low-knowledge learners than for high-knowledge learners (who can compensate for lack of guidance) ➢ Design effects are stronger for high-spatial learners than for low-spatial learners (who have difficulties integrating visual and verbal representations) Einstein, Public Domain
  • 32. CTML validity / criticism / extension ➢ Empiric evidence (for positive sciences) ➢ Generalising to other knowledge domains? ➢ Doesn't take into account ➢ Social-constructivism ➢ Self-directed learning ➢ Motivational aspects ➢ Muller, D. A.; Lee, K. J., & Sharma, M. D. (2008), "Coherence or interest: Which is most important in online multimedia learning?". Australasian Journal of Educational Technology 24 (2): 211-221
  • 33. Content is no longer king!
  • 34. 39 CC-BY-NC-SA by Katrin Becker, http://www.minkhollow.ca/Thesis07/lib/exe/detail.php?id=thesis%3Ach04&media=thesis:jonassen.png
  • 35. Exercise Which characteristics of Jonassen's model apply to the following learning environments?
  • 36. Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective https://commons.wikimedia.org/wiki/File:Conceptmap.png CC-BY-SA by Vicwood40
  • 37. Case kit (Ugent, Jan Velghe) Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
  • 38. Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
  • 39. Pharmacy simulations Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
  • 40. Competition + ? Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
  • 41. Active/Manipulative - Collaborative - Complex - Constructive - Contextualized - Conversational - Intentional - Reflective
  • 42. Most relevant recommendations ➢ Think student centered ➢ Activate the student ➢ Integrate pictures and words or rather narration ➢ Avoid unnecessary materials ➢ Use small segments ➢ Allow learners to control the pace ➢ Provide signals about the structure of the media
  • 44. Additional copyright credits ➢ Share matches CC-by-nc-nd by Josh Harper ➢ Question mark CC-by by Stefan Baudy ➢ Screen shots ➢ Virtual Chem Lab ➢ Casekit ➢ Mahara ➢ Big Blue Button ➢ Gimmics ➢ https://pixabay.com/en/bone-crown-dead-king-1299051/ CC0 Public Domain ➢ Social Icons by Iconshock http://www.iconshock.com/social-icons/
  • 45. This presentation was made with 100% Free Software No animals were harmed Questier.com Frederik AT Questier.com www.linkedin.com/in/fquestie www.diigo.com/user/frederikquestier www.slideshare.net/Frederik_QuestierQ uestions? Merci!