LRNT 524 – TAPPA

My thoughts, questions, and concerns from Developing Distance Education Content using the TAPPA Process (Moore, 2016)

Tappa is best suited for the microinstitution in distance education environments. It is intended to create consistency and be applied to various projects, industries, and learning environments. The process gives the majority of the creative control and flexibility to the instructional designer and provides a framework for them to work with. The TAPPA process: 

  • Maximizes efficiency of rapid prototyping.
  • Provides consistent development and delivery.
  • Is adaptive and responsive regardless of tech savviness of users.
  • Is a framework provided but the instructional designer takes it on from there.

Target

  • Anticipate desired outcomes and then work backwards.
  • Solid task and learner analysis.
  • Recommends subsequent steps (missing from the backwards design model).
  • Focuses on the end result.

Accomplishment

  • Best methods to evaluate, how is success evaluated?
  • Originates from ADDIE and Dick 7Carey Models (defining what will make this projet effective).
  • Helps determine achievable and realistic goals.
  • Helps identify potential issues.

Past

  • Has something like this been done before?
  • What can you learn from similar projects done in the past?
  • Allows designers to step back and evaluate progress.
  • Utilizing software and coding from previous work to encourage efficiency and rapid prototyping.

Prototype

  • Creates an opportunity for subject matter experts and users to test out and provide feedback.
  • Feedback can be quickly used to transform the end product.
  • Formative assessments would be evaluated to see if they are effective based on how the design is built.
  • This step is a consolidated version of the development and evaluation stages in the ADDIE design.

Artifact

  • If all preceding steps have been completed properly, successful execution of the artifact will be the final step.

Popular models may not be ideal for online learning as they were created before it became prevalent. Models like ADDIE and Dick and Carey were developed before online learning became a “thing”.

It is essential for instructional designers to adapt and flex the models they are so used to using. If a department or organization has been using a certain model for years, how can one approach the renewal or adaption of other designs that may better serve the organization better in the future? 

The author discussed how the institution he was involved with focused their early years on the technical side of delivering training content with little focus on pedagogy and proper instructional design. Does anybody else feel like this is a focus in their institution? Is capital invested heavily in the technology but not necessarily the content design itself?

 

Moore, R. L. (2016). Developing distance education content using the TAPPA processTechTrends60(5), 425–432.

LRNT 524 – Design Principles

My annotations from Design Principles – a guide (CXPartners, 2015)

Design Principles:

What are they?

  • They are meant to provide rules or guidelines to align design and decisions.
  • They can be used to represent a project or define the intentions of a corporation.

Why use them?

  • To provide consistency and help determine the non-negotiable requirements from a boss or client.
  • Creates a framework to work by.

How to make them?

  • Create them once your research is complete and before the design process.
  • They could be answers to the questions you have set out when considering what you need to do to serve your user.
  • Agree on the final principles with project stakeholders

What makes a good design principle?

  • Grounded in user or business need
  • Needed to help make a decision
  • Practical and actionable
  • Not requirements
  • Not too obvious

CXPartners (June 18, 2015). Design Principles – a guide [Blog post]. 

LRNT 524 – Trends to Gain Competitive Advantage

My thoughts, concerns and questions from Gartner’s 2016 Hype Cycle for Emerging Technologies Identifies Three Key Trends that Organizations Must Track to Gain Competitive Advantage (Gartner, 2016)

Three technology trends:

Transparently immersive experiences:

  • As technology becomes more adaptive in all aspects of life, the relationship between humans and technology will be more “human-centric”. 

Perceptual smart machine age:

  • Smart technologies will play a large role for companies managing their data in an intuitive way. They will be able to solve problems and expand networks easily while adapting to new environments without issues. Do you think this means the skill sets required for common jobs will change? 

Platform Revolution:

  • Shift from technical infrastructure to ecosystem create the link from humans to technology.
  • Strategies and business models will shift with extensive data and the key will be to generate value from the data.

