Principles of instructional, screen and interface design for E learning in surgical education
1. Introduction
Overview on Instructional
Design
Instructional design is the
process by which learning is achieved through a process of creating a learning
experience for the acquisition of knowledge and skills in the most efficient, effective
and appealing manner. For this process to occur, the first phase would consist
of assessing the current state of the learners knowledge and skills and then
determining their learning needs. This is followed by creating a well-defined
learning objectives which is then used as the endpoint in the whole learning
experience. The various task that needs to be performed to achieve these
endpoints must be based on sound pedagogical principles founded on the theories
of learning. The results of the final endpoint of the learning experience must
be directly observable and measurable.(Hardaway & Scamell, 2005)
The model that I prefer is the
ADDIE, which encompasses the above overview, has five phases as follows;
1. analysis
2. design
3. development
4. implementation and
5. evaluation
ID process in relation to the development of E-Content
The ADDIE model is useful as a
framework for the development of a comprehensive program. In developing the
various activities and instructional strategy on how to deliver the knowledge
and skills to fulfil the overall program one requires the Gagne model. Here we
develop the instructional activities which will relate to the accomplishment of
the objectives of the educational program.
Thus Gagne 9 events of instruction become an ideal framework
to design and develop a practical course using the medium of E content.
Instructional
Event
|
Internal
Mental Process
|
1.
Gain attention
|
Stimuli
activates receptors
|
2.
Inform learners of objectives
|
Creates
level of expectation for learning
|
3.
Stimulate recall of prior learning
|
Retrieval
and activation of short-term memory
|
4.
Present the content
|
Selective
perception of content
|
5.
Provide "learning guidance"
|
Semantic
encoding for storage long-term memory
|
6.
Elicit performance (practice)
|
Responds
to questions to enhance encoding and verification
|
7.
Provide feedback
|
Reinforcement
and assessment of correct performance
|
8.
Assess performance
|
Retrieval
and reinforcement of content as final evaluation
|
9.
Enhance retention and transfer to the job
|
Retrieval
and generalization of learned skill to new situation
|
This model is preferred as it allows for the detailed planning of the
instructional strategy in terms of task and activities that will be effective, efficient
and engaging in the learning experience. E content, therefore allows for engagement
of the learner through a process of interaction with the electronic device and
this therefore can allow for repeated practice of assessment of his learning
and through a process of feedback based on his interaction with the device and
in the process it reinforces learning.(Dutta, Mosley, & Akhtar, 2011)
2. Interface Design
The medium through which
interaction occurs between a user and an electronic device is called the
interface. Traditionally this has been the keyboard and mouse. With the
advancement in technology and the use of touchscreens, more intuitive forms of
interaction with the interface of touchscreen is becoming a standard format.
Electronic device produces an output stimuli in the form of audio or visual by
means of a screen and speakers. This then elicits the response from the user to
be inputted either using a keyboard mouse or a touchscreen. In more advanced
systems the use of voice commands can also be an important source.(Camillan Huang, n.d.)
The design of these interfaces
are therefore crucial in ensuring that the user has an engaging and satisfying
experience. Therefore in designing the interface it is important to understand
the needs and profile of the users and the type of task they will be involved
in. This can be facilitated by participatory design in which users are
incorporated in the design process. The design process must ensure that the
interface is usable, consistent, intuitive, easy to learn and use, predictable,
error-free and flexible.(Zaharias & Poylymenakou, 2009)
The output from the electronic
device is reflected through the screen. The visuals provide the stimulus for
the user to assimilate the information and then after processing, to react with
interaction with the electronic device through the interface. To facilitate and
optimise the absorption of the visual stimuli, screen design is crucial. The
principles of designing the screen to ensure the visual perception of the
information is effective, efficient and engaging is founded on Gestalts laws of
screen design. (Chang, Dooley, & Tuovinen, 2002)This law explains how the
brain processes visual stimuli as a whole rather than fragments of information.
It has been categorised into 11 areas as follows:-
1. Balance/symmetry
2. Continuity
3. Closure
4. Figure-ground
5. Focus
6. Isomorphic correspondence
7. Good form
8. Proximity
9. Similarity
10. Simplicity
11. Unity/harmony
An important consideration in
the design of the interface is usability. (Zaharias & Poylymenakou, 2009)This is defined as the degree
to which the interface is fit for purpose and has ease of use. It has to be of
high quality and interface must be efficient, effective and satisfying for the
user. The design has to be user centred and this is done by the active
involvement of users and a clear understanding of the users profile, needs and
task requirements.
