APPENDIX A_Four Levels of E-Learning.docx

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BRANDED TEMPLATE SET AND CONTENT CONVERSION TO E-LEARNING - MRC E-LEARN 22
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BD-22-1071-AO-CON01-73448
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Suffolk County, Massachusetts

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The document is an appendix from the Elearning Guild that describes four levels of e-learning interactivity and provides rationale for their use. The four levels range from passive, one-way presentation of content to highly active learning with complex decision-making in simulated environments. The levels differ in learner control, practice and feedback, navigation structure, content presentation, and instructional design. The document is related to a state and local contract opportunity issued by the Massachusetts Rehabilitation Commission (MRC) to have a vendor provide consultation and creation of a training/e-learning PowerPoint template set and conversion of existing and in-process materials to e-learning.

The contract opportunity seeks a vendor to develop branded e-learning templates and convert various materials to e-learning. No specifics are provided on the quantity of materials or the term of the contract. The contract opportunity does not include details on pricing, funding sources, incumbent vendors, or other salient commercial terms.

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APPENDIX A

Four Levels of E-LearningThis information was taken from the Elearning Guild’s Online Forum Presentation: Levels of Interactivity and Determining What’s Appropriate, 2007

LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
Characteristics
· Mostly passive learning

· Minimal learner control of course environment

· One-way presentation of content from computer to learner

· Typically e-reading or e- listening

· No or minimal practice and feedback

· Linear

· Active learning

· Basic learner control of course environment

· Basic practice and feedback

· Use of simple scenarios

· Non-linear

· Requires learner to demonstrate content knowledge and apply that content

· Active learning

· High learner control of course environment

· Advanced practice and feedback

· Use of complex scenarios

· Non-linear; may include simple branching

· Requires learner to apply content and make decisions

· Highly active learning

· High learner control of course environment

· Non-linear; multiple paths/branching

· Requires learner to make complex decisions

· When poor performance occurs, learner receives remediation

· May include objects/ interactive tools that the learner provides input to or manipulates to see different results

Rationale for Use
· Time, budget, or logistics are limited.

· Content is largely awareness or knowledge based.

· Content is procedural in nature, and learners just want a “show me” presentation.

· Content is largely rules based.

· Content addresses one-dimensional business problems that require authentic representation and practice.

· Course may also serve as a reference (i.e., learners return to the course over time).

· Content includes multiple inter-related concepts that are required to make decisions.

· Content addresses multidimensional business problems that require authentic representation and advanced practice.

· Course objectives are better fulfilled via more complex scenarios.

· Course may also serve as a reference (i.e., learners return to the course over time).

· Business problem is complex and multifaceted.

· High degree of realism of business situation is required.

· High-level, advanced decision-making skills are involved.

· “Safe” environment where people can learn from their mistakes in a simulated environment is beneficial.

Content Presentation
· Content presented basically as an online slideshow and/or audio/video broadcast

· Linear navigation structure; “gating” often used

· Text with simple graphics (stock photos or clipart)

· Video (stock, linear, and minimal production)

· Talking head video and slide shows

· Content presented in the context of real business problems (problem-based approach)

· Flexible navigation structure

· Text with graphics (stock photos or clipart, plus some custom graphics)

· Basic multimedia presentation such as rollover graphics and simple, narrated animations

· Content presented in the context of real business problems (problem- based approach)

· Flexible or customized navigation structure

· Text with graphics (custom photos and custom graphics)

· More complex, narrated animations

· Advanced multimedia- based presentation, such as interactive animations

· Content not so much presented as experienced through interaction with a variety of realistic situations

· Navigation within simulated work environment

· Text with graphics (custom photos and custom graphics)

· Advanced multimedia-based presentation, such as interactive animations

Instructional Design
· Emphasis on knowledge- level objectives

· Heavy emphasis on content presentation, little emphasis on context

· Use of simple examples and non-examples

· More emphasis on application objectives

· Use of examples and non-examples; cases studies

· Use of simple scenarios

· More emphasis on application and transfer

· Use of examples and non-examples; case studies

· Use of complex scenarios

· More emphasis on application, transfer, and reflection

· Tasks with greater complexity

· More discovery learning

Practice and Feedback
· No or very limited practice activities

· No feedback or simple correct/incorrect feedback

· Text-based, multiple- choice-type questions

· Simple quizzes, games, or other multiple-choice exercises

· Practice largely knowledge and identification based

· Correct/incorrect feedback and best answer

· More complex practice opportunities

· May use Flash-based multiple-choice, drag- and-drop, or other kinds of activities

· May include software simulations

· May include multi- branching exercises

· Decision and application-based practice

· Informative feedback

· Often remedial instruction or indication of sections of course to review

· Simulation-based practice opportunities

· May use Flash-based multiple-choice, drag-and- drop, or other kinds of activities

· Includes multi-branching exercises.

· Complex practice in which learner experiences consequences of choices or answers

Note: This matrix assumes e-learning is self-paced, self-directed, asynchronous e-learning. Other forms of interactivity (online discussion forums, on-the-job, mentoring, or classroom experiences) that may precede or follow the e-learning are not included here.

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