The Really Useful eLearning Instruction Manual
eBook - ePub

The Really Useful eLearning Instruction Manual

Your toolkit for putting elearning into practice

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

The Really Useful eLearning Instruction Manual

Your toolkit for putting elearning into practice

About this book

Technology has revolutionised every aspect of our lives and how we learn is no exception. The trouble is; the range of elearning technologies and the options available can seem bewildering. Even those who are highly experienced in one aspect of elearning will lack knowledge in some other areas. Wouldn't it be great if you could access the hard-won knowledge, practical guidance and helpful tips of world-leading experts in these fields? Edited by Rob Hubbard and featuring chapters written by global elearning experts: Clive Shepherd, Laura Overton, Jane Bozarth, Lars Hyland, Rob Hubbard, Julie Wedgwood, Jane Hart, Colin Steed, Clark Quinn, Ben Betts and Charles Jennings - this book is a practical guide to all the key topics in elearning, including: getting the business on board, building it yourself, learning management, blended, social, informal, mobile and game-based learning, facilitating online learning, making the most of memory and more.

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Yes, you can access The Really Useful eLearning Instruction Manual by Rob Hubbard in PDF and/or ePUB format, as well as other popular books in Business & Business Strategy. We have over one million books available in our catalogue for you to explore.

Information

Publisher
Pfeiffer
Year
2013
Print ISBN
9781118375891
eBook ISBN
9781118375884
Edition
1
image
Clive Shepherd is a consultant learning technologist, writer and speaker. He works with a broad range of public and private sector organizations internationally, helping them to build capability in the application of new media to learning, and to transform workplace learning through the effective integration of formal, informal, on-demand and experiential learning.
He established his interest in interactive media while Director, Training and Creative Services for American Express in EMEA. He went on to co-found Epic, one of the UK’s major producers of custom elearning.
He is widely acknowledged as one of the UK’s foremost experts in workplace learning and development, with hundreds of published articles to his name. For four years he was Chairman of the eLearning Network. Currently he is a Director of Onlignment Ltd, which provides expertise in all aspects of online communication.
Blog: http://clive-shepherd.blogspot.com
Twitter: cliveshepherd
It might seem strange to start a book on elearning by asking what it is. After all, you’ve presumably already purchased this book, so you probably have a pretty good idea what it is about. The trouble is, what you call elearning is not necessarily what others mean when they use the same term. Like so much specialist terminology, after a while it becomes ambiguous and confusing, with different camps claiming they have the one true definition. Well, as the author of this first chapter, I have a unique power at my disposal – to squash all this doubt and confusion and settle once and for all what we mean when we say “elearning”.
Elearning is when we use computers and the networks to which these are linked to in some way support the learning process.
That’s about as broad as I can make it, and it needs to be broad because, in this book, we’re going to be adopting a very eclectic perspective on the subject of elearning. We’re going to include just about any use of computers, in all their many and various forms, to help people learn. We’re happy to include, on the one hand, self-study lessons delivered on a PC, while also accommodating social learning conducted using mobile devices. We’re as happy with online video as we are with the use of virtual classroom tools to deliver live group workshops. And while the primary focus of this book is on the use of elearning in the workplace, we understand that very similar applications can be found in schools, colleges and, indeed, the home.

Where does elearning come from?

