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    Andrew Carnegie Digital Academy Online

    Gillian McArthurMaster of Science (Design and Digital Media)

    School of Arts, Culture and EnvironmentTHE UNIVERSITY OF EDINBURGH2007

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    ABSTRACT..............................................................................................................................................3

    LIST OF ABBREVIATIONS............................................................................................................. .....3

    INTRODUCTION....................................................................................................................................3

    THE PROJECT.......................................................................................................................................3

    TARGET AUDIENCE....................................................................................................................................4

    DEMANDFORGRADUATES..........................................................................................................................4

    A VIRTUAL LEARNING ENVIRONMENTISANANSWERTOTHISDEMAND..............................................................4

    WEBSITEESTABLISHINGPOINTOFPRESENCE...................................................................................................4

    IMPETUSFORDEVELOPMENT........................................................................................................................5

    AIMS OF PROGRAMMEWITHINTHE VLE....................................................................................................6

    OBJECTIVESOFTHE PROGRAMME.................................................................................................................7

    PRODUCT DETAILS..............................................................................................................................7

    OVERVIEW OF RESEARCH...............................................................................................................8

    NEED FOR MULTIMEDIA PROFESSIONALS.................................................................................9CHOICE OF ONLINE ENVIRONMENT............................................................................................9

    QUESTIONS RESEARCHED PRIOR TO CHOOSING ONLINE ENVIRONMENT WERE:.....9

    HOW EASY IS IT TO DPLOY ON A WEB SERVER.........................................................................9

    WHY HAVE A VLE?.......................................................................................................................... ...10

    VIRTUAL LEARNING ENVIRONMENT................................................................................. ........11

    WHY A VLE ........................................................................................................................................ ..13

    UPLOADINGANDSHARINGFILES.................................................................................................................13

    E-MAIL..................................................................................................................................................13

    DISCUSSION FORUMSAND REAL-TIME CHAT...............................................................................................13

    QUIZZES ................................................................................................................................................13

    TRACKINGSTUDENTSUBMISSIONS/ASSIGNMENTS/PARTICIPATIONANDRECORDINGGRADES ...................................13

    GLOSSARY..............................................................................................................................................14

    JOURNAL ...............................................................................................................................................14

    SURVEY .................................................................................................................................................14

    WIKI ...................................................................................................................................................14

    DIFFERENT TYPES OF LEARNING ENVIRONMENTS..............................................................15

    POSITIVES AND NEGATIVES ABOUT THESE MECHANISMS...................................... ........ ..15

    WHY MOODLE....................................................................................................................................15

    DESCRIPTION OF MOODLE [1] .....................................................................................................15

    HOW MOODLE WILL WORK WITH THIS PROJECT.............................................................. ..15

    HOW DO I DESIGN THE INSTRUCTION ACCORDING TO THE CONSTRUCTIVIST

    THEORY................................................................................................................................................15

    WHY MOODLE....................................................................................................................................17

    OVERVIEW OF MOODLE.................................................................................................................17

    MODULAR OBJECT ORIENTED DYNAMIC LEARNING ENVIRONMENT........................ ..17

    DESIGN OF VLE...................................................................................................................................18

    NAVIGATION............................................................................................................................................18

    CONSISTENCYOFPRESENTATION.................................................................................................................18

    INTEREST................................................................................................................................................18

    LEARNING DESIGN............................................................................................................................18

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    USE OF TEACHING VIDEOS............................................................................................................20

    DESIGN OF LEARNING.....................................................................................................................20

    E-PORTFOLIO......................................................................................................................................23

    WORKINGPORTFOLIO...............................................................................................................................23

    REFLECTIVE PORTFOLIO............................................................................................................................23

    SHOWCASEOF MEDIA ITEMS.....................................................................................................................23

    CONCLUSION......................................................................................................................................23

    CONTINUOUSEVALUATION.........................................................................................................................24

    VLE DEVELOPMENT PLAN.............................................................................................................24

    REFERENCES.......................................................................................................................................25

    VIRTUAL LEARNING ENVIRONMENT SUPPORTING LEARNING IN

    DIGITAL MEDIA AND WEB SITE ESTABLISHING A POINT OF PRESENCE

    Abstract

    List of Abbreviations

    CLE Constructivist Learning Environment

    FE Further education

    Ferl Further Education Resources for Learning

    HE Higher education

    ICT Information and communication technology

    JISC Joint Information Systems Committee

    LCMS Learning Content Management SystemsMIS Management information system

    MLE Managed learning environment

    OSS Open source software

    SQA Scottish Qualifications Authority

    SMS Short Message Service (ie mobile phone text message)

    UK United Kingdom

    VLE Virtual learning environment

    VoIP Voice over Internet Protocol

    Wiki Web pages which are editable via a browser

    Introduction

    Because of the world wide demand for graduates/existing professionals in work to be

    skilled in digital media a flexible learning environment supporting training in the field

    of Digital Media is a desirable product.

    The Project

    The project is a Virtual Learning Environment utilising the Open Source Software

    Moodle to support the tutoring of current commercial, industry standard software

    (Mainly Adobe Creative Suite including Illustrator, Photoshop, Flash, Director,

    Dreamweaver, Audition, Premiere and Indesign) A website establishes the point of

    presence of the VLE.

