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Interactive Learning Systems Evaluation

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Title: Interactive Learning Systems Evaluation


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Six Facets of Instructional Product Evaluation
Review
Maintenance
Needs Assessment
Formative
Impact
Effectiveness
3
Development Activities
Evaluation Functions
Product Conceptualization
Design
Development
Implementation
Institutionalization
Project Re-conceptualization
4
EMCC Design Document
  • Urban Science Course Environment

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Dimensions of effective technology enhanced
learning environments
  • Task-Oriented
  • Challenging
  • Collaborative
  • Constructionist
  • Conversational
  • Responsive
  • Reflective
  • Formative

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Task-Oriented
Academic
Authentic
  • The tasks faculty set for students define the
    essence of the learning environment. If
    appropriate, tasks should be authentic rather
    than academic.

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Task-Oriented Example
  • Students in online instructional design courses
    are tasked with designing interactive modules
    for real clients.

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Challenging
Simple
Complex
  • The notion that interactive learning is easy
    should be dispelled. Learning is difficult and
    students should not spoon fed simplified versions
    of their fields of study.

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Challenging Example
  • In a Masters of Public Health program, students
    confront problems as complex and difficult as the
    ones theyll face in the real world.

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Collaborative
Unsupported
Integral
  • Web-based tools for group work and collaboration
    can prepare students
  • for team work in
  • 21st Century
  • work environments.

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Collaborative Example
  • Art, dance, and music students are collaborating
    to produce online shows with digital versions of
    their works and performances for critique by
    international experts.

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Constructionist
Replication
Origination
  • Faculty should engage students in creating
    original knowledge representations that can be
    shared, critiqued, and revised.

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Constructionist Example
  • Students in fields ranging from aero-engineering
    to zoo management are producing digital
    portfolios as integral components of their
    academic programs.

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Conversational
One-way
Multi-faceted
  • Students must have ample time and secure spaces
    for in-depth discussions, debates, arguments, and
    other forms of conversation.

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Conversational Example
  • New knowledge and insight are being constructed
    in conversation spaces such as the e-learning
    forums found in BlackBoard, WebCT,
    Desire2Learn,and other online learning
    authoring platforms.

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Responsive
Superficial
Genuine
  • In learning communities, both faculty and
    students have a mutual responsibility to respond
    quickly, accurately, and with respect.

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Responsive Example
  • This is an area where RD are needed. Some
    universities are seeking to establish supportive
    online networks that will continue throughout a
    career, indeed throughout a life.

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Reflective
Shallow
Deep
  • Both faculty and learners must engage in deep
    reflection and metacognition. These are not
    instinctive activities, but they can be learned.

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Reflective Example
  • Teacher preparation students are keeping
    electronic journals to reflect upon the children
    they teach, and their roles as advocates for
    children.

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Formative
Fixed Assessment
Developmental
  • Learning environments can be designed to allow
    students to develop prototype solutions over time
    rather than to find one right answer that someone
    else has defined.

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Formative Example
  • Faculty should engage their students in ongoing
    efforts to evaluate and refine their work related
    to authentic tasks to encourage lifelong learning.

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Traditional Course
Online Course
  • Task-Oriented
  • Challenging
  • Collaborative
  • Constructionist
  • Conversational
  • Responsive
  • Reflective
  • Formative

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Heuristic Review
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What is usability?
  • The concern with designing software applications
    which people find easy to use and personally
    empowering.
  • Usable computer programs are logical, intuitive,
    and clear to the people who use them.

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Web Site Usability
  • The most common user action on a Web site is to
    flee.
  • at least 90 of all commercial Web sites are
    overly difficult to use..the average outcome of
    Web usability studies is that test users fail
    when they try to perform a test task on the Web.
    Thus, when you try something new on the Web, the
    expected outcome is failure.