Hype Cycle for Emerging Technologies:

  • Provides insight on emerging trends that will have an impact on decisions and strategies made by organizational leaders.
  • The chart evaluates the following factors against expectations:
    • Innovation Trigger
    • Peak of Inflated Expectations
    • Trough of Disillusionment
    • Slope of Enlightenment
    • Plateau of Productivity

This article focused heavily on the involvement of CIO’s and other business leaders to make decisions based on the trends they have identified. In the workplace, it seems that there is such a variety of organizational leaders and ones that may not be CIO’s per say, however they run companies and ultimately have the final say. With the speed of digital enhancements and changes happening faster than ever, I wonder how that will shift the traits required for CEO’s, Chairmen of Boards, and other C-level executives who might still be hesitant to adapt to the technology side of things.

Gartner. (2016, August 16). Gartner’s 2016 Hype Cycle for Emerging Technologies Identifies Three Key Trends that Organizations Must Track to Gain Competitive Advantage. [Press Release]. 

LRNT 524 – Assessing Distance Learning

My thoughts, concerns and questions from Assessing d.learning: Capturing the journey of becoming a design thinker (Goldman, 2012). 

How can we understand what is learned in design thinking classes, and how might assessments contribute to that process in authentic and helpful ways?

Mindset vs Mindshifts:

Mindshifts represent the active shifts that a student makes during the design process. They consider instincts and viewpoints. It’s a change in thinking and can happen quickly and intensely or slowly and gradual. Carol Dweck (2007) states that growth in mindsets can be learned through hardwork towards problem solving. Mindshifts can be difficult to observe, it would be assumed that to assess they you would focus on tangible things like processes and skill development. However, throughout this study, that viewpoint was shifted to looking more at the epistemological aspects during the evaluation of design thinkers.

4 Key Mindshifts:

Human-Centered:

  • Focuses on empathy for others
  • Designers begin to think of the needs, desires, experiences, or preferences of others over their own
  • Determine or create design that benefit others

Is there a link or advantage for people who are naturally empathetic in their personal lives? Can that be easily transferred from personality to the designer?

Experimental:

  • Focuses on the evolution of design and considering everything as a “prototype” open to constant shifting or change.

Collaborative:

  • Working collaboratively is essential for innovation to occur and to develop stronger problem solving skills.

Metacognitive:

  • Awareness of the learned process and the ability to respond in an agile manor.

Needs of Students in the 21st Century:

  • Skills required to be innovative in this day and age are:
    • Problem solving, critical thinking, communication, collaboration, creativity, and innovation.
    • Content learning, life skills, innovation, and fluency with technologies like media and web functionalities are also critical.

Overall Takeaways:

  • Design thinking encourages out of the box thinking
  • Technology has made significant advancements in almost all fields from medicine to communication, however when it comes to learning and development, resources are still somewhat archaic in design and have seen little shift or evolution.
  • Not enough onus is on the collection of information on student learning to provide it to individuals who are decision makers capable of supporting ongoing training initiatives.
  • Design thinking = problem solving and creative confidence
  • Design thinking puts doing and innovating at the center of problem solving
  • Heightened confidence in thinking things out and finding a new dimension to flush out concepts and innovative challenges, seem to empower students to truly make a difference and change in their lives professionally, personally, and even globally.
  • Mindshifts express the developmental journey of becoming a design thinkers and behaviours and orientation change while somebody is in the process of becoming a design thinker.

Goldman, S. et al. (2012). Assessing d.learning: Capturing the journey of becoming a design thinker. In H. Plattner, C. Meinel & L. Leifer (eds). Design thinking research: Understanding innovation. (pp. 13-33). Berlin: Springer. 

 

 

LRNT 524 – Changing How We Change

My thoughts, concerns and questions from Innovation and Change: Changing how we Change (Dron, 2014)

What changes and innovations have occurred in distance education?

  • Single Mode (print/radio)
  • Mixed Mode (telephone tutors/CD-ROMs)
  • Social Mode (LMS/Forums)

Distance pedagogies:

  • First started out using behaviourist/cognitivist theories that focused on how people learn.
  • The second generation is based on social constructivist focusing on how knowledge is constructed socially.
  • The third generation is connectivist theory stating that learning is done through the relationship humans have within a network and this includes non-human elements.
  • Lastly, the fourth generation goes by “holist” and states that no pedagogy really reigns supreme.
  • When behaviourist/cognitivist theories were at the forefront of distance learning, systematic design methods were used to ensure formalized steps.
  • Distance education used to be a fixed series of steps.

