Professional Documents
Culture Documents
By
Andrew T. Fitzgerald
December 2015
activities, and pedagogy. The adoption of the Common Core State Standards and
innovation and change, has only increased the need to help support teachers’
development of these necessary skills. The purpose of this project was to create an
their technological, pedagogical, and content knowledge (TPACK) and skills. The design
on the design, teachers from two middle schools in Southern California were invited to
use the training module, and were surveyed regarding their experiences. Results of the
survey indicate participants gained knowledge and skills for using their school computer
lab, integrating technology into their classroom instruction, and overall, were pleased
A PROJECT REPORT
In Partial Fulfillment
Committee Members:
College Designee:
By Andrew T. Fitzgerald
December 2015
ProQuest Number: 1603340
In the unlikely event that the author did not send a complete manuscript
and there are missing pages, these will be noted. Also, if material had to be removed,
a note will indicate the deletion.
ProQuest 1603340
Published by ProQuest LLC (2015). Copyright of the Dissertation is held by the Author.
ProQuest LLC.
789 East Eisenhower Parkway
P.O. Box 1346
Ann Arbor, MI 48106 - 1346
Copyright 2015
Andrew T. Fitzgerald
ALL RIGHTS RESERVED
ACKNOWLEDGEMENTS
First and foremost, I would like to thank my wife, Roxanna. I could not have
completed this project without her incredible support and patience. I would like to thank
Dr. Lesley Farmer for giving me the opportunity to explore the idea of using the e-
teachers, and for pointing me into the direction of TPACK research. Thank you to Dr.
Vanitha Chandrasekhar and the Long Beach Unified School District for giving me the
opportunity to test my project with two middle schools. A big thank you to my
committee chair, Dr. Stephen Adams, for guiding and directing me through the research,
development, and writing of this project and paper. Thank you Marnelle Leonard for
being the muse of the module’s scenarios. I would also like to thank my aunt, Dr. Julie
Judd, for always providing a fresh perspective on the project’s development, direction,
and goals.
iii
TABLE OF CONTENTS
Page
CHAPTER
1. INTRODUCTION ............................................................................................ 1
Background ................................................................................................ 1
Statement of the Problem ........................................................................... 3
Proposed Solution ...................................................................................... 5
Importance of Project ................................................................................. 6
Overview of the Project Report ................................................................. 8
Definition of Terms.................................................................................... 8
Introduction ................................................................................................ 10
Technological Pedagogical Content Knowledge ....................................... 11
Adult Learning ........................................................................................... 16
Lowe and Holton’s Framework for Effective Computer Based
Instruction for Adults ........................................................................... 19
Content, Interface, Design and Strategy .................................................... 24
Summary .................................................................................................... 41
Overview .................................................................................................... 43
Design of the Project.................................................................................. 43
Development Process ................................................................................. 51
Preliminary Testing of the Module ............................................................ 53
Summative Evaluation ............................................................................... 56
iv
CHAPTER Page
APPENDICES ........................................................................................................ 73
REFERENCES ............................................................................................................ 97
v
LIST OF TABLES
TABLE Page
vi
LIST OF FIGURES
FIGURE Page
10. Home screen graphic illustrating the progression through the module’s
learning content.......................................................................................... 5
vii
CHAPTER 1
INTRODUCTION
Background
The 2004 report, Ready or Not: Creating a High School Diploma that Works,
presented a deficiency in high school graduates' basic English and math skills that falls
short of the basic skills required by employers (Achieve, Inc., 2004). The report called
for states to update and align their academic standards with the demands of the real world
workforce. In 2009, the National Governors Association (NGA) created the Common
Core State Standards (CCSS) to provide a new set of academic standards for the English
language arts (ELA) and mathematics. These standards were created to overcome
competitive marketplace, and to align the academic expectations of high school graduates
across the United States. Since their inception, the CCSS have been adopted by 43 states
(National Governors Association Center for Best Practices, Council of Chief State School
Officers, 2014). In conjunction with CCSS adoption, states have also adopted a new
student achievement assessment model, eschewing the traditional paper and pencil
technology infused ELA and math CCSS, along with using new statewide computer-
based assessments to measure student achievement, has amplified the role of technology
1
Many of the new ELA and math standards require students to use technology,
digital skills such as keyboarding, searching for digital sources on the internet, using
software for writing and publishing, creating digital media, and collaborating on digital
projects (National Governors Association Center for Best Practices, Council of Chief
State School Officers, 2010). The CCSS for the ELA and mathematics subjects were
created with the intention that their design be adapted into other curriculum areas such as
history, science, and the arts (National Governors Association Center for Best Practices,
Council of Chief State School Officers, 2010). Ultimately, the technological skills
developed through the ELA and math standards will be reinforced as other subject areas
integrate their usage. In her commentary, The Light Ahead, Nancy Doorey cites
technological skills as necessary for the future citizen and valued employee (Doorey,
2012). The CCSS embrace this idea, integrating the use of technology throughout every
States adopting the CCSS are also required to implement a system for students to
complete online computer based assessments. Currently, there are two major consortia
Consortium (SBAC) and the Partnership for Assessment of Readiness for College and
Careers (PARCC). Beginning in third grade, the digital assessments are administered to
students throughout the school year, measuring their English language arts and
mathematics skills. The estimated test time for completing these assessments range from
7 to 8.5 hours (SBAC, 2012). In order for school districts to comply with computer
2
enormous number of students the opportunity to complete the test within a specified
testing window. Test taking scenarios include students using the school site computer
lab, or using a mobile lab of laptops or tablets. Students will require the technical skills
Statement of Problem
When students are lacking basic computer skills, it ultimately becomes the
teacher's responsibility to educate them, but who will teach the teachers? Research
shows teachers have basic digital skills such as checking and sending email, accessing the
web, and word processing (Paraskeva, Bouta, & Papagianni, 2008), but lack the
pedagogical knowledge and technology skills necessary for integrating technology into
curriculum (Blackwell & Yost, 2013; Gong, Chen, Cheng, Yang, & Huang, 2013). This
can be attributed to a myriad of reasons, such as lack of proper training (Konan, 2010;
Uzunboylu & Ozdamli, 2011; Yucel & Kocak, 2010), reluctance (Prasertsilp & Olfman,
2014), self-efficacy, and teacher beliefs (Voogt, Fisser, Roblin, Tondeur, & Braak, 2013).
Seasoned teachers have the basic skills for mundane computer tasks, but their knowledge
of using software can fail to extend beyond the utilization of word processing and
productivity skills. New teachers, although more accustomed to using technology, lack
the pedagogical skills to design lessons that utilize technology (Blackwell & Yost, 2013;
Tillery, Varjas, Meyers, & Collins, 2010; Uzunboylu & Ozdamli, 2011). Teachers not
only need to be aware of the dynamically changing field of technology tools (Blackwell
& Yost, 2013; Mishra & Koehler, 2006), but also be competent using them, able to create
engaging digital instructional materials, make documents available online, use office
3
applications, know the tools in the applications they use, and possess troubleshooting
skills for maintenance and repair (Mishra & Koehler, 2006; Yucel & Kocak, 2010).
dynamic learning environment (Mishra & Koehler, 2006). Management routines and
accommodate for technology use (Gong et al., 2013; Voogt et al., 2013; Voyiatzaki &
Avouris, 2014). Students will have varying degrees of digital literacy skills, requiring
teachers to differentiate instruction to avoid boredom and misbehaviors (Yucel & Kocak,
2010). Teachers will need to possess greater multitasking skills in order to troubleshoot
hardware or software related issues during a lesson (Voyiatzaki & Avouris, 2014). The
learning environment and activities is necessary, and can be a daunting challenge for
teachers (Mishra & Koehler, 2006; Pareskeva et al., 2008; Voyiatzaki & Avouris, 2014).
Teachers need to possess the knowledge and skills to operate classroom hardware
and software, pedagogical skills to integrate technology into curriculum, and understand
how specific technologies are used for specific content subjects (Koehler, Mishra, &
Cain, 2013). However, research shows teachers lack these skills (Koehler et al., 2013),
are not properly trained in their pre-service programs (Uzunboylu & Ozdamli, 2011) and
are not supported with professional development opportunities (Voyiatzaki & Avouris,
2014). Teachers are having to acquire the necessary knowledge and skills through trial
and error instances (Tillery et al., 2010; Uzunboylu & Ozdamli, 2011), which create
unsuitable learning experiences for students (Gong et al., 2013). This issue is not being
4
ignored by teachers. Recent survey data cites "learning how to differentiate instruction
Proposed Solution
school curriculum (Mishra & Koehler, 2006). The framework is used to describe skills
necessary for teachers, such as operational skills, procedural knowledge, and the ability
to identify the affordances technology provides for specific content subjects (Voogt et al.,
2013).