The term elearning was first coined in October 1999, in a seminar run by a company called CBT Systems (now SkillSoft). At that time, it was quite an innovation to place the letter “e” in front of a verb to recognize the fact that here was an exciting new application of the Internet. Of course “e” actually stands for “electronic”, which is a much more mundane and ambiguous term than, say, “online” or “digital”, but electronic is what we have to work with.
In 1999, what CBT Systems was primarily referring to when it coined this new term was CBT (computer-based training) delivered not from a CD-ROM but over a network such as an organization’s intranet or the global Internet. And CBT is what many people still consider to be what the term elearning really means. So what is CBT?
CBT is the delivery, by computer, of a self-paced lesson to an individual learner. Yes, just like so much elearning. The computer software takes the place of a teacher to carry out the task of instruction more efficiently (CBT is generally regarded as 50% faster than the equivalent classroom experience) and maybe more effectively (although this is much more difficult to prove).
So elearning is CBT delivered online. Well, it has many other forms as we shall see, but this application is worth sticking with for a moment, because it has a long history.
CBT originated in the mid-1970s, before we even had PCs. It was delivered using exotic and highly-expensive early mini-computers and workstations, and sometimes even on those green-screen terminals that connected you to a multi-million pound corporate mainframe. If you were to see one of those early CBT lessons, you would find the format surprisingly familiar. In fact, the self-study tutorial has remained fairly constant in shape and form over more than thirty years. It is ironic, perhaps, that many classroom instructors regard elearning as the new kid on the block, when in fact the careers of some of those working in elearning are longer than the complete lifetimes of the classroom trainers.
Some people think that modern elearning is much more interactive than it used to be “in the old days”. Far from it. Interactivity with digital content uses a trivial amount of processing power and was well within the reach of the earliest computers. So, presumably early CBT was much less rich in terms of multimedia? Again, not so. True, early developers had to use all forms of complicated add-ons such as videodisc players and even computer-controllable VHS players to provide audio and video, but they did it just the same. In fact, the most popular term for what we now call elearning in the 1980s was “interactive video”.
So elearning as a means for delivering self-paced lessons to individual learners is nothing new. In fact, many of the early CBT diehards can sometimes be every bit as resistant to change as their classroom counterparts. But elearning as of 2013 is a much richer medium than CBT and much more exciting. So what can you do with it now?
Why do so many people dislike elearning?
Actually, plenty of people like elearning a lot, but the problem is not really the medium, it is how it is used. If elearning is only used to deliver very dull, mandatory training then it is not surprising that many recipients of this training will be unhappy; this strategy would be unpopular however it was delivered.
Another potential problem is an over-reliance on self-study. This might be a highly flexible way to deliver a learning intervention, but it only really works in small doses – we are social animals and we like to engage with experts and with our peers. Luckily, elearning is not limited to self-study, as we demonstrate in this chapter.

What forms can elearning take?

Self-study lessons

For continuity, we should start this tour with the format that, as we’ve already discovered, was formerly known as CBT (actually it was known by many other three-letter acronyms and quite a few rude words as well, but let’s not complicate things). CBT delivers a lesson to an individual learner at the learner’s own pace. While this format is not new, it still has some important advantages:
  • Learners like learning at their own pace, because this is generally less stressful. When you control the pace, you can take your time over the stuff you find difficult and zoom past anything that is old news to you or of little interest. You cannot do this in a classroom, even a virtual one. You’re stuck with what all the other participants are getting.
  • Learners like learning in small chunks and for good reason – you retain much more. One thing we have learned from cognitive neuroscience over the past ten years is just how easily learners can be overloaded. For the poor learner, many courses are like drinking from a fire hose. When you learn in small chunks, you can focus on a few key principles, reflect on these and hopefully put them into practice.
  • Learners don’t like to hang around waiting for the next scheduled course. With the instant access we have to information using tools such as Google, YouTube and Wikipedia, we’ve become accustomed to learning on-demand.
There are advantages for employers too:
  • Large numbers of employees can be trained at the same time, which is particularly useful if you’re rolling out a new system or policy.
  • Assuming you have enough of an audience to justify the development cost, you will achieve massive economies of scale compared to instructor-led events.
  • As we’ve already seen, self-study elearning is twice as fast as the classroom at achieving the same level of learning.
The intention of CBT was always that it would do as good a job as an instructor and in some respects this is true. It certainly delivers a more consistent product than an instructor and doesn’t ever suffer from boredom, fatigue or hangovers. Well designed and it will be more clear, concise and rich in media. Where it scores less well is in the extent to which it can adapt to the needs of individual learners. Whether or not you believe in learning styles, we can safely say that all seven billion of us humans are different, and computers don’t do as good a job as instructors at empathizing with our differences.
By and large, the discipline of artificial intelligence failed to deliver on its promise. Unfortunately, with its demise, we have seen little or no progress in the degree to which elearning materials are personalized around the unique characteristics of individual learners. We’re still at the one size fits all stage.
Computers are capable of delivering highly adaptive, personalized learning, but in this respect we’ve hardly begun. It does not take rocket science to maintain a digital profile of each learner, in the same way a teacher does, and to use that information in simple ways: to point them to the material that is the most relevant, to suggest material that would remedy any problems they are encountering, to point the learner to next steps. Amazon does this, without an enormous amount of coding, so why not elearning developers?
Now there is a less complex option and that is simply to allow the learner the maximum amount of choice, to do whatever they want, however they want. And choice is a wonderful thing, but only to the extent that the learner has any idea of what it is that they don’t know.

