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    Six Facets of

    Instructional Product Evaluation

    Review

    Effectiveness

    Mainten

    ance

    Form

    ative

    Needs

    Assessment

    Impact

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    Development ActivitiDevelopment Activiti

    Product Conceptualization

    Design

    Development

    Project Re-conceptualization

    Implementation

    Institutionalization

    valuation Functionsvaluation Functions

    Review

    Needs Assessment

    Formative Evaluation

    Maintenance Evaluation

    Effectiveness Evaluation

    Impact Evaluation

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    Dimensions of effective technology

    enhanced learning environments:

    q Task-Orientedq Challenging

    q Collaborativeq Constructionistq Conversationalq Responsiveq Reflectiveq

    Formative

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    Task-Oriented

    The tasks faculty set

    for students define theessence of the

    learning environment.

    If appropriate, tasksshould be authentic

    rather than academic.

    Academic Authentic

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    Task-Oriented Example

    Students in online

    instructional

    design courses

    are tasked with

    designing

    interactive

    modules for real

    clients.

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    Challenging

    The notion that

    interactive learning iseasy should be

    dispelled. Learning is

    difficult and studentsshould not spoon fed

    simplified versions of

    their fields of study.

    Simple Complex

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    Challenging Example

    In a Masters of

    Public Health

    program, studentsconfront problems

    as complex and

    difficult as the onestheyll face in the

    real world.

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    Collaborative

    Web-based tools for

    group work andcollaboration can

    prepare students

    for team work in21st Century

    work environments.

    Unsupported Integral

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    Collaborative Example

    Art, dance, andmusic students arecollaborating to

    produce onlineshows with digitalversions of theirworks andperformances forcritique byinternational experts.

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    Constructionist

    Faculty should

    engage students increating originalknowledge

    representationsthat can be shared,critiqued, andrevised.

    Replication Origination

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    Conversational

    Students must have

    ample time andsecure spaces for

    in-depth

    discussions,debates, arguments,

    and other forms of

    conversation.

    One-way Multi-faceted

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    Conversational Example

    New knowledge and insight are beingconstructed in conversation spaces

    such as the e-learning forums found in

    BlackBoard, WebCT, Desire2Learn,and other

    online

    learning

    authoring

    platforms.

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    Responsive Example

    This is an areawhere R&D areneeded. Some

    universities areseeking to establishsupportive onlinenetworks that willcontinue throughouta career, indeedthroughout a life.

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    Reflective

    Both faculty and

    learners mustengage in deep

    reflection and

    metacognition. Theseare not instinctive

    activities, but they

    can be learned.

    Shallow Deep

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    Reflective Example

    Teacher preparation

    students are keeping

    electronic journals toreflect upon the

    children they teach,

    and their roles asadvocates for

    children.

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    Formative

    Learningenvironments can bedesigned to allowstudents to developprototype solutions

    over time rather thanto find one rightanswer that someone

    else has defined.

    Fixed Assessment Developmental

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    Formative Example

    Faculty shouldengage their

    students in ongoing

    efforts to evaluateand refine their

    work related to

    authentic tasks toencourage lifelong

    learning.

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    Task-Oriented

    Challenging

    Collaborative

    Constructionist

    Conversational

    Responsive

    Reflective

    Formative

    Traditional Course Online Course

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    Heuristic Review

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    What is usability?

    The concern withdesigning softwareapplications which

    people find easy touse and personallyempowering.

    Usable computerprograms are logical,intuitive, and clear tothe people who use

    them.

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    Web Site Usability

    The most common user actionon a Web site is to flee.

    at least 90% of all commercial

    Web sites are overly difficult touse..the average outcome ofWeb usability studies is that testusers fail when they try to performa test task on the Web. Thus, whenyou try something new on theWeb, the expected outcome isfailure.