Training in digital skills and computer lab behavior management is necessary for
teachers to prepare them for integrating technology into the classroom curriculum and
& O'Reilly, 2011; Ertmer & Ottenbreit-Leftwich, 2010). For years, school districts have
handle the SBAC and PARCC online tests, investing in new computer labs, mobile labs,
and tablets to provide enough devices for students to test at each school location, and
providing professional development for core subject teachers to prepare them for the
instructional shifts necessary to align their instruction with the CCSS. Unfortunately, the
training for technology integration into classroom instruction is absent (Blackwell &
5
Yost, 2013), as is the training of classroom management techniques for the computer
labs. CCSS adoption is expensive, and although the issues presented have not been
ignored by school district technology leaders, in many cases the trainings to prepare
teachers for them have not been prioritized. Face-to-face professional development is
costly for school districts. Funds must cover the costs of the teachers’ learning time for
the training and for the substitute teachers covering the students in the classroom.
Another viable solution, allowing the vast amount of affected teachers to receive the
face professional development. The monetary costs are considerably less, and the
training is presented in a more convenient manner. Learners have greater control over
the learning process, such as the speed at which they learn, the time allotted, and the
location. Learners have access to the training at all hours of the day, and are not confined
to specific locations. Support is available when they need it, as it is already integrated
experience to the learners, whereas the training in an e-Learning module can be accessed
as often as needed. E-Learning improves the efficiency of training, decreases errors, and
Importance of Project
nationwide during the 2014-2015 school year. The CCSS have created an opportunity for
students to learn important digital skills in the classroom (Achieve, Inc., 2004), however
6
teachers must learn what is required in order to create a positive, efficient digital learning
experience for their students. Providing teachers training on how to manage the new
positive experience of this complex paradigm shift. Research already shows that a
reluctance among teachers to implement technology, based on their attitudes and self-
efficacy (Lee & Lee, 2014), can lead to lowered expectations, confidence, and frequency
of usage (Donnelly et al., 2011; Paraskeva et al., 2008). Providing teachers with the
professional development experience can improve attitudes, build basic skills, and can
establish good practices for lesson planning and software application usage.
explaining the body of knowledge necessary for technology integration (Ansyari, 2013;
Blackwell & Yost, 2013), TPACK theory and its implementation is still complicated
(Voogt et al., 2013). Professional development studies designed with a holistic approach
to the framework have provided clues to successful design strategies to use with teachers
such as collaboration, modeling, lesson plan design, and contextual learning activities
(Mishra & Koehler, 2006; Voogt et al., 2013). However, these previous strategies
required face-to-face professional development, which in turn can create obstacles for
teachers and districts such as time and funding. Providing an online-based training
it's not a "one-shot" experience (Doering, Veletsianos, Scharber, & Miller, 2009). This
7
project aims to further research on instructional design and development of online-based
available and accessible online resource that combines research backed strategies for
target the development of teachers’ TPACK knowledge and skills. Chapter 2 presents a
design and develop the training module. Chapter 3 describes the methods used for the
design of the module, site and participant selection, formative evaluations, and a
summative evaluation. Lastly, Chapter 4 discusses findings from this evaluation and
gives recommendations.
Definition of Terms
Common Core State Standards (CCSS): A set of math and English language arts
standards recently developed for kindergarten through 12th grade education. Adopted by
43 states, they provide the goals of the knowledge and skills students will acquire in
school.
multimedia such as videos, audio, and graphics to support the content delivery.
Instructional content can be stored locally on the device or accessed from another
8
location such as a server connected to the internet, and allows for learning to be
synchronous or asynchronous.
layout of what learners see on the computer device screen. The interface that provides
iterations of an evaluate, design, and develop cycle. Throughout the process, prototypes
describing the relationship between three bodies of knowledge teachers need to integrate
9
CHAPTER 2
LITERATURE REVIEW
Introduction
The project design builds on several bodies of literature pertinent to creating and
literature was conducted using California State University Long Beach’s OneSearch
academic database tool and the Academic Search Complete database. Sources include
andragogy. The first body of literature is a review of the TPACK framework and current
findings relating to its use for educator professional development. The second section is
principles of adult learning, and is considered the art and science of educating adults
(Forrest & Peterson, 2006). The principles outline the different needs adults have when
acquiring knowledge, and the influences the principles have on the creation of a
different constructs within an effective e-Learning program, and how the constructs
influence one another within the overall design. Lastly, e-Learning design principles are
presented in the review, outlining the concepts for effective interface design, presentation
10
of content, interactivity, practice flow, feedback, usage of multimedia objects, program
Mishra and Koehler (2006) developed the TPACK framework as a response to the
describes the relationships between three bodies of knowledge educators need to possess;
content, pedagogy, and technology (see Figure 1). Content knowledge (CK) refers to
educators' mastery of the subject knowledge they teach. Pedagogical knowledge (PK)
knowledge converge upon each other, creating a blending of the knowledge domains.
educators' abilities to create the proper learning experiences for the knowledge transfer of
technological pedagogical content knowledge (TPACK), the blending of all three bodies
of knowledge. TPK describes educators' abilities using their TK to select and apply the
proper technology to support and improve their teaching practices. TCK describes how
technology and content influence one another in a mutual relationship. Choosing the
11
influenced by what technologies are available to the educator. TPACK is regarded as the
"Total PACKage,” the convergence of all three knowledge domains. TPACK represents
the utilization of all three knowledge domains to effectively integrate technology into the
Many reasons for the initial development of the TPACK framework still exist
field of digital technologies. This includes learning newer operational skills for both
hardware and software, their affordances, and the ability to troubleshoot issues (Mishra &
teachers' self-efficacy of their technology usage and beliefs (Paraskeva et al., 2008;
Voogt et al., 2013), which in turn may affect their reluctance, acceptance, and usage of
digital technologies in the classroom (Prasertsilp & Olfman, 2014; Voogt et al., 2013).
Just like the dynamic nature of technology innovation, teachers' TK must also be
Teachers' lack of TCK and TPK is not limited to the rapidly evolving innovations
technology training during their pre-service education (Blackwell & Yost, 2013),
underwent previous trainings for older technologies, or had prior experiences that were
teachers' must be able to recognize the affordances of specific technologies and their
learners (Voogt et al., 2013). They must be aware of the necessary time needed for
and well-designed activities and assessments (Gong et al., 2013). Teachers need to
possess the knowledge of how technology will influence the management of classroom
13
Research studies have used the TPACK framework to design professional
development learning experiences for teachers, aimed at improving their skills integrating
technology into classroom instruction (Voogt et al., 2013). Mishra and Koehler's (2006)
controlled, and require teachers to problem solve technology-related issues such as lesson
design and choosing the best hardware or software solutions. Since the original study, a
multitude of other researchers have applied the framework in their own studies,
activities influenced by the TPACK framework (Voogt et al., 2013). Findings include
face-to-face interactions, and collaboration. Authentic activities that teachers can relate
2013; Voogt et al., 2013). In congruence with Mishra and Koehler's original design,
approach to the framework, suggesting that learning activities incorporate the three
knowledge domains of content, pedagogy, and technology into the activity design (Voogt
et al., 2013). Overall, the TPACK framework is regarded as a sound theory for further
After studying math teachers' use of spreadsheets in instruction, Niess, Sadri, and
Lee (2007) proposed a model for the development process of teachers’ TPACK skills,
14
stemming from Rogers's (2010) diffusion of innovations theory (see Figure 2). The
Özgün‐Koca, Meagher, and Edwards (2011) used this development model, along
with the TPACK framework, in their study of a math teacher's usage of graphing
calculators with the curriculum. The study showed both models to be beneficial for
followed the linear progression of the proposed model (Niess et al., 2007), the study
showed it did not develop in a hierarchical order (Özgün‐Koca et al., 2011). This
outcome proposes that although teachers go through the five stages of TPACK
development, they may move forward or backward through the process based on the
15
FIGURE 2. Development process of TPACK (Ness et al., 2007. Used with permission).
The linear process in which a teacher develops their TPACK.
Adult Learning
content instruction and delivery, do not apply towards adult learning and can even be
harmful to the adult learning process (Knowles, Holton, & Swanson, 2011). Andragogy,
experience significant to the learner where the needs and interests of the learner are a
catalyst for motivation. The andragogy model of adult learning, developed by Malcolm
Knowles, describes the basic principles for adult learning: learner’s need to know, self-
concept of the learner, prior experience of the learner, readiness to learn, orientation to
learning, and motivation to learn (Knowles et al., 2011). Knowles’s model is based upon
16
his research and the research and theories of other learning experts such as Lindeman,
Principles of Andragogy
Need to know. Before adults put in the time and effort necessary to learn new
knowledge and skills, they require a purpose for the learning. Adults put in the energy
required to complete the learning process only after they realize rewards of the learning.
