The buoyancy and air supply equipment have been
checked. All gauges are working correctly. The
divemaster is directing you to the dive platform.
It's sunny, but slightly windy, so the water is
choppy. Your wet suit is on, and you have your
fins in hand. You're diving from a small boat
so you choose the seated backroll to enter the
water. You place your fins on your feet, position
yourself on the edge of the boat and check to
make sure your tank bottom is extending out beyond
the edge of the boat over the open water.
You turn on your air and place the regulator
mouthpiece in your mouth. One hand holds your
mask while the other holds your regulator. So
far so good. Time to make the entry. You enter
the water backward, reorient yourself and bob
to the surface. While thinking about what you
need to do next, you forget to move out of the
way for your buddy to enter the water, and you
get a warning from the divemaster. After moving
back from the boat, you place the regulator mouthpiece
in the water. You place it face-down to prevent
free-flow. You then replace the regulator mouthpiece
in your mouth and exhale to clear it. You carefully
inhale to make sure it is completely cleared.
You adjust your buoyancy
compensator (BC) to make yourself more buoyant
while you wait for the others to enter the water.
While you are waiting, you remember to clear your
mask. Now the divemaster has signaled that it's
time to descend. You vent your BC using the deflator
valve and concentrate on breathing shallowly.
You descend slowly down into the darkness. As
you descend, you remember to exhale some air into
your mask to prevent a mask squeeze. Your fins
are still as you descend. A glance at your dive
calculator shows you that you've passed the 15-foot
mark. You're beginning to see some fish and other
marine life. A large jellyfish glides past you.
You're finally at the bottom and see your buddy
and some of the other divers, but something is
wrong.
A bell chimes and a red box with white text
flashes on your monitor. A synthesized female
voice calmly reports, "You did not equalize the
pressure in your ears by using either the Valsalva
maneuver or the Frenzel maneuver. You have just
ruptured your ear drums, which can also result
in vertigo.
Vertigo can be deadly when experienced underwater.
Please return to the online training module, then
try the simulation again."
This passage is an example of e-learning in
a simulated electronic environment. E-learning,
Computer-Based Training (CBT), Internet-Based
Training (IBT), Web-Based Training (WBT) and a
host of other names picked up along the way may
be the wave of the learning future for people
of all ages. Immersing yourself in a 3-D environment
or simply interacting with characters or objects
on the screen can be a very good way to learn
a new skill. The popularity of online training
has been growing significantly since the early
1990s.
In this edition of HowStuffWorks,
we'll visit the field of electronic learning,
find out how it works and what makes it effective
both from the learner's perspective and the training
producer's perspective. We'll also take a look
at the reality of e-learning by examining the
technology from a company called Trainersoft®.
Trainersoft's
technology helps to create e-learning modules
using non-technical interfaces that allow almost
anyone to get started very quickly.
What is E-learning? Analogy... E-learning is to classroom learning as cell
phones are to a pay phone at the bus station.
Well, at least it is in some ways. For instance,
e-learning allows you to learn anywhere and usually
at any time, as long as you have a properly configured
computer.
Cell
phones allow you to communicate any time and
usually anywhere, as long as you have a properly
configured phone.
E-learning can be CD-ROM-based,
Network-based, Intranet-based or Internet-based.
It can include text, video, audio, animation and
virtual environments. It can be a very rich learning
experience that can even surpass the level of
training you might experience in a crowded classroom.
It is self-paced, hands-on learning.
The quality of the electronic-based training,
as in every form of training, is in its content
and its delivery. E-learning can suffer from many
of the same pitfalls as classroom training, such
as boring slides, monotonous speech, and little
opportunity for interaction. The beauty of e-learning,
however, is that new software allows the creation
of very effective learning environments that can
engulf you in the material. We'll use software
from Trainersoft
as an example to show you how the process works.
