Assignment 2B: Design Principles

The ever-evolving access to new or improved technology can be challenging for employees to keep abreast at the workplace. Job dissatisfaction or even frustration may occur when employees are mandated to learn a new system, technology, or software when they are accustomed to their current tools. Based on this context in my organization, six design principles have been created for cultivating positive employees’ learning experience on new technology through my reflection and learning in this course. 

“Design Principles are a set of considerations that form the basis of any good product.”

(Brignell, n.d.)
UX Bristol19. (2019). Ben
Brignell [Online image]. http://2019.uxbristol.org.uk/speakers/
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Miro

In this blog post, I will continue exploring the impact of the virtual collaboration tool, Miro, that I introduced in the forum of unit two activity one.

Innovation – Miro

Miro is a visual collaboration platform that was founded by Andrey Khusid in 2011. Miro allows distributed teams to communicate and collaborate through a virtual whiteboard without the constraints of physical location and meeting space (Miro, n.d.-a). In comparison to a physical whiteboard that has fixed dimensions in a specific location, Sadan (2022) explains that Miro is an unlimited online canvas whiteboard that you can make notes, brainstorm, and share ideas with your teammates in real-time. Miro is like a “whiteboard, marketing, project management, and brainstorming tool in one”, which people can work together to ideate, prototype, and develop a project. Other features of Miro include but not limited to diagramming, mind mapping, and creation of agile workflows and process models. The following are a few Miro introduction videos for further details:

Photo by Miro

Getting started with Miro: Navigation (Miro, 2019a)

Getting started with Miro: Creating content (Miro, 2019b)

Getting started with Miro Collaboration (Miro, 2019c)

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Exploring Design Models

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As an employee of a large organization, I am required to review several mandatory online courses annually, such as ethics and conduct training, safety training, and cybersecurity training, via our internal Qualification and Learning Management System (QLMS). I understand that some of these learning concepts require employees’ knowledge be refreshed at a prescribed frequency to meet company’s compliance policy obligations and reach expected workplace behaviour. However, the readings in these first two weeks of LRNT 524 course have provoked my thoughts on a few aspects regarding instructional design models (IDMs): 1) how are training courses designed in my organization, 2) what IDM does my organization use and what role does it play in the design decision process, and 3) what other IDMs that could be useful in the design decision process for a workplace learning environment?

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Workplace Learning in 2030

Workplace learning is often perceived as a luxury for organizations. Based on my corporate experience in the past two decades, the area of learning and development has rarely if ever been considered the top organizational priority for business success; thus, learning and development budgets are usually the first to be trimmed. Until recently, workplace learning is experiencing one of its most significant disruptions of the past 20 years due to rapid and radical changes in technology and other causes (Wilson et al., n.d.). Recognising the then and now of workplace learning, the purpose of this speculative essay is to project how workplace learning will evolve in 2030. This paper summarizes findings from various literatures demonstrating how the importance of workplace learning for organizations and the trends of labour market, such as the employment models and changes in technology and continuing education, affect workplace learning in the future. The research supports my belief that workplace learning in 2030 will be optimistic with more flexibility, agility, collaboration, and recognition within organizations.    

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Exploring futures of workplace learning

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After completing the readings of unit 3, I decide to explore the possible futures of workplace learning in 2030. Workplace learning has been perceived as a luxury for organizations, thus the learning and development budgets are usually the first to be cut. The Horizon Report in 2020 has indicated a substantial growth of adult learners returning for additional learning such as post-secondary education, graduate degrees, and other credentialing to keep pace with the job market. Impacts of the pandemic and the significant technology advances also triggered a higher demand on remote work and learning going forward (Educause, 2021). The perspective of workplace learning is changing and becoming a necessity rather than luxury (Arist, 2021). How do organizations respond to the increasing demand of workplace learning when it is going to play a major role for sustained business growth in the next decade?