Explaining the need to know is the first task and responsibility of the facilitator of the
learning process. Providing real or simulated experiences can help the learner realize the
knowledge and skill gaps they may currently possess (Knowles et al., 2011).
relate to their own life experiences. They are self-directing. The pedagogical model of
instructor-controlled learning, where the learner is dependent upon the teacher, conflicts
with the self-directing psychological nature of adults. When learning is forced by the
will of others, adults will resent, resist, and flee the situation (Knowles et al., 2011).
predispositions, mental habits, practices, and presumptions, causing them to block out
new ideas, insights, and alternative ways of thinking. Adult learners are of varying ages
with different interests and motivations, and the scope of their life-shaping personal
experiences will differ greatly from their peers and the facilitator of an instructional
activity. Adult instruction has to take into account the learners’ experiences, being
careful not to devalue or overlook it, as this can lead to the dismissal and rejection of new
17
experiences through activities such as group discussions, problem solving, and
be able to incorporate their learning into their daily activities and situations. Content
must be relevant and applicable to the learner, and the facilitator of learning must be able
to contextualize it for them (Forrest & Peterson, 2006). Lack of relevance can lead to
necessary. Activities such as role playing and mentoring can be utilized to increase
Orientation to learning. Adults learn to solve issues. They are motivated to learn
when the subject matter will increase their effectiveness with relatable, life-centered
problems and tasks. They seek to know how they can apply the subject matter to solve
their personal and work-centered issues immediately, rather than for future use. Subject
matter must be presented in a context that is relatable to their field of work, and must be
Motivation. The more adults are motivated, the better they will learn. External
motivating factors such as promotions or salary increases can be used; however, adults
learn best when they are motivated intrinsically. Internal ideas such as self-esteem, job
satisfaction, quality of life, and personal growth development have a more permanent
influence on motivating adults to learn. Factors that can block intrinsic motivators should
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Lowe and Holton’s Framework for Effective Computer Based Instruction for Adults
Past research studies have sought to identify the key variables and components of
quality e-Learning and the learning characteristics of the users. Lowe and Holton (2005)
multiple learning theories such as behavioral, cognitive, and social, they developed a
model highlighting the critical components needed to have an effective CBI framework.
framework (see Figure 3). Their model uses a systems approach to identify the building
blocks or units needed for effective CBI, their relationships, and how they affect the
learning process and outcome. The units are divided horizontally to show their role as an
input, process, or output in the model, and vertically to represent their influence as a
support or design part to the model. Laws of interaction were developed to describe how
Inputs
responsibility for the processes involved in their learning. It describes their ability to
independently plan, conduct, and evaluate their learning (Lowe & Holton, 2005). E-
Learning provides users the ability to learn at their own speed, yet requires them to show
a degree of personal responsibility for completing the instruction. The learners’ self-
to learn. Locus of control is the learners’ belief that control over events in instruction is
19
FIGURE 3. Conceptual framework for effective CBI (Lowe & Holton, 2005). The
critical components for CBI. Their role and relationships within the framework.
internal locus of control will require more freedom and control over the pacing and
of control will need the e-Learning environment and interface to provide more guidance
over their process of learning. Metacognition describes peoples’ ability to recognize how
they learn and control that process. Whether or not they utilize that skill with their
learning can affect their self-directedness as learners. As stated in the andragogy model
2011). The learners’ perception of the value of the training, such as increasing
20
productivity and work efficiency affects how intrinsically motivated they will be during
instruction.
and effort. This unit is particularly important, since adult teachers show a deficiency in
computer skills and familiarity (Tondeur et al., 2012). A low self-efficacy in relation to
technology can affect their desire or reluctance to complete an e-Learning training. The
learning goal level describes the learning domain specific activities and performance
necessary for the learners to achieve the preferred learning outcome. Comprehension of
the learning goal influences the overall design and strategy of the instructional design,
such as the proving behaviors required of the learners to achieve the learning outcome.
Process
hardware, and appropriate lengths of time for instruction. The effective CBI model
instructional support, screen design, and practice strategy, the CBI design addresses the
needs of learners to present the best possible learning outcome. Three variations of the
instructional control construct can be used. First, a program control design guides the
learners through instruction, controlling elements such as pacing and sequence. Second,
21
environment (Clark & Mayer, 2008). Lastly, an adaptive controlled design combines
both forms of control, and adapts to the learner, based on their interactions and responses
to the CBI. The instructional support construct provides support for the content during
the learning process. This can be achieved through hints, visual aids, and evaluative or
corrective feedback. Instructional support can also be used as a motivational tool for
learners. The screen design construct influences learners’ motivation and controls the
transfer of information. Screen design pertains to the visual layout, the navigational
features, and use of visual graphics. The practice strategy construct can vary, based upon
learners’ characteristics of learning as well as upon the subject matter. Research has
sequencing of the content, interaction between learners and interface, and the methods
used for application of learned knowledge. Delivery strategy describes the medium used
for instruction its environment, ranging from a solo learning environment to group
settings. The unit governing the organization and scheduling of CBI is the management
strategy. Instruction has to fit within the learners’ schedule, resources need to be
Output
Lowe and Holton have only one output for their CBI model, the learning
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Laws of Interaction
Based on their framework theory, Lowe and Holton suggest each building block
unit influences others through the laws of interaction. For instance, learners with high
levels of self-directedness will need less instructional control, whereas learners with
lower metacognition skills will need a higher level of instructional control from the CBI.
Levels of self-directedness are described as four stages, ranging from dependent learners
to self-directed learners (Lowe & Holton, 2005). The learners’ level of confidence with
their computer self-efficacy affects the levels of instructional control and support needed.
Low confidence requires more coaching and feedback from the system. To meet the
needs of all levels of self-efficacy, implementing an adaptive mix of program and learner
control is the ideal solution; however, this requires more time and effort from the
designer to create (Clark & Mayer, 2008). Both self-directedness and computer self-
efficacy have a direct impact on the level of external support. Learners with lower levels
of the former will seek out and be dependent on various forms of external support such as
and time away from work. The CBI design and external support balance each other out.
A weak CBI design requires more external support and vice versa. Also influencing the
CBI design are components of the instructional strategy design construct. The
organizational strategy influences the layouts of the screen design and practice strategies
used. The learning goal has influence over instructional strategy design construct, as it
will determine the development and presentation of content and events in the instruction.
CBI design is similarly influenced by the learning goal level construct. The taxonomy
23
level of the learning goal will determine the amount of instructional support, as well as
the amount of program control needed for the learner to acquire the knowledge presented
Lowe & Holton’s theoretical framework for effective computer based instruction
current behavioral and cognitive theories of learning, and functions within the domain of
adult learning (Lowe & Holton, 2005). The framework lays out the foundational
relationships. Described as the laws of interaction, these relationships link the constructs
to each other using a systems approach. Based on how well aligned the units of theory
are, the model can take on various system state conditions. An effective system state
occurs when both the support and design are well aligned and complement one another.
A moderately effective system state occurs when there is a partial alignment, such as a
strong support but weak design, leading to a reasonably effective program. Programs
with an ineffective system state have a strong misalignment within the top and bottom
portions of the CBI design. Stated by the laws of interaction, deficiencies in particular
units of theory will affect the soundness of other units under its influence, weakening the
information and feedback, and medium of instructional media can all impact learners.
Well-designed interactivity and practice activities can stimulate and maintain learners'
24
interest throughout the entire course. On the contrary, a poor design of these important
factors can lead to a dull and boring instructional experience. In e-Learning and the
Science of Instruction, the authors Clark and Mayer (2008) present their view of key
Principles of E-Learning
Cognitive theory of multimedia learning. Clark and Mayer base their learning
theory on knowledge construction, where learners are actively engaged in the content,
the material into coherent structure, and integrating it with what they already know.
not support the learning objective, need to be minimized by the e-Learning designer.
Essential processing, during which the learners focus on the main instructional material
relevant to the learning objective, is crucial to the design. Incorporating motivation into
25
the instruction, prompting learners to develop a deeper understanding of the content is
designers.
and skills, is also foundational for the multimedia learning theory. Designers must
develop instruction that fosters the transfer of information into the learner’s working
memory, relate it to prior knowledge stored in long-term memory, and create instances of
information retrieval from long-term memory back into the working memory. Julie
Dirksen’s 2012 book Design for How People Learn describes long-term memory as a
“closet full of shelves.” The goal for instructional designers is to make e-Learning
content relatable to the learners through various means, enabling learners to store
information on the various “shelves” in their “closet.” This will increase the probability
of learners’ information retrieval from long-term memory for later use. Too much
information presented at once can burden the working memory’s cognitive load. E-
reduce cognitive load. Following the dual channel principle, presenting information
through both visual and audio methods at the same time can reduce the cognitive load.
Learning instruction, will help advance it into the “shelves” of the learner’s long-term
memory.
Clark and Mayer (2008) recommend using words and graphics, allowing for learners to
create visual and verbal mental representations of the content. Words can be presented as
26
printed text as well as spoken word. Graphics can be static and dynamic, the latter
graphics should be avoided, as their function does not enhance learning. Organizational
demonstrate the appearance of an object should never be used more than once, as that can
particular motor skill, Clark and Mayer’s research studies find that static images are more
text and graphics. To decrease cognitive load, these corresponding elements should be
placed near each other within the design layout on the screen. In the case of large
amounts of text, using a roll over technique is recommended. Clark and Mayer provide
several examples of violating this principle: separating text and graphics on a scrolling
a separate screen from the exercise, placing text at the bottom of the screen away from
the graphics, and isolating the printed description of a key element from its correlating
visual graphic. When using narration, the spoken words should be presented at the same
time as the correlating graphics, especially when a video is showing steps to perform a
particular performance task. Narration of text not corresponding with the presented
27
graphic violates this principle. Designers should avoid mistakes such as embedding
processing, text should be presented as spoken word rather than printed. Otherwise,
printed text and visual graphics could create too much extraneous processing on the same
cognitive channel. This is especially relevant in the case of animated graphics and video,
in which learners cannot focus on both presentations of visual information at the same
time. The authors recommend violating this principle only in special circumstances when
keywords in the instruction are presented. These include steps in a procedure, technical
word or printed text. Both should not be used at the same time. Using narration is better,
as it uses both the audio and visual channel of cognitive processing. Combining both
narration and printed text with a visual graphic would overload the visual channel.
