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Playtime. Playtime. 2. Design 'Dick and Carey design model.' This is a model for novice designers. ... Playtime. 2. Design cont. MAPPING. Predictability. ... – PowerPoint PPT presentation

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Designing Learning for the Web
  • Mrs Julie Connell
  • Distributed Learning Coordinator
  • Bendigo Senior Secondary College
  • 2004

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  • Hardware without software is junk.
  • Software without teaching is noise
  • Tweed Ross, Professor of Education at Kansas
    State University

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5 step design process
  • 1.Analysis 2.Design 3.Development
  • 4.Evaluation 5.Implementation

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1. Analysis
  • Setting boundaries the wider your boundaries,
    the less detail is included very narrow
    boundaries, the depth of the materials developed
    will increase
  • Immersion

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  • The first common mistake we see is building a
    site based on how the curriculum or the structure
    of the subject is presented,
  • versus building a site based on how the student
    needs to have access to that information.
  • Jared Spool.(Founder of User Interface
    Engineering)

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1. Analysis cont.
  • Web usabilitythink about
  • Is it possible to design materials in a way that
    attract and enhance student interest as the first
    priority?
  • Then curriculum threads are drawn together.
  • Is your website a cathedral or
    a fork?
  • Will the student accomplish their goal by the
    time they leave the computer?

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1. Analysis cont.
  • Before you begin, observe students and their
    interactions with web materials.
  • Watch students working with the materials and ask
    them to comment on likes and dislikes.
  • As teachers we are adept at reading students body
    language and other classroom face to face clues
    to establish how well a lesson is progressing.
  • How do we do that online?

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1. Analysis cont.
  • Student outcomes.
  • The Design down principle applies whereby, you
    need consider the end point.
  • What do you want your students to achieve? If you
    can imagine the end of the process and what the
    learner will have gained from being online, then
    these become your objectives.
  • Objectives will be fundamental to your design,
  • give them fair consideration!

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1. Analysis cont.
  • Clear objectives
  • Learning objectives
  • are short,
  • measurable goals.
  • They must be clearly defined.
  • Write your objectives down in concrete language.
    If you can't get them down on paper, they are
    probably too abstract.

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Before you start designing. Activity.
  • Situate the learner. Where and how a student is
    expected to learn will effect the design of your
    online material.
  • Learning Objectives. What will students achieve?
  • Playtime ?

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Playtime ?
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2. Design
  • Dick and Carey design model.
  • This is a model for novice designers.
  • Gain attention
  • Describe the goal
  • Stimulate recall of prior knowledge
  • Present new knowledge
  • Elicit performance through practice
  • Provide informative feedback
  • Assess performance
  • Review design

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2. Design cont.
  • Needs to be free standing
  • Print VS Web conventions

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Scaffolding
  • Scaffolds are external aids that provide
    cognitive and social support for people new to a
    tack or knowledge domain,
  • much as scaffolds on a construction site
    support workers and materials while a building is
    being erected.

(Learning with technology. 1998. Dede, Chris ed.)
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2. Design cont.
  • Site structure.
  • make a list
  • sticky notes
  • Playtime ?

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2. Design cont.
  • MAPPING
  • Predictability.
  • Consistency.
  • Logical.
  • Mental map.

The best design is the one the learner does not
notice they are working with.
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2. Design cont.
  • Chunking text.
  • Short term memory can hold about
  • 5-9 chunks
  • Small units of information are not only easier to
    read, they are easier to use non-sequentially,
    easier to hyperlink.
  • Rule of thumb 100 200 words per screen linked
    over several screens can cover a concept.

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2. Design cont.
  • Timing - Pace
  • How long can a student work infront of a screen
    at one time?
  • Concentration spans for different age groups.
  • Can the user control this to their advantage?

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2. Design cont.
  • Edible bits of information.
  • Each bit or screen should have a beginning and
    an ending.
  • To get overall picture, key concepts and ideas
    must be repeated.
  • Headings, colours and icons all stimulate recall
    by providing visual clues.

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2. Design cont.
  • Elicit prior knowledge.
  • Stimulate recall and mental linkages to previous
    class activities, notes, and ideas.

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2. Design cont.
  • Graphical User Interface - GUI
  • The interface refers to how the pages look
  • Golden rules
  • 3 click rule
  • Home button
  • Scrolling

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2. Design cont.
  • Navigation
  • Good navigation Good organisation,
  • not graphics.
  • The basic elements are
  • Buttons Bars Tools Frames Menus
  • Should be kept together in one spot
  • Repetition.
  • No dead end pages

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2. Design cont.
  • Blend mixing instruction with practice
  • Feedback?
  • Get sensual! Try to stimulate as many senses as
    possible
  • Take awaycan the user come away with notes etc?
  • Audio video

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Mapping variations
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LINEAR
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HIERARCHICAL
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WEB MODE
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Mapping keep in mind
  • A storyboard can easily develop into a sitemap
  • Think of this as your visual course index
  • Do you need a communication strategy? What
    happens when the user needs assistance?
  • Tracking?

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3. Development
  • Develop your design brief
  • Checklist
  • Do you need expert help?
  • Have you considered colours?
  • Have you included graphic samples?
  • Have you scripted / storyboarded everything?
  • Have you discussed a time frame for delivery?
  • Are you willing to take advice?

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4. Evaluation
  • Why? A dissatisfying experience for your
    customers can have a significant impact on
    overall goals or success of your site Hiser
    Group 2000.
  • What?
  • Usability what they like / didnt like?
  • What to remove / alter for next time, perhaps
    never do again?
  • Where is more needed?
  • What to restructure to ensure all students were
    successful?
  • How?
  • Online form
  • Class discussion
  • Individual conference
  • Checklist in class

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5. Implementation
  • Review evaluations
  • Alter online instruction and classroom practice
    accordingly
  • Implement online learning package

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  • - change in materials
  • - change in methodology
  • - change in thinking
  • Innovations that dont involve changes in all
    three areas is not change at all.

Fullan, 1991.
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?-time ?
http//www.bssc.edu.au/ connell.julie_at_bssc.edu.au
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