A major component of an interactive E content is to elicit interaction
of the user. This will be the task that will be required of the user to provide
a response from the electronic device. It is important to clearly define what
tasks are required of the user. Basically the tasks are various inputs through
the interface that the user executes to instruct the device to provide a
response.(Feng-Hsu Wang, 2008) The task can
generally be categorised as follows:-
-
Rollovers
-
Hotspots
-
items on logic
-
number tries
-
feedback
The responses provided by the device from the users’ task can be in the
form of feedback, guidance, further information, navigation and reinforcement.
The E content that I will use in this assignment is for the teaching of
the anatomy and pathology of nerves.
To create the framework to design and develop this is content, a
storyboard will be used. This is a technique for illustrating the interaction
between the user and the learning object. It will include text, images and the
connection between the interaction and the response. Its main benefit is that
it will illustrate what the interface would do and how it will behave in
response to user input.
Resource materials in the form of lecture videos have been deposited on
YouTube as an application in the cloud. The node of the learning management
system, Moodle, with the video cloud
application Youtube creates a lecture node where the lecturer has deposited
content onto the cloud. The learning management system then directs the user to
this resource by his interaction with the interface of the Moodle platform. The
result of this interaction which will be a click on a hyperlink would lead him
to a resource material.(Fernandez, Peralta, Herrera, & Benitez, 2012).
Following completion of the task of viewing the video lecture, retention
and understanding is then assessed with the use of the inbuilt activity tool of
Moodle (quiz). These activities allow for feedback in the form of screen
responses from the interface based on the users’ response. These can be text or
audio base and provides a form of learning by assessment.
The other node will use WordPress as an application that would store
case based discussions using digital images as triggers to test the application
of the knowledge gained in the learning object. These case based discussions
would have been produced by the lecturers and posted on the Application.
Responses from the user will be obtained from both these nodes in the form of
formative assessment with the use of quizzes and assignments.
Annotation.
N1 adn N2 - lectures and
discussions delivered by lecturers
A1 and A1 - required task by
the learners through interactive assessment tools
Effect of interface design on each nodes
As the resource materials in node one and node two are hosted on cloud
applications of YouTube and WordPress, the interface within Moodle will have to
ensure a clear and intuitive object for the user to interact to reach this
resource. This is easily provided by the Moodle platform by the use of
hyperlink text. This fulfils Gestalts Isomorphic correspondence on the screen and interface design.(Chang et al., 2002) This can be
performed by various means on the Moodle platform. The interface can respond to
the users’ interaction by clicking on the hyperlink text by opening the link in
a new window or as a pop-up box. This response by the system can be disturbing
and loose the engagement of the user as they leave the learning environment. It
would be preferable that the interface design for these nodes are such that
they are embedded within Moodle framework. This therefore allows for
consistency of the screen and facilitates ease of use and a smooth flow of the
processes during the learning experience. It also facilitates the ease of
navigation and provides focus on location within the whole program.
The interface for Human-Computer Interaction, and has influenced the work
and communication of all computer literates. It has become a default
requirement of all computer user Also studies have shown that the geometrical
factors of the graphical structures of a computer screen play an important role
in the context of operation efficiency. (Michalski, Grobelny,
& Karwowski, 2012)
Conclusion
For interactive E content to be effective the interface between the
computer or device and the user has to be carefully designed to ensure that the
user has an efficient and effective interaction that provides a satisfactory
experience at the end of the learning. This requires knowledge of the users’
needs and profile. It is not only developing the content but also in the design
of the interface to ensure that the user interaction is smooth, efficient,
intuitive and error-free. Therefore in designing interactive E content, apart
from the development of the content, how the user interacts with the content is
crucial in ensuring optimal navigation of the learning object and with adequate
feedback, knowledge is transferred and acquired.
Therefore the design of the interface and screen and the task required
by the user should be clear, consistent and intuitive to ensure a meaningful
and satisfying learning experience for the user.
Reference
Camillan Huang. (n.d.). Designing
high-quality interactive multimedia learning modules. Computerized Medical
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doi:10.1016/j.compmedimag.2004.09.017
Chang, D., Dooley,
L., & Tuovinen, J. E. (2002). Gestalt theory in visual screen design: a new
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from http://dl.acm.org/citation.cfm?id=820062
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