However, the authors present circumstances in which the use of printed text and narration
could be necessary, such as the absence of a visual graphic, the allotment of time allows
for its cognitive processing, and the vernacular being technical. Technical terms
use of graphics, text, and sounds that are irrelevant to the instructional goal should be
avoided. These are considered seductive details; interesting, but irrelevant material that
clutters up the learning process. Background sounds such as sound effects and music,
28
unnecessary, and can distract the learner away from relevant information or disrupt of the
cause the learner to cognitively process and organize the wrong information. Words used
for extraneous descriptions, interest, and details should be avoided. Important printed
text such as key terms should be indicated by a signaling technique, whereby the layout
of the signaled text contrasts with other text, drawing the learner’s attention towards it.
This can be achieved by changing the font, font size, or text color.
understanding and performance of the learning objective when the content of the e-
formal tone of voice (Clark & Mayer, 2008). By using the a 1st or 2nd person tone of
voice with the words “you” and “I”, a relationship is built between the learner and the
program. Research shows this technique is advantageous when humans try to make sense
of the presented content. Using a conversational tone prepares the learners’ cognitive
processes, makes them work harder, and reinforces a deeper understanding of the content.
Politeness of the conversational voice is important, and learners should feel like they are
distraction.
pedagogical agent include a cartoon character or avatar, who uses conversational spoken
words in a human voice rather than machine recorded voice. Human likeness of the
29
agent is not necessary. The coach can also be represented as an object relating to the
content of the instruction. Examples of proper use of an onscreen coach include having
the coach providing hints, examples, and acting as a guide for demonstrations and
explanations.
Clark and Mayer state the relationship between the learner and the program can
be reinforced by the visibility of the program author. By revealing information about the
author such as his/her personality and perspectives, learners can develop a more human-
to-human relationship with the e-Learning program, reinforcing the learning process and
maintaining their levels of interest. A fine balance of this reveal must be controlled, as
too much author visibility can translate into seductive details, and distract the learner.
to the learner at once can cause cognitive overload, and can weaken the integrity of the
lesson. Overcoming this issue requires breaking down the content into smaller sections,
thus segmenting the instructional delivery to the learners. Pre-training is the introduction
of the names and characteristics of key concepts before the actual instruction begins.
This technique reduces the cognitive load by redistributing the key concepts to the
users in order to build new knowledge and skills into long-term memory. Acquisition of
the skills is reinforced by providing worked examples and practice throughout the e-
Learning setting. Worked examples are activities used in e-Learning to help learners
performance of particular tasks or problem solving. Clark and Mayer highlight several
30
principles of correctly incorporating worked examples into the design of e-Learning.
Over the course of the e-Learning instruction, learners will gain more experience and
knowledge of the content. As the new knowledge is stored in long term memory,
continuously providing worked examples can have an expertise reversal effect. Learners
will no longer pay attention to the worked examples, and this can create extraneous
the fading technique can circumvent the expertise reversal effect. Fading accommodates
the learners’ acquisition of knowledge and skills by gradually eliminating the sequential
steps of a worked example. As demonstrated steps are removed, learners are required to
complete the missing steps on their own. Fading works gradually, until the learners are
learners are asked to identify the principles and concepts used in a worked example.
Worked examples can be accompanied by explanations to provide rationale for the steps.
applied to all worked examples. Examples can be chunked into meaningful segments,
labeled, and made available to the learners at any point in the learning process.
Worked examples should be designed to support the learning of near transfer and
far transfer goals. Near transfer learning describes step-based procedures that can be
applied in the workplace. Embedding contextual cues into the learning will help learners
retrieve the necessary information as they experience those same cues in the workplace.
Far transfer learning design is used to reinforce the learning of judgment and problem-
31
solving skills that can be applied in various situations of the workplace. More than one
worked example is needed to implement this process. Worked examples will present
different situations to the learners in which the underlying principles and concepts are
still the same. Self-explanation of the principles can be required for the learners to
Practice provides opportunities within the e-Learning setting for learners to build
and develop their new skills. Practice presents challenging tasks to them; the tasks are
difficult at first, but can be mastered over the course of the instruction. By targeting skill
gaps, learners build new skills that can be transferred to the work environment. Practice
learners. Clark and Mayer identify the following as core principles applicable to
Practice should mirror the job. Users should be interacting with the instruction in
the same manner in which they would be performing tasks in the work environment.
Feedback should go beyond the simple response of “right” and “wrong” and provide
short explanations. Placement of text should follow the contiguity principle. The amount
of practice needed should be based upon the needs of the work environment. A less
critical skill requires less practice. The time allotted for practice decreases as the amount
should remain on the screen while learners are in the process of responding. Feedback
should be provided as text, allowing learners to control the pace of instruction. Audio
narration should not be used for questions or feedback. Response areas should be easily
identifiable and near the question. Areas within the layout should be designated for
32
feedback, ideally close to the learners’ response area. As the coherence principle states,
practice should be free of any extraneous design elements, such as text, sound, and
visuals.
learners’ self-directedness, which will vary from high to low. Users with a low self-
directedness will need the e-Learning module to control the pacing and delivery for them.
The design, however, must accommodate the opposite spectrum of learners, experienced
in the content, who require more learner control over the program. Learners prefer to
have learner control, and the design can enhance this preference by providing control
over the sequence and pacing of the content, as well as access to worked examples and
practice. Pacing control is provided by inserting cues such as titles, headings, and
introductory statements into the design, as well as navigational options such as forward,
design. This can be accomplished through several design techniques. The static
branching method discriminates the content based on the assessments of a pretest given
technique, can be either generic or adaptive. Generic advising provides general tips to
the users for proceeding through the training, creating a more structured learning
continuous responses throughout the design. The shared control method gives partial
control decisions to the learner, leaving the other decisions to the program.
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Motivation, Interactivity, and Navigation
Learning Programs (Allen, 2003) contains the author’s opinion and recommendations on
techniques and strategies to use in the design of e-Learning. Allen’s basis for his
recommendations is backed by research and his extensive years of experience in the field
of e-Learning design and development, and covers important constructs found in Lowe &
Holton’s theoretical framework for effective computer based instruction (Lowe &
Holton, 2005). Allen offers seven “magic keys” for integrating motivation into
framework, and is critical for effective e-Learning. It can make a great instructional
design ineffective, and a weak design useful and functional. Allen’s seven “magic keys”
are effective techniques for building motivation, to make the learner “want to learn”
(Allen, 2003).
in the design process for e-Learning. They are comparable to the learning goal level in
the CBI framework, in that they influence the instructional strategy design and
instructional support constructs (Lowe & Holton, 2005). The direction and content of e-
Learning design begins with learning objectives. Whereas it is natural for educators to
state the learning objective at the beginning of a lesson, Allen finds this process to be
use memorable and motivational experiences (Allen, 2003), such as providing a task
34
objective. This method presents an opportunity to incorporate the need to know
andragogy principle (Knowles et al., 2011), and other instructional design principles
(Clark & Mayer, 2008; Lowe & Holton, 2005). An onscreen coach can be introduced,
task as a pretest to help determine the level of program control needed for the learners.
Allen recommends using scenarios that are dramatic or which possess game-like
qualities.
Magic key 2: Put the learner at risk. Putting the learners at a measure of risk is in
itself risky for the instructional designer. Risk has a very strong motivational influence
on learners. It focuses, energizes, and builds confidence in them. However, this method
can create drawbacks. Learners may rush through the instruction, not allowing enough
time for cognitive processing. Anxiety can rise, and self-confidence can be weakened,
which could lower their self-efficacy and metacognition in the self-directedness construct
(Lowe & Holton, 2005). Allen believes this method is worth the risk, and the negatives
can be avoided. The instructional design should allow the learners to get corrective
feedback, exit the scenario, set the level of difficulty, compliment the learners’ attempts,
scaffold the difficulty of the challenges, and provide different levels of assistance.
Allen’s ideas illustrate different variants of providing forms of Lowe and Holton’s CBI
Magic key 3: Select the right content for each learner. Allen’s third magic key
stems from previous e-Learning concepts of instructional strategy and learner control
can motivate learners, rather than common, selective, or remedial forms of instruction,
35
such as “tell first then test” (Allen, 2003). The author recommends testing first, then
telling, a method allowing for both variable time limits and variable content sequencing.
By testing first, learners are able to immediately experience what they need to learn,
become active and engaged learners, and control the level of assistance needed.