    Jakob Neilsen

    Edward Tufte

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    Typical Web Usability Problems

    bloated page design

    internally focused

    design

    obscure site

    structures

    lack of navigation

    support writing style

    optimized for print Jakob Neilsen

    http://www.useit.com

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    Key Usability Principles

    Structure - organizemeaningfully

    Simplicity - makecommon tasks easy

    Visibility - all dataneeded for a task

    Feedback - keep usersinformed

    Tolerance - allow cancel,back

    Reuse - reduce the

    users' need to remember

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    Nielsens Web Usability Rules Visibility of system status

    Match between system andreal world

    User control and freedom

    Consistency and standards

    Error prevention Recognition rather than recall

    Flexibility and efficiency ofuse

    Help users recognize,diagnose, and recover fromerrors

    Help and documentation

    Aesthetic and minimalistdesign

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    Two Major Ways to Evaluate Usability

    Heuristic Review

    quick and relatively inexpensive

    based on expert analyses

    no user involvement

    Usability Testing

    finds more problems

    user involvement increases validity

    when designers see problems live, it

    has a huge impact

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    Heuristic Review

    Several experts individually compare a

    product to a set of usability heuristics

    Typical heuristic:

    Visibility of

    system status The system should

    always keep users

    informed about

    what is going on,through appropriate

    feedback within

    reasonable time.

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    Heuristic Review

    Violations of the heuristics areevaluated for theirseverityand extent

    Severity Scale:1 Cosmetic: fix if possible.2 Minor: fixing this should be given low priority.3 Medium: fixing this should be given medium priority.4 Major: fixing this should be mandatory before the system is

    launched. If the problem cannot be fixed before launch, ensurethat the documentation clearly shows the user a workaround.

    5 Catastrophic: fixing this is mandatory; no workaround possible.

    Extensiveness Scale:1 Single case2 Several places3 Widespread

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    Heuristic Review

    At a group meeting, violation reports arecategorized and assigned

    Heuristics violated are

    identified

    Average severity and

    extensiveness ratings are

    compiled

    Opportunities for

    improvement are clarified

    Feasible solutions are

    recommended

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    Heuristic Review

    Example ofOpportunity For Improvement

    Opportunity 1 (4 reports. Avg. Severity=2.25, Avg. Extent=2.34,Heuristics Used: 1, 3)

    Consider providing more user feedback about where they are andwhat they should do next. Examples cited: No Page progress indicator No indication of how to start

    Suggestions: Provide a page-progress indicator, such as page 3 of 12 Put a Click a section below to start: on the first screen, as a TOC

    header

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    Heuristic Review

    Disadvantages

    Advantages Quick: Do not need to find or schedule users

    Easy to review problem areas many times

    Inexpensive: No fancy equipment needed

    Validity: No users involved

    Finds fewer problems (50% less in some cases)

    Getting good experts can be challenging

    Building consensus with experts is sometimes

    difficult

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    Another Weakness

    Some people

    believe that

    heuristic evaluationis too subjective.

    Human judges areprone to poor

    judgment at times.

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    Usability Standardshttp://www.astd.org/ASTD/marketplace/ecc/ecc_home

    ASTD offers certification of e-learning courses,including 8 usability standards:

    -Navigation

    -Orientation-Feedback cues

    -Link cues

    -Links labeled-Help

    -Legibility

    -Text quality

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    Heuristics for E-Learning Evaluation

    2. Match between system

    and the real world: The

    e-learning programs

    interface employs words,

    phrases and concepts

    familiar to the learner orappropriate to the content,

    as opposed to system-

    oriented terms. Wherever

    possible, the e-learningprogram utilizes real-world

    conventions that make

    information appear in a

    natural and logical order.

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    Heuristics for E-Learning Evaluation

    3. Error Recovery andExiting: The e-

    learning program

    allows the learner to

    recover from inputmistakes and

    provides a clearly

    marked exit to leave

    the program without

    having to go through

    an extended dialogue.

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    Heuristics for E-Learning Evaluation

    5. Error prevention: The e-learning program is

    carefully designed to prevent common problemsfrom occurring in the first place.

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    Heuristics for E-Learning Evaluation

    6. Navigation support:

    The e-learning program

    makes objects, actions,

    and options visible so

    that the user does not

    have to rememberinformation when

    navigating from one part

    of the program to

    another. Instructions foruse of the program are

    always visible or easily

    retrievable.