What I took from this information is that the means of delivering distance education has continued to evolve throughout the years, from technology like a radio, where information was given in one direction, to platforms that encourage back and forth collaboration and contribution (like discussion forums and interactive learning management systems). It makes me wonder however, does the delivery change because of the technology evolution solely? Or is pedagogy truly considered when changes are implemented?

How does such change come about? What are drivers, what are the obstacles to change?

  • Technology itself seems like the key driver of change of distance education.
  • Quick growth with technology can be attributed to accelerated rates of available technologies combining and recombining which ultimately creates faster development and progress.
  • With knowledge happening through social and collaborative methods, technologies have changed to become softer (see below) to become more agile and uncertain.
  • Ultimately, softer technologies have contributed more to the change in distance education.
  • Disruptive technologies could be the levers for change for structured systems.
  • Resources and knowledge skills are seen as main barriers for overcoming difficulty in the education sector. Access in general seems to be the ultimate barrier for distance education as a whole.
  • LMS systems are prominently used however as a whole they are typically hard and rigid technologies, leaving less room for flexibility, creativity, and innovation. The driver for change here is how these platforms can blend and house space within it to allow for learners to create and think outside of the confines while still providing guardrails within the learning system.

How should change be managed in a distance environment?

  • The concept of Hard vs. Soft Technologies can help designers and educators manage distance education (or eLearning in general).
  • Soft Technologies are described as malleable, slower to produce, less consistent, and they offer flexibility to the user. Pedagogies are considered soft technologies.
  • Hard Technologies are described as quicker to produce, require less effort, and are more consistent than soft technologies.
  • Designers can add or take away techniques to make the system harder or softer depending on their requirements.
  • The degree of hard or softness is noted to be determined by the user competency. If the designer or teacher can understand the needs of the learner or level to which they are comfortable with technology, the proper delivery methods can be put into place to accommodate and create an effective learning environment.
  • An important thing to note is the discussion on how distance education and many other online avenues are taking the approach of quick and easy results, therefore stunting creativity while sacrificing efficiency.
  • Overall, it seems that hard technologies are more resistant to change which I think in my line of work makes sense to some degree as we require consistency and sustainability in certain training requirements. In other environments like higher education where creativity can add value to learner, I understand the benefits of choosing more open, softer, technologies.
  • RLOs can allow for change in distance education as they allow flexibility and the ability to adapt and change contexts where necessary. They did however face issues in the long term when it came to copyright, granularities and other factors. They seem to be better served in the education sector.

Overall learnings:

  • It’s not enough for technologies to change for change to occur in distance education.
  • It’s not whether people choose to use a new technology but more of whether the technology even has real value.

The learning theory that is/was prevalent at the time has a direct effect on the progression of change within distance education. Behaviourist/Cognitivist approach caused slower innovation whereas connectivist approaches fundamentally embrace change and promote innovation. However, the point is made about courses being built on these loose approaches, experiencing higher dropout rates and lack of commitment. If the new age learner is expecting to control their learning and go at their own pace, and we build training programs for them for that reason, will we see a lack of interest and learning growth?

Dron, J. (2014). Innovation and Change: Changing how we Change. In Zawacki-Richter, O. & T. Anderson (Eds.), Online distance education: Towards a research agenda.Athabasca, AB: AU Press. 

LRNT 524 -Taking Making: A Toolkit for the Classroom

My thoughts, questions, and concerns after reading : Crichton, S. & Carter, D. (2017). Taking Making into Classrooms Toolkit. Open School/ITA. 