Magic key 4: Use an appealing context. Much of the idea behind Allen’s
learning (Knowles et al., 2011), and Clark and Mayer’s principle of segmenting (Clark &
meaningful situation. Adults are motivated to learn by solving problems and tasks, and
instructional delivery should be designed around this concept. During the design process,
as content is segmented into a sequence to reduce cognitive load on the learner, Allen
recommends that the training not begin at the bottom of skills hierarchy. The basic skills
are generally boring to learn, and confronting the learners with more challenging skills
from the middle or top of the hierarchy tree provides more challenge and risk. Another
the use of novelty as a context. Although effective, novelty should be used carefully as it
Magic key 5: Have the learner perform multistep tasks. Just as Malcolm
Knowles believes adult instruction should be life related (Knowles et al., 2011), Allen
believes e-Learning tasks should be authentic to the learner, and relatable to specific tasks
found within the workplace. E-Learning tasks should also not follow the common
procedure of question and answer, but should involve multiple steps before reaching
conclusion. This allows the learners to control their pacing and correct mistakes, and
36
allows for external support opportunities to provide meaningful feedback and intrinsic
clues related to the task. Rather than typical feedback such as “right” or “wrong,” helpful
see how their correct performance is empowering to them and how, step by step, they are
becoming more capable, powerful, valuable persons (Allen, 2003). This notion of
Empowering learners on their ability to learn will create an internal locus of control
boosting their confidence, their motivation to learn, and reducing their need for program
control within the E-Learning design. Intrinsic feedback can be built into the design by
avoiding the typical “right” or “wrong” forms of feedback, instead incorporating the
feedback into the activity’s outcomes. Learners will see how the consequences of the
decisions they make during the instructional tasks will affect the overall end result of the
activity.
Magic key 7: Delay judgment. Allen believes learners should be able to make
mistakes and learn from them. Immediate judgment of mistakes must be delayed, to
allow the learners opportunities to evaluate the decisions they have made in the learning
activities. Allowing the learners to evaluate their decisions creates opportunities for
Delaying judgment allows the learners to discover and correct their mistakes, which in
training program incorporate various principles and constructs. The CBI framework
37
model units of instructional control, screen design, practice strategy, and principles of
segmenting and learner control all influence the design and nature of the e-Learning’s
navigational controls (Lowe & Holton, 2005). Allen describes the navigation controls
layout as effective when they follow design rules imperative to their success (Allen,
2003). Learners should be able to see the overall size of the program to develop a
perspective of how much time and effort is involved. The sequential nature of the
represented and accessible to the learners. The learner’s progression through the
should include accessible means for the learners to move forward and backward through
the contextual elements of the program. Means for allowing learners the opportunity to
correct themselves within tasks and practice should be available within the design.
skills through worked examples, meaningful tasks, and practice in order to improve
include context, challenge, activity, and feedback. Context, which relates to the
andragogy principle of readiness to learn (Knowles et al., 2011), describes the framework
and conditions of the instructional interactivity that are relatable and meaningful to the
learner. Challenge refers to the catalyst for learner engagement with the interactive
instructional element. Both context and challenge prompt a physical response, through a
particular activity, between the learners and computer. The e-Learning activity’s
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goes beyond stating “right” or “wrong” to the learners. Instead, good feedback presents
an opportunity for the learners to determine the consequences of their actions and
Gaps and flow. In Design for How People Learn (2012), Julie Dirksen digs
deeper into the principles and constructs of e-Learning. Learning goals and objectives
are a crucial part of instructional design, as they influence the instructional and practice
strategies. Dirksen expands upon this idea, stating that learning goals need to be clearly
defined so that the correct instructional path is mapped out for the learners. To do so,
problems need to be identified, destinations set, gaps found and targeted, and it needs to
be determined how far up the taxonomy ladder the instruction will go. Understanding
who the learners are, and their particular learning styles is important, although targeting
every style of learning is a challenge. Intrinsic and extrinsic motivational factors of the
learners should also be noted, as they can be incorporated to create a more robust learning
program.
Dirksen identifies several gaps that influence and impede people from performing
their work objectives. Knowledge gaps occur when workers do not have the necessary
information to perform an objective correctly. Skill gaps occur when the knowledge and
information are present and available to workers, but the task still can’t be performed due
to a lack of ability. Overcoming a skill gap requires practice of the particular task in
order to master it. Motivational gaps arise when workers know what to do, but choose
39
lack of communication skills. Dirksen’s gaps are her explanation for what influences
workers from completing their tasks. Work sites and personnel will have different gaps
based on their particular situations, but the gaps can be corrected through e-Learning
training when e-Learning designers can correctly identify and know how to design the
The practice strategy is a construct within the CBI design framework (Lowe &
Holton, 2005). Clark and Mayer state many principles for the design of effective practice
(Clark & Mayer, 2008). Dirksen believes that like content delivery, e-Learning practice
(Dirksen, 2012). In this model, the level of difficulty changes over time. Some tasks are
challenging tasks are easier tasks. Not only does this reduce the cognitive load on the
learners, allowing the mind to rest, it also provides some motivating satisfaction to them.
Figure 4 shows how the level of difficulty for e-Learning activities should fluctuate over
time.
Summary
The e-Learning training module was designed around the theories, principles, and
frameworks discussed in the literature review. Instructional content was presented from a
holistic view of the TPACK framework, tapping into teachers’ content and pedagogical
knowledge in order to further develop their TK, TPK, and TCK. The design will
40
FIGURE 4. Flow model of practice (Dirksen, 2012. Used with permssion). The
difficulty of e-Learning practice activities increases along with the users’ ability;
however, the rate of difficulty is not constant in order to reduce the chance of cognitive
load.
presentation of content and structure of the module. Upon the start of instruction,
teachers were informed about the importance of the training and how it related to their
lives. Content was meaningful and relatable to their experiences. Tasks were designed to
be life and problem-centered. The module’s structure was designed using Lowe &
Holton’s (Lowe & Holton, 2005) framework for effective CBI, incorporating all the units
of theory, and sensitive to the laws of interaction in order to achieve an effective system
state. The design of the screen layouts, content presentations and delivery, worked
examples, modeling, practice, navigational controls, and sequencing followed the design
principles, theories, and strategies provided by Clark and Mayer (2008), Allen (2003),
41
CHAPTER 3
Overview
(SAM) instructional design process (Allen & Sites, 2012). A needs assessment with
Learning design principles and theories were researched to design an efficient and
incorporated into the design to target the needs of adult learners. The final version of the
module was developed over the course of ten months using graphic software tools and
web based e-Learning programming tools. In the spring semester of 2015, teachers at
two middle schools in the Long Beach Unified School District were offered the module
as a resource to use. Following the SAM model, formative evaluations of the module
occurred throughout the development process, and participants of the module completed
a summative evaluation.
The project was created to address the needs brought about by California's
adoption of the Common Core State Standards. These include math and ELA standards
coupled with teachers' lack of TPACK skills and experience integrating technology into
42
communication, Spring 2014), leaders within the Long Beach Unified (V.
Districts (J. Judd, personal communication, Fall 2012) reinforced the apparent lack of
technology knowledge by teachers, and the challenges they will face. Specific skill and
knowledge gaps were presented that fell within the PK, TK, TPK, and TCK domains of
the TPACK framework, and were used as the foundation for the module's instructional
Organizational Strategy
The instructional strategy's design targets the specific knowledge and skill gaps
content is presented through the story of four characters. Each character is a teacher of
one of the four core subjects: math, English language arts, history, and science. Users of
the training module follow and interact with the four characters as they go through
different scenarios that follow Niess, Sadri, and Lee’s development process of TPACK:
accepting, adapting, exploring, and advancing. Three scenarios are provided within each
core subject area, and are differentiated by the assumed TPACK level of the user,
beginner, intermediate, and expert. A fifth character is incorporated into the design to
serve several purposes. The fifth character is the narrator, the “pedagogical agent” (Clark
& Mayer, 2008), represents the “recognizing” stage of the TPACK development process
43
44
FIGURE 5. TPACK knowledge and skill gaps. Knowledge and skill deficiencies identified through
conversations with educational technology leaders. The basis for the instructional content.
45
FIGURE 6. Organizational strategy of the e-Learning module. Instructional flow and navigation of
the training module.
Using the storytelling e-Learning design method suggested by Dirksen (2012)
allows the instructional design to follow Knowles’s principles of andragogy (2011) and
learning activities (Ansyari, 2013; Mishra & Koehler, 2006; Voogt et al, 2013). Using
five characters associated with different subject content areas allows users of the module
to identify themselves with the characters, supporting Lowe & Holton's metacognitive
scenarios for each of the four core subject areas allows the instructional content to be
scaffolded, segmented, and adjusted to the users' locus of control (see Figure 6).
46
Screen Design
The screen design uses a modern flat design, follows Robin Williams' principles
of graphics design: contrast, repetition, alignment, and proximity (Williams, 2008); and
it is divided into areas where the program’s various elements are nested. The main
navigational elements for the instructional content are centered in the screen and provide
visual assistance, helping the user decide how to proceed with the module (see Figure 7).
The main navigational area is divided into five different sections. Four are featured
prominently, and are associated with the four core subjects and their associated character.
The fifth section is located to the side, and introduces the user to the pedagogical agent
character and the current educational technology theories of TPACK and SAMR
awareness (Doering et al, 2009), a navigational link to a section within the module
devoted to creating TPACK awareness is available on the left of the screen design.