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    Target Audience

    The target audience for the courses provided within the VLE are existing

    professionals eg educationalists, people with degrees in other areas but who have

    basic multimedia skills eg familiar with producing multimeda using Ilife, IMovie,

    using a digital camera, or similar.

    The role of teaching in technology intensive settings is more difficult and

    more crucial than ever before. Only a rare few master the skills required to

    effectively integrate technology into learning and instruction, and teachers

    themselves admit this.

    Spector, J M (2002) Foreword, in Steeples C & Jones C (eds), Networked

    learning:

    perspectives and issues London, Springer-Verlag

    Demand for Graduates

    Demand for lecturers to be skilled in Digital Media is growing. This will helpimprove accessibility and quality of online materials. One of the key issues is

    development of staff in all levels of ICT and is recognised by the Dearing Report

    itself and others (Milligan, 1999, Atkins, 1998)

    A Virtual Learning Environment is an answer to this demand.

    "We need more than 800 professionals every month. I had to turn down my

    corporate clients because of lack of trained manpower," said C.Y. Sathya, chief

    executive officer of CYS Multimedia, a city-based centre for training

    multimedia professionals.

    http://www.hinduonnet.com/thehindu/thscrip/print.pl?file=2006112704510600.h

    tm&date=2006/11/27/&prd=th&

    Copyright 2000 - 2006 The Hindu

    Students within the VLE programme learn the software skills by utilising in the main

    Lynda.com teaching videos and researching the web for good practice, web tutorials

    and discussing their findings within the community of learners within the VLE.

    Students are assessed by carrying out real work for real clients and building an onlineportfolio for critique by their instructors and peers on the course. Assessments are

    criteria based but briefs are created by the students to meet client needs. eg one

    minute video which must include: video captured by student, still images, sound,

    music, titles, credits, visual and sound effects. The video should be suitable for

    deployment on the web. (Project possibility: Safety Video created by Construction

    Lecturer to enhance learning of Joinery Students)

    Students collaborate/communicate/learn by utilising blogs, wikis, chat, forums,

    podcasts, videocasts, websites which are created by themselves and others.

    Website establishing point of presence

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    The website aspect does just that linked to the domain

    www.andrewcarnegiedigital.com. (website deployed at

    www.besuredesign.com/Dissertation/ ) The site gives information about the Academy,

    Instructors, programme, costs, contact details, link to the vle and exhibition material

    in the form of still images and video.

    Overview of the programme within the VLE(www.besuredesign.com/carnegie/ )

    THE programme is studied 100% online and can be completed in anything from 1-5

    years using the students exisitng work or voluntary work as the main focus for study.

    For example, the student will be thinking about what they do in their current work and

    how they will be able to integrate the multimedia into their current training materials.

    The students will be part of a group learning together and will be expected to share

    their knowldege with others, participating in structured and unstructred discussions

    and workshops. Students will create their own briefs and carry out their own projectswith the guidance of the online team of instructors.

    The programme is most suitable for people in education but equally to professionals

    operating in other industrial or commercial areas. The students can include lecturers,

    teaching assistants, teachers, computer support technicians, graphic/web designers,

    photographers, film professionals or professionals from other areas , too.

    No formal qualifications are required to start the programme but a basic knowledge of

    multimedia and either a degree or professional experience is recommended. There are

    no exams - assessment is through the construction of a portfolio of digital media

    elements which should meet professional standard.

    Impetus for development

    Employers want recruits who are going to be effective in a changing world.

    They want people who can deal with change - indeed who thrive on it. They

    want intelligent, flexible adaptable employees who are quick to learn.

    Graduates are much more likely than non-graduates to meet these criteria. In a

    world of uncertainty employers want people who are able to work on a range

    of tasks simultaneously. They do not need people who are resistant to new

    approaches or who are slow to respond to cues.

    http://www.heacademy.ac.uk/resources/detail/ourwork/tla/employability_tools

    _what_do_employers_want

    The development of digital media requires multi-skilled practitioners for the new

    media industries which are rapidly and constantly evolving. The diverse nature of the

    digital media industries is reflected in the approach to putting together the innovative

    course.

    The course aims to satisfy the demand for creative designers with specialist

    knowledge in other curriuclum areas in education. eg Hospitality Lecturer with verygood ICT knowledge who wishes to develop Hospiality training materials. Nurse

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    http://www.andrewcarnegiedigital.com/http://www.besuredesign.com/Dissertation/http://www.besuredesign.com/carnegie/http://www.heacademy.ac.uk/resources/detail/ourwork/tla/employability_tools_what_do_employers_wanthttp://www.heacademy.ac.uk/resources/detail/ourwork/tla/employability_tools_what_do_employers_wanthttp://www.andrewcarnegiedigital.com/http://www.besuredesign.com/Dissertation/http://www.besuredesign.com/carnegie/http://www.heacademy.ac.uk/resources/detail/ourwork/tla/employability_tools_what_do_employers_wanthttp://www.heacademy.ac.uk/resources/detail/ourwork/tla/employability_tools_what_do_employers_want
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    Lecturer who wishes to place edited videos of best practice onto Virtual Learning

    Space.

    The digital media industry is thought to be worth 15bn to the UK economy.

