The Impact of Human-Robot Interfaces on the Learning of Visual Objects
TRANSFORMATION OF TRADITIONAL CLASSROOM LEARNING ACTIVITIES INTO LEARNING OBJECTS
Transcript of TRANSFORMATION OF TRADITIONAL CLASSROOM LEARNING ACTIVITIES INTO LEARNING OBJECTS
TRANSFORMATION OF TRADITIONAL CLASSROOM
LEARNING ACTIVITIES INTO LEARNING OBJECTS
OSMAN GANY SADECK
An e-Learning Research and Development Project submitted in
part fulfillment of the requirements for the degree of
Masters of Education in the Faculty of Education,
University of Technology Sydney
Supervisor: Doctor Jacquie Widin
November 2006
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TRANSFORMATION OF TRADITIONAL CLASSROOM
LEARNING ACTIVITIES INTO LEARNING OBJECTS
Osman Gany Sadeck
KEY WORDS
Learning object
Learning activity
e-Learning
Transformation
Learning object identity
Design
Design principles
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Design elements
ABSTRACT
Progressing school education in the information age
presents a challenge of how curricula may be repurposed for
e-learning. This study focuses on a learning object
approach to teaching and learning. The aim of the study was
to develop an instrument that could be used to evaluate
traditional classroom learning activities for
transformation into learning objects. It was conducted as a
qualitative case study that investigated Learning
Activities and Design in the Design & Technology
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curriculum. The study highlighted that design principles
appear universal and design elements could be used across
context areas. It was found that learning activities could
be deconstructed into categories that could inform their
transformation to learning objects. An instrument has been
developed that can be used to analyse classroom activities,
and to inform learning object design decisions, as the
instrument allows for analysis on two levels.
DECLARATION
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I declare that TRANSFORMATION OF TRADITIONAL CLASSROOM
LEARNING ACTIVITIES INTO LEARNING OBJECTS is my own work,
that it has not been submitted before any degree or
examination at any other university, and that all the
sources I have used or quoted have been indicated and
acknowledged as complete references.
OSMAN GANY SADECK
Signed:…………………………
November 2006
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ACKNOWLEDGMENTS
I wish to acknowledge the guidance, assistance and
expertise of my supervisor, Dr. J. Widin.
I also want to thank my family, friends and fellow
international students for their encouragement and support,
particularly my wife Melanie and my sons, Shahid, Tariq and
Ameer.
Finally I need to acknowledge the Management, the Design &
Technology teacher and the Computing teacher at the public
school in Sydney, for making it possible for me to
undertake this study and using their school as my research
site.
This Masters of Education was made possible through an
Australian Development Scholarship (ADS) awarded by the
Australia Agency for International Development (AusAID)
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TABLE OF CONTENTS
Title Page i
Key Words ii
Abstract iii
Declaration iv
Acknowledgements v
Table of Contents vi
Tables; Figures; Acronyms vii
Chapter 1 Introduction / Background 1
Chapter 2 Literature Review 5
vii
Chapter 3 Methodology 10
Chapter 4 Findings / Descriptions 14
Chapter 5 Discussions 18
Chapter 6 Conclusions / Recommendations 33
References 35
Appendices 40
TABLES
Table 1: Learning Object Identity 30
Instrument 28
FIGURES
Figures: 1a & b Body 29
2a & b Hand 29
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3 Head 29
4 Movement 29
ACRONYMS
CLOE Collaborative Learning Object Exchange
LORI Learning Object Review Instrument
Wisc-ORC Wisc-Online Resource Center
MERLOT Multimedia Educational Resource for Learning
and Online Teaching
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Chapter 1
Introduction
E-learning is exponentially becoming an increasing presence
in higher education and to a lesser degree at school level.
The increased availability of information in digital format
through electronic means, forces us to consider how these
can be accessed and used in school education. Traditional
face to face (f2f) practices are institutionalised at
schools and teachers and students are socialised into
particular practices and modes. The pervasion of
technologies in education challenges us to reconceptualise
our perceptions and practices of teaching beyond reception
and transmission. (Laurillard & McAndrew 2003, p. 82). For
schools to rise to this challenge they must possess the
ability to make critical decisions about how curricula may
be approached through e-learning and understand the scope
and extent of digital tools. This implies an ongoing
development of a digital culture which factors in new
didactic positions and curricular structures as e-learning
proposes a different medium (Mustaro, et al 2006, p. 697;
Burgess 2003, p. 6).
Higher education uses and continues to transform courses to
be delivered through e-learning. This study sought to look
at how schools could conceive of repurposing their
offerings to include e-learning. The uniqueness of this
study lies parallel to existing applications of e-learning
as an approach to teaching and learning. It address a gap1
in research into e-learning at school level, [especially
practical subjects] and specifically a means by which
existing traditional classroom activities may be evaluated
and transformed into learning objects.
The significance of this study is that it possesses the
potential to inform schools on possible means to progress
towards e-learning. The scope of the study was confined to
determining the learning activities used to teach design
and the development of an instrument, based on the data and
literature review.
The aims of the study:
To develop an instrument that could be used to
evaluate learning activities for transformation into
learning objects, and
To determine what is used, done and considered vital
at schools in the teaching of design.
Given that learning objects “represent a completely new
conceptual model for the mass of content used in the
context of learning” (Hodgins 2000, p. 1), this study
investigated, in an exploratory manner, the practices
related to design in the Year 7-10 subject Design &
Technology, and used these to design and develop an
instrument to evaluate learning activities for possible
transformation into learning objects. Drawing from a
variety of terms which permeate the literature in e-
learning: asset; content object; educational object;
information object; learning activity; knowledge object;
unit of learning and unit of study, I have adopted2
‘learning activity’ to represent the actual ‘learning
instances’ which comprise the ‘classroom activities’. It
includes all aspects, from the micro learning instance of a
single activity to a complete set of lessons on sections
according to syllabus requirements.
Literature on the design and evaluation of learning
objects, and learning object theories was reviewed to
inform the development of the instrument, and data was
collected to contextualise the learning activities to which
the instrument would be applied. The study was conducted as
a case study at an inner-city co-educational school
situated on two campuses, with an enrolment of 405 students
from Kindergarten (K)-12. The student population is fully
multi-cultural with most students from low socio-economic
backgrounds. The school has an established middle school
structure Y5-Y8, opportunity classes for academically
gifted and talented children in Y5 and Y6, as well as
selective classes for academically gifted and talented
children in Y7. The school receives funding under the
Priority School Funding Program.
The data represents the interviews, design portfolios and
learning activities, and are presented in summarised form
(chapter four). Learning activities emerged from a
negotiated and agreed conversation between the researcher
and the Design & Technology teacher. The instrument drew on
the literature on learning objects, and its development is
discussed in detail alongside an example of the application
of the instrument to a learning activity. Data analysis3
related to design and e-learning supplement the
aforementioned discussions in chapter five.
The instrument showed that learning activities could be
evaluated on two levels; what they represent in their
present form and their possible identity as learning
objects. It has become apparent that transforming a
learning activity into a learning object does not imply a
simple transformation of a traditional activity directly
into a digital one. It requires careful analysis to
determine how it may be transformed to enhance learning.
The instrument further shows potential to be used for other
school subjects and course offerings. The methodology used
in this study may be adopted and/or adapted to different
context that are considering transformation to a learning
object approach to e-learning.
