Learning Objects & Instructional Design
Learning Objects & Instructional Design
Design
July 2002
Abstract
Traditional training is too large, expensive, general, and slow to meet the
needs of many fast-paced corporations. “The new economy thrives on producing
information and passing it at unprecedented rates among partners, employees,
and customers.” (Stacey, 2000, p. 2) Reusable learning objects (RLOs) are
emerging as the “technology of choice in the next generation of instructional
design, development, and delivery, due to its potential for reusability,
generativity, adaptability, and scalability.” (Wiley, 2000, p. 3) We are
approaching a time when, through the design and deployment of learning
objects, we can: reuse parts of training rather than starting from scratch every
time; cost-effectively and quickly customize learning to meet the needs of the
individual or small group; and, dramatically reduce maintenance costs.
For instructional designers this is the good news and the bad news. Many
are being asked to seamlessly, and with no training or preparation, begin
This is a relatively new field and the terms and definitions are still being
developed. It is important to remember that the models and standards of the
early adopters should be carefully considered then modified to meet a specific
corporation’s need. Like with performance support systems, there is no one
size fits all. It depends on the goal, the audience, the technology (infrastructure),
the financial and non-financial resources, and the corporate culture. Unlike other
target RLO markets, corporations are not generally concerned with selling their
learning objects. Rather, they want to be able to manage and share assets and
objects between internal groups. The business driver is an internal one.
David Wiley (2000, p. 3) outlines the basic idea behind learning objects
as “Instructional designers can build small (relative to the size of an entire
course) instructional components that can be reused a number of times in
different learning contexts.” Wiley and the majority of the other authors covered
in the literature review, define reusable learning objects as being “digital entities
deliverable over the internet” (Wiley, 2000, p.3) with one notable exception: The
Learning Technology Standards Committee (LTSC) of the Institute of Electrical
and Electronic Engineers (IEEE) defines learning objects as “any entity, digital or
non-digital which can be used, reused or referenced during technology supported
learning.” (Wiley, 2000, p. 3)
For the purpose of this paper, reusable learning objects are defined as
“self-contained learning components…that are stored and accessed
independently. Learning objects can be re-assembled to create new courses or
sequenced to form individual learning paths.” (English, 2001, p. 1) In more
detail, a learning object is a collection of assets covering a topic or complex task
satisfying one learning objective. Traditionally many corporations create courses
made up of modules and lessons that are, in turn, made up of topics.
Depending on the material to be covered, the audience, and the corporate
learning and performance standards in place, a specific corporation may define
their learning objects as being the same scope as their traditional lessons or as
their traditional topics.
Again, for the purpose of this paper, the size of a learning object will be
defined as a meaningful division of learning that can be accomplished in one
sitting. But what does that mean: What are the appropriate dimensions of a
learning object? Wayne Hodgins (2000, pp. 9 – 10) refers to the Baby Bear
analogy in answering this question indicating that RLOs should be:
The greater the level of granularity, (the smaller the object) the more
flexibility there is for reuse. However, the more granular the learning object, the
more that are required and the more difficult they will be to manage. This directly
affects the cost of production and maintenance. A balance needs to be struck,
depending on a corporation’s specific requirements, between “the extra precision
gained from smaller granules and the extra cost...” (Schatz, 2002, p. 2)
At this point the author would like to establish the difference between
information objects and learning objects. Although the terms are often used
interchangeably, they are different constructs. Sandy Mills in her article Learning
about Learning Objects with Learning Objects explains the difference as:
while learning objects are information objects they are differentiated by
their intent and design. The intent of a learning object’s designer is to
facilitate learning, while information objects are designed to be a
reference, and not necessarily for the purpose of retaining skills or
concepts by the user. (2002, p. 1)
Assets
Learning objects are made up of assets. An asset is the smallest piece of
the instruction that makes sense on its own, for example: a step-by-step
procedure, a concept, or a short clip of a video showing a process. On their own,
most assets are informational. Combined together they can become learning.
MODULE: Methods
ASSETS:
• introduction, text, de-icing recurrent: de-icing / anti-icing
• Definition of the two terms including fluid heat melting, prevention of
contamination reformation (holdover time)
Note: may want to repeat this a couple of times with different data.
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CISCO Model
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Content Content Content Content Content
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Practice Practice Practice Practice Practice
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Learning Object
*Each white column is an information object.
Recommended Model
Learning Object
*Each box is an asset (Content, Practice, or Assessment) Figure 3
The digital nature and storage of learning objects makes them easy to manage.
The labels or tags mentioned earlier facilitate updates, searches, and content
modification by making each asset and object easy to identify and locate. Once
located a piece of content is changed once. All places linked to that content are
updated instantly.
Adaptivity refers to the ability to recombine assets into any number of objects
adapting them to meet specific needs. Objects can quickly be created and combined to
meet individual knowledge, skill and attitude gaps within a competency-based model.