    Consequently, there is a huge demand for digital media designers who can workacross new media.

    Graduates of the programme are skilled in the technology and software pertinent to

    being a well skilled multimedia professional.

    The programme is highly practical in design allows the student to acquire skills

    relevant to either the industry within which they are already a professional or gives

    the student the opportunity of being employed or free-lancing within the Creative

    Industries.

    The programme assumes that students are already graduates of other disciplines (orexperienced equivalent professionals) with basic multimedia skills and motivated

    individuals who wish to become more highly skilled in Digital Media.

    AIMS of Programme within the VLE

    The aims of the course are

    That the online course provides a fast forward method of acquiring hands-on

    experience in designing and developing new media products using industry-

    standard authoring tools.

    Provide the opportunity of carrying out practical, relevant projects which can be

    matched to the current industry the student operates within or are relevant tobuilding up the students own Digital Design Company. eg Educationalists: As

    more and more students are choosing to learn online, there is a growing need for

    designers who can harness these new possibilities, creating interactive educational

    products that are engaging to use.

    Assessment techniques operated are in the form of researching, analysing -

    utilising books, magazines, the WWW and producing media elements eg web

    sites, logos, banners to professional standards. Assessments will be reviewed by

    tutors within the academy and peers on the course.

    Students are assessed on each module. There are no exams - it is all practical

    work.

    Sharing of information within the Digital Academy and the opportunity to present

    media objects for public comment and review within the academy.

    The course is flexible - available 24/7 and students can study part or full time.

    Course units (modules) can be taken as stand-alone professional updating courses

    or as part of a programme of study leading to the full award.

    Develop the student's awareness of, and ability to incorporate, current research

    and development work in interactive design

    Provide the opportunity for students to share their knowledge and experience and

    to learn from the experience of others

    Are able to work independently and in a team, and value the critiques of their

    peers and be able to critique effectively their own work and that of others

    Develop the student in such a way that the student is better equipped to continue

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    study within digital media

    The course will encourage the development of business/entrepreneurial skills

    Objectives of the Programme

    Overall the programme produces a professional who is multi-skilled with competence

    in a range of digital production techniques to industry standard.

    On completion of the course students should be able to

    Design professional standard multimedia applications and presentations

    Develop websites, 2D and 3D animations, capture and create video, capture and

    edit sound, create and manipulate graphics and images.

    Use technology to solve problems and provide solutions

    Manage time and project manage digital media developments

    The overall objective is to produce professionals who are skilled in industry standard

    authoring tools.

    The key areas of employment are:

    Animation & Illustration

    Branding and Corporate DesignComputer Games Design

    Graphic Design

    Interactive Media

    Web design and creation

    Motion Graphics

    Digital Video & Audio Production

    3D Computer Modelling Special Effects

    Product Details

    Entrance qualifications/experience: Students have the option to join this

    course with no skills but it is recommended that students have elementary

    skills in Multimedia eg they have used a digital camera, downloaded to their

    computers and have the ability to use a basic editing software package eg

    Picasa to crop, rotate, optimise for the web, apply basic effects to adjust thebrightness and contrast and colour.

    End product: Portfolio of evidence which demonstrate skills in Multimedia

    using current high end commercial software. Students not only have to utilise

    the software but have to be able to create professional level graphics and

    designs.

    Students will utilise Lynda.com videos to acquire software skills (These

    videos cover skills from the basics to advanced features. Students can view

    these videos at a pace and time applicable. The author recommends that the

    student views a video and follows it up with a practice in the software and

    creates their own product utilising that skill.The videos give the student theopportunity of watching the video as many times as required and stopping and

    starting the video when required.

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    Students will research development of products using the WWW effectively

    creating an online Mood Board. Prior to the production of any assessment all

    students are advised to research the area they intend to develop eg Website for

    Multimedia Design Company. Areas which should be researched would be:

    exisiting website if any, competitors webs which the client admires, colour

    schemes influenced by exisiting logos, target audience, colour iinferences, etc Students form a community by collecting tutorials from around the WWW and

    sharing them with the Academy Community. Constructivism pedagogy

    advises that the formation of communities is one of the practices which help

    take students forward. The Internet itself epitomises this rationale and

    community will be encouraged through the use of forums, wikis, chatrooms,

    discussion boards.

    Students present their work for peer review within the community as well as

    review by tutors. This aspect will enourage the community aspect mentioned

    above and will also give constructive feedback to each student within the vle.

    Students have the opportunity of problem solving and requesting help fromwithin the community. This facility will enable students to learn from one

    another.

    Students can work flexibly both in terms of time and ability. Students will

    have the opportunity to devote whatever time they wish to completing both the

    course and individual modules. Students can complete individual modules or

    all modules. They may study full or part time.

    Student Assessment within the VLE will be problem based learning. Students

    will be enouraged to apply the learning they have acquiredrather thanreplicate exactly the activity learned. Students have opportunity of carrying

    out real work for real clients as part of assessment (formative and summative)

    This aspect will be actively encouraged at all times within the course.

    Method of study is inexpensive. Initially all students will be able to engage in

    the learning free of charge but will purchase: web hosting services,

    subscription to lynda.com, appropriate hardware and software as dictated by

    the individual modules. Software or version is not prescriptive but applications

    and versions are advised. Students may choose to operate within either a Mac

    or PC environment. The preferred environment being Apple Mac.