Background
Current perceptions and approaches to technology education
globally has resulted in research being fragmented to an
extent there appears to be “no unifying research
problem(s)” (Zuga 2004, p. 79). Research into a learning
object approach to teaching design; how students assimilate
and accommodate design principles and to what extent they
use them to design appear absent from the research agenda.
As the curriculum of New South Wales (NSW) and various
countries encourage the use of ICT’s in this subject, ways
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to incorporate e-learning are an area worthy of
consideration.
The NSW curriculum for Design & Technology expects students
to develop functional and aesthetic design solutions
through a “knowledge and understanding of design concepts
and processes”, by engaging with Information Communication
Technology (ICT) and the use of Mathematical ideas and
techniques (Design and Technology, Years 7–10 Syllabus
2003, pp. 8, 12 & 17). The traditional instructional
approach used in Design & Technology is a whole task
approach, where students engage with a context area
(structures, systems, textiles, hospitality), by following
processes (investigate, design, make, evaluate) which span
over weeks or months. Because of the subjects’ historical
roots (technical, craft, visual arts and applied science),
the focus tends to be more practical and less academic.
This study builds on the South African Association of
Science & Technology Educators (SAASTE) Skills Development
Project (Jaftha, et al 2005, pp. 39-49) which found that
teachers possess the capabilities to design small (single
concept) units of study that could be combined with others
to create lessons in line with curriculum expectations.
Although these were available digitally as single type (PDF
text / graphic), their use was confined to f2f engagements.
A subsequent survey to evaluate the use of these activities
showed that teachers used the activities in different ways
notably that they sequenced them according to their own
context and students needs. In addition some teachers5
maintained that they themselves gained insights from the
activities. These findings prompted taking learning
activities to the next level, i.e. as digital entities for
e-learning.
Participants
The computing teacher (CT) began his career as a
software developer. Although he experienced job
satisfaction as a developer he felt that he could make
a wider impact and thus elected to become a computing
teacher to try to make a difference in education. He
has undergone retraining (specifically computer
teaching), and also trained as a Technology and
Applied Studies (TAS) teacher (exposure to areas
outside computing at school level). His primary role
is that of co-ordinating technology related teaching
and learning at the school.
The Design & Technology teacher (DT) was an aircraft
engineer before deciding to become a teacher. He
teaches Design & Technology (K-12), Science and
Technology and has also taught Industrial Technology,
and construction in Vocational Education and Training
(VET). Experiences and personal interest
(technological and technical) are the richness that he
brings to the teaching situation. His experiences span
teaching in rural and inner city setting as well as in
a single sex (girl) school. Much of his retraining6
takes place at school (on the job) especially in
context areas that are outside of his initial
training.
The researcher as participant brings to the study
experiences as a Design & Technology teacher, having
previous experiences in the technical, craft and
visual arts subjects. His active involvement in
developing the curriculum for Technology Education and
Engineering Graphics and Design for the South African
National Curriculum and subsequent designing of
training in these subjects allow an insight into
curricula and training expectations. The researcher
has also written school text books on the subject and
presented papers at various conferences.
Chapter 2
Literature Review
In order to develop an instrument to evaluate learning
activities it was necessary to review the literature on
learning objects, and the thinking on design in Design &
Technology. This chapter looks at the understandings of
learning objects in terms of what they are; their types,
function and what they should do. Design & Technology
focuses only on the process of design. Additional
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Literature relevant to the design of learning object will
be discussed in chapter five.
Learning Objects
The term learning object is the result of a search to
concretise an understanding of the essence of what might be
necessary to hedge the chances of success in an e-learning
environment. It is thus not surprising that there appears
to be no single definition for learning objects, but as
many understandings as there are learning objects. The many
definitions may be grouped according to the proponents’
perspective on what they are or might do.
The concept of a small unit of study is not alien as its
earliest known references date back to the 1960’s with the
emergence of the concept of microteaching by Dr. Dwight
Allen of Stanford University. Its essence is an explicit
goal, focused on one particular skill or technique, to be
engaged with within a five to fifteen-minute lesson, with
the possibility of some learning at the end of the session
(Wikipedia; Derek Bok Center; Harriet W. Sheridan Center;
Teaching and Learning Centre).
The Learning Technology Standards Committee (LTSC, 2002)
defines learning objects as “any entity, digital or non-
digital, which can be used, re-used or referenced during
technology supported learning” (in McGreal 2004). Such an
encompassing definition, although safe is not useful to
practitioners as its implications are that anything and8
everything is a learning object. Many scholars and
organisations have rather opted to associate learning
objects by linking it to the e-learning environment in
which they operate. A more refined understanding is that
they are essentially digital entities. Wiley1 (2002, p. 3)
settles on “any digital resource…”, while McGreal (2004)
proposes “learning objects as digital media…”and the Wisc-
Online Resource Center (Wisc-ORC) speak of it's potential
to be “stored in a database”
Synthesizing the ‘anything and everything’ with the
‘digital’ does little to further users’ understanding of
the scope of learning objects particularly what they are
and what their purpose is. The ‘non-digital’ references in
various literatures appear to be more useful in fulfilling
this need.
They refer to learning objects as:
The smallest media-independent, self-standing chunk of
knowledge (single concept), generic learning unit /
activity, or structured instructional experiences /
events that;
focuses on an objective with an assessment that;
is predisposed to be used, reused or referenced during
technology supported learning in multiple
instructional contexts;
as modular building blocks to support learning.
(Wisc-ORC; L'Allier 1997 in Polsani 2003; Polsani 2003;
Reigeluth & Nelson 1997, in Wiley1 2002, p. 2; McGreal
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2004, Millar; Koper in Laurillard & McAndrew 2003, p. 87;
Rehak & Mason in Laurillard & McAndrew 2003, p. 88)
It is important to note that detractors of the learning
object approach, as reported by Mason, et al (2005) say
that this approach trivializes knowledge and that it is not
possible to atomize learning into small, neat chunks or
units. Learning according to them occurs over a period of
time and the learning object approach disrupts the flow of
learning.
In practice one or more learning objects can be and
sometimes are aggregated (combined) and sequenced to
support purposeful learning focused on predetermined
learning objectives (Learning in McGreal 2004). As such
they need to possess certain identifiable functional
requirements given the understanding that they cannot be
further atomised without losing their internal coherence
and integrity (Koper in Laurillard & McAndrew 2003, p. 87).
The theorical position on this evolves around:
A learning object being focused on activities that
support learning objectives and scaffolding learning.
Students being aware of its educational purpose, with
coherent feedback mechanisms to inform progress built
in.
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A well defined learning object being focused on
smaller portions of domain specific knowledge and
skills. These should be self contained, stand alone
and independent of other learning objects.
Their use being facilitated through clear instructions
for interaction that could promote student
independence.
Interoperability of learning objects, in that they
should not be dependant on specific media, knowledge
management systems or learning management systems.
Reusability; this refers to its reuse in different
instructional contexts.
Their size, type and functions ideally allowing for
aggregation in use.
Their being tagged with metadata, i.e. they should be
labelled and described so that they can be accessed,
used as well as repurposed. Two types of data are
usually described; factual data such as “physical
attributes, date, author, operational requirements,
costs, identification numbers, ownership”, and,
information relating to its possible application
(Hodgins 2000, pp. 15-17).
In addition the literature cautions that, although sound
pedagogical principles inform learning objects, metadata
should not stipulate any intended use or measuring
mechanism that is “coded by any specific teaching
methodology or instructional theory” Such referencing it is
believed, would restrict the learning objects’ reusability,
as intention and assessment should be determined by the11
instructional situation and used in a way as seen fit and
not driven by the learning object itself (L'Allier in
Polsani 2003).