Learning departments can now create “prescriptive, dynamic learning for customers
within their time frame for learning.” (Influential Trends, 2001, p. 1)
Traditionally we have created intricate and integrated learning programs that are
designed to endure intact. With objects one thinks holistically but then designs and
creates at the smallest level, keeping the end goal in mind. “Object content doesn’t
flow across objects either as an argument or as cumulative knowledge.” (Longmire,
2000, p. 4) Instead of looking at training as a linear procession with a beginning,
middle, and an end, we now think of training as clusters of independent, stand alone
bits of knowledge which are related and can be viewed together but which also can be
viewed singly. “Just as you can enter and leave a web site at any page and leave at
any point, so too can training consumers.” (Schatz, 2000, pp. 2 – 3)
When creating learning objects you start in much the same way as with
traditional courses by defining the gap and the audience, deciding what must be
trained and what can be supported rather than trained, determining the learning
approach and media(s), and identifying the terminal learning objectives.
This is the point at which the process begins to differ. Traditionally one would
sequence the objectives and create learning and assessment that flows from one
piece to another with carefully crafted links and segues. In object design, each
learning objective (which will become an object) is deconstructed into sub- or enabling
objectives each of which will become one or more assets. Each asset is then
designed to work in multiple contexts. When all the assets are designed objects are
created and then a recommended sequence of objects is identified for learners. As
Steven Schatz says, “you are creating individual grapes in a bunch. Consumers may
eat one or all. It is up to them, not us.” (Schatz, 2000, pp. 2 – 3)
It is the creation of these assets for use in multiple contexts that seems to pose
the greatest hurdle for instructional designers. By focussing on performance-based
learning design strategies designers are better able to create at the minute level while
keeping the many potential contexts of the asset in mind. It often takes many drafts to
get each asset right, especially in a first learning object project. The author
recommends that a coach experienced in RLO design and deployment work with the
designers reviewing and providing constructive feedback on their early efforts. When
multiple designers are working on the same intervention or program, the coaching
model also helps promote consistency in style and tone.
The following eight phase methodology for the design and development of
learning objects for new content has been developed by the author while working with
client instructional design and programming groups. This methodology contains
elements of Dick and Carey’s instructional design methodology, and the P++
programming process.
The process begins after the need has been assessed and a training related
performance gap identified. The process, while described here in a linear fashion, is
actually a set of overlapping and concurrent phases. Project management, change
management, risk management, and team communication underlay and continuously
support all the steps and activities.
The first phase in the methodology is called Evaluate Feasibility. Initial scoping,
information gathering, and analysis are carried out to confirm that a learning object
approach is economically viable, technically and organizationally feasible, and valid to
address the identified gap. Instructional interventions are extremely effective when
they are the right solution. They are also time and resource consuming. Therefore,
feasibility must be evaluated and potential ROI identified before the project is begun.
More specifically, during the Evaluate Feasibility phase the following tasks are carried
out: identify business objectives; identify project objectives; apply a feasibility analysis
model that addresses economic, technical, organizational, and instructional feasibility
issues; and, identify evaluative criteria and gather baseline data (criteria which, when
measured, will indicate whether or not the gap has been closed).
The next three phases: Analyze Need, Analyze Functionality, Align Team and
Plan Project, can occur concurrently. During the Analyze Need phase information
gathered during the needs assessment is refined and clarified. The next several levels
of information required for the design, production, and implementation phases are
obtained. Specifically, the following analysis activities are carried out: job analysis;
task analysis; learner analysis; performance gap analysis; and the analysis of any
available information on previous learning object implementations in the company.
Learning object interventions require the input and cooperation of many different
groups and skill sets. The success or failure of the project may hinge on the
effectiveness of team interactions and project planning, thus the fourth phase of the
project, Align Team and Plan Project. During this phase one will: identify the skill sets
required for the project; select the team members based on required skills ensuring the
instructional designer and the developer both have learning object expertise;
determine and document communication protocols; determine and document team
member roles and responsibilities for each project step; determine and document the
change management / scope management process that the team will follow; identify
risks to the project, determine how likely each risk is to occur, decide what impact that
risk could have on the project, and develop and document strategies to mitigate the
risk; decide on the project management tool and process to be followed; and, draft the
first project plan and time line.
The next three phases: Design, Develop, and Implement, overlap. The Design
phase involves several iterations of prototyping, requiring heavy input and review from
the subject matter experts. While this extends the time required for this phase, it also
overlaps design with development and shortens the overall development cycle while
providing a superior product. The key deliverable for this phase is the learning object
design document. (Figures 5 – 7) This document is formatted to capture the
instructional design at the level of detail required if more than one person is creating
the assets and objects. The format also allows the designer to dictate both content
and format while displaying the design in a way that is easy for subject matter experts
and clients to understand. This facilitates review and sign-off.
During Design section one of the design document is completed listing all the
modules and the objects in each module. Section two of the design document is then
completed listing all the assets in each object. Completing section three involves (a)
organizing the assets in the display template chosen for each object and (b) detailing
each asset including recommendations for creation in more than one media. Next,
sign-off on the design document is obtained from both the subject matter experts and
the client then a storyboard template is created.