Levels of e-learning
E-learning falls into four categories, from the
very basic to the very advanced. The categories
are:
Knowledge databases -- While not necessarily
seen as actual training, these databases are
the most basic form of e-learning. You've probably
seen knowledge databases on software sites offering
indexed explanations and guidance for software
questions, along with step-by-step instructions
for performing specific tasks. These are usually
moderately interactive, meaning that
you can either type in a key word or phrase
to search the database, or make a selection
from an alphabetical list.
Online support - Online support is
also a form of e-learning and functions in a
similar manner to knowledge databases. Online
support comes in the form of forums,
chat rooms, online bulletin boards, e-mail,
or live instant-messaging
support. Slightly more interactive than knowledge
databases, online support offers the opportunity
for more specific questions and answers, as
well as more immediate answers.
Asynchronous training - This is e-learning
in the more traditional sense of the word. It
involves self-paced learning, either CD-ROM-based,
Network-based, Intranet-based or Internet-based.
It may include access to instructors through
online bulletin boards, online discussion groups
and e-mail. Or, it may be totally self-contained
with links to reference materials in place of
a live instructor.
Synchronous training - Synchronous
training is done in real-time with a live instructor
facilitating the training. Everyone logs in
at a set time and can communicate directly with
the instructor and with each other. You can
raise your cyber hand and even view the cyber
whiteboard. It lasts for a set amount of time
-- from a single session to several weeks, months
or even years. This type of training usually
takes place via Internet Web sites, audio- or
video-conferencing, Internet
telephony, or even two-way live broadcasts
to students in a classroom.
Let's move on to how learning works.
The Psychology of
Learning
Let's begin with what goes on in a person's head
when they are learning. First, learning requires
attention. In order to be effective, training
has to grab that attention and hold it. Unfortunately,
the neural systems in the brain
that control attention and store information as
memory get tired very quickly (in minutes). They
need to rest every three to five minutes, or else
they become much less responsive. They recover
pretty quickly, but training has to work with
this quick fatigue/boredom pattern in order for
the person to learn efficiently. In other words,
those neurons will seek other stimulation usually
not in the form of the presented training.
Training that is patterned to move from one
set to another provides the most effective learning
model. The patterns those neural sets respond
best to involve interweaving different types of
information and using different areas of the brain.
For example:
Listening to a fact
e.g. Flour, when mixed with eggs, can be kneaded
into a dough and cut into shapes for pasta.
Relating a concept to that fact
e.g. Foods that are high in carbohydrates
help the body generate energy.
Visualizing the two together
e.g. Sports teams need quick energy that can
be provided by carbohydrates, so they often
have a meal of pasta prior to games.
These systems are interrelated and work together
to form memory (i.e. learning). The goal is to form
memory in each neural system. So, information that
is designed in a way that moves from neural system
to neural system creates more effective learning.
How E-learning
Can Improve Retention
In addition to catering to these neural systems'
needs, training should also incorporate other
elements such as interaction, imagery and feedback.
E-learning can incorporate many elements that
make learning new material, a new process or a
new program more fun. Making learning more fun
-- or interesting -- is what makes it more effective.
If you aren't pulled into the material, you really
aren't learning as well as you could be. This
is what makes e-learning so great for so many
types of learning. Obviously, every type of training
can't be turned into e-training, but many can
with excellent results. The keys to successful
e-learning include:
Varying the types of content - Images,
sounds and text work together to build memory
in several areas of the brain and result in
better retention of the material.
Creating interaction that engages the attention
- Games, quizzes and even just required manipulation
of something on the screen creates more interest,
which in turn builds better retention.
Providing immediate feedback - E-learning
courses can build in immediate feedback to correct
misunderstood material. The more immediate the
feedback the better, because each step of learning
builds upon the previous step. If no feedback
is given, then the next step may be building
upon an incorrect interpretation.
Encouraging interaction with other e-learners
and an e-instructor - Chat rooms, discussion
boards, instant messaging and e-mail all offer
effective interaction for e-learners, and do
a good job of taking the place of classroom
discussion. Building an online community significantly
influences the success of online programs.