Below the main content area are controls for general help and support for navigation
throughout the module. Also located at bottom is a link to a resource section. This
section contains links to resources outside of the module that help further TPACK
development.
After the teacher chooses a particular character, the main navigational area of the
screen changes to an instructional area, where users interact with the module's story and
activities relating to the fictional character. Users’ section progress and scores are
displayed to the left of the instructional area (see Figure 8). Above the main navigation
and instructional content area are interactive buttons allowing users to return to the main
47
screen and to gain access to the library of instructional videos shown throughout the
module’s instruction.
FIGURE 8. Instructional content area. Section progress and scores are displayed on the
left.
are able to collaborate and mentor each other (Ansyari, 2013; Voogt et al, 2013).
Although the module is online-based to take advantage of features such as location, time,
and speed of learning, a collaborative feature was built into the delivery and management
strategy. The website hosting the module included an online chat room (see Figure 9).
48
Using this feature, users of the module had the ability chat with each other, asking
questions or seeking help with the module, as well as using the chat room's history to find
answers.
49
One of the benefits of e-Learning includes the ability for users to save their
progress, so when they revisit the module they can pick up where they left off. Due to
the high cost of providing this ability, the project was unable to incorporate this feature.
To circumvent users’ frustration of not being able to save their progress, the module was
designed so returning users could easily access the backend instructional content without
having to revisit the frontend instructional content again. Nested at the top of the
module’s screen is set of navigational buttons that link to backend content, and are
input a specific code into a text input field nested within each button. The codes used to
unlock the navigational buttons are obtained after users complete the expert level math
scenario and the computer lab prep section. All instructional videos and resources
created for the module are available in areas of the screen separate from the instructional
Development Process
The module was developed using the SAM process of instructional design (Allen
& Sites, 2012). The process was chosen for its continuous iterative cycles of evaluation,
design, and development. Using SAM, various prototypes of the module’s design and
activities were tested and evaluated throughout its creation. Select teachers and family
members were asked to give feedback on the module’s interface, navigation design,
activities, video controls, and fictional scenarios. The feedback was used to eliminate
unnecessary components of the module’s design, strengthen the graphic design, improve
50
its interface, and to generalize the module’s activities to increase their relativeness to
teachers.
A variety of tools were used to create the e-Learning module. The Adobe tools
Photoshop, Illustrator, and Premier Pro were used to create visual elements such as static
images, animations, and videos. Character images were created using the Bitstrips
website. Visual graphics such as computer screens, keyboards, silhouettes, and student
faces were purchased from online stock vector image websites. Conceptual designs of
the module processes were created in Microsoft Visio. Programming the module was
achieved using ZebraZapps, a web based e-Learning programming tool. Due to its
sandbox approach to design, ease of use, learning curve, and price, ZebraZapps was
chosen over other popular programming tools such as Adobe Captivate and Articulate.
Using the ZebraZapps platform had many advantages for hosting the module at a low
monthly cost. Its development environment provided the creative freedom to design an
original screen design and practice strategy, design original interactive elements and
controls, import videos hosted on YouTube, and to create and program original logic-
based activities. A website created through Weebly hosts the training module as an
embedded object, and incorporates a chat room widget created with the tlk.io web service
(see Figure 9). Since the project’s initial inception, the module’s screen design and
practice strategy has been redesigned twice. The final version used for the project took
ten months to develop, and has three hours of instructional content and activities. The
51
gamification elements, an end-game computer lab management simulation, links to
outside resources, and twenty-one instructional videos created specifically for the project.
IRB Approval
Two school districts, Ventura Unified and Long Beach Unified, were solicited
regarding the process for permission to conduct research. Long Beach Unified
process. Permission was granted for the project to be used by teachers from two middle
schools within the district. The school approvals, survey instruments, and consent forms
were submitted to the California State University Long Beach Internal Review Board for
Process
evaluations of the them were sought from teachers, colleagues, and family. A
preliminary test was conducted before the module’s final release to find overlooked
sent to five potential participants, inviting them to test the training module (see Appendix
A). The potential participants were chosen for their experience of being a teacher, their
professional development. On the website hosting the module, the participant consent
form was displayed outlining the terms for participation (see Appendix B). Only by
52
clicking on the “I agree” button on the consent form were users able to gain access to the
module. Feedback was gathered through an online survey linked within the module (see
Appendix C). The survey questions were designed to gather general information on the
participants’ likes and dislikes, technical issues they experienced, comments and
suggestions. Participants were also given the option to contact the investigator over the
User Feedback
Of the five participants invited to test the module, two responded to the online
survey with feedback. The tutorials and story line were praised, and according to one
respondent the project design was commended for “the way I was challenged to think
critically about the process of completing the training.” One particular part of the screen
design was reported as an issue from both respondents. The font size of the narrating
character’s text was too small to read, and providing the text in an audio format was
recommended. One participant reported being confused by how to proceed through the
training areas of the module, and also quit the module after getting stuck on a difficult
question that required the user to correctly identify ports on a projector and document
camera. The slow loading time of the module within the browser was also cited for
testing both of the participants’ patience. One respondent was contacted through a
telephone call for further elaboration on the module. Several concerns were brought to
attention, such as text size, a poorly worded question, and the module’s reliance on users’
A third beta test participant responded directly via email on her experience with
the module. An issue was noted regarding the Firefox web browser’s lack of the Adobe
53
Flash plugin. The size of the module was also noted as being too small. The module was
designed using a 1440 x 900 pixel resolution, however the hosting website was
automatically reducing it to 900 x 562 pixels. The practice strategy design, in particular
the user’s natural advancement through the module was also identified as being unclear.
Parts of the project were changed or fixed after receiving feedback. To eliminate
confusion, a flow map describing the common progression through the module was
created and incorporated into the module’s home screen and help section (see Figure 10).
The cascading style sheet properties of the website hosting the module were changed to
allow the module to be embedded at its full 1440 x 900 pixel resolution. At the top of the
project’s webpage, a message clarifying the behavior of different web browsers and the
requirements of the Adobe Flash plugin was posted to alleviate confusion. A link to
download the plugin was posted for Firefox users that did not have the plugin already. A
button allowing users to open the module in a separate browser window at its full
resolution was created and embedded at the top of the web page. A humorous graphic
image was embedded into the module’s first loading screen. The image was a message to
users describing the loading time as being a bit slower than expected, and was used to
help prepare users for the module’s loading times. To make it more clear for users, text
size throughout the module was increased. The question requiring users to identify
projector and document camera ports was modified to allow users the ability to continue
54
FIGURE 10. Home screen graphic illustrating the progression through the module’s
learning content. Also available in the module’s help section.
Summative Evaluation
Site Selection
development resource for participants. This school year marks the beginning of full
implementation of the Common Core State Standards in 43 states, and the use of
the e-Learning module included 76 K-12 teachers and administrators at two middle
schools located within the Long Beach Unified School District (LBUSD). LBUSD was
chosen after having conversations with its technology education leader on the subject of
55
Recruitment of Participants
A recruitment message was sent to 76 teachers at the two participating sites via
email, learning management portal, and a flyer placed in their mailboxes (see Appendix
E). The recruitment message included a link to a website hosting the training module.
Upon accessing the website, a consent form was introduced outlining the terms for
participation (see Appendix F). Participants had the option to agree or disagree with the
terms, as well as an option to print out the consent form. Users were given access to the
webpage hosting the module only by clicking on the “I agree” button. Participants were
not expected to complete the entire module, and were encouraged to interact with it on
Both schools consisted of teachers teaching core subject areas and electives at the
6th through 8th middle school grades. Twenty-six teachers were invited from one site and
50 from the other. Both schools have access to technology through their computer labs
and a school set of iPad tablets. Skill levels of participants were expected to range from
teachers with no computer lab experience to full time computer lab elective instructors.
Teachers had access to the training module and survey for 20 days.
As the e-Learning module was being completed and released for general use
among the LBUSD participants, an interactive button linking to a survey was embedded
within the module. By clicking the button, users were directed to an anonymous online
gather information on general user data, the effectiveness of the module design’s
application of adult learning and e-Learning design principles, the degree in which
56
participants gained knowledge and skills for integrating technology into instruction, the
ended general feedback from the participants. Of the 76 teachers invited to use the
General information from the participants’ experience with the training module
was gathered through seven questions. Questions 2 through 5 asked which areas of the
module were explored and how many scenarios were completed. Questions 28 through
29 asked participants where and how they accessed the training module. This
information was used to understand how much content of the module was accessed, the
location preferences of the participants, and what devices were being used to access the
module.
Twelve questions used a Likert scale to measure the project design’s effective
Knowles' principles of andragogy (2011), and the e-Learning design principles of Clark
and Mayer (2008), and Allen (2003). Questions 6 through 8 reflected on the module
topic’s importance, relevancy, and benefits to the users’ profession. Questions 9 through
17 documented the participants’ opinion on the presence of CBI design elements and e-
implementation of principles and strategies researched for the project was gathered from
these questions.
skills for integrating technology into the classroom, and using the school computer lab
57
was measured by six Likert scale questions. Participants were asked if the training
module had increased their knowledge and skills relating to the integration of technology
into classroom instruction and activities, classroom and computer lab management, and
using the computer lab for instruction. Data gathered from these questions was used to
verify the module design’s ability to produce the project’s desired learning outcome.