Edward Tufte
Jakob Neilsen
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Typical Web Usability Problems
  • bloated page design
  • internally focused design
  • obscure site structures
  • lack of navigation support
  • writing style optimized for print

Jakob Neilsen
http//www.useit.com/
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Key Usability Principles
  • Structure - organize meaningfully
  • Simplicity - make common tasks easy
  • Visibility - all data needed for a task
  • Feedback - keep users informed
  • Tolerance - allow cancel, back
  • Reuse - reduce the users' need to remember

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Nielsens Web Usability Rules
  • Visibility of system status
  • Match between system and real world
  • User control and freedom
  • Consistency and standards
  • Error prevention
  • Recognition rather than recall
  • Flexibility and efficiency of use
  • Help users recognize, diagnose, and recover from
    errors
  • Help and documentation
  • Aesthetic and minimalist design

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Two Major Ways to Evaluate Usability
  • Heuristic Review
  • quick and relatively inexpensive
  • based on expert analyses
  • no user involvement
  • Usability Testing
  • finds more problems
  • user involvement increases validity
  • when designers see problems live, it has a huge
    impact

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Heuristic Review
  • Several experts individually compare a product to
    a set of usability heuristics
  • Typical heuristic
  • Visibility of system status
  • The system should always keep users informed
    about what is going on, through appropriate
    feedback within reasonable time.

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Heuristic Review
  • Violations of the heuristics are evaluated for
    their severity and extent

Severity Scale 1 Cosmetic fix if possible. 2
Minor fixing this should be given low
priority. 3 Medium fixing this should be given
medium priority. 4 Major fixing this should be
mandatory before the system is launched. If the
problem cannot be fixed before launch, ensure
that the documentation clearly shows the user a
workaround. 5 Catastrophic fixing this is
mandatory no workaround possible. Extensiveness
Scale 1 Single case 2 Several places 3
Widespread
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Heuristic Review
  • At a group meeting, violation reports are
    categorized and assigned
  • Heuristics violated are identified
  • Average severity and extensiveness ratings are
    compiled
  • Opportunities for improvement are clarified
  • Feasible solutions are recommended

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Heuristic Review
  • Example of Opportunity For Improvement

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Heuristic Review
  • Advantages
  • Quick Do not need to find or schedule users
  • Easy to review problem areas many times
  • Inexpensive No fancy equipment needed
  • Disadvantages
  • Validity No users involved
  • Finds fewer problems (50 less in some cases)
  • Getting good experts can be challenging
  • Building consensus with experts is sometimes
    difficult

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Another Weakness
  • Some people believe that heuristic evaluation is
    too subjective.
  • Human judges are prone to poor judgment at times.

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Usability Standardshttp//www.astd.org/ASTD/marke
tplace/ecc/ecc_home
  • ASTD offers certification of e-learning courses,
    including 8 usability standards
  • Navigation
  • Orientation
  • Feedback cues
  • Link cues
  • Links labeled
  • Help
  • Legibility
  • Text quality

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Heuristics for E-Learning Evaluation
  • 1. Visibility of system status The e-learning
    program keeps the learner informed about what is
    happening, through appropriate feedback within
    reasonable time.
  • red for a problem
  • yellow for a warning
  • green for OK

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Heuristics for E-Learning Evaluation
  • 2. Match between system and the real world The
    e-learning programs interface employs words,
    phrases and concepts familiar to the learner or
    appropriate to the content, as opposed to
    system-oriented terms. Wherever possible, the
    e-learning program utilizes real-world
    conventions that make information appear in a
    natural and logical order.

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Heuristics for E-Learning Evaluation
  • 3. Error Recovery and Exiting The e-learning
    program allows the learner to recover from input
    mistakes and provides a clearly marked exit to
    leave the program without having to go through an
    extended dialogue.

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Heuristics for E-Learning Evaluation
  • 4. Consistency and standards When appropriate to
    the content and target audience, the e-learning
    program adheres to general software conventions
    and is consistent in its use of different words,
    situations, or actions.

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Heuristics for E-Learning Evaluation
  • 5. Error prevention The e-learning program is
    carefully designed to prevent common problems
    from occurring in the first place.

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Heuristics for E-Learning Evaluation
  • 6. Navigation support The e-learning program
    makes objects, actions, and options visible so
    that the user does not have to remember
    information when navigating from one part of the
    program to another. Instructions for use of the
    program are always visible or easily retrievable.