However a learning entity having most or all of the
functional requirements may not be considered by many
purists as learning objects. Downes (2003, in McGreal
2004) notes that what counts as a learning object “can only
be determined by its use, not by its nature”, and use
according to Olson & Bruner (1974, in Bates 2003, p. 97)
evolves around knowledge and skills.”
Following the debate around the pedagogical robustness of
learning objects, through its functional requirements are
the characteristics by which they are known i.e. how they
appear, what they do and how they do it.
Learning objects function in three primary ways, i.e. they
may be guiding, problem based or complimentary (Busetti, et
al 2005, p. 2).
Guiding learning objects; are used through mentorship,
apprenticeship and teacher guidance primarily
employing instructional strategies.
Problem based learning objects; provide students with
opportunities to construct, create, innovate and
scaffold according to their levels and abilities.
Complimentary learning objects; contain supportive
material such as presentations, guidelines,
glossaries, templates, tutorials, etc. The12
complementary function could be confined to a single
context to traverse a range of contexts
The types of learning objects identified by Wiley (2000, p.
77) assist us to understand learning objects as digital
entities. The first three describe the form in which they
may be available and the latter two how they function.
A Single-type could be an image, text, video clip, etc;
The Combined-intact type could be a video clip with audio;
text with animation; etc. and,
The Combined-modifiable type could be an interactive web
page that combines the ‘single’ and ‘combined-intact
type’ with functionalities that permit users to choose
if and when to introduce any additional material. It
provides the option to activate audio to accompany a
video, or text to supplement animation, etc.
A Generative-presentation instructional type is an example of a
problem based learning object where a combination of
types dynamically presents a problem to be solved and,
The Generative-instructional type is of the guiding
type where functions could provide for both
instruction and practice.
Design & Technology
Given the history of Design & Technology and its relative
newness as a discipline on its own, the manner in which it13
is approached still resembles technical, craft and the
natural sciences. Zuga (2004, p. 83) notes that “Children
make and test bridges…and get tested not on technological
concepts, but mathematical and scientific concepts.” This
focus of the evaluation is also prevalent in the products
that are realized through the design processes, where
assessment focuses on craft skills and graphical
competencies and not on the design and its inherent
cognitive processes.
Although the tangible result of this subject through its
many processes is usually a product, the product comes
about as a result of creative processes, knowledge and
skills, and a range of aspects that include design
principles; understanding of materials and their
properties; and manufacturing techniques; through the
application of a mix of functionality, ergonomics,
aesthetics, economics, constraints and sustainability
(Gotzsch, et al 2006, p. 467). Based on what appears an
imperative in the area of design, Warner & Morford (2004,
p. 40) study into course preferences in teacher training
turned up a distinct preference for “Computer Aided
Drafting (CAD), or some variation associated with the use
of computers in drafting and design.” The course contents
themselves focus on the communication of design and not on
the cognitive rigor of design but are more “technique-
based…and focused on variations on Graphic Communication,
and Technical Drafting.”
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Design is a creative process and it is questionable if
creativity can be taught or learnt. Design according to
Hennessey & McCormick (1994 in Williams, P. 2000, p. 48)
resides in the procedural domain, while Schmidt & Luczak
(2005, p. 191) maintain that design tasks are “mainly
knowledge-intensive cognitive actions.” The subtle
implication of some sort of design literacy is reinforced
in Project 2061 which states that all students “should have
an understanding of what kind of thought goes into design”
(Cajas 2000, p. 63). Additionally there appears to be no
set method that could characterise design. It has been
argued by Williams, P. (2000, p. 49), that “neither
students nor designers naturally utilize a predetermined
process in their work; they invent a process as they
proceed toward task completion.” Approaches to design will
be discussed from the case study data in chapter five.
Chapter 3
Methodology
The scope of this study was confined to determining in
collaboration with the Design & Technology teacher which
activities were used to teach design and through which
approaches. The data from the interviews, and learning
object design, evaluation and theories, were used to
develop an instrument to examine which of the learning
activities could be transformed into learning objects. The
study progressed by simultaneously collecting data and
developing the instrument. When the learning activities15
were determined they were used to test and refine the
instrument. The final stages included applying the
instrument to a random selection of learning activities.
One learning activity was subsequently analysed in detail
and recommendations on learning object identity were made.
Information from the interviews helped progress the
development of the instrument which is the primary focus of
the study.
As particular questions cannot be adequately or reliably
answered within certain traditions, a blend of the
empirical and interpretive traditions informed the paradigm
for this case study. Yates (1997, p. 491) and Usher (1996,
p. 2) maintain that appropriate methods that yield the most
trustworthy findings should be considered.
The case study method was selected as an appropriate
approach because of the specific feature that they are
enquiries applied to singularities, usually in natural
settings, and usually bound to a particular group, setting,
program, location or time, thus providing for inquiry into
the research question in a focused manner (Bassey 1999, p.
47). Of the basic types of case studies: narratives,
experimentation, analysis / evaluating of issues or cause
and effect, this study chose to analyse, evaluate and
produce narratives.
While most literature cautions against generalizations from
case studies, the research focus and other variables in the
study might provide a case for fuzzy generalizations or16
even speculations that may be applied to other similar
context, situations or samples (Yin 2003, p. 15; Bassey
1999, p. 46 & 72; Stake 1995, p. 85).
Data
Semi-structured interviews with open and semi-directed
questions were conducted and supplemented with an analysis
of a selection of design portfolios. A semi-structured
conversation session was used to negotiate and agree on
learning activities for design.
Data was gathered from the following sources:
Teachers (DT and CT)
Design Portfolios (supplied by the school)
Information synthesized from the following was used to
inform the development of the instrument:
Literature on designing learning objects
Literature on evaluating learning objects
Literature on learning object theories
Interviews were preferred to elicit information through
direct verbal interaction as it made it possible to find
out what a person knows (knowledge or information), prefers17
(preferences and values), thinks, and believes (opinion,
beliefs) (Tuckman 1972, in Cohen, et al 2000, p. 268). As
an exploratory device it assisted in identifying variables
and relationships, and permitted probing deeper responses
to revealed more about aspects being discussed (Kerlinger
1970, in Cohen, et al 2000, p. 268). As participant
researcher I could ask the ‘devil’s advocate’ questions and
probe deeper aspects related to design based on my
understanding of previous research and projects. I was also
able to assume the crucial role as listener to get into the
world of the participants to attempt to understand the
realities of teachers at grassroots level.
The interviews were captured by audio recordings and stored
on a computer as MP3 files. They were transcribed and the
interviewees were asked to verify the raw data for
accuracy. The semi-structured interviews (Appendix 1&2),
consisted of broad questions / prompts that were formulated
according to categories of questions and their
characteristics (Bogdan & Biklen 1992 in Cohen, et al 2000,
pp. 270 - 273 ; Merriam 1988, pp. 78 & 79 ; Spradley 1979,
Patton 1980 in Cohen, et al 2000, p. 276; Bassey 1999, pp.
81 & 82; Yin 2003, pp. 87-90). Each was coded using
letters to represent type and category. These were later
grouped into broad headings.
Categories:
E - Experience / behaviour - eliciting descriptions of
experiences, behaviors;18
O - Opinion/value - finding out what people think,
method;
K - Knowledge - what people consider factual
information, what they believe as fact / knowledge
about the subject;
B - Background/demographic - locating people in
relation to time and space.
