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Learning objects are a new form of learning resource, and the design of these digital
environments has many facets. To investigate senior instructional design students’ use of
reflection tools in designing learning objects, a series of studies was conducted using the
Reflective Action Instructional Design and Learning Object Review Instrument tools. Analysis
revealed that most participants found the reflection questions useful in design but also that
intensive use of the tools is needed to free learning object design from the personal learning
traits of the designers.
INSTRUCTIONAL DESIGN requires complex intellec- multiple users to easily share and reuse content, even if
tual processes and high-level thinking skills to systemati- they are at different geographical locations. For example, if
cally problem-solve in instructional and training someone has already created an image, everyone author-
situations (Nelson, Macliaro, & Sherman, 1988). “The ized can search for it in the repository and insert it into a
field is a challenging discipline that attempts to provide lesson without having to create it from scratch. This has
effective and innovative solutions to instructional prob- led to the design and development of learning objects,
lems through a systematic process” (Bannan-Ritland, which serve to communicate a unique idea or a series of
2001, p. 38). Traditional methods of teaching instruc- concepts that represent a unit of learning during the tech-
tional design do not adequately prepare students for nology-supported learning process (Wiley, 2000).
professional practice in the field (Ertmer & Cennamo, Reflective actions and taking different approaches into
1995; Winn, 1997) because this approach ignores the account are necessary in the design of learning objects and
complexity of this discipline and the high level of com- in the education of learning object designers. This article
munication, negotiation, and other related skills needed studies the contribution of reflective tools to decision
for the practitioner to approach instructional problems making in the instructional design process.
successfully (Bannan-Ritland, 2001).
A set of online tools and resources supports instruc-
tional designers and teachers as they in turn support the DESIGN OF LEARNING OBJECTS
students through active process. This set of online In the design of learning objects, different types of in-
resources delineates a suggested sequence of activities formation might be created using tools such as word
based on what has worked in the past; each activity is processing, graphics tools, spreadsheets, HTML editors,
linked to additional information regarding the purpose of gifmakers, video editors and capturers, and some general-
the given activity, an elaboration of what the activity and specific-purpose software. In learning object terms,
entails, and guidelines for when to intervene. picture, animation, simulation, sound file, hyperlink,
With the growth of the Internet and the increase in game, video, and downloadable files, all called assets, can
worldwide connections, new tools, resources, and con- be combined to form larger files and sharable content
cepts have emerged, such as learning content management object. The number, quality, and orientation of screen ele-
systems (LCMSs) and learning objects. An LCMS enables ments loaded into a lesson is an issue for the development
Performance Improvement, vol. 46, no. 10, November/December 2007
©2007 International Society for Performance Improvement
32 Published online in Wiley InterScience (www.interscience.wiley.com) • DOI: 10.1002/pfi.169
of learning objects, although LCMS and authoring envi- 1983; Rowland, 1993). Improving instructional design
ronments provide instructional designers with many through reflective dialogue between the designer and the
facilities to create and edit screen components. To ensure context has been identified as an innovative strategy
effective learning, screen design decisions should reflect (Winn, 1997). Luppicini (2003) stressed that reflection
balance among learner attributes, content factors, and the provides information concerning where ideas come from,
processing requirements of the learning task. which is essential for improving learning or eliminating
Generally the most useful way to organize the compo- habits that prevent learning. Luppicini also emphasizes
nents of lesson modules is to organize the screen into func- that developing a tool for promoting instructional
tional areas (Grabinger, 1993). Designers should decide designer discourse and reflective dialogue could help
where status and progress information, navigational instructional designers become more aware of the creative
buttons, content display control buttons, and illustrations processes and decision-making strategies when they are
will be located. Consistency is important for using graphic working on projects. In Luppicini’s proposed instructional
devices such as shading, lines, and boxes to separate areas. design tool, reflective action instructional design (RAID),
The screen should be kept as simple and uncluttered as multiple areas of consideration are highlighted: design
possible; presenting too much information at one time can processes and products, the design situation, and the influ-
be confusing and overwhelming to the user (Orr, Golas, & ence of self and others in the design. He wrote, “The RAID
Yao, 1994; Overbaugh, 1994; Stemler, 1997). Simplicity is topology of reflective design questions is intended to be
one of the essential goals of learning object design. used as a baseline for any instructional design project, and
The design of learning objects should be directed and points three sets of questions of reflective practices as:
influenced by learner and task analysis, instructional Actor referenced, action referenced and situation refer-
strategy, formative and summative evaluation, subject enced” (p. 78). The reflective design questions used in dif-
matter knowledge, and knowledge of context. To maxi- ferent design contexts can be self-administered to (1) aid
mize learning for all students, a combination of methods designers in situating their design ideas in a community of
for presenting materials is very powerful (Felder, 1993). designers as well as the designers’ personal attachment to
Although instructional designers’ personal learning those ideas and willingness to compromise their artistic
styles may influence the design decisions they make, the vision, (2) probe for design thinking that may not be typ-
possible effect should be minimal so that target users ically communicated in group discussions, and (3) help in
with different learning styles benefit from the designed rationalizing situational constraints in design decision
learning objects. making. Applying the RAID framework in learning object
Reflective actions involved in carrying out an instruc- design is new to the field of instructional design and has
tional design project are important for making objective not been adequately addressed in the literature.