    Plagiarism is minimised because of public exposure of final elements. All

    components produced for assessment will be published on the WWW prior to

    assessment which will discourage plagiarism. Should students engage others

    to produce the components for them this aspect will be unable to bevalidated

    Students can integrate multimedia objects produced across all modules.

    Students may have only one main client that they are producing work for eg

    science teacher in secondary school and they have the possibility that all

    graphics, videos and animations are geared towards enhancing the delivery of

    science courses within the school.

    Overview of Research

    Research was carried out into the choice of need for multimedia professionals in

    education, online environment, videos for teaching software skills and design of the

    learning product including using Portfolio Building as the main method ofassessment.

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    Main catalyst in developing the project is providing support for Lecturing staff in

    Botswana delivering the Advanced Diploma in Multimedia in collaboration with

    SQA. The target audience for the product is in the main lecturers or teachers who hold

    exisiting basic multimedia skills or very good general IT/Computing skills but could

    equally appeal to other professionals who wished to acquire more advancedmultimedia skills.

    Need for Multimedia Professionals

    Developing interactive/ multimedia training materials requires the coordination of

    expertise from a range of disciplines including computer learning technologists, web

    designers, video specialists, graphic artists/designers, communication specialists,

    sound engineers and curriculum specialists.

    From the authors experience of working in a Further Education establishment there is

    a need for professionals to develop learning materials which require the co-ordination

    of not only the professional skills connected with the discipline area in which theyteach but a requirement for the technical skills of multimedia. Only at this point will

    online learning develop at the rate of demand. Currently many courses which claim to

    be online are merely a repository for wordprocessed documents.

    From the education and training perspective individuals must have a broad

    interdisciplinary knowledge and an awareness of research and development.

    They must be able to analyse the learning situation, choose the correct

    materials from each of the areas (ie. learning strategies, technology, and

    media) and "build" the most appropriate interactive/ multimedia environment

    for each particular situation.

    Schon, D. (1987). Educating the Reflective Practitioner. San Francisco:

    Jossey-Bass.

    Research was carried out to determine what VLE to utilise for the project.

    Buying a VLE is one of the most important decisions for an institution, one

    that has major implications for it, and should be seen as significant as buying

    a major new building. The choice of VLE will be significant across all areas of

    the institution and especially in the way in which teaching and learning are

    undertaken. (Minshull 2004, p20,

    Choice of online environment

    Questions researched prior to choosing online environment were:

    How easy is it to dploy on a web server.

    * Does the VLE system already contain content, or arematerials available separately from the producer?

    Is the system purely a shell in which you place your own

    content, sourced elsewhere?* How easy is it to write and upload materials?

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    * Is uploading content to the VLE a simple drag and dropprocess, or more complicated?

    * Is it easy to create online tests?* How much HTML (Web authoring) knowledge is required -

    the less the better!* How easy is to do administrative tasks, like enrol students

    into the VLE?* How open is the system - does it allow you to share with

    other resources or systems you might have? Does it talk toyour Management Information System for example? Is itcompatible with other VLEs? Does it meet the emergingstandards?

    * Are the other functions, e.g. communications, studenttracking, assessment, easy to use and well designed?

    * What about installation, technical support, and training?What's included in the purchasing price and what isn't? Istraining face-to-face, online, or both?

    * Is there an email or Web-based user group you can joinand monitor before purchase, and if so, what sorts ofcomments have existing users made?

    * Can you get an evaluation version to install and test beforebuying?

    * Is it configurable to the look and feel of your college?* Does the supplier offer a hosting service, where the VLE is

    hosted on their own servers, rather than your college servers,so reducing your need for technical support to be providedinternally?

    * Which other colleges already use the VLE you areconsidering? Are there reference sites or demonstrationcourses?

    * What are schools and Local Authorities in your area usingor planning to use?

    http://ferl.qia.org.uk/display.cfm?page=99

    http://ferl.qia.org.uk/display.cfm?page=77

    Why Have a VLE?

    If we ask the fundamental question, why have online learning?(or even, why use ILT?) we have answers such as improvingaccess to learning, improving flexibility of study, enhancing thelearning process through imaginative use of ILT,

    accommodating different learning styles, etc. A VLE is simply asoftware tool which can bring together in one integrated

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    environment, all the features which may be in use in theorganisation.

    An integrated environment:

    * can be easier to use owing to common navigationstructure

    * can reduce the load on the technical support staff* can make interoperability with MIS more achievable

    A Ferl case study by Philip Butler, formerly of City and IslingtonCollege, explains some of the reasons a VLE was introducedthere. Amongst other points, he says that:

    "Completely unplanned, my students were using the

    communication tools within the VLE to hold group meetingsover weekends. "

    and

    " Not only did learning become more enjoyable but I improvedmy retention and achievement statistics".