Type:
H - Hypothetical - what if or suppose, what a person
might do or what it might be like;
C - Devil’s advocate - challenge person to consider an
opposing view;
P - Ideal position- person to describe an ideal /
preferred situation;
I - Interpretive - use tentative interpretations of
what person says and ask for a reaction;
R - Reflective- reflection on experiences that informs
decisions.
Headings:
CT: ICT integration, ICT possibilities, ICT school
context;
DT: Biographical/background, insights into design in
the curriculum, emerging terminology in e-education,
LO possibilities, initial design training
contributions.
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Data Analysis
Design portfolios were evaluated using only one criterion,
i.e. to determine how design was approached by students.
The interviews and design portfolios required initial
interpretation to determine the issues that were emerging
before the final themes for reporting were decided. Design
examples were only analysed after the themes were finalized
(Cohen, et al 2000, p. 272). The data was analysed
qualitatively within a structure that included:
Source / lead / prompt (asked or offered);
Analytical statement / interpretation and discussion.
From the analysis of the data the following four themes
emerged:
TU: Teacher user - self development needs;
professional needs and imperatives (inclusive of
changes in education, curriculum expectations); design
needs (inclusive of access to repository, sequencing
and scaffolding.)
D: Design - ergonomics (anthropometrics and
aesthetics); safety and environment; sequencing of
design elements; complexity levels; knowledge and
skills.
SU: Student user - (it was decided not to report on this theme as it
did not add any significant value to the findings, or the development of
the instrument.)
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E: e-learning - literacy implications; e-learning as a
tool; emerging computer literacy; interactivity /
interactional possibilities; learning object approach.
The instrument to evaluate learning activities was
developed through two stages. The first iteration of the
instrument contained six categories. In the review of the
literature learning objects were analysed in terms of type;
use and function to inform their possible learning object
identity. Three learning activities were analysed and
mapped into the instrument to test the categories, clarify
criteria and check suitability of the instrument. Based on
the results of these tests it was subsequently refined to
include more details. Each learning activity was analysed
on two levels; first to determine its current status in
learning, and second to hypothesize its possible learning
object identity (chapter five).
Owing to the vastness of the data collected, only summaries
are presented in chapter four.
Chapter 4
Findings / Descriptions
This chapter reports on the data that furthers the aims of
this study. They represent the interviews, design portfolio21
analysis and the learning activities. These findings have
been summarised and are presented as dot point statements.
They will be discussed in detail in chapter five.
Learning Activities
The learning activities are a negotiated and agreed list
between the researcher and DT. They represent a selection
of learning activities used in teaching design for
consideration as learning objects. Learning activities at
school level are taken to include everything from the micro
learning instance of a single activity to a complete set of
lessons on sections according to syllabus requirements. The
numbers allocated to some learning activities indicate
which ones were analysed using the instrument in chapter
five.
Design principles: Anthropometrics, Aesthetics, Ergonomics,
Safety, Environment.
Design Elements: Shape, Form, Colour, Proportion, Texture.
LA 1: Anthropometrics lesson on measuring the whole
and parts (including natural movement such as sitting,
bending, crawling, reaching, etc.) of human form.
Knowledge and use of measuring instruments and related
tools and equipment.
LA 2: Application exercises to determine dimensions of
products that people use.
Measuring existing products (wheelchairs, crutches,
scooters, skateboards, shoes, pencils, cell phones,22
cups, watches, spoons, tools, etc.) for redesigning
purposes, and/or extending design tasks.
LA 3: Application exercises to modify physical shape
of products.
Application exercises to make modifications to colour.
LA 4: Capability exercises to suggest changes to
shape, colour and material for products.
LA 5: Analysing existing products in terms of
construction, materials, shape, form, proportion
(inclusive of setting up criteria for evaluation).
Follow through exercises to suggest alternatives and
improvements.
LA 6: Designing and implementing surveys, interviews,
questionnaires, etc.
LA 7: Discussing the importance and need for
recycling.
LA 8: Recycling a material or product.
Making a new product by recycling a material.
Working with data, information (includes using data-
tables to access information).
Accessing information on various aspects of Design &
Technology.
LA 9: Inputting data into tables, drawing graphs and
charts.
LA 10: Calculating averages, using formulae in
spreadsheets, completing basic geometrical and
arithmetical operations.
LA 11: Application exercise to write a process for
recycling.
Discussing sustainability locally and globally.23
LA 12: Discussing positive and negative aspects of
Design & Technology.
Design decision application of selecting materials
that minimise negative environmental impact.
LA 13: Safety - first aid, OHS act, tool, machine, and
equipment use, HIV/AIDS, hazardous substances, safety
in products (touch, smell, taste).
LA 14: Capability exercises to write safety manual
that discusses safety for a given context.
Graphical exercises focused on geometrical and free
from shapes, line, form (direction of lines,
impression of form/direction, optical illusions).
LA 15: Application exercises to design products using
graphical knowledge/skills.
Proportion lessons - top heavy, balance, centre of
gravity.
Lesson on proportion in terms of Fibonacci series and
golden mean, (relationship of size).
LA 16: spatial principles lesson - negative / positive
space (place photos in a frame, frames against a wall,
etc).
LA 17: lesson on colour - colour wheel, contrasting /
complimentary colours, mixing colours, colours
identity (warm/cool, calm/frustrated, etc).
Design & Technology teacher (DT)
The first design principle focused on in the lower
years is aesthetics and the design elements include
colour, shape, form, and texture. DT felt that at the24
reception stages students were essentially visual
learners, relating easily to visually elements. This
is later built on to focus on ergonomic and
anthropometrics.
The focus is more on skills, but in progressive years
knowledge features more prominently. Design principles
/ elements are scaffolded from basic to complex from
K-12.
Anthropometrics and ergonomics were considered to be
very closely related and should be taught in an
integrated manner. DT felt that it is sometimes
possible to teach knowledge separately from skills.
The basic principles of design, anthropometrics,
aesthetics, ergonomics including environment and
safety with sustainability, recycling and waste
management were considered vital in learning design.
Modelling as a means of designing was considered
useful especially as it allowed for physical
manipulation of materials. DT added that this was
extremely useful with the younger students as it
allowed designing in concrete terms. According to DT
older students possessed the experiences to design
without modelling first.
DT mentioned that, although the curriculum was phase
specific it had no stipulated order and it was up to
the discretion of teachers to plan sequencing
according to the needs and abilities of students.
DT’s opinion was that e-learning could be “valuable”
although, because of varying factors, should not be
used extensively. He initially felt that all design25
could not be taught through e-learning as there was a
need for physical interaction in the environment,
pegging its application to “about 70%” only.
The possibility of a resource bank [learning objects]
available to select from was regarded as an attractive
option as having to develop the resources from scratch
and sequence them would be an enormous task. It was
expressed that a good idea would be a repository, “in
chronological order, in sequence” similar to the
curriculum. DT welcomed the idea of flexibility saying
that the changes in education needed to allow for
flexibility of choice and that one could tailor
learning programs for individual or groups of students
with specific needs and allow for scaffolding
learning, “specifically to the client”.
Computing teacher (CT)
Students develop basic computer literacy through
learning how to use software such as word processing,
presentations and spreadsheets and by customising
personal website pages through guided activities by
their subject teachers. The English and Music
departments get students to write and act out scripts
which are captured and stored digitally. The
Mathematics teachers use spreadsheets as it is a
curriculum requirement. The Physical Education teacher
was also able to use the computer laboratory for
sports education.