Four Likert scale questions sought to find evidence of users' communication and
collaboration with their peers while using the module. Participants were asked whether
any communication or collaboration about the module occurred with their peers, with or
without the use of the website chat room. Whether the project’s online chat room feature
was effective in facilitating communication and collaboration among the participants was
The last four questions were open-ended questions, giving participants the
opportunity to provide feedback and comments regarding the project. Two questions
asked for the participants to reflect on their likes and dislikes of the training module, and
one question offered space for participants to submit suggestions for improving the user
experience. The last question gave the participants an opportunity to add any other
Identification of the strengths and weaknesses of the project’s CBI design units,
support, instructional control, and external support was tabulated from the feedback.
learning about technology integration was also analyzed from the feedback.
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CHAPTER 4
Twenty participants completed the online survey after using the module. Of
these, 55% reported accessing the module from home, 30% from work, and 15% from
both home and work. The majority of participants used only one device to access the
module. Specifically, 65% of participants reported using only a laptop, 25% used a
desktop computer, and 10% reported using both a laptop and desktop computer. The
math section of the e-Learning module was explored by 70% of the participants. There
were six available instructional sections. Of the participants, 65% reported completing
two sections, 15% completed four sections, and one reported completing all 6.
According to survey, the videos in the video library were viewed by 85% of participants.
Only 45% reported accessing the external resources in the resource library section.
important, relevant, and beneficial to the users’ profession, with their responses ranging
from 95% to 100% in agreement to the questions in particular. Users reported they were
in control of their learning (80%) and their learning was supported by the training module
(95%). Participants agreed the module’s instructional content was easy to find (75%),
relevant (95%), and the graphics and text were easy to read and understand (95%). Sixty
percent of users agreed the module’s interactive activities were challenging, however the
59
activities were not a detriment to the learning experience, as only 25% of users believed
they were difficult to complete. A majority of participants (85%) reported the module
helped them complete the interactive activities. Nineteen of the 20 respondents agreed
the module motivated them to learn about integrating technology into classroom
curriculum. None of the respondents disagreed, and one response was neutral. This
finding is consistent with research finding that motivation is a key component of adult
learning and e-Learning design (Allen, 2003; Dirksen, 2012; Knowles et al., 2011).
60
TABLE 1. Continued
Table 2 shows the majority of the participants agreed the instructional content
helped them acquire knowledge and skills in using computer lab for instruction (80%),
managing the computer lab (75%), managing technology in the classroom (85%),
into student learning activities (80%), and integrating technology into student learning
assignments (80%). None of respondents disagreed with any of the above statements.
61
TABLE 2. Effectiveness of the Module’s Design to Produce the Desired Learning
Outcome (N = 20)
62
Communication and Collaboration
was measured by the last set of Likert scale questions. Table 3 shows the chat room
embedded within the module’s website was neither used for communication (80%) or
collaboration (65%). None of the participants reported using the website’s chat room
feature. A small group of participants reported using other means for peer
Participant Feedback
The training module’s practice strategy design and screen design was well
received by the respondents. Eleven users praised elements related to the module’s
practice strategy, such as its videos (n = 5), interactivity (n = 5), storyline (n = 3), and
gamification (n = 1). Respondents reported the module having “good writing and
content,” humor, and information that was clear, concise, and “made me feel at ease.”
Eight respondents liked aspects relating to the module’s screen design, such as its
graphics (n = 4). Responses also included liking how the videos were embedded into the
module (n = 1), the use of a video library (n = 1), visual aids (n = 1), its text, and “easy to
find features” (n = 1). The narrator’s voice was praised for being soothing, having “good
semantics diction,” and for being “very clear.” Other individual comments praised the
module for its acknowledgement of the current technology knowledge and skill
deficiencies among teachers (n = 2), the instructional content’s relation to the teaching
profession (n = 2), the participants’ freedom to learn on their own time (n = 1), and for
63
TABLE 3. Module Design’s Facilitation of Communication and Collaboration Among
Participants (N = 20)
Negative feedback was less frequent in the survey data. The feedback focused
specifically on elements of the module’s screen design and practice strategy. Four
comments related to the module’s screen design. They mentioned confusing graphics,
difficult navigation, too much content on the screen, and an issue regarding its full
resolution size (1440 x 900) extending beyond the user’s screen. Individual comments
relating to the module’s practice strategy (n = 3) mentioned the lack of saving ability,
64
lack of history subject content, and getting stuck in the module. The most frequently
cited negative aspect of the module was the loading time (n = 4).
Suggestions for improving the user experience and use of time included four
specifically recommended using a drop down menu to navigate to the different sections
of the module. One respondent recommended integrating mini quizzes into the ending of
each section. Two respondents commented on fixing technical issues, such as broken
suggestions for the training module. Responses included suggestions for improvement (n
= 2), confusion with the survey (n = 1), and an eagerness to see history content in the
future (n = 1). Nine comments praised the module. One such comment related to the
module’s relevancy,
Overall I feel like this is a step in the right direction. Teachers incessantly say
that their districts don't offer a training module to properly prepare them to
their own pace which alleviates their affective filter to try new things. The
degrees ranging from beginner to expert are great, allowing for teachers to truly
learn things on their own [like setting up their own tech] rather than asking a
The information provided by the tool is, to me, basic. Yet this information was
65
explanations because of the eloquent scripting. A welcome sense of good humor
inspires me to explore tech options that have come on line since I last tried to
A lot of teachers are afraid to take their students to the computer lab as well
because they don't have a classroom management system in place so this module
classrooms.
Summary of Findings
The participants’ feedback provides evidence that the project’s design was
successful. Users reported the module being relevant, important, and beneficial to their
comprehensive screen design, and a comprehensive practice strategy; key units of Lowe
& Holton’s CBI design framework (2005). Users were able to effectively navigate
through the interface, and the content on the screen was clear and intelligible. Presenting
the instructional content within a story-based teacher scenario setting was praised and
created relevancy to the user. The activities were challenging, but were not too difficult
The project’s design created a motivating environment for users to learn about
Anticipated outcomes were presented at the beginning of the module through its
introductory video. The scenarios’ learning content was separated into three scaffolded
66
levels, giving learners the opportunity to choose the right content for themselves. The
module used humor, music, and a cartoonish graphic design theme to create an appealing
context. Several of the activities within the fictional scenarios were authentic tasks
involving multiple steps for completion. Intrinsic feedback was embedded within the
fictional storyline after users completed activities and tasks, and was also provided
through an overall user score and a hidden reward system. Results of the user’s answers
to questions and activities were delayed until the end of a completed fictional scenario.
Users reported gaining knowledge and skills for integrating technology and using
the computer lab. The first learning scenario level specifically focused on technology
knowledge (TK). Users followed the story of a fictional teacher placed in the awkward
situation of needing to plug in the cables and wires for her computer, projector, and
document camera. Through this scenario, users learned about the names and functions of
the various cables used to make the technology equipment work together. The second
and third fictional scenario presented the same character going through the phases of
Niess, Sadri, and Lee’s development process of TPACK (2007), learning how to
incorporate several instances of technology into her instruction. Fourteen videos were
created to help instruct learners on computer lab preparation, management, and use. The
videos’ content was based on the TPACK knowledge and skills gaps (see Figure 5) found
in the initial needs assessment interviews with educational technology leaders. The
videos were available to users on demand through the video library section and were
presented to learners after the expert level scenario was completed. Although the e-
Learning module was unable to facilitate communication and collaboration during the
67
learning process, it was able to facilitate the participants’ acquisition of knowledge and
skills useful for using the computer lab and integrating technology into instruction.
Using the SAM process for the module’s development proved to be beneficial,
allowing the module’s design to be evaluated and refined continuously. Throughout the
module’s development, the feedback received from multiple sources helped shape its
practice strategy, screen design, and activities. Many issues found within the module’s
preliminary testing were able to be fixed in time for its release to the two participating
middle schools.
Limitations
The project has limitations relating to the sample of participants, the survey
instrument, and the design of the training module. The sample size included only twenty
teachers from two middle schools in one school district. This sample, while ample for
evaluation purposes, cannot fully generalize all teachers’ responses to using the module,
especially those teaching in the elementary and high school grade levels. The module
was also introduced to teachers at the end of the school year. The sample size may have
during a busy time of the school year. One of the selected middle schools is where the
researcher teaches, and participants’ responses could have been influenced by their
professional relationship.
Another limitation of the project concerns the validity of the survey instrument
used to gather feedback from the participants. The questionnaire used a limited set of
using the computer lab. The questions relate to acquiring general knowledge and skills
68
that fall within a broad scope of the TPACK framework, however, they were not
respondents reported acquiring knowledge and skills through the training module, it
cannot be assumed from the data that the module directly increased the participants’ level
of TPACK.
The module used an extensive amount of graphic image files, creating a large
bandwidth need for computers to download the module’s content in a timely manner.