    Main products in use

    There is growing interest in the use of Virtual LearningEnvironments (VLEs) by schools and local educationauthorities. Although there is some confusion about thedefinition of Virtual Learning Environments, they are generallya combination of some or all of the following features:

    * communication tools such as email, bulletin boards andchat rooms

    * collaboration tools such as online forums, intranets,electronic diaries and calendars

    * tools to create online content and courses* online assessment and marking* integration with school management information systems* controlled access to curriculum resources* student access to content and communications beyond the

    school.

    http://partners.becta.org.uk/index.php?section=rh&rid=13640

    Virtual Learning Environment

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    Why online: Creating the course online presents the opportunity for the

    provision being available to an audience who have broadband connection. It

    also makes it available 24/7. Students who cannot attend due to geographical

    location or time commitments can participate. Students who might feel a bit

    inhibited to participate in discussiona within a traditional classroom settingcan take time to pose their questions within a VLE discussion forum.

    How online: The course has been embedded within a virtual learning

    environment. A website with individual tools for wikis, chat, quizzes,

    assessment, etc could have been utilised but the deployment of a VLE brings

    all these tools together I one programms.

    What is a VLE [4]

    A virtual learning environment (or VLE) is an integrated set of online

    tools, databases and managed resources that exist as a coherent system,

    functioning collectively in support of education. VLEs are increasinglycommon in all areas of higher education, and in medical education in

    particular. This widespread use of VLEs is a relatively recent

    phenomenon; driven by the increasing ubiquity of computer-based

    activities in education, the ever-growing pressures for increasing the

    quantity and quality of educational efficiency and student support, and

    the technical opportunities provided by increasingly mature web

    technologies. How a VLE is used to support education is of course

    down to the local needs and creativity of the academic and support

    staff who develop and utilise the features, add the information and

    content, to develop a truly supportive online learning environment.

    Irrespective of which VLE system is being used, the goal is to providestudents and staff with a range of online services and resources which

    will enhance the quality of the student learning experience and

    improve the effectiveness and efficiency of teaching.

    In a traditional learning environment students normally interact with

    and use learning ant teaching resources such as libraries, teaching

    rooms, study guides, lectures, tutorials, labs, reading lists etc. They

    will also use administrative and logistical systems such as registry,

    assessment, timetabling, clinical placements. And they will receive

    pastoral support, participate in evaluation and will most likely engage

    with many of the social aspects of university life.

    The virtual learning environment will often be developed so as to

    provide many, of the characteristics of a traditional learning

    environment. The balance between the online and the face-to-face is

    the essence of the blend and is an inherently situated and locally

    negotiated equilibrium.

    A VLE may for instance provide learning and teaching resources such

    as searchable study guides and lecture materials, CAL materials,

    (streamed) video, discussion boards (both for general communication

    and for mediating online teaching and learning), and assessment. It

    may also provide administrative and logistical systems such as student

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    records, student recruitment (even maybe online registration and

    payment of fees), assessment feedback and results, interactive and

    personalised scheduling and timetabling, and allocation and grouping

    support (for instance for arranging clinical placements or course

    options and electives).

    (Dewhurst and Ellaway, 2005)

    Dewhurst, D. and Ellaway, R. (2005). "Virtual Learning

    Environments". Practical Guide for Medical Teaching (in press). Dent,

    J., Churchill Livingstone.

    Why a VLE

    VLEs are a type of CMS which are web applications which run on a server and are

    accessed by using a browser. Students and instructors can access the learning

    environment via logins and passwords and are presented with their own

    environments.

    VLEs present instructors with the appropriate tools to create courses and manage the

    learners. Most also provide an effective way of sharing information and materials,

    holding online chats and discussions, create quizzes and surveys, receive student

    assignments and give feedback and grades. An enhanced description of the tools is

    given below:

    Uploading and sharing files

    Instructors and students can upload files to share by the VLE community eg

    Presentations, Web Sites, Word Documents, Spreadsheets, Graphic Files, Podcasts,Video, etc You do not require to use an ftp editor to upload files content can be

    uploaded using the browser. These files can be accessed as per the settings determined

    by the tutor/lecturer of the programme.

    E-mail

    Tutors can email one, groups or all students participating in a programme. Students

    can also be authorised to email each other, the group or tutor.

    Discussion Forums and Real-time Chat

    Students and instructors can post questions and answers to discussion forums.

    Chatrooms allow students to chat in real time. Chats can be arranged in advance byinstructors to discuss particular topics or give instruction. The forums and chat can be

    utilised for lectures or merely to communicate any announcements. Some students

    who find it difficult to pose questions in a real classroom can feel empowered by the

    opportuntiy of posting questions to these forums.

    Quizzes

    Quizzes are good for giving the student instant feedback on their performance.

    Tracking student submissions/assignments/participation and recording grades

    A VLE makes tracking student submissions and assignments an easier task. Tutors

    can see at a glance who has submitted and whether or not feedback has been givenand the grade awarded. Students are informed by email as soon as feedback is given

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    by the tutor and the content of that feedback or the tutor can decide that all feedback

    will be given at a disignated date and time for all student submissions for an

    assignment. The author also found that utilisation of peer review on each others work

    can also increase student performance and motivation. Students can see details of

    their own grades but not those of their peers. Instructors can view details of student

    participation in the course.

    Glossary

    The glossary allows tutors and students to create and maintain a list of definitions eg a

    dictionary of terms specific to course content.

    Journal

    The journal tool is good for the student using for reflecting. The tutor can encourage

    the student to reflect on a particular aspect of learning or production. The journal is

    private and can only be seen by the tutor, who can offer feedback or comment on each

    journal entry.