SECTION 2: MAKING THE CONNECTION: DESIGNING, MAKING, AND A NEW CULTURE OF LEARNING

  • It was promising to read that on a global, national, government and non-government level, ALL parties agree that learning needs to be more engaging, experiential, and authentic.
  • This toolkit was very specific to teaching children in a classroom setting. Although I do not discredit the content for the workplace or dismiss the fact that that it may also be transferable to adults, I do think tapping in to that exploratory way of learning would yield far better results when starting at a young age.
  • Further to that note, how can minds that have been programmed in a static way of learning be molded or changed in adulthood? Is it really worth trying to “retrain the brain” to the think?
  • The point that discussed turning everybody into knowledge workers was interesting because throughout all of these readings, that thought has been the biggest question I’ve had, how does all of this emotional, collaborative, cultural probing etc. really matter for tactical mindless work? It seems like that’s the point, for innovation to occur, people need to see and think beyond their task. No difference between white and blue collared workers.
  • Design thinking encourages learning by doing, I completely agree with this when referring to tactile skill development, but how do you learn by doing when you are faced with digital methods of learning? Does it mean having students sit in front of a computer to build things or will there always be a need to get your hands dirty in the design phase?
  • By fostering play, how does this work in a corporate culture that is moving towards data driven EVERYTHING?
  • The biggest takeaway from this chapter was the concept of creating a passion for learning instead of a hunger for approval. This concept triggers a thought for me in my own workplace. Training has always been a “get it done and over with” kind of approach, with employees looking for a “pass” on their saturation reports so they can put it behind them. If we as an organization could explore what it means to encourage a passion for learning, this could shift the mindset and inspire a more empathetic approach in our course designs with the goal of creating enhanced enjoyment of our training programs.

SECTION 3: DESIGN CHALLENGES: PROMPTS FOR LEARNING AND HARD FUN

  • This helped to really explain the rationale behind the activities/assignment and brought clarity to why we are doing this and to “trust the process”.
  • This has prompted me to incorporate the term “Hard Fun” in my vocabulary as well. I like the way it quickly sums up how to incorporate learning with fun. It brings further understanding to why for leaners, it’s not worth thinking about unless there is a challenge or incentive or a problem worth solving.

SECTION 6: WHY WE NEED OUR STUDENTS TO BE DESIGN THINKERS

  • Education is essential to remaining competitive in the modern world.
  • With technology advancing faster than ever before, the workplace demographics are changing. Some workers are too young to retire but too old to easily go back to school. If we know this of the current situation, is it really worth trying to retrain this specific demographic? Is it easier to use them as a lesson learned and try to develop systems to avoid this happening for future generations?
  • Something that stood out for me was from the list of traits of a design thinker by Tim Brown. He states that optimism (among other traits) is essential for design thinkers. This is interesting as I often feel like it’s easy to be pessimistic when you don’t understand something, or things are moving and changing too fast. The idea of focusing on the potential solution or viewing problems with an optimistic outlook seems obvious but not always practiced in the workplace.
  • Lastly, it seems like the movement is more towards that of a web or process of inquiry, to encourage learners to be curious and ask questions in a way that provokes more conversation and further opportunities to ask question. I wonder if this will trigger the end of linear learning.

Crichton, S. & Carter, D. (2017). Taking Making into Classrooms Toolkit. Open School/ITA. 

LRNT 524 – What Happened To Empathetic Design?

My thoughts, questions, and concerns while reading “What Happened to Empathetic Design” (Mattelmaki, Vaajakallio & Koskinen, 2014).

General Thoughts:

  • I find it interesting that research is moving in the direction of considering emotion in design. In my experience, specifically with the company I currently work for, we are actually moving away from the “gut feel” or emotional response planning that we’ve done in the past and focusing more on data and pure metrics to determine design methods.
  • There seems to be significant ambiguity with designers trying to identify or relate to the ways or feelings of others. It seems like there is a cross between psychology and design, something I would have initially believed to be two very separate areas of expertise.
  • This article left me with the impression that designers will have to be a “jack of all trades” in the future, they require collaboration skills, they need to be able to relate and understand the emotional needs of others, while still being an expert in instructional design.
  • A moment where it “clicked” for me, was when the author described how the designer must become an empathetic designer of their own (aka they need to trigger that part of themselves while doing activities like the one we did with the gift giving), to help put into context what it means to tap into those feelings, and ultimately determine how to use that in a design form.