26
CT’s role is primarily facilitator of e-learning,
where he assists teachers with development of their
ICT skills, and in setting up ICT learning
environments for students. According to CT both
teachers and student are in need of computer literacy
for different reasons.
Like DT, CT also saw a potential for a learning object
approach to e-learning, adding also that it was only a
tool. His opinion was that the need for ‘traditional’
teaching was still vital in areas that e-learning
could not add value to. CT expressed that a basic
understanding of navigation and basic software would
be beneficial to e-learning.
Design Portfolios
Selected aspects from three design portfolios will be
reported on only.
In designing a product (item of furniture);
investigations centred on ergonomics, size and shape,
existing products, materials, processes and techniques
and included product dimensions and of a person’s
reach in different positions.
The design of an item of jewellery drew investigations
on safety (ergonomics); strength (materials), ease of
use (ergonomics and mechanics), aesthetics (colour,
materials, shape, form and possibility to compliment a
range of garments were considered).
27
In a product design (item of furniture),
investigations focused on testing and ‘finding out’
first hand from people in the field.
Chapter 5
Discussion
Chapter five discusses the data findings, the instrument
and then the learning activities. The main aim of this
chapter is to analyse and synthesise the various
contributing factors to this study. The focal point is the
instrument, and its development and application to the
learning activities.
In order to establish relevance to the research question
and the aims of the study, it was necessary to establish
relationships among the themes to determine how they could
inform the feasibility of a learning object approach, and
to employ these together with learning object literature to
design and develop the instrument. This included critically
examining the suggested learning activities for their
possible transformation to learning objects by mapping them
into the instrument.
The learning activities being evaluated are technically not
learning objects, and in conceiving of an instrument for
evaluation, the researcher made an assumption that they
should withstand educational and operational scrutiny when
28
transformed into learning objects.
Data Discussions
The salient aspects that emerge from the data will be
discussed under these headings: Generic Applicability,
Approach to Teaching / Learning Design, Repository, and
Computer Literacy
Generic Applicability
A significant aspect that emerged from the combination of
data sources is that it highlighted that many aspects of
design are generic to all context areas. Design principles
were seen as a combination of knowledge and skills found in
all context areas and some aspects appeared to require
prerequisite knowledge and/or skills. From the data, it
seems that it would be possible to separate knowledge from
skills (although this was not desired), and that both
knowledge and skills could possibly be developed through e-
learning. An analysis of design elements in different
activities also indicated that some elements are reusable
across areas. Generic applicability and pre-requisites
were used in category 3 of the instrument for analyzing and
informing reusability and aggregation.
The learning activities and design portfolios suggests a
focus on “kinds of thought” (Cajas 2000, p. 63), i.e.29
cognitive skills, which could be seen in design approaches
and decisions, and in the tasks in the various activities.
Given this and the range of approaches taken in Design &
Technology it would appear that design resides in the
procedural domain as “knowledge-intensive cognitive
actions” (Schmidt & Luczak 2005, p. 191). The inclusion of
a criterion on ‘focus’ in the instrument, attends to the
loading of knowledge and skills.
Approach to Teaching / Learning design
The data appears to show that the approaches to design are
coherent with known learning perspectives (e.g. Vygotsky;
Gagne; Bruner; Dewey; Piaget; Erikson). These approaches
suggest that attention has been given to:
instructional design decision (including method and
teaching / learning strategies),
students’ cognitive developmental stages as activities
appear to be progressed sequentially,
scaffolding learning according to identified needs,
progression from simple/basic to complex/advanced and
that factors in pre-requisites.
Three categories in the instrument are devoted to aspects
drawn from the above and pedagogical considerations for
learning objects through various experiences such as:
“absorb (read, hear, feel), do (activity), interact
(socialize), reflection (Dewey)” (Wertenbroch & Nabeth 2000
30
in Clark 2004) and “discursive, adaptive, interactive,
reflective” (Laurillard 2002, p. 83).
From the approach taken in some of the subjects at the
site, it would appear that a learning object (on demand)
approach is preferred as opposed to complete, structured,
instructionist courses. This departure from traditional
planning and teaching methods in an e-environment would
align with McGreal (2004) who maintains that, “Online
courses should therefore be designed as a collection of
learning objects rather than as whole, inseparable, long
course.” However this could imply a fundamentally
different work practice in teaching, learning, and the
delivery of curricula (Jukes, et al 2000, in Abdullah &
Othman 2006, p. 727).
According to Williams, D. (2000, p. 48) there is no set or
agreed upon design process. This was evident in the design
portfolios, where context appeared to determine what needed
to be done. The approach taken suggest a natural process of
problem solving with a blend of knowledge and skills, and
what works best and feels right informing individualised
design decisions. The decisions themselves appear to reside
more in the headwork domain and appear to corroborate the
cognitive loading of design.
Repository
31
To effectively support learning, learning objects need to
be resourceful (to enable students access to information
and experiences), and facilitate scaffolding (through the
way in which the learning object is used to offer
conceptual understanding (Hannafin, et al 1999, p. 6-9;
Merrill 2000, p. 1). The data highlighted that a bank of
resources was considered useful (for teachers to repurpose
according to localized context). The appeal of learning
objects seems to be their availability ‘on demand’, their
resourcefulness, and their potential flexibility in use.
However highly a technically compliant learning object
repository rates from a theorical point; (containing
metadata that describes every piece of data about the
learning object, and correctly referenced to allow storage
and retrieval for instructional or referencing purposes);
teachers at grassroots levels find that the vast volume of
digital entities available makes selection an arduous task.
It may be conceivable that a repository for school use be
set out in a non-traditional format, i.e. a complete
listing (appropriately tagged with metadata) aligned with
curriculum levels and roughly sequenced under context
headings. This data provided useful indicators of criteria
for the instrument.
Computer Literacy
Indications in the data are that only a basic computer
literacy is required to engage with e-learning. Given this,
Ryan’s (2001 in Burgess 2003, p. 8) idea that a
“familiarity with computers and navigation of Web browsers32
could make engagements easier”, might be useful in
informing the design of learning objects.
Learning Activities Discussions
Having picked out some important aspects from the data I
turn my attention to the learning activities presented in
random order (chapter four, p. 14-15). The scope of the
activities appears to show that they include a range of
activities both cognitive and practical. They include
accessing, processing and using information; application of
knowledge and skills; enabling activities, capability
activities and collaborative activities. It also seems to
show that many of the learning activities are made up of
smaller activities clustered to form lessons of larger
units of work. This finding was significant to this study
as it implied granularity of learning activities which
could prove useful in considering transformation to
learning objects.
It was interesting to note in the analysis that none of the
activities specified any particular context area. This
further corroborates the data that many design elements are
generic to all context areas. Their wording or collection
like appearance seems to suggest an almost thematic
grouping. This is not to say that they are always presented
in this way, but it appears as if this was seen as the
natural way to set out how the design elements relate to
one another. On a closer analysis, it becomes apparent that33
some of the learning activities represent a series of
discreet activities that if isolated, could inform their
potential singularity; which in turn might inform us of
ways to examine them for transformation to learning
objects. Because of the nature of the learning activities
not being context dependant, none appear to suggest a
traditional whole task approach normally associated with
this subject. They appear to comprise multiple elements
that could “reinforce concepts as well as allows various
pathways to the concepts consistent with students’ needs
and learning preferences” (Polsani 2003, p. 6). Learning
activity (LA 1) was used in the instrument and will be
discussed in detail following the section on the
instrument.