    Survey

    The survey module can be used by the tutor to obtain information from students.

    Surveys can be anonymous.

    Wiki

    The Wiki module enables students and tutors to work together on web pages to add,

    expand and change content.

    Other tools could be utilised to carry out the above tasks but most VLEs combine all

    the above in one programme.

    What VLE [5]

    LRN - full-featured application for rapidly developing web-based learning

    communities

    Atutor

    Bodington - Virtual Learning Environment/Learning Management System

    Claroline - Claroline is a free LMS

    Dokeos - elearning and course management web application

    Moodle - course management system OLAT- Learning Management System

    Sakai Project - Collaboration and Learning Environment

    VClass

    Commercial LMS

    ANGEL Learning - LMS

    Apex Learning

    Blackboard Inc. - a family of software applications designed to enhance

    teaching and learning Desire2Learn - web-based Learning Environment

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    Litmos

    Different types of learning environments

    Positives and negatives about these mechanisms

    Why Moodle

    Evaluation via Edutools. Blackboard was the preferred vle by the author but was too

    expensive. Moodle appears a good choice due to functionalities available and

    opportunity and ease of upgrade at some point in the future and it was Free.

    Description of Moodle [1]

    Moodle is a sophisticated content management system created to support on line

    learning communities. Moodle is used worldwide and because it is open source it is

    constantly being updated by the very active Moodle community. Moodle is good for

    supporting a few learners or thousands.

    Moodle E-learning Course Development by William Rice

    How Moodle will work with this project

    Moodle is flexible and allows you to add content to your coursesite. Files can be uploaded in their original format (such as .docor .ppt documents) and when students click on the linkcreated, the files are downloaded to the student's computer(may open in browser depending on the browser and the

    computer setup). HTML or web supported graphic files (such as.jpg's or .gif's) can also be added, which can be viewed directlywithin the Moodle page.

    Note: Because Moodle is cross platform (works on Macs andPCs) all files should have a file extension (such as .doc or.html), which designates its file type.

    http://www.humboldt.edu/~moodle/instructor/manual/additem.html

    How do I design the Instruction according to the Constructivist Theory

    Constructivism

    1. Analysis

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    Analyse the tools to be used by the learner and theenvironment in which he uses them.

    2. Objectives

    The instructional objectives are negotiated with the learner. Heincorporates this new knowledge into his pre-existing mentalschema. Then, he adjusts his understanding of reality to makesense of the new knowledge. As a result, his mental schemashifts to incorporate his "new" reality.

    3. Learning events

    Learners must ask themselves the following two questions:

    * What do I need to know?* How will I solve it?

    4. Evaluation

    Evaluation is based on performance of learner- assessment andself-evaluation.

    5. Instruction

    All answers to problems must be embedded in authenticenvironments. A narrative story is used, with anchoredinstruction. This means that all answers to the questions areembedded in the story.

    A good example of this is the computer game Myst. Thelearner is given a situation of visual representations. Herecognizes the castle, yet has to think and problem-solve tofigure out how to move around the castle and find clues (pages

    of books that eventually inform the learner who is in thecastle). There is no one way to figure this out. The learner isforced to think in multiple realities in order to figure out what isgoing on in this scenario. As more information is revealed tohim, he weighs his decisions based on the new information.

    Then, he determines his next move.

    All answers to any questions about the scenario are embeddedin the story. The learner finds the information needed toanswer his questions. He needs no further guidance from the

    instructor.

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    Case based learning can be used in this situation. this involvesreal life cases. First, the learner must have all the informationabout the cases, then he puts all the information together anduses it when relevant. This starts the learner thinking like anexpert.

    http://edweb.sdsu.edu/courses/edtec540/Perspectives/designInstruction.html

    The instructional design of the VLE and programme tendstowards a socio-constructivist approach as the instructionalsystem design approach mainly based on passive transfer iscriticised for not allowing interactive exploration of the learningexperience and does not reflect real work practices.(Crook, 1996; Merril, Li et al, 1990; Owen, 1999).

    An approach which is learner orientated, based onconstructivist and situated theories, encourages the design ofvirtual learning environments (VLEs), where different toolscan be explored by the learner. Of the design modelsproposed within this approach, participatory design wasconsidered to be one of the most appropriate to the VLEproject, as we wanted to design a community space where

    users would be willing to participate and interact.

    Why Moodle

    OSS Watchs survey (2006) indicates Moodle is now used by 56% of FE

    institutions

    Overview of Moodle

    Modular Object Oriented Dynamic Learning Environment

    Excerpted from Using Moodle by Jason Cole. Copyright 2005.Reprinted by permission. All rights reserved.Chapter 1 Introduction

    Moodle has many features expected from an e-learning platform including:

    * Forums

    * Content managing (resources)

    * Quizzes with different kinds of questions

    * Blogs* Wikis

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    * Database activities

    * Surveys

    * Chat

    * Glossaries

    * Peer assessment

    * Multi-language support (over 60 languages are supported for the interface [2])

    Moodle is modular in construction and can readily be extended by creating plugins for

    specific new functionality. Moodle's infrastructure supports many types of plugins:

    * Activities

    * Resource types

    * Question types

    * Data field types (for the database activity)

    * Graphical themes

    * Authentication methods

    * Enrolment methods* Content Filters

    Many third-party Moodle plugins are freely available making use of this infrastructure

    PHP can be used to author and contribute new modules. Moodle's development has

    been assisted by the work of open source programmers [4]. This has contributed

    towards its rapid development and rapid bug fixes.

