What Makes eLearning Interactions Effective?
All those who are associated with content creation for eLearning
would appreciate that eLearning content springs to life through
instructionally designed activities and interactions. A static,
non-interactive, or thoughtlessly interactive course usually results
in a disinterested, non-motivated, and even cynical learner. Examples
abound. The reason probably lies in synchronizing instructional
design knowledge with an understanding of technology’s capability
to implement instructional ideas. None can survive without the other!
But then, if the reason is so clear, why don’t we remedy the
situation?
The answer could be - the approach that Indian eLearning industry
follows is primarily reactive. When our client asks us to create
more interesting and interactive courseware, we begin our quest
for ActionScript programmers and when our client asks us to create
instructionally sound courses; we wake up to the need of recruiting
instructional designers. Most often than not, we fail to connect
the two. We fail to analyze the underlying fact that it is the ID-programmer
teams that can deliver a course that is instructionally sound, interesting,
and effectively interactive. Interactivity for the sake of interactivity
leads us nowhere; nor does instruction if it doesn’t account
for the delivery tools and medium.
The following discussion will outline the differences between effective
and interactive, and then provide an insight into the balance between
interactivity and effectiveness. It will also sketch the method
that instructional designers can follow to arrive at appropriate,
effective, and “enough” interactivity in an eLearning
course.
To begin with let us review why we, as instructional designers,
exist. I think we exist for making learning effective. To achieve
this end, we need to answer the following questions:
- Who is the audience?
- What the audience wishes to learn from our course?
- What is medium of delivery?
- What are the tools that will be used to develop the content
for the specific delivery medium?
The answers to these questions depend on one another. For example,
the medium of delivery should be determined after carefully considering
the target audience and the content. An example will help clarify
the point. An audience comprising the city children who wish to
learn how to play guitar, will respond better to an instructor-led
training; while an international audience comprising teenagers who
wish to learn about the Old Kingdom in Egypt will probably respond
better to a well-researched, hyper linked online course.
Yet, when it comes to creating eLearning interactions we would
have definite answers to the above four questions before we begin
creation. Let us see how these factors impact our interactive activities
and exercises.
1. Who is the Audience?
Knowing the audience is of course a pre-requisite for creation of
a good course. After all, the audience shall decide whether the
course was useful or not. Following pointers are helpful while determining
the type of interactives you may have.
• Is your audience comfortable with computers?
The answer to this question will differ based on the current levels
of computer literacy and usage in the country to which the target
audience belongs. This information has to be tempered with the
profession/educational level information to arrive at a useful
conclusion. For example, the youth of rural India are not very
comfortable with computers and Internet, while the urban Indian
youth thrive on it.
If the answer to this question is “yes”, you can
be creative with the types of interactions you may wish to add.
You may think of small games and add user driven physical simulations
to your course. If not, it will be safer to stick to the traditional
MCQs, MMCQs, and FIBs. Since these types of questions have prevailed
in the traditional educational system for a long time, the not-so-savvy
computer user will be comfortable with them.
• What is the lifestyle of your audience?
This question will lead to answers that will help you determine
what kind of interactions would suit your audience. For example,
there is a higher chance that if the audience has sedentary life-style;
the games that enthuse her or him are of the cerebral variety.
They would probably be drawn more towards crosswords and other
kinds of puzzles while those who involve themselves with more
physical sports would find it difficult to be tied down to computers
for longer durations. The activities that you design for this
audience should be shorter and provide immediate feedback. This
is just an example of how the lifestyle of our audience impacts
the activities that we design for our course.
• What is the gender of your audience?
If you are creating courses that are more likely to be taken by
one gender than another, you should create your activities in
light of the gender of your audience. The fairer sex could be
more inclined towards story-based puzzlers, and the stronger sex
could probably be more interested in activities that come directly
to the point.
• Which age group does your audience fall into?
On the learning-entertainment continuum, the kid audience prefers
to be at the entertainment end. The better you wrap education
in entertainment, the higher are your chances for attaining success.
The teenagers would like to learn from content that is presented
through activities that allow them to apply their understanding.
Older audience prefers to formulate their own opinion on every
matter. Think of activities that help learners do what they love
to do.