Instrument Discussions
In setting about developing the instrument I had to re-
examine my assumptions of whether I was seeking a possible
route to ‘transform’ learning activities to learning
objects or was I merely ‘reconceptualising’ learning
activities for online use. I believe from my findings that
learning activities invariably consist of a series of
discreetly identifiable entities and that my efforts were
in effect to ‘transform’ them into usable entities in an e-
learning environment.
Because of the absence of an instrument, I had to draw on
the data discussed above, curriculum expectations, my own
experiences, existing evaluation criteria for learning34
objects and learning object theory to develop one. These
were synthetised to determine relevant categories and
criteria for an instrument that could be used to examine
the attributes of the learning activities. The major
recognisable categories follow those of evaluation of
learning object, learning object theory and what makes a
learning object drawn from the works of (Williams, D.;
Haughey & Muirhead; McGreal; Polsani; Vargo et al, Nielson,
LORI, CLOE, MERLOT; Wisc-ORC; Busetti, et al; Bates;
Hodgins; Wiley; Merrill; Orrill; Wertenbroch & Nabeth;
Laurillard & McAndrew).
The instrument is not just an analytical tool but one to
examine learning activities with the purpose of informing
their possible transformation. As such the learning
activities were evaluated on two levels; first to determine
their current status in learning, and second to hypothesize
their possible learning object identity. Many of the
categories represent bipolar ends of a present to future
continuum. The markings in the table are indications of
what aspects are inherent and possible in each learning
activity.
Testing the instrument with three learning activities
showed that the categories were too broadly defined, and it
was subsequently refined to include more details. Although
the categories may be considered atomised, the researcher
believes that this is especially beneficial to designers
and developers. Non-suitability should not be viewed as a
failing of any learning activity or the instrument, as35
suitability is dependant on the purpose and nature of the
use of the learning object. According to Williams D. (2000
pp. 3-5) “… use will vary by user…interests may or may not
overlap with the technical standards”, and “What an object
ought to be or do is clearly a matter of opinion that will
vary with the perspectives of different potential or actual
users of that object”.
Instrument Categories
Ten categories were identified and represent the first row
in the instrument. Each category contains sub-categories
which form the second row. Criteria within either
categories or sub-categories are found in the third row. To
contextualize the level at which each learning activity is
mapped onto the instrument I have used [F] to represent
future and [P] to represent present. Of the seventeen
criteria nine focused on [F] and two on [P] exclusively,
while seven focused on [FP].
1. Technical:
Technologies (TEC): asynchronous (AS), Wiki, blog,
forum - Synchronous (SS) chat, [F] - Tasks (T), quiz,
assignment, task [P]
To draw students into the learning arena certain technologies could be
employed. The present form of tasks in the learning activities could be
transformed to include engagements through digital technologies. As
those mentioned above could facilitate collaborative learning, it would
36
be useful to consider their incorporation into the functional design of
learning objects.
Media (M): audio (A), video (V), animation (AN), text
(T), graphic (G) [FP]
The way a student engages with a learning object is dependant on the
media through which it is presented. Examining its present form could
inform its potential transformation as a digital entity.
Type (TYP): single(S), combined intact (CI), combined
modifiable (CM), generative instructional (GI),
generative presentation instructional (GPI) [FP]
(Wiley 2000, p. 77).
The specific media and the learning object type are interrelated. As
media could to some extent determine certain types of learning objects,
it may be necessary to make decisions on type before media. Both media
and type relate to technologies, i.e. what they are, how they relate to one
another and how they can be used.
2. Collaborate:
In considering learning through a learning object approach is would be
useful to refer to two aspects, i.e. “form” and “relation” (Polsani 2003, p.
4). A single type object (e.g. graphic of a flag of a country) is just a
picture until it is turned into “an object of understanding”. When the flag
takes on relevance its form changes as “a media asset on the path to
becoming a learning object” (Polsani 2003, p. 4). A means to factor in
how the students interact with the digital information sets up a
37
relationship between the user and the learning object (graphic of the
flag).
Interactive (IVE): online (ON), offline (OF). [F]
Interaction (ION): collaboration with others (ICO),
collaboration with teacher (ICT). [FP]
Interactive and interactional strategies that facilitate relational aspects
pay attention to “interact” (socialize) (Wertenbroch & Nabeth 2000 in
Clark 2004) & Laurillard (2002, p. 83) “discursive, adaptive, interactive,
reflective” principles.
3. Reusability/Aggregation: in context (RCX), across
context (RAC), scaffold (SCF), build on to create
lessons, courses, then modules. [FP]
The size of a learning object can affect aggregation; it may be necessary
to re-examine large objects to check for the possibility of a main idea
and sub-ideas. From these one could determine which are stand alone
and could be reused in different contexts. Small enough learning objects
(granularity) are amenable to reuse and aggregation.
4. Prerequisites: pre-knowledge/skill needed (PR), is a
foundational pre-knowledge/skill next level (FP). [F]
Determining where a concept, knowledge or skills are situated will be
useful to facilitate scaffolding, inform sequencing and instructional
design.
38
5. Pedagogy:
Focus (FCS): knowledge (K), skills(S), knowledge /
skills (KS). [P]
Examining the present focus of the learning activities allows one to
design appropriate learning objects based on the focus identified or
desired..
Approach (APP): instructionist (I), constructivist(C),
self directed (SD), mentorship (M), apprentice (A).
[FP]
In looking at instructionist and constructivist the focus was not any
particular learning theory (as these should not drive any learning object),
but to highlight for designers and developers whether the resulting
learning objects could be guiding or problem based. The type and
function of a learning object may fit in with present approaches or future
interaction can be proposed based on instructional design decisions.
6. Access: use on own without teacher (AO), use with
teacher (AT). [F]
When considering the future of e-learning; independence and self paced
learning through a chosen mode needs to factor in how they are to be
used. Decisions on use have far reaching implications on how a learning
object approach progresses in the years to come.
Technology need- high end (H), normal (N). [F]
39
Downloadable (D). [F]
On demand (OD). [F]
Access to learning opportunities could present a barrier if the technology
required is too high end. In keeping with access to information and
experiences (Merrill 2000, p. 1), a learning object that is downloadable
for use offline or at any chosen time presents an attractive option for self
paced learning. Its availability on demand I believe is the most useful
attribute from a user perspective, as it addresses personalised needs,
and promotes empowerment through self determination.
7. Engagement: listen (L), observe (O), do (D), practice
(P), apply (A), simulate(S), introduce (I), follow on
(F). [FP]
In the architecture of pedagogical considerations: “absorb” (read, hear,
feel), “do” (activity), “reflection” (Wertenbroch & Nabeth 2000, in Clark
2004); and engagement (Merrill 2000, p. 1), facilitate scaffolding. Thus
engagement speaks directly to the learning that learning objects are
expected to support.
8. Usefulness: high (H), medium (M), low (L). [F]
Some learning objects, if considered in terms of functionality (guiding,
problem, complimentary (Busetti, et al 2005) may have varying utility
value. Depending on cost some institutions may not employ low
usefulness objects.
9. Mode: f2f (F2F), online (ON), blended f2f/online (B).
[FP] 40
To enable students’ access to information and experiences and to inform
instructional design decisions, the mode of delivery is a vital operational
consideration.
10.Expiry: Yes(Y), No (N). [F]
Learning objects may also be disposable, i.e. learning objects that are
content-dependent may expire after use or as new information or
knowledge affects its appropriateness. A learning object that is
disposable should ideally be one that can be changed or repurposed in
some way.