Simulations and virtual worlds

Some skills can only be practised in the real world and without a computer in sight. Other skills are much better rehearsed in the security of a virtual world, because that way there’s no risk to reputation, bank balance, health and safety. Would you rather have the airline pilot who takes you on holiday practise on a simulator or in a real plane with passengers? The same goes for surgeons, lorry drivers, emergency workers, operators at nuclear power plants and those who work on oil rigs in the North Sea. They all perform tasks that entail high risks; it makes complete sense that they hone their skills and experience in the wide range of situations that could occur in the real world within the safety of one that is virtual.
Simulations allow people to learn from their mistakes without risk to life and limb and without embarrassment. They are at their most glamorous when they take place in highly-realistic 3D worlds, involving fast action and a hint of danger; but simulations can as easily be found on humble spreadsheets (for a financial simulation, say) or involve tasks no more dangerous than a sales interview. Simulations can be created with authoring tools but most commonly require a great deal of specialist expertise. Unless you are one of these specialists, your role is more likely to be in spotting the opportunity, defining the processes that the simulation needs to model, and helping to support implementation.
Another area of increasing potential is the use of multi-player virtual worlds, which allow participants to interact with each other online in a 3D environment. Technology like this has been used as an alternative to role-playing in a classroom, say to practise interpersonal situations in a retail store, or as a more practical and economic way of rehearsing how to deal with major incidents such as natural disasters, accidents and terrorist attacks. It may seem fanciful that your organization would ever make use of such technology, but remember that this is normal practice for players of online games.
Do I need to be technical to play a role in elearning?
Because elearning works with computers and networks there is a need for some people with specialist technical skills. However, most tasks in elearning require no more technical ability than you would expect from any office worker or competent home computer user. You don’t have to be obsessed with technology but you do want to become its friend.

Virtual classrooms

To explain what a virtual classroom is we will have to introduce some words – “synchronous” and “asynchronous” – that you wouldn’t normally use in polite company. We are not doing this for effect; it’s just that these are the correct words for the job and are commonly used in elearning, so you may as well add them to your vocabulary.
Synchronous communication requires all participants to make themselves available at an agreed time. It’s live and it’s real-time. It can be contrasted with asynchronous communication, which frees up participants from the need to be available at the same time.
The principal synchronous elearning tool is web conferencing, which can be used to conduct live meetings, training sessions, briefings or presentations via the Internet. The extended functionality of web conferencing systems usually requires participants to download a special client application to their computers. This functionality includes online audio and video, application sharing, electronic whiteboards, shared media (such as PowerPoint presentations), text chat and polling. Most systems will also ...

Table of contents

  1. Cover
  2. Contents
  3. Title
  4. Copyright
  5. Preface
  6. Chapter 1: So What is eLearning?
  7. Chapter 2: Getting the Business on Board
  8. Chapter 3: Build In-House, Buy Off-the-Shelf or Outsource?
  9. Chapter 4: Production Processes – Making it Happen!
  10. Chapter 5: Making the Most of Memory
  11. Chapter 6: Blended Learning
  12. Chapter 7: Informal and Social Learning
  13. Chapter 8: Facilitating Live Online Learning
  14. Chapter 9: Mobile Learning
  15. Chapter 10: Game-Based Learning
  16. Chapter 11: Learning Management
  17. Index