Upload
trinhnhan
View
221
Download
6
Embed Size (px)
Citation preview
Running head: E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 1
E-Learning Project Final Report:
Student Digital Citizenship
Tammy Randall
Purdue University
EDCI 569
March 1, 2015
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 2
Link to Digital Citizenship Module
http://www.smartbuilder.com/smartbuilder-2/e-learning-software-
tools/Digital+Citizenship/loz000b4o000000000003g/share.html
Background
The School District provides iPads to all high school students. The students can and generally do
take the iPads home to use them. They are intended for school work, and they have software to
limit access to non-academic sites, but students can and do use them for personal use. Many
parents have little understanding of the technology or its potential uses, and assume that the
school system will take responsibility for the tools it provides to students. For this reason, the
school district would like to create an educational tool to teach students the acceptable use of
school-provided equipment, internet and social media, as well as the dangers of improper usage.
While the school district currently provides a documented Acceptable Use Policy (Danville
Community School Corporation, 2012) for electronic resources to students and parents, the
purpose of the intended e-learning module is to provide all corporation high school students with
a more detailed, interactive learning experience to reinforce the policy and to provide valuable
citizenship skills that can be used in school and beyond. The primary goal is to provide a clear
understanding of the districts’ expectations for good digital citizenship. The need for this project
was made clear to me in discussions with my mentor, our district’s Director of E-Learning, and
through observations of the number of infractions of school policy as well as the number of poor
choices made by both students and adults in their online activities.
The main deliverable for the proposed project is a digital citizenship e-learning module that will
cover the Acceptable Use Policy and online citizenship. The complete project development
schedule can be no more than six weeks. The target module must be accessible to students from
the Learning Management System (LMS) during the Teacher Supervised Study (TSS) class
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 3
period, and should take no longer than one and one-half hours. The current presentation can be
completed in approximately an hour.
Development
Before this project, I had very little development experience other than what this LDT program
has required of us to date. Previously, I had used PowerPoint or Prezi to present and include
information related to a project. I had also used EdPuzzle for a group project. In summary, I had
done nothing as in depth or complicated as this e-learning project.
The big decision points in the project were determining the project goals and objectives;
determining the methods used for assessing whether the objectives had been met; determining
what approaches to use in presenting the material to help students understand and retain the
presented lessons; and deciding what tools to use to implement the module with the timeframe
allotted for this project.
Objectives The implemented project was chosen based on a real need at the school system in
which I work. The objectives were based on the needs of the school district, based on the school
system’s Acceptable Use Policy. In addition to the policy-based objectives, additional objectives
were based on observed and assumed problems faced by our student body and by many people
their age when interacting with the online world.
Assessment Method Horton (2012, p. 217) suggests that the designer ask what they are trying to
accomplish, and to structure the assessment method in order to achieve this goal. The project
objectives required a method to certify the students’ understanding of the Acceptable Use Policy,
so I chose a pass-fail skill-based assessment. A multiple-choice format was chosen to make it
easy to score by computer, since very little teacher time could be dedicated to this project. I
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 4
wanted to provide “check for understanding” pages that would help reinforce the lessons and
give the students an opportunity to practice the presented skills in real-world scenarios. In both
cases, all questions were objective. A variety of question types were used, including true / false,
multiple-choice, matching, and scenarios. As Merrill (2002, p. 1) suggests, I wanted to avoid
simple “Tell and Ask” instruction, and to present real-world scenarios to engage the students and
to test their ability to apply the lessons learned.
Tools Given my lack of experience and the limited budget, I chose SmartBuilder because it
appeared to be well-documented, easy to learn, and offered a free version. This tool was also
recommended by the professor and other students, and there were a number of examples
available that used SmartBuilder. I found many of the features powerful and useful in generating
interactive pages, especially the availability of templates to automatically create different types
of pages, such as assessments and master pages. I also liked that the web page had a large library
of instructional videos, and these proved very helpful as I tried to learn the features of the tool.
One limitation that I found was that I could not find an easy way to do the student evaluation of
the module, and so I used SurveyMonkey to generate the evaluation and collect student
feedback.
For an updated site map, please refer to Appendix B.
Usability Testing and Feedback
As Krug (2000, p. 141) recommended, usability testing was performed on the completed module
using a formative evaluation. Krug recommends that the usability test be performed by
representative users, and that they be shown the module and asked to use it to perform a typical
task. The module was reviewed in its entirety by one adult male, and two male high school
students who will be part of the target audience. Their reviews were conducted one at a time with
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 5
no prior guidance. All users were able to complete the module and pass the assessment, and their
reviews of the module were generally positive.