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Activity 5: The Great Media Debate (Megan Li and Tim Wong)

For this unit, we have been exploring the great media debate. The great media debate started in the 80s and centered on media’s impact on learning. On the one hand, Clark (1994) viewed media as a delivery tool for knowledge. He found that there were no learning benefits to the use of technology and that the media is a “mere vehicle that delivers instruction but does not influence student’s achievement any more than the truck that delivers our groceries causing changes in nutrition” (Clark, 1983, p. 445). On the other hand, Kozma (1994) believed that the debate should be reframed to “will media influence learning” (p. 2). Kozma (1994) viewed media and learning as an interaction between learners’ environments and their cognitive processes (p. 3), including the media used for instruction. He suggests that there is no relationship between media and learning because one has not been made yet (p. 3). For this post, we have been asked to find two articles that show techno-deterministic thinking and consider how the two opposing sides of the great media debate would respond to these articles.

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LRNT 523 Assignment 1: People in the Field – Bonnie Stewart

Photo credit Bonnie Stewart

Currently teaching at the University of Windsor as an Assistant Professor of Online Pedagogy and Workplace Learning in Ontario, Dr. Bonnie Stewart has a rich and extensive background in knowledge and technologies for a couple of decades (Stewart, 2020). She is an educator, researcher, and EdTech influencer that focuses her work on digital and experiential pedagogy, data literacies, and educational change in contemporary society. Since 1998, Dr. Stewart started teaching online with the approach of building learners’ digital and media literacies through openness and relevant social media platforms and tools (Stewart, 2012). Dr. Stewart was also involved in Massive Open Online Course (MOOC) research during its early days in Canada. She received teaching awards at both University of Windsor and University of Prince Edward Island, and presented different topics in digital strategy, digital education, and community capacity-building in conferences and workshops around the world (Stewart, 2017).

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Reflecting on 25 Years of Ed Tech (2002 – 2011)

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After reading the second 1/3 of Weller’s book, one lesson that I see as having immediate relevance is the Learning Management System (LMS) 2002 in chapter 9. Weller (2020) stated that the LMS provided an enterprise solution for e-learning for universities and stands as the central e-learning technology (p. 63). My organization has also adopted the LMS as an e-learning enterprise solution with multiple operating systems such as Quality Learning Management System (QLMS), UDUTU LMS (a platform for e-learning), etc. in the early 2000’s. Conole, de Laat, Dillon, and Darby noted in the chapter that the LMS was often used as a place to dump notes…rather than engage in the more experimental pedagogies in constructivism (p. 64). For example, the LMS in my company seems to be a ‘good enough’ (p. 64) in-house system which allows their employees and contractors to sign up for training courses as needed (some conduct and safety courses would be mandatory). It also supports training completion tracking and recording for each individual. However, it does not make effective use of asynchronous communication to enhance employee and/ or contractor interaction and collaborative learning in this case. 

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Reflect on reading – 25 Years of Ed Tech (1994 – 2001)

After reading the first 1/3 of Weller’s book, 25 Years of Ed Tech, I realized I have taken education technology for granted without knowing a lot of history about it. Reflecting on my education and work, Ed Tech has always been a part of learning since I started elementary school more than 25 years ago. For example, I learned shapes and colours through some memory games in a computer, and I played running race game using two keys in the keyboard. According to Alcanja (n.d.), the definition of Ed Tech is “when computer hardware and/or software are integrated into the educational sector to facilitate learning”. Thus, if I were to write a similar book, I would start in the 1980s because Ed Tech has already started before the internet was born.

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What makes a good research question?

In this blog post, we were asked to share one or two key characteristics that make a good research question. Firstly, what is a research question? According to Heldt (2016), it is “what you need to learn in order to come up with a good thesis statement” (para. 1).

Secondly, a good research question acts as a guidance to provide your paper, project or thesis a clear focus and purpose (McCombes, 2019). Here are two features of a good question that stood out for me:

Feasible and specific

The question should be narrowed down and be more specific when there is a lack of time and difficulty searching for enough data (McCombes, 2019). As I usually work under a time-pressured environment, I need to consider the practical constraints and ensure the question is answered with well-defined concepts instead of broad ideas that do not provide clear meanings.

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