    Design of VLE

    Navigation

    Consistency of presentation

    Interest

    Learning Design

    The learning design approach adopted within the project was very much one of taking

    account of the students current professional engagment in their current work. The

    amount of time that they had to acquire new media knowledge, opportunity to snack

    on learning within a system which is available 24/7, making all assessments veryrelevant to enhancing their existing work and this approach of using a VLE is

    explored by Cunningham et als (1993) 7 goals of constructivist learning

    environments. Such environments should:

    Provide experience in the knowledge construction process; provide experience

    in and appreciation for, multiple perspectives; embed learning in realistic and

    relevant contexts; encourage ownership and voice in the learning process;

    embed learning in social experience; encourage the use of multiple modes of

    representation; [and] encourage self-awareness in the knowledge construction

    process (cited in Oliver & Herington 2003, p113, emphasis added).

    For Bruner, learning is an active process in which learners construct new ideas

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    or concepts 10

    According to Martin Dougiamas the creator of Moodle, Constructivism is

    building on knowledge known by the student. Education is Student centred,

    Students have to construct knowledge themselves (Dougiamas, M.1998)

    Students will construct digital media elements based on their existingprofessional work

    Students will be encouraged to create mood boards

    The design theory can be summarised into 3 main strands as follows according to Professor

    Mayes in his paper TESEP : THE PEDAGOGICAL PRINCIPLES

    Professor Terry Mayes, September 2006

    The associative view emphasises

    Routines of organised activity

    Clear goals and feedback

    Individualised pathways and routines matched to the individuals prior performance.

    The cognitive view emphasises

    Interactive environments for construction of understanding

    Learning and teaching activities that encourage experimentation and the discovery of

    principles

    Support for reflection.

    Thesituative view emphasises

    Environments of participation in social practices of enquiry and learning

    Activities through which identities as capable and confident learners emerge

    Dialogue that facilitates the development of learning relationships.

    The situative view is the design adopted within the project as students are encouraged to

    pursue projects with their own briefs which will enhance their existing work, career and

    teaching. The use of forums, chatrooms, peer and instructor feedback all encourage the

    formation of a community.

    TESEP : THE PEDAGOGICAL PRINCIPLESProfessor Terry Mayes, September 2006

    Based on discussion of the approaches available, it wasdecided that the design of the VLS should adopt acombination of approaches within the realm of socio-constructivism, combining participative design and activitytheory, with an architecturally-informed methodology, basedon reflective practice. Architectural design methodologyinvolves reflective processes, where reflection-in-action and

    reflection-on-action take place. This process was describedand discussed by Donald Schn (1985, 1987). A 'reflective

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    process' model to explain Schn's ideas was proposed byPereira (1999) and is shown in Figure 1. Schn alsorecommends this same process to other professionals. Thisprocess seems ideal for any design process, what suggestsits usefulness also when designing virtual learningenvironments.

    Use of Teaching Videos

    Lynda.com was adopted as a method of learning the latest tools and techniques in

    digital media, design, and development. Lynda.com is being utilised by Adobe as one

    of the preferred methods of training in their software. Students who acquire

    appropriate skills in the packages also have the opportunity of acquiring Adobe

    Vendor Qualifications.

    Design of LearningThere are 3 main learning theories defined by Schuman and each have their strengths

    and weaknesses.

    Behaviorism focuses on a new behavioral task being repeated until it becomes

    automatic.

    Cognitivism is based on the thought process behind the behavior. Changes in behavior

    are observed, but only as an indicator to what is going on in the learner's head.

    Constructivism is based on the premise that we all construct our own view of the

    world, based on our knowledge and experience. Therefore constructivism focuses onteaching the learner to solve problems.

    Learning Theories - Some Strengths and Weaknesses

    What are the perceived strengths and weaknesses of usingcertain theoretical approaches to instructional design?

    Behaviorism

    Weakness -the learner may find themselves in a situationwhere the stimulus for the correct response does not occur,therefore the learner cannot respond. - A worker who has beenconditioned to respond to a certain cue at work stopsproduction when an anomaly occurs because they do notunderstand the system.

    Strength - the learner is focused on a clear goal and canrespond automatically to the cues of that goal. - W.W.II pilots

    were conditioned to react to silhouettes of enemy planes, aresponse which one would hope became automatic.

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    Cognitivism

    Weakness - the learner learns a way to accomplish a task, butit may not be the best way, or suited to the learner or thesituation. For example, logging onto the internet on onecomputer may not be the same as logging in on anothercomputer.

    Strength - the goal is to train learners to do a task the sameway to enable consistency. - Logging onto and off of aworkplace computer is the same for all employees; it may beimportant do an exact routine to avoid problems.

    Constructivism

    Weakness - in a situation where conformity is essentialdivergent thinking and action may cause problems. Imaginethe fun Revenue Canada would have if every person decided toreport their taxes in their own way - although, there probablyare some very "constructive" approaches used within thesystem we have.