The next step in the Design phase is to hold joint application design (JAD)
sessions to design the architecture, determine protocols and navigation, and obtain
sign-off on objectives and storyboard template. During the JAD the enabling
objectives (assets) and terminal objectives (objects) to prototype will be selected in
order to ensure each main aspect of the learning is prototyped.
Still during Design, storyboards for the first set of assets are created and
reviewed by the subject matter experts. The assets are programmed and then tested
on-line by the design team and by the subject matter experts. The on-line assets are
revised based on feedback and a prototyped learning object is created from the
prototyped assets. The learning object is reviewed by the design team and by the
subject matter experts and revised as required. The cycle is completed for the next set
of assets to be prototyped. Concurrent with the second prototype design cycle,
dissemination of the prototyped learning object through the LCMS should be tested.
Make sure to obtain client sign-off on each learning object prototype.
The Develop phase is next. Based on the design document, each asset is
storyboarded. Since the organization of assets into objects is detailed in the design
document, this phase creates the objects as well. The main steps in Develop are:
finalize the development and production schedule; produce storyboards for all the
assets and objects; have the subject matter experts review and provide feedback on
each storyboard as it is developed; revise each storyboards based on feedback; obtain
client sign-off on each revised storyboard; program the assets and objects in the
selected layouts; validate each learning object with subject matter experts not involved
in the project up to this point; revise and revalidate each learning object; obtain client
sign-off on each object.
The last two phases in the process are Implement and Evaluate. Implement
and Evaluate overlap since the first two levels of evaluation occur during the
It is often easier for corporations to create their first learning objects while
revising a current curriculum. The material is familiar and the curriculum needs to be
revised anyways. It is often an easier sell to internal audiences and a safer way for
instructional designers to explore and experiment with object and asset design.
When working with existing content, the author recommends a six phase
instructional design methodology. The six phases are: identify and eliminate duplicate
terminal objectives, identify enabling objectives, design, develop, implement, and
evaluate. The last four phases are identical to the phases of the same name described
previously and so will not be re-described here. This methodology assumes that the
designer is working with a complete program or curriculum. It can also be applied to
repurposing a single course or set of courses.
Each terminal objective will have one or more enabling objectives. Assets are
created based on enabling objectives. Just as terminal objectives are often duplicated
in a program so are enabling objectives. The difference is, rather than eliminating
duplicate enabling objectives one identifies where they are located and ensures that
related assets are applicable to each instance of the objective. During the Identify
Enabling Objectives phase, every enabling objective related to each of the remaining
terminal objectives is identified. Then, a list of enabling objectives to be used in the
repurposed learning is created ensuring that they are written in a consistent and
measurable format. See Appendix A for the Objectives Worksheet. Lastly, each
enabling objective is considered in terms of how often it appears in the learning and
whether it will also be relevant to performance support.
As stated above, the last four phases of the methodology: Design, Develop,
Implement, and Evaluate are the same as for new content. The same coaching model
as described for new content should also be applied to a redesign project. Let the
instructional designers learn and perfect this new skill using a constructivist approach
that embraces trial and error, reflection, coaching and feedback, and perhaps even
peer review. An instructional designer can be considered a knowledge worker and
should be trained as such.
There are three main sections in a learning object design document. The first
section simply lists the modules and the objects in each module. See Figure 5.
PREPARATION 1. Overview 11
2. Tools 12
PLANNING 1. Overview 15
2. Tools 16
Figure 5
The second section lists all the assets in each object. See Figure 6. The text
description of each asset should mirror the labels that will be applied during coding. In
this example only three labels are used. Many corporations are selecting about five to
seven from the approximately one hundred and fifty presented by the standards
bodies.
MODULE: Introduction
Figure 6
The third section of the design document takes each asset in an object and
organizes it in the design template you have chosen. The instructional designer can
then use this document to get sign-off from the client on content, sequencing and
display. See Figure 7. It is important to note that most Learning Content Management
Systems come with standard display templates that provide options for how learning
objects will look on screen. If at all possible, the instructional design team should
influence the selection or design of the display templates for both learning and for
performance support.
M ODULE : Introduction
T EMPLATE : XML7854
A SSETS :
Figure 7
Conclusion
The design and deployment of learning objects is a new frontier for instructional
designers but it is a frontier with some familiar topography. Solid design principles
applied in a new way can provide corporations with the interoperability, adaptability,
flexibility, and accessibility opportunities related to knowledge that are necessary to
compete in today’s global, connected, and fast-paced markets. The challenge for
instructional designers working in corporations is to focus on performance-based
learning opportunities and make the minute but monumental shift in thinking required
to develop at the asset and object level.
Plan, train, coach, and revise are the watchwords on a first RLO project as they
are on any quality instructional design initiative.
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Objectives Worksheet