One recurring comment was that the lack of audio voiceover in some sections was surprising,
and that they expected all pages to have audio. Given more time, I would like to provide
voiceover for all pages. Another comment was that the target audience might prefer the use of
more direct language rather than euphemisms, such as the more descriptive term “sexually
explicit material” where the module currently uses “adult.” The target audience is also located in
a conservative, nearly rural area where the music used in the videos might not be the most
commonly appreciated. I would like to find more varied video presentations, and perhaps have a
“profile” selection in which students could choose preferences, such as musical styles and
language levels. Ultimately, I would like to have the presentation available to all grades K-12,
and so customization would be necessary. One user also found the presentation too simplistic
and “common-sense,” summarizing the policy as “don’t be stupid.” This comment also strongly
argues for customizable content based not just on age but on experience and usage habits.
Design Rating
Please see Appendix A for a complete rating of the project based on Merrill’s 5 Star Instructional
Design Rating (Merrill, 2001). A summary of the rating is presented below. As described in the
rating assessment, I feel that this module did a good job of meeting the design goals for this
project, and of presenting the required material in a way designed to engage the students and to
help them understand and retain the lessons presented.
RATING FOR PROBLEM STAGE: Gold
RATING FOR ACTIVATION STAGE: Silver
RATING FOR DEMONSTRATION STAGE: Gold
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 6
RATING FOR APPLICATION STAGE: Gold
RATING FOR INTEGRATION STAGE: Gold
Conclusions
I feel that I have gained a good foundation in this course to get me started as a professional
instructional designer. I plan to look for other opportunities to develop modules or mini lessons
for my school district. The more projects like this I can be a part of, the more experience I will
gain, and hopefully my development skills will transfer to more job opportunities. First, I need to
get faster at this type of development, and I believe that will come with more experience and
confidence in my designs, development, prototypes, site maps, and exposure to more programs
like SmartBuilder. I can see where having more detailed instructions in my prototype and site
map will help a developer understand the design I have envisioned. Having excellent
communication skills will always be a benefit to seeing a project succeed and be all that the
designer imagined.
I see the future of instructional design, and especially the development part of ID, moving
toward a model where each designer will be expected to do more of their own development to
bring their design to a fully usable e-learning module. The power and ease-of-use of the tools
should make this possible, but it will put more of a burden on the designer than in the past. As a
result, it will be more important for ID professionals to stay current on the latest tools and
technology.
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 7
References
Danville Community School Corporation (DCSC). (2012). Acceptable use policy for electronic
resources. Retrieved from
https://docs.google.com/document/pub?id=1JXQy0fJ0aSqAWgzIJxpiiQ907LvfyiPS9AJ
m1GtmvEI.
Horton, W. (2012). E-learning by design (2nd ed). San Francisco, CA: Pfeiffer.
Krug, S. (2000). Don't make me think: A common sense approach to web usability .
Indianapolis, IN: New Riders Publishing.
Merrill, M.D. (2001). 5 Star instructional design rating. Retrieved from
https://mycourses.purdue.edu/.
Merrill, M.D. (2002). First principles of instruction. Educational Technology Research and
Development, 50 (3), 43-59.
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 8
Appendix A: Self-Evaluation using Merrill’s 5 Star Instructional Design Rating (Merrill,
2001)
Stage Criteria Explanation
PROBLEM
Is the courseware presented in
the context of real world
problems?
Does the courseware show
learners the task they will be
able to do or the problem they
will be able to solve as a result
of completing a module or
course?
The course includes an overview
of the learning objectives and
the activities that will be
included in the module. The
objectives are related to real-
world issues that face the
students daily, and the course
engages them to acquire the
tools to deal with these issues.
The courseware progresses
through the most important and
commonly encountered areas of
online safety and citizenship,
and where appropriate provides
links for further investigation,
with videos and interactive
practice questions along with a
final quiz.
Are students engaged at the
problem or task level not just the
operation or action levels?
Does the courseware involve a
progression of problems rather
than a single problem?
RATING FOR PROBLEM STAGE: Gold
ACTIVATION
Does the courseware attempt to
activate relevant prior
knowledge or experience?
Does the courseware direct
learners to recall, relate,
describe, or apply knowledge
from relevant past experience
that can be used as a foundation
for new knowledge?
The first part of the courseware
attempts to relate the issues of
online citizenship to common
experiences, such as toothpaste
squirting out of the tube or
indelible markers.
The courseware then provides
relevant experience through do
activities that simulate real-
world situations. Due to the
Does the courseware provide
relevant experience that can be
used as a foundation for the new
knowledge?
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 9
Stage Criteria Explanation
If learners already know some of
the content are they given an
opportunity to demonstrate their
previously acquired knowledge
or skill.
nature of social media and the
school’s acceptable use policy,
there is no reasonable way to
permit them to practice their
skills in real situations as part of
the module.
There is no opportunity given
for demonstration of previously
acquired knowledge due to the
requirement that all students
complete the module and pass
the assessment for AUP.
RATING FOR ACTIVATION STAGE: Silver
DEMONSTRATION
Are the demonstrations
(examples) consistent with the
content being taught?
Are the demonstrations
(examples) consistent with the
content being taught?
• Examples and non-examples
for concepts?
• Demonstrations for
procedures?
• Visualizations for processes?
• Modeling for behavior?
The examples in each section are
drawn from the real world, and
present realistic scenarios that
students often encounter online.