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Heuristics for E-Learning Evaluation
  • 7. Aesthetics Screen displays do not contain
    information that is irrelevant, and bells and
    whistles are not gratuitously added to the
    e-learning program.

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Heuristics for E-Learning Evaluation
  • 8. Help and documentation The e-learning program
    provides help and documentation that is readily
    accessible to the user when necessary. The help
    provides specific concrete steps for the user to
    follow. All documentation is written clearly and
    succinctly.

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Heuristics for E-Learning Evaluation
  • 9. Interactivity The e-learning program provides
    content-related interactions and tasks that
    support meaningful learning.

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Heuristics for E-Learning Evaluation
  • 10.Message Design The e-learning program
    presents information in accord with sound
    principles of information-processing theory.

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Heuristics for E-Learning Evaluation
  • 11.Learning Design The interactions in the
    e-learning program have been designed in accord
    with sound principles of learning theory.

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Heuristics for E-Learning Evaluation
  • 12.Media Integration The inclusion of media in
    the e-learning program serves clear pedagogical
    and/or motivational purposes.

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Heuristics for E-Learning Evaluation
  • 13.Instructional Assessment The e-learning
    program provides assessment opportunities that
    are aligned with the program objectives and
    content.

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Heuristics for E-Learning Evaluation
  • 14.Resources The e-learning program provides
    access to all the resources necessary to support
    effective learning.

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Review
  • The purpose of review is to ensure that the
    development team is well-informed about previous
    work done in the area during the early stages of
    product conceptualization.
  • Designers must avoid recreating the wheel.

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Review
I can do better than this!
  • The two primary methods used are reviewing the
    related literature and reviewing competing
    products.
  • Regularly reviewing competing products is a great
    professional development practice.

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Needs Assessment
  • The purpose of needs assessment is to identify
    the critical needs that an instructional product
    is supposed to meet.
  • Needs assessment provides essential information
    to guide the design phase of the development
    process.

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Needs Assessment
  • The primary methods are
  • task analysis,
  • job analysis, and
  • learner analysis.
  • One of the most important results is a list of
    specific goals and objectives that learners will
    accomplish with the new product.

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Formative Evaluation
  • The purpose is to collect information that can be
    used for making decisions about improving
    interactive learning products.
  • Formative evaluation starts with the earliest
    stages of planning and continues through
    implementation.

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Formative Evaluation
  • Provided the results are used, formative
    evaluation usually provides the biggest payoff
    for evaluation activities.
  • Clients may be reluctant to accept the results of
    formative evaluation, especially as a program
    nears completion.

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Effectiveness Evaluation
  • The purpose is to estimate short-term
    effectiveness in meeting objectives.
  • It is a necessary, but insufficient, approach to
    determining the outcomes of interactive learning.

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Effectiveness Evaluation
  • Evaluating implementation is as important as
    evaluating outcomes.
  • If you dont understand how instructional
    products were actually implemented, you cant
    interpret results.

A connection with the server could not be
established?
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Impact Evaluation
  • The purpose is to estimate the long-term impact
    on performance, both intended and unintended.
  • It is extremely difficult to evaluate the impact
    of interactive learning products.

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Impact Evaluation
  • Evaluating impact isincreasingly critical
    because of emphasis on the bottom line.
  • More and more clients expect impact evaluation to
    include return-on-investment (ROI) approaches.

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Maintenance Evaluation
  • The purpose of maintenance evaluation is to
    ensure the viability of an interactive product
    over time.
  • Maintenance is one of the weakest links of
    web-based learning environments.

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Maintenance Evaluation
  • Document analysis, interviews, observations, and
    automated data collection are among the methods
    used in maintenance evaluation.
  • Very few education and training agencies engage
    in serious maintenance evaluation.

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Planning is the key to successful instructional
product evaluation.
  • Evaluation requires good planning, careful
    implementation, and systematic follow-up.
  • A major challenge is getting clients to identify
    the decisions they face.
  • Clear decisions drive the rest of the planning.

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Heuristics for E-Learning Evaluation
  • 15.Feedback The e-learning program provides
    feedback that is contextual and relevant to the
    problem or task in which the learner is engaged.

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