Should learning objects be developed context dependant,
driven specifically by content, tied into a specific
learning theory and specific assessment then the basic
building block may not be amenable to reuse. However should
they be focused on generic skills, they may be more useful.
The awe of a digital entity should not detract from its
intention as an object of understanding to progress
learning. A relationship must thus exist between a learning
object, interaction with it and results of the interaction.
This implies pedagogical reasoning, a reasoning that gives
serious attention to both “educational and operational
aspects” (Bates 2003, p 76). The use of technology is not
intended to replace sound pedagogical practices; instead it
is the pedagogies that drive the selection and use of
technologies. According to Kozma (1991, p. 205) “some
students will learn a particular task regardless of the
delivery device. Others will be able to take advantage of a41
particular medium’s characteristics to help construct
knowledge.”
Following this, learning objects should provide access to
new experiences [through acquisition and creation of
knowledge], allow for engagement, and incorporation of the
learned experiences into situations through participation.
Transformation should thus factor in:
Media selection (Bates 2003, p. 75; Laurillard 2002,
pp. 82-84),
Clarity of instructions for use to facilitate
accessibility through ease of navigation thus
progressing independence,
Clarity of learning objectives for student awareness
of the purpose of activities,
Purposeful engagement that allows scaffolding by
maneuvering within the environment,
Feedback that enables students to understand their
progress.
(Haughey& Muirhead 2005)
42
LA
TECHNICAL COLLABORATE REUSE
AGGRATE
P/REQ PEDAGOGY ACCESS ENGAGEMENT USE-FULLNESS
MODE EXP
TEC M TYP IVE ION FCS APP
AS
SS
T A V AN
T G S CI
CM
GI
GPI
ON
OF
ICO
ICT
RCX
RAC
SCF
PR
FP
FK
FS
KS
I C SD
M A AO
AT
H N D OD
L O F P A D S I H M L F2F
ON
B Y N
LA 1
LA 2
LA 3
LA 4
LA 5
LA 6
LA 7
LA 8
LA 9
LA 10
LA 11
LA 12
LA 13
LA 14
LA 15
LA 16
LA 17
Instrument
Categories / Criteria to evaluate Learning Activities for Learning Object development.
7. Technical:
Technologies (TEC): asynchronous (AS), Wiki,
blog, forum - Synchronous (SS) chat, [F] -
Tasks (T), quiz, assignment, task [P]
Media (M): audio (A), video (V), animation
(AN), text (T), graphic (G) [FP].
Type (TYP): single(S), combined intact (CI),
combined modifiable (CM), generative
instructional (GI), generative presentation
instructional (GPI) [FP] (Wiley 2000)
8. Collaborate:
Interactive (IVE): online (ON), offline (OF). [F]
1. Pedagogy:
Focus (FCS): knowledge (K), skills(S),
knowledge / skills (KS). [P]
Approach (APP): instructionist (I),
constructivist(C), self directed (SD),
mentorship (M), apprentice (A). [FP]
2. Access: use on own without teacher (AO), use
with teacher (AT). [F]
Technology need- high end (H), normal (N). [F]
Downloadable (D). [F]
On demand (OD). [F]
43
Discussion of learning activity – (LA 1 in the instrument)
In its present form LA 1 is a series of discreet activities
consisting of measuring the whole body, the head, feet,
hands and limbs. It includes calculating averages (which
assumes an understanding of addition and division), and the
knowledge and skills associated with measuring instruments
(includes different measuring instruments, skills of
manipulation, an understanding of how to read measurements
and an understanding of units of measurement).
It is unlikely, given my understanding and experiences,
that all this needs to be done at the same time as a lesson
on anthropometrics which could include aspects such as
those in figures 1 to 4. Such a lesson while focused on the
acquisition of knowledge and skills, does not assure any
application in authentic context. Ideally a learning
experience in Design & Technology should provide
opportunities to acquire and construct knowledge and
skills, practice and apply. A possible path forward would
be to deconstruct and create learning objects from each of
the figures 1 to 4 below.
44Fig 1a / 1b
BodyFig 2a /
2bHand
Fig 3
Head
Fig 4Movement
From this example some common aspects such as skills of
measuring (using measuring instruments), calculating
averages, measuring instruments, units of measurements are
identified. Having examined the learning activity (through
the smallest learning instances), the following learning
object possibilities emerged:
Learning Object Identity
Learning
Object
Description Possible IdentityMedia Type Function
LO 1 Measuring head AN, T, G CM, GI G, P, CLO 2 Measuring hand AN, T, G CM, GI G, P, CLO 3 Measuring body AN, T, G CM, GI G, P, CLO 4 Measuring body/ range of
natural positionsAN, T, G, V
CM, GI G, P, C
LO 5 Measuring instruments T, G, V CM, GI P, CLO 6 Reading measurements AN, T, G,
VCM, GPI, GI
G, P
LO 7 Units of measurement T, G CM, GI P, CLO 8 Calculating averages AN, T CM, GPI,
GIG, P
G-guiding; P-problem based; C-complimentaryTable 1
45
The learning objects in Table 1 could stand alone and be
accessed by anyone interested or needing only that learning
experience. LO’s 5 to 8 appear to be reusable across a
range of disciplines. At school level these learning
objects may not be useful as they stand without form or
relation. To use them to support learning a clear learning
objective must be identified and a relevant coherent
learning experience designed. This might necessitate using
other learning objects and incorporating design decisions
that draws on the categories and criteria from the
instrument.
The following aspects could form the basis for additional
learning objects:
LO 9 - Types of materials,
LO 10 - Properties of materials,
LO 11 - Use of materials,
LO 12 - Evaluating products,
LO 13 - Basic mathematical functions (adding,
dividing, multiplying)
LO 14 - Using formula in spreadsheets, etc.
Completed learning objects may now be placed in a
repository and categorised according to an easily
accessible and user-friendly system. From the repository a
teacher selects those learning object that could be used
and/or combined and sequenced with others to make up a
lesson; a lesson being an aggregation of learning objects
that are focused on the learning objective. Should there be46
a need for a single learning experience, then a learning
object can be accessed and used.
E.g. if the context was textiles, the purpose to design a
head covering, then, the relevant aspects should be
measuring of heads. Measurements need to be taken, recorded
and then averaged.
The following could be considered:
LO 1, 5, 6, 7, 8, 9, 10, 11 may be selected for the
textiles context and task, and may be sequenced as LO 5, 7,
6, 1, 8, 9, 10, 11.
Should the context be hard materials, the task focused on
designing railings, then, the relevant aspect should be
measuring hands. Measurements need to be taken, recorded
and then averaged.
47
Fig 6Head
The following could be considered:
LO 2, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 may be selected
for the textiles context and task, and may be sequenced as
LO 5, 7, 6, 2, 4, 8, 13, 14, 9, 10, 11, 12.
The learning object possibilities presented in this section
may be drawn by other disciplines and used as desired.
While most of the learning activities appear suitable
(chapter four, p. 14-16), LA’s 3 and 8 appear less suitable
because they essentially require a more practical (hands
on) interaction. LA’s 13 and 17 although possible, appear
to favour engagements which are blended with practical
work.
48
Fig 7a /7b Hand
Chapter 6
Conclusion
In considering how school education progresses in the
information age I set about investigating the feasibility
of transforming existing institutionalized practices
through a learning object approach for e-learning. The
first step in this direction, articulated in this paper,
was to establish the principles that characterized learning
activities. Having examined various sources of data, I
developed an instrument. The focus of the instrument was to
49
address the aims of this study. Following this I note some
conclusions and offer recommendations on a possible way to
re-engineer learning activities for e-learning.