Since the purpose of this module
is to influence behavior,
modeling is used to demonstrate
the correct approach to these
problems.
Learners are directed to relevant
information on multiple
associated web pages, as well as
3 videos about digital
citizenship.
In each case where media is
used, it is relevant to the content
and is used to enhance learning.
In addition to the explicit
examples, the students are using
their school-issued iPads to
interact with the module in an
acceptable educational
experience, and so are practicing
good digital citizenship as they
progress through the module.
Are at least some of the
following learner guidance
techniques employed?
• Learners are directed to
relevant information?
• Multiple representations are
used for the demonstrations?
• Multiple demonstrations are
explicitly compared?
Is media relevant to the content
and used to enhance learning?
RATING FOR DEMONSTRATION STAGE: Gold
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 10
Stage Criteria Explanation
APPLICATION
Are the application (practice)
and the posttest consistent with
the stated or implied objectives?
Are the application (practice)
and the posttest consistent with
the stated or implied objectives?
• Information-about practice
requires learners to recall or
recognize information.
• Parts-of practice requires the
learners to locate, name, and/or
describe each part.
• Kinds-of practice requires
learners to identify new
examples of each kind.
• How-to practice requires
learners to do the procedure.
• What-happens practice
requires learners to predict a
consequence of a process
given conditions, or to find
faulted conditions given an
unexpected consequence.
Both the “check for
understanding” pages and the
assessment are closely aligned to
the stated objectives. Where
appropriate, the scenarios
presented in the “check for
understanding” pages require
students to predict the
consequences of decisions. The
assessment and some “check for
understanding” exercises test
information acquisition, and so
require the learner to recall or
recognize information from the
module.
During the “check for
understanding” exercises,
students are required to solve
problems. When incorrect
answers are given, they are
given feedback for both correct
and incorrect responses.
While there is no context-
sensitive help provided, through
most of the module the student
may return to the instructional
pages for assistance. This option
is removed when the student
reaches the assessment for the
acceptable use policy. Coaching
and help will always be
available from the TSS
instructor even though the
module is self-paced.
Does the courseware require
learners to use new knowledge
or skill to solve a varied
sequence of problems and do
learners receive corrective
feedback on their performance?
In most application or practice
activities, are learners able to
access context sensitive help or
guidance when having difficulty
with the instructional materials?
Is this coaching gradually
diminished as the instruction
progresses?
RATING FOR APPLICATION STAGE: Gold
INTEGRATION
Does the courseware provide
techniques that encourage
learners to integrate (transfer)
the new knowledge or skill into
their everyday life?
Does the courseware provide an
opportunity for learners to
publicly demonstrate their new
knowledge or skill?
The student evaluation at the
end of the module actively
encourages positive changes in
behavior. Even though the
school environment prohibits
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 11
Stage Criteria Explanation
Does the courseware provide an
opportunity for learners to
reflect-on, discuss, and defend
their new knowledge or skill?
accessing public social media
sites, the students all have access
to a school provided email
account. They are expected to
use appropriate digital
citizenship skills daily in their
correspondence and activities.
The students are encouraged to
practice the new skills when
they are online away from
school, and to apply the skills to
their personal online experience.
The courseware does provide
reflect-on activities through the
“Check for Understanding” and
the Module Evaluation at the
end. The learners can reflect on
how they will handle online
activities differently after this.
They are asked to rate how
strongly they feel about applying
each of the learner objectives.
Does the courseware provide an
opportunity for learners to
create, invent, or explore new
and personal ways to use their
new knowledge or skill?
RATING FOR INTEGRATION STAGE: Gold
E-LEARNING PROJECT REPORT: STUDENT DIGITAL CITIZENSHIP 12
Appendix B: Updated Site Map For Digital Citizenship Module
Introduction
Included in DC Tool Box
What is Digital Citizenship all
about?
What You’ll Learn
Your Digital Citizenship
Tool Box
Video Intro
Oversharing Video
Link to Lyrics
Digital Footprint Video
Future Impact
Personal Image
Journal… Blog… Post…
Lasting Effects
Your Public Image
Think Before You Share or Post
Lasting Impressions
Content Control Filter
Safety Tips to Follow
Personal Integrity
Evaluating Internet Sources
Set Strong Passwords
Protect Yourself and Your
Information
Hard to Take It Back…
Permanent Damage
Take Time to Unplug...
Disconnect
Online Safety
Examples of Risky Behaviors
You should report anyone
who…
Sharing TMI (Too Much
Information)
What is Personal Information
Internet - Safe Practices
Inappropriate Content
Before Posting or Sharing…
Remember
Check Your Understanding
Acceptable Reuse
Plagiarism
Copyright Video
Copyright
Fair Use
Check Your Understanding
Acceptable Use Policy
For Electronic Resources
Acceptable Use
Prohibited Uses
Student Security
Technology Privacy
System Security
Personal Devices
Terms of Use
AUP Assessment
Course Evaluation (Survey Monkey)