    Strength - because the learner is able to interpret multiple

    realities, the learner is better able to deal with real lifesituations. If a learner can problem solve, they may betterapply their existing knowledge to a novel situation.(Schuman, 1996)Schuman, L. (1996). Perspectives on instruction. [On-line].Available:http://edweb.sdsu.edu/courses/edtec540/Perspectives/Perspectives.html

    Design is difficult to define and the activity of designing is seenin different ways by different people. This is true for softwaredesign also (Winograd, 1996), and more specifically for thedesign of educational software, where different approachesflourish. However, there is a tendency to follow the changestaking place in educational research, with a move frombehaviourist and cognitive theories towards constructivistapproaches. See Table 1.

    The Instructional System design approach, mainly based on

    passive transfer and where cognition is seen as a kind ofcomputation, is criticised for not allowing interactive

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    exploration of the learning experience in a critical andreflective way. It does not consider the complexity anduncertainties of practice (Crook, 1996; Merril, Li et al, 1990;Owen, 1999).

    An approach which is learner orientated, based onconstructivist and situated theories, encourages the design ofvirtual learning environments (VLEs), where different tools canbe explored by the learner. Of the design models proposedwithin this approach, participatory design was considered to beone of the most appropriate to the VLS project, as we wantedto design a community space where users would be willing toparticipate and interact.

    It is also argued that the design of a virtual environment couldbenefit from the experience which architecture and architectshave with the design of physical spaces. This was previouslysuggested by others such as Bridges and Charitos (1996),Cabral-Filho (1996), Kapor (1996), and also by one of theauthors elsewhere (Pereira, 2000). Important issues consideredwhen designing real physical environments could also beconsidered when designing virtual spaces, e.g. Vitruvius'attributes of good architecture: commodity, firmness anddelight (Vitruvius, 1960); Lynch's concepts of paths, nodes,

    boundaries, and landmarks (Lynch, 1960), which areresponsible for the 'legibility' of the space; or Hertzberger'sdiscussions on territoriality, form and appropriation,accommodating and stimulating spaces (1991). Attempting todevelop these qualities in virtual environments could helpusers to develop certain familiarity with the virtual spaces andfeel safe and more confident when using them.

    Merrill defines constructivism

    The Assumptions of Constructivism - Merrill

    knowledge is constructed from experience

    learning is a personal interpretation of the world

    learning is an active process in which meaning is developed

    on the basis of experience

    conceptual growth comes from the negotiation of meaning,

    the sharing of multiple perspectives and the changing of ourinternal representations through collaborative learning

    learning should be situated in realistic settings; testingshould be integrated with the task and not a separate

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    activity

    (Merrill, 1991, in Smorgansbord, 1997)

    Students engaging in this course will differ both in prior knowledge and ability

    and the learner centre pedagogy utilised will be ideal for this type of student. The

    student will acquire knowledge that is relevant to them. They can learn at a pace

    and time that is suitable to them. Activities and tasks will be relevant to their

    work or workplace and relevant to enhancing their existing knowledge.

    e-Portfolio

    An electronic portfolio, also known as an e-portfolio or digital portfolio, is a

    collection of electronic evidence assembled and managed by a user, usually on

    the Web. Such electronic evidence may include inputted text, electronic files

    such as Microsoft Word and Adobe PDF files, images, multimedia, blogentries, and hyperlinks. E-portfolios are both demonstrations of the user's

    abilities and platforms for self-expression, and, if they are online, they can be

    maintained dynamically over time.

    Electronic portfolio - From Wikipedia

    http://en.wikipedia.org/wiki/Electronic_portfolio

    Students will be encouraged from the very first media item they produce to create an

    online electronic portfolio which will serve 3 main purposes:

    Working portfolio

    All digital media created throughout the course can be placed within the e-portfolio

    together with briefs and evaluations

    Reflective Portfolio

    Students can reflect on work created and see effectively a timeline of development.

    Showcase of Media Items

    Students skilled in multimedia would have no credibility with prospective employers

    or clients without evidence of an online showcase of work experience.

    Prior to the final award where the student is asked to present 20 pieces of work in

    order to be awarded the Andrew Carnegie Digital Diploma the student should have all

    these items within their Portfolio Showcase.

    Conclusion

    Taking into consideration the need for staff development ineducational institutions, this dissertation and project presentsthe process of designing a virtual learning space where thisdevelopment can take place. The importance of the designprocess it advocates resides on its reflective characteristics

    based on the users' participation in a collaborative andreflective process.

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    The participative and reflective methodology adopted for thedesign of the VLE is based on a constructivist approach andconsiders architectural issues of spatial use. It incorporates theanalysis of activities within the virtual space and of thequalities this space has to have to allow and encourage itsmost efficient and enjoyable use. Evaluative stages areincorporated into the process and become part of theenvironment itself.

    We argue, that in adopting such a design process, developersand users are more apt to come to a more effective andefficient product, whose ownership is shared.

    Continuous evaluation

    VLE Development Plan

    In line with reflective practice, the project will have continuous evaluation, where

    users' needs and use of the vle and its contents will be constantly evaluated and

    provide feedback for the developers and learning design team. The current hosting

    company is inexpensive but deployment on a faster server would be beneficial.

    Transfer of the files would not be a difficult task.

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