Questions/Concerns:

  • If empathetic design is rooted in more face to face interactions, how can this live in an online world?
  • How are user’s emotions or feelings interpreted through writing instead? Does this mean that you can only achieve empathetic design if you use technology that enables visual interactions between the designer/user?
  • If you always do what the learner thinks they need or want, are you providing them a disservice if they “don’t know what they don’t know”?

Mattelmäki, T., Vaajakallio, K., & Koskinen, I. (2014). What happened to empathic design?Design Issues30(1), 67-77

 

LRNT 524 – A Debrief of ADDIE, Learning, and Instructional Systems Design

My thoughts, questions, and concerns when reading  Is the ADDIE model appropriate for teaching in a digital age? Bates (2014)  and Learning and instructional systems design. Thomas (2010):

When I started the readings for this week, my first thought was “Wow, all of these design methods seem to assume one way for everybody”, especially the ADDIE model. However once I read further and dug deeper in the research from Thomas (2010), it became clear to me that that was the exact reason why the report by Thomas (2010) was done. It was to challenge the status quo and not make assumptions based on one way of learning.  

Many observations, questions, and concerns came up for me while reading both articles this week and I have outlined my thoughts and points for further discussion below.

It seems like design methods or processing models have to be based on learning styles and theories. With that in mind, if learning styles are becoming a hot topic of being debunked – is it still fair to say that they are essential in instructional design? I’m curious to know if the new discussion of learning styles being a “myth” and how so many of these systems are built or said to “customize” to learning style, what that will actually mean going forward?

It appears that many designs assume retention or mastery, there doesn’t seem to be a strong sense of understanding how effective the learning actually was, and how to truly evaluate it more than just adding a step to the design called “evaluation”. I noticed this with the ADDIE model and believe this is one reason as to why it is not ideal for the rapidly changing world. 

Many of the designs are organized in lists or systems to follow, however there doesn’t seem to be a significant emphasis on what it means for example, to “evaluate” or “analyze” the leaner or the process.

It was made clear throughout the readings, that the learning experience is becoming more subjective and in line with the constructivist perception of learning with more contextual and less objective learning designs.

Many points throughout the constructivist view to learning, state that evaluation should happen as more of a knowledge retention process rather than criterion-referenced evaluation.

Concerns that arise for me with this method are:

  • How would this work for areas that require saturation reports (like health and safety)?
  • How can one “self-analyze” whether they know how to do CPR for example?
  • If we move away from assessments, or that the assessment transitions to the form of self or peer assessment, how does that really work for concrete skill development, like how to do surgery for example?
  • In my opinion, not everything can be evaluated through qualitative measures like interviews or observations etc.
  • This makes it all the more valuable to look at the “blended” approach suggested by this article.

There seem to be many definitions of Instructional Design and none of them really outline “HOW” to determine what content goes when and how to set up the process. They state more about a process that should be followed but not the why behind it. My assumption is that it is left to the subject matter experts to oversee this aspect. However, what happens when the environment is different than the higher education field described in this article? What if in a corporate setting the subject matter expert is also expected to be the instructional designer?

There was high emphasis on the need for interactivity, collaboration and interaction. The general consensus seemed to be that collaboration (teacher-student as well as student-student) and dialogue between these relationships should be very open.  In this context, the teacher or instructor becomes more of the coach or mentor rather than knowledge expert.

Willis’s Constructivist design principles suggest that using participants from the beginning of the design process is helpful for proper process building. I would love to know how other designers in the course seek out focus groups or involve their participants to contribute to the design, especially during the beginning of the course design process.

The article states that most designers don’t use a single strategy, model, or theory and often use elements of them all. How can companies for example, develop a method of consistency and sustainability when that is the case? It seems like the move is towards less structure and more complexity offering less consistency to the learner.

It is stated that different kinds of learning requires different kinds of instructional strategies, but how does that work when you’re building a course that is not meant for one specific audience, you don’t necessarily know the type of learner you’re dealing with. On this note, something that was interesting to me was the whole “performance” piece. For example, if the result of the learning/training was for a concrete skill to be developed or just general knowledge, how would that instructional design process change?