Many activities used in the context of Design & Technology,
whether as teaching, learning, or mutual engagement possess
the possibility to be transformed into learning objects and
thus useable through e-learning. As design principles
appear universal, the aspects that are generic make them
contenders for reusability across context, and owing to the
nature of some design elements, also reusable without
expiry.
This study has shown that classroom activities can be
deconstructed using specific categories to map them into
the instrument. The resulting matrix in turn assists in
identifying specific aspects in learning activities that
may be transformed to learning objects. This study
highlights, through the application of the instrument that
when considering transformation of learning activities into
learning objects, many aspects need to be analysed and
factored in. The transformation of a learning activity into
a learning object does not imply a simple transformation of
a traditional activity directly into a digital one.
Recommendations
Having identified learning activities for transformation
into learning objects using the instrument, institutions50
could consider these stages to realise the next step in the
instructional design process:
1. Identify the specific knowledge and/or skills in a
discipline.
2. Map these out across different disciplines.
3. Identify different levels and depths of the knowledge
and skills inclusive of pre-requisites for any of
them.
These three stages thus far hedge the chances of reusability.
4. Design learning objects such that they can be used
independently, are reusable and small.
This stage hedges aggregation and lesson / course development.
5. Use a table similar to table 1 (p. 30) and insert any
identifying features.
6. Write specifications for the development of the
learning objects that include the categories of:
technical, collaboration, access, engagement and mode.
7. Design coherent learning experiences for classroom
use.
These stages include design / development and will assist in determining
metadata for the repository
Based on the findings of this study a blended f2f / online
approach should be considered in school education as most
teachers and learners are socialised into this paradigm.
This implies a different work practice in an e-environment.
Well designed learning objects that factor in interactivity
in the e-environment; interaction among students and
teachers; and provides feedback, could hedge the chances of51
learning taking place. The design and development of
learning objects should be undertaken with practicing
teachers and be located within authentic context. As the
main user is the school, learning objects should ideally be
curriculum aligned and focussed on skills and knowledge.
Any repository for learning objects should be easily
accessible, appropriately tagged and user friendly.
The instrument presented in this paper shows potential to
be used for a range of school subjects and course offerings
in different context and situations.
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Appendix 1
Design and Technology teacher interview schedule
Insights into design in the Design and Technology curriculum
1. (S-I-O): what is your perception of design in the
curriculum of D&T.
59
2. (S- I-O/K): what elements do you find vital to learn
design
3. (S/M-C-E): do you teach traditional aspects of
anthropometrics, aesthetics and ergonomics
4. (S/M-C-O/K): do you think modelling is a form of design –
some consider modelling a s a way of designing what do you
think?
5. (S-C-E/O): apart from traditional design principles what
other aspects do you consider necessary to learn in design
6. (S-R/H/I-E/O): do you think that learning design is more
skill bases or knowledge based
e-Learning
1. (G-I-K): what is your understanding of e-learning
2. (G-R/I-O/K): what is your opinion of e-learning as a mode
of learning in general + in our subject
3. (G-I-K): what is your understanding on LO
LO possibilities
1. (S-I- O/E): do you think that some activities (knowledge
objects) posses the potential to become LO’s – yes which
ones- no why not + which ones not
2. (S/M): Which activities – which elements do you suggest
for LO’s
3. (S/M): what do you suggest for sequencing f LO’s
Initial Design training contributions
1. (B-R/I-B/E): If you teach other subjects do you
incorporate it into D&T or visa versa
2. (B-R-E): what challenges do you face in doing your job –
learners + support+ other
60
3. (G-R-B): has your professional training trained you to
teach design specifically –
4. (R): how was this training done
Biographical / Background
1. (B-B): qualifications in D&T(background in subject
woodwork, technical drawing, metalwork, electronics,
mechanica, etc) + outside experience, what you bring to
subject apart from professional training as teacher (that
influences and adds value to teaching subjects at school,
any hobbies, etc. - (hobbies, etc)
2. (B-R-B): subjects you teach – is it out of choice –or
forced to – what is your workload
Appendix 2
ICT / Computing teacher interview schedule
ICT school context
1. (B-R-B/K): is school computer room networked –
internet – local host- computer room or in classrooms
– how many – working not…
2. (K-R-B): do all learners get computer classes – yes
how often- no why not
3. (K-I/R-E):- what happens in these classes mainly
(literacy, using software…) is this subject related or
as a skill in other context
ICT possibilities
1. (S-I/P-O/E): in your opinion do you think e-learning
is a mode that has potential - elaborate
61
2. (S-I/R-O/E): in your opinion how can Lo be used in
subjects – do you think it could be useful
3. (G-I-K): what is your understanding of how children
become computer literate?
4. (S/K-I/P/R-O/E): have you any experiences of
developing literacy over time. (do you think this
will help them ease into e-learning)
ICT integration
1. (S-P/I/R-E/K): do teachers ask you for it support for
subjects – what do they ask you for y/n if no why do
you think not-
2. (S-P/I/R-E/K): Are there any plans on your part is it
your vision to progress the school towards e-learning.
62
LA TECHNICAL COLLABORATE REUSE
AGGRATEP/REQ
PEDAGOGYACCESS ENGAGEMENT
USE-FULLNESS MODE EXP
TEC M TYP IVE ION FCS APP
AS
SS
OT
A V AN
T G S CI
CM
GI
GPI
ON
OF
ICO
ICT
RCX
RAC
SCF
PR
FP
FK
FS
KS
I C SD
M A AO
AT
H N D OD
L O F P A D S I H M L F2F
ON
B Y N
LALALALALALALALALALALALALALALALALA
Appendix 3
63
Instrument
Categories / Criteria to evaluate Learning Activities for Learning Object development.
64
Appendix 4
Instrument Categories and Criteria
1. Technical:
Technologies (TEC): asynchronous (AS), Wiki, blog, forum - Synchronous (SS) chat, [F] - Tasks (T), quiz, assignment, task [P]
Media (M): audio (A), video (V), animation (AN), text (T), graphic (G) [FP].
Type (TYP): single(S), combined intact (CI), combined modifiable (CM), generative instructional (GI), generative presentation instructional (GPI) [FP] (Wiley 2000)
2. Collaborate:
Interactive (IVE): online (ON), offline (OF). [F]
3. Reusability/Aggregation: in context (RCX), across context (RAC), scaffold (SCF), build on to create lessons, courses, then modules. [FP]
4. Prerequisites: pre-knowledge/skill needed (PR), is a foundational pre-knowledge/skill next level (FP). [F]
5. Pedagogy:
Focus (FCS): knowledge (K), skills(S), knowledge / skills (KS). [P] Approach (APP): instructionist (I), constructivist(C),self directed (SD), mentorship (M), apprentice (A). [FP]
6. Access: use on own without teacher (AO), use with teacher (AT). [F]
Technology need- high end (H), normal (N). [F]
Downloadable (D). [F]
On demand (OD). [F]
7. Engagement: listen (L), observe (O), do (D), practice (P), apply (A), simulate(S), introduce (I), follow on (F). [FP]
8. Usefulness: high (H), medium (M), low (L). [F]
9. Mode: f2f (F2F), online (ON), blended f2f/online (B).[FP]
10. Expiry: Yes(Y), No (N). [F]