Most often, the demographic information is easy to find; it’s
the corresponding instruction driving information that needs to
be dug out. One way to begin this treasure hunt is to find out
about the current popular culture. Find out which magazines, movies,
novels, and cultural icons dominate the present cultural scenario
of the region that our audience belongs to.
2. What the audience wishes to learn from our course?
The next question that we should try to find answer to is “What
the audience wishes to learn from our course?” By the time
we reach the stage of writing eLearning interactions for our courses,
we’ve already answered this question through the terminal
objective of the course. The course objective is reached through
a series of competencies (skills that the learner needs to develop
in order to meet the major objective of the course) also called
the enabling objectives.
All instructional designers know that each of these competencies
is written to help the learner achieve a certain level of skill.
While designing activities against each competency, review its Bloom’s
Level. For example, if a competency has to be developed in the learner
at BL4, the learning activity that you design should be at analysis
level. Think in terms of case studies, slice-of-(office)life (yes!)
stories, where the learner can use the learned concepts to isolate
issues by pulling the case apart.
The main job of course activities and exercises is “to elicit
learning” and “provide feedback” (Gagne’s
Nine Events of Learning). This means that your content’s effectiveness
is determined by the kind of activities you create. If you need
to teach a competency at application level and you create an exercise
that reinforces the competency only at comprehension level, you
have not helped the learner achieve his or her aim.
3. The Delivery Media:
In addition to the audience and the content, the instructional designer
also needs to determine whether the activities map to the medium
of delivery. As I mentioned earlier, none of the factors that we
are discussing here can be considered in isolation. They connect
to one another in more ways than one.
• Access to Content:
For example, when you create content for the online medium, you
should carefully consider the issues that the learner may face
while accessing the content. Streaming videos could be a great
option for creating video-based activities in the west, but for
not for the Indian market. In many states of India, Internet access
remains a problem area.
• Control Over the Outcome:
While creating an activity always remember that you should have
some tool to control the learner’s behavior. If you create
a field activity for your online audience, you should have some
way to measure whether the learner has attempted the exercise
or not. If the course is facilitator-driven then the learner can
be asked to submit a report, which will tell the facilitator whether
the learner has completed the activity. In absence of such feedback
mechanism, such an exercise will be useless.
4. What are the tools that will be used to develop the content for
the specific delivery medium?
Finally, while creating interactions for eLearning, you need to
keep in mind the content creation tools and the capability of the
tool to implement the interaction visualized by you. Following are
the technological factors that should be weighed while writing eLearning
interactions.
• How much of the Interactivity is Instructional?
Interactivity built to entertain but not to educate leads to wasted
effort. Let me explain this statement further. The primary reason
for the existence of interactivity is to engage the learner for
imparting learning. If the learner stays engaged but doesn’t
receive learning that is commensurate to the effort that creation
of corresponding interactivity has led to, the effort is wasted.
The reason why it is wasted effort is simply that the objective
of the course was not met. While visualizing interactive content,
the instructional designer should review each activity and exercise
to determine whether the level of interactivity is justified.
• Can I create value for the learner through simple
interactions?
If you can, you are a good instructional designer. By value, I
don’t just mean instructional value, but also the interest
value. I once came across a wonderful piece of eLearning content,
which seemed to have its graphics drawn by a 5-year old, and interactivity
was conspicuous by its absence! Yet, it was probably the most
engaging content that I ever browsed through. The instructional
designer for the course (just like most of us) remained unnamed
but he or she managed to create value for the learner!
• Interactions should not be canned!
Yet they often are. Most interactions are implemented in more
or less the same way…most interactions are built around
lower level competencies (or lower levels of high level competencies.)
It is assumed that eLearning interactions cannot be taken to higher
levels but they can, and they should be…depending on the
level of the competency addressed through them.
• Interactions should be efficient!
When you visualize eLearning interactions always think of the
time that the programmer will spend programming them. If eLearning
interactions are designed keeping in mind the instructional design
principles, even simple interactions have the potential to become
interesting. It is a good idea to learn a bit about Flash and
Photoshop, two software packages that dominate the elearning industry.
I think that if the instructional designers, project managers,
programmers, and graphic designers of today, realize the need to
understand other disciplines, and decide to break the glass walls
of their respective practices; we will be able to create more useful
and effective content for the next generation of human race.
Author: Shafali R. Anand
This work is licensed under a Creative
Commons License.
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