design decisions. Research has explored the relationship
between reflective actions and practice with instructional
design procedures (Bannan-Ritland, 2001; Luppicini, PROBLEMS OF THE STUDY
2003; Moallem, 1998). One researcher, Moallem (1998), This research studied the effects of the RAID framework
suggested that and learning style on senior instructional design students’
design and development of learning objects in an LCMS.
designers must have high-level thinking skills to In this regard, the study aimed to examine the students’
address instructional problems and to use a process reflections through RAID questions in making design
that is responsive to the learners and contexts. Second, decisions and the interactions between the students’ learn-
it is important to identify design problems in the con- ing styles and quality of their designed learning objects for
text of specific instructional situations because design
grade 6–9 science with differences in these parameters:
problems that are context specific provide opportuni-
ties for the designer to solve the problem within the • Number of assets (picture, animation, simulation,
context that creates it. Finally, instructional design is sound file, hyperlink, game, video, downloadable file)
improved through reflective dialogue between the
• Text density (small amount, moderate amount, and
designer and the context. This reflection-in-action
large amount of text)
guides the designer to reframe the problem and possi-
ble solutions. (p. 61) • Number of instructional elements (advance organiz-
ers, questions, and didactical directions)
Mastering the process of reflection-in-action is inher- • Number of screen orientations (templates, picture ori-
ent in the design process and an important aspect of entation, font types and font sizes, colors, main topics,
becoming an instructional design professional (Schön, sharable content object)
1. Content quality: Veracity, accuracy, balanced presentation of ideas, and appropriate level of detail 3.45 0.38
2. Learning goal alignment: Alignment among learning goals, activities, assessments, and learner 3.01 0.52
characteristics
3. Feedback and adaptation: Adaptive content or feedback driven by differential learner input or learner 2.66 0.57
modeling
4. Motivation: Ability to motivate and interest an identified population of learners 2.86 0.61
5. Presentation design: Design of visual and auditory information for enhanced learning and efficient 3.31 0.54
mental processing
6. Interaction usability: Ease of navigation, predictability of the user interface, and quality of the interface 3.19 0.54
help features
7. Accessibility: Design of controls and presentation formats to accommodate disabled and mobile able- 3.03 0.39
bodied learners
8. Reusability: Ability to use in varying learning contexts and with learners from differing backgrounds 3.08 0.47
rate his or her learning object) student instructional ticipant’s to the RAID questions are given in Table 1.) The
designers’ ratings and the researcher’s rating were aver- first issue the participants addressed was whether the
aged. Finally a two-hour discussion meeting was organ- design discussions based on RAID contributed to their
ized to discuss the use of RAID questions and the LORI. learning the process of the design. They were divided on
this issue. The 16 students who responded positively val-
ued the variety of viewpoints presented: most said that
DATA ANALYSIS AND FINDINGS they revised the type of assets they had chosen for their
learning objects, the number of activities to be carried out
Comments on Reflection Tools on the settings, and the story of the design. One stated,
The data consisted of the participants’ written answers to “They helped me to learn because they provided much
the RAID questions and their comments addressing the more breadth and diversity of opinion. Sharing alterna-
use of reflective strategies. (The answers of one of the par- tive design ideas is what makes the environment a valu-
Bannan-Ritland, B. (2001). Teaching instructional design: An Schön, D.A. (1983). The reflective practitioner. San Francisco:
action learning approach. Performance Improvement Quarterly, Jossey-Bass.
14(2), 37–52. Stemler, L.K. (1997). Educational characteristics of multime-
Ertmer, P., & Cennamo, K.S. (1995). Teaching instructional dia: A literature review. Journal of Educational Multimedia and
design: An apprenticeship model. Performance Improvement Hypermedia, 6(3/4), 339–359.
Quarterly, 8(4), 43–58. Wiley, D.A. (2000). Connecting learning objects to instruc-
Felder, R.M. (1993). Teaching the second tier: Learning and tional design theory: A definition, a metaphor, and a taxon-
teaching styles in college science education. Journal of College omy. In D.A. Wiley (Ed.), The instructional use of learning
Science Teaching, 23(5), 286–290. objects. Retrieved May 9, 2007, from
http://www.reusability.org/read/chapters/wiley.doc.
Felder, R.M., & Spurlin, J.E. (2005). Applications, reliability,
and validity of the index of learning styles. International Winn, W. (1989). Toward a rationale and theoretical base for
Journal of Engineering Education, 21(1), 103–112. educational technology. Educational Technology Research and
Development, 37(1), 35–46.
Grabinger, R.S. (1993). Computer screen designs: Viewer judg-
ments. Educational Technology, Research and Development, Winn, W. (1997). Advantages of a theory-based curriculum in
41(2), 35–73. instructional technology. Educational Technology, 37(1), 34–41.
YAVUZ AKPINAR is an associate professor in the Department of Computer Education and Educational
Technology, Boğaziçi University, Turkey. He has a PhD in interactive learning environments design,
and his research interests are in interactive learning environments design, human-computer interac-
tion, graphical user interfaces, simulations in learning, authoring systems for software design, edu-
cational testing, designing and evaluating multimedia and hypermedia in education and training,
distance education, learning object and e-learning design, and learning managements systems. He
may be reached at akpinar@boun.edu.tr.