Slower internet connections would have slowed the loading process, and users may have
become impatient waiting for the module to load. One of the features of e-Learning, the
ability to save a user’s progress, was not available. Although the module was designed to
accommodate this missing feature, users may have become frustrated with the inability to
save their progress and visit the module again at a later time.
Recommendations
The module should be made available and tested on a larger audience of teachers
working in all grade levels in order to capture more generalizable data. It should be
introduced at the beginning of the school year so teachers have more time to spend
interacting with the lesson scenarios, the video library, and the resource library. Teachers
should also be allotted a period of time within the school year to use what they have
learned and apply it to their instruction. A valid survey instrument aligned with
measuring TPACK should be used before and after participants use the module to assess
69
mobile devices should also be considered. Creating a downloadable application may
behaviors of different web browsers, and by increasing its availability to more computer
device mediums such as tablets. A downloadable application also eliminates the need to
redownload the instructional content every time a learner uses the e-Learning module.
Future e-Learning module designs should also include the ability to save a users’
progress, giving them the ability to continue their learning at a later time and allow for
be further explored. Future e-Learning designs should consider embedding the chatroom
feature within the e-Learning module screen design to increase its user awareness.
should include content relatable to all of the four core subjects. Including English
language arts, history, math, and science content in the practice strategy may increase the
Conclusion
The purpose of this project was to create an online e-Learning module that would
help develop teachers’ ability to use their school computer lab and their ability to
integrate technology into their instruction. The project’s design was based on the
research of the TPACK framework, adult learning principles, a framework for computer-
based instruction, e-Learning principles, and design strategies. The module’s practice
strategy design went through several revisions. The final version’s design integrated the
70
various frameworks, design principles, and design strategies described in this report. The
design was refined using initial feedback from teachers and then tested more extensively.
The e-Learning module was well-received by its users, and it was commended for its
this module is a promising and cost-effective strategy for helping teachers develop their
71
APPENDICES
72
APPENDIX A
73
Dear Potential Beta Tester,
I’m recruiting participants to beta test my master’s project. The project is an interactive
online training for teachers about using technology in your classroom instruction & in the
computer lab.
As a beta tester, you are asked to complete as much of the training module as possible,
and take note of any issues or problems relating to your experience. Afterwards, you are
asked to complete an online survey about your experience. You may also choose to be
contacted over the phone to discuss the training module at a time of your convenience.
Payment for your participation includes a $20 Amazon gift card, sent to an email address
of your choice. Payment can only be received upon completion of the online survey.
The online training is available 24 hours a day and can be accessed from any computer
device with a flash enabled browser. Completion of the training is expected to take 60-90
minutes, but is not required.
Please note that all survey answers and phone discussions will remain anonymous &
confidential.
74
Thank you for your time.
Andrew Fitzgerald
Cal State University Long Beach
75
APPENDIX B
76
Supporting Teachers’ Integration of Technology with e-Learning
You are asked to participate in a research study conducted by Andrew Fitzgerald, M.A. in
Educational Technology and Media Leadership, from the Advanced Studies in Education
and Counseling at California State University, Long Beach. The results will contribute
towards a Masters project. You were selected as a possible participant in this study
because you are a teacher working in the Long Beach Unified or Ventura Unified School
Districts.
PROCEDURES
If you volunteer to participate in this study, you will be asked to do the following things:
Location for beta test: Computer device with a web browser running Adobe Flash Player
and internet access.
You may experience some discomfort such as mild anxiety, boredom, mental fatigue, or
embarrassment of poor performance while interacting with the module. You may also
experience discomfort from the time needed to complete all the elements of the e-
Learning module, as well as the collection of identifiable personal data, such as your
name, phone number, and an email address.
77
PAYMENT FOR PARTICIPATION
Upon completion of the phone interview, you will be emailed an Amazon gift card
valued at $20 to an email address of your choice.
CONFIDENTIALITY
Any information that is obtained in connection with this study and that can be identified
with you will remain confidential and will be disclosed only with your permission or as
required by law.
Non-identifiable survey results and information will be used to complete the Master’s
project, and may be released to the Long Beach and Ventura Unified School Districts.
You can choose whether to be in this study or not. If you volunteer to be in this study,
you may withdraw at any time without consequences of any kind. Participation or non-
participation will not affect your employment status, or any other personal consideration
or right you usually expect. You may also refuse to answer any questions you don't want
to answer and still remain in the study. The investigator may withdraw you from this
research if circumstances arise which in the opinion of the researcher warrant doing so.
IDENTIFICATION OF INVESTIGATORS
If you have any questions or concerns about the research, please feel free to contact:
You may withdraw your consent at any time and discontinue participation without
penalty. You are not waiving any legal claims, rights or remedies because of your
participation in this research study. If you have questions regarding your rights as a
research subject, contact the Office of University Research, CSU Long Beach, 1250
Bellflower Blvd., Long Beach, CA 90840; Telephone: (562) 985-5314. email: ORSP-
Compliance@csulb.edu
78
SIGNATURE OF RESEARCH SUBJECT (AND) OR LEGAL REPRESENTATIVE
79
APPENDIX C
80
Thank you for participating in the test of this project! Please take a few minutes to answer
some questions relating to your experience with this training module.
Name
Phone Number
Your payment of a $20 Amazon gift card for testing the project will be sent to an email
address of your choice. Please enter which email address you would like the gift card sent
to in the box below.
Email Address
Thank you for your time and effort. Please click the submit button below to submit your
answers. If you have any other comments, you may leave them below.
a. Free response
81
APPENDIX D
82
Phone Survey Questions
1) What did you like about the training module?
3) Did you discover any issues or bugs with the training module?
83
APPENDIX E
84
Dear Teacher,
The online training is available 24 hours a day and can be accessed from any computer
device with a flash enabled browser. Completion of the full training is not required. You
are asked to complete a short online survey about your experience with the training. The
survey is available through the training website, and is not required for you to complete.
Please note that all answers will remain anonymous & confidential.
Andrew Fitzgerald
Cal State University Long Beach
85
APPENDIX F
86
Supporting Teachers’ Integration of Technology with e-Learning
You are asked to participate in a research study conducted by Andrew Fitzgerald, M.A. in
Educational Technology and Media Leadership, from the Advanced Studies in Education
and Counseling at California State University, Long Beach. The results will contribute
towards a Masters project. You were selected as a possible participant in this study
because you are a teacher working in the Long Beach Unified or Ventura Unified School
Districts.
PROCEDURES
If you volunteer to participate in this study, you will be asked to do the following things:
Location: Computer device with a web browser running Adobe Flash Player and internet
access.
You may experience some discomfort such as mild anxiety, boredom, mental fatigue, or
embarrassment of poor performance while interacting with the module. You may also
experience discomfort from the time needed to complete all the elements of the e-
Learning module.
87
CONFIDENTIALITY
Any information that is obtained in connection with this study and that can be identified
with you will remain confidential and will be disclosed only with your permission or as
required by law.
Non-identifiable survey results and information will be used to complete the Master’s
project, and may be released to the Long Beach and Ventura Unified School Districts.
You can choose whether to be in this study or not. If you volunteer to be in this study,
you may withdraw at any time without consequences of any kind. Participation or non-
participation will not affect your employment status, or any other personal consideration
or right you usually expect. You may also refuse to answer any questions you don't want
to answer and still remain in the study. The investigator may withdraw you from this
research if circumstances arise which in the opinion of the researcher warrant doing so.
IDENTIFICATION OF INVESTIGATORS
If you have any questions or concerns about the research, please feel free to contact:
You may withdraw your consent at any time and discontinue participation without
penalty. You are not waiving any legal claims, rights or remedies because of your
participation in this research study. If you have questions regarding your rights as a
research subject, contact the Office of University Research, CSU Long Beach, 1250
Bellflower Blvd., Long Beach, CA 90840; Telephone: (562) 985-5314. email: ORSP-
Compliance@csulb.edu
89
Thank you for participating with this project! Please take a few minutes to answer some
questions relating to your experience with this training module.
90
7) The training module’s interface was easy to navigate.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
8) The module’s content and activities were easy to find.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
9) The instructional content was clear and understandable.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
10) The instructional content was relevant to me.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
11) The instructional content was engaging.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
12) This professional development is beneficial for using the computer lab with my
students.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
91
13) This professional development is beneficial for integrating technology into my
classroom instruction.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
14) This professional development is beneficial for integrating technology into
classroom activities.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
15) This professional development is beneficial for integrating technology into
classroom assignments.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
16) This professional development is beneficial for helping me understand the
TPACK framework.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
17) I collaborated with my peers while using the module in the introductory session.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
92
18) I used the chat room function on the module’s website to collaborate with my
peers.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
19) I prefer this online method of professional development over traditional face-to-
face professional development.
a. Strongly Agree
b. Agree
c. Neutral
d. Somewhat Disagree
e. Strongly Disagree
f. Decline to answer
20) What aspects of the training module did you like?
a. Free Response
22) What suggestions do you have to make this a better experience and use of your
time?
a. Free response
93
APPENDIX H
94
The e-learning module is available to see and use by visiting
http://www.andrewfitz.net/techreadypd.html
Chat Room
Training Module
95
REFERENCES
96
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