Interest for Further Discussion:

I was intrigued by David Merrill (2004) where his Instructional Transaction Theory describes how the SAME subject matter can be used in different strategies based on decisions made by the LEARNER as they interact with the computer program. This is an important thing for organizations like mine to consider when creating training content. Our training delivery method is often a “one way or no way” approach, and shifting towards a learner centric strategy could bring forth more engagement, information retention, and enjoyment for our employees.

For me, the ICARE model was the most beneficial literature within this article. It really helped break down EACH and every stage that a learner goes through while they are participating in an eLearning course. This was very relevant as it even outlined things like giving the learner space to really digest (even outside of the on-line platform) causing learning to be an active, not a passive, experience.

I also like the ASSURE model as it outlines how to really “analyze” the learner through a list of characteristics that would influence learning. I also like how it shares how to properly choose the media and method. The focus was shifted to more of a “focus on the student learning as opposed to just teaching them” approach.

Overall it seems like the constructivist theory is all over the future of Instructional Design. This makes sense to me with the need to evolve, be learner centric and to be less rigid in the process. However I fear the ability to be consistent and clear with direction over time.

How can technology really change from being a vehicle to deliver training, to a tool to actually influence and change the way we learn?

Overall it seemed like most ISD models share similarities, however the names or steps were slightly different between them all. They all focused on the need to provide instruction effectively in the end they are generally prescriptive, systematic, and linear.

The point of it being more “efficient but not as effective” really struck me. It made me wonder how in the future, can we find a balance using a design process that still captures all of the content required to teach somebody effectively, while evolving the methods to adapt to the needs of the learner and give them more control of our their learning journey.

It is very evident that RRU uses the 7 principles for good practice in online courses (pg.219) through peer reviews, to portfolios like our blogs. There were many times throughout these readings that I recognized methods I have seen used in our program so far.

 

Thomas, P. Y. (2010). Learning and instructional systems design. In Towards developing a web-based blended learning environment at the University of Botswana. (Doctoral dissertation).

Bates, T. (2014, September 9). Is the ADDIE model appropriate for teaching in a digital age?

LRNT 523 Activity 8 – Learning Styles

While participating in a group discussion during residency at Royal Roads, I used the term “learning styles”, and was quickly informed by my instructor that the nature of this long standing assumption has been greatly argued as of late. I wasn’t quite sure what she meant but knew that it would come up later in my studies.

Alas, here we are a few months later, and this discussion is now at the forefront. The article by Kirschner argues that although “learning styles” is considered to be common knowledge, there is really no evidence or proof that people are restricted to a certain type of learning style.  It seems as though he has brought forth these arguments out of strong frustration with the educational field as a whole. He claims that educators are taking the easy way out by assuming learning styles and creating content based on these assumptions.  

Before I even considered this topic, or the concept that learning styles could be a myth, I had always assumed that everybody had different preferences to learning. After evaluating this literature, it has caused me to conclude that it really is JUST that, a preference. Simply because we think we are stimulated visually for example, does not necessarily mean that we are in fact learning any better through visual stimulation. The concept that really struck me was how Kirschner articulated that learning should be measured through cognitive abilities and not learning styles. Rather than tailoring to the self-diagnosed learning styles that are really only personal preferences, teachers should be focusing on the intellect and capabilities of the learners instead of what they proclaim to be the way in which they learn best. This would avoid classifying students at a young age and withholding exposure to different ways of learning. 

With my continued focused on the millennial learner, this insight has been eye opening for me. I would often generalize the millennial learner based on traits like “they want information in short bits, they are technically savvy, or they want social learning opportunities etc.” After further consideration, it feels like those traits are more like learning preferences that really have no substantial backing or proof to being more or less effective than traditional learning models. This literature has given me some food for thought in terms of the quick assumptions that we as a training department have been making. We would be providing our employees a disservice if we simply cater to their wants and desires rather than taking the time to evaluate if these methods in fact work.

Kirschner, P. (2017). Stop propagating the learning styles myth. Computers & Education106, 166-171.