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    Heuristics for E-Learning Evaluation

    7. Aesthetics:Screen displays do

    not contain

    information that is

    irrelevant, andbells and whistles

    are not gratuitously

    added to the e-

    learning program.

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    Heuristics for E-Learning Evaluation

    8. Help and

    documentation: The e-

    learning program

    provides help and

    documentation that isreadily accessible to the

    user when necessary.

    The help provides

    specific concrete stepsfor the user to follow. All

    documentation is written

    clearly and succinctly.

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    Heuristics for E-Learning Evaluation

    10.Message

    Design: The

    e-learning

    program

    presentsinformation in

    accord with

    sound

    principles ofinformation-

    processing

    theory.

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    Heuristics for E-Learning Evaluation

    11.Learning Design:

    The interactions in

    the e-learning

    program have been

    designed in accordwith sound principles

    of learning theory.

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    Heuristics for E-Learning Evaluation

    12.Media Integration: The inclusion of media in the

    e-learning program serves clear pedagogical

    and/or motivational purposes.

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    Heuristics for E-Learning Evaluation

    13.Instructional

    Assessment:

    The e-learning

    program provides

    assessmentopportunities that

    are aligned with

    the program

    objectives andcontent.

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    Heuristics for E-Learning Evaluation

    14.Resources:

    The

    e-learning

    program

    providesaccess to all

    the resources

    necessary to

    supporteffective

    learning.

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    Review

    The purpose of review is toensure that the development

    team is well-informed about

    previous work done in the area

    during the early stages ofproduct conceptualization.

    Designers must avoid recreating

    the wheel.

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    Review

    The two primary methods usedare reviewing the related

    literature and reviewing

    competing products.

    Regularly reviewing competingproducts is a great professional

    development practice.

    I can dobetter

    than this!

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    Needs Assessment

    The purpose of needsassessment is to identify the

    critical needs that an instructional

    product is supposed to meet.

    Needs assessment providesessential information to guide the

    design phase of the development

    process.

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    Needs Assessment

    The primary methods are: task analysis,

    job analysis, and

    learner analysis.

    One of the most important results is

    a list of specific goals and

    objectives that learners will

    accomplish with the new product.

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    Formative Evaluation Provided the results are used,

    formative evaluation usuallyprovides the biggest payoff forevaluation activities.

    Clients may be reluctant to

    accept the results of formativeevaluation, especially as aprogram nears completion.

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    Effectiveness Evaluation

    The purpose is to estimateshort-term effectiveness in

    meeting objectives.

    It is a necessary, but

    insufficient, approach todetermining the outcomes

    of interactive learning.

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    Effectiveness Evaluation

    Evaluating implementation isas important as evaluating

    outcomes.

    If you dont understand how

    instructional products were

    actually implemented, you

    cant interpret results.

    A connection with

    the server could not

    be established?

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    Impact Evaluation

    The purpose is to estimate thelong-term impact on

    performance, both intended

    and unintended.

    It is extremely difficult

    to evaluate the impact

    of interactive learning

    products.

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    Impact Evaluation

    Evaluating impact isincreasingly critical because of

    emphasis on the bottom line.

    More and more clients expect

    impact evaluation to include

    return-on-investment (ROI)

    approaches.

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    Maintenance Evaluation

    The purpose of maintenanceevaluation is to ensure the

    viability of an interactive

    product over time.

    Maintenance is one of the

    weakest links of web-based

    learning environments.

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    Maintenance Evaluation

    Document analysis, interviews,observations, and automated data

    collection are among the methods

    used in maintenance evaluation.

    Very few education and training

    agencies engage in serious

    maintenance evaluation.

    Planning is the key to successful

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    Planning is the key to successful

    instructional product evaluation.

    Evaluation requires good

    planning, careful

    implementation, and

    systematic follow-up.

    A major challenge is

    getting clients to identify

    the decisions they face. Clear decisions drive the

    rest of the planning.

    He ristics for E Learning E al ation

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    Heuristics for E-Learning Evaluation

    15.Feedback:

    Thee-learning

    program

    provides

    feedback that

    is contextual

    and relevant

    to theproblem or

    task in which

    the learner is

    What the heck?


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