To simplify incorporating these types of elements
into training, Trainersoft developed simple tools
that allow you to drop in animations, video or other
media, and set special attributes for them such
as:
Other effects that make objects react to the
user's actions
Self-paced
E-learning lets you go through the course at your
own pace. This helps avoid missed information
in situations where you either have to leave the
course for an outside emergency or you just don't
catch what the instructor said.
E-learning courses offer user-controlled elements
that just aren't feasible in regular training
classes. For example, differentiating the sound
of an irregular heart
beat from that of a regular heart beat by clicking
on icons on the screen allows the learner to listen
at their own pace and replay the sound as often
as they like. This self-paced element is one of
the things that makes e-learning so effective.
Interactive
Another element that e-learning offers is interactivity.
This type of interactivity can be in the form
of simply clicking on appropriate responses to
questions, clicking to animate an object or start
a process, or dragging and dropping items to practice
a skill.
Interactive games based on the training message
are also very effective at improving learning.
Now, you may be thinking of "Doom" or "Tomb Raider,"
but gaming
in a training setting doesn't have to be quite
that elaborate -- although it certainly can be!
Think about games where you go through a series
of tasks, learning about the environment, and
use tools you've discovered along the way. Those
same techniques can be incorporated into many
types of learning programs. Games can take you
through an adventure in almost any type of scenario.
Being able to explore, try, succeed or fail makes
good training.
For example, you may be a human resources manager
taking an e-course on hiring techniques. The course
might include a series of video and audio segments
that take you through the processes. Then a game
would begin that takes you through those same
processes where you make the decisions in a virtual
world. Suppose in the interviewing section you
asked a question that is not allowed under the
Americans with Disabilities Act. Bells might go
off and a simulated team of attorneys might whisk
you off to a virtual jail! When you do
rather than simply read or listen
to something, you retain more of the information,
and learning from mistakes is one of the best
ways to ensure you don't make those mistakes again.
Think of it as cyber role playing.
This type of game scenario could be easily created
in Trainersoft by using photos or graphics, and
applying hot spots that link to video clips. Once
the video clip has played, a multiple-choice quiz
box could pop up that asks the user what he or
she should do next. The options for answers could
be linked to individual video clips that play
out that scenario. Once the scene has played,
the results of the choice (i.e. whether it was
the right decision or the wrong decision) could
then be revealed as either a talking head video,
an audio response or simply a text box. This scene
could be as simple or as intricate as you want
to make it.
Motivating
Being motivated to learn is half the battle. Knowing
the course you are taking is going to have some
"fun" elements like video, audio, animation and
the "gaming" scenarios we mentioned above creates
more interest and curiosity in learning. This,
too, leads to better retention and faster learning.
Other motivating factors with e-learning are
the conveniences that it offers, such as being
able to go through the course any time and anywhere
(almost). It is much easier to work training into
a busy schedule when you don't have to take two
days off to travel and then sit in a classroom.
Other e-learning elements
that beat out the classroom scene
Besides the bigger issues like interaction, control
of the pace, and motivation, e-learning can readily
put to use the information that researchers have
been studying for the past 30 or more years. These
studies have identified things that can greatly
affect memory and recall. Some of the key research
found significant improvements in recall when:
using colors and specific color combinations
combining images with words
combining sounds (or voice or music) with
images
using multiple types of media
using layouts that flow with the natural movement
of the eye
Benefits of E-learning
E-learning has definite benefits over traditional
classroom training. While the most obvious are
the flexibility and the cost savings from not
having to travel or spend excess time away from
work, there are also others that might not be
so obvious. For example:
It's less expensive to produce - Using
Trainersoft's authoring software to produce
your own asynchronous training programs, e-training
is virtually free once you reach the break-even
point. Synchronous programs will have continued
costs associated with the instructor managing
the class, but will still be lower than traditional
courses.
It's self-paced - Most e-learning programs
can be taken when needed. The "books" that you
set up using Trainersoft create a module-based
design allowing the learner to go through smaller
chunks of training that can be used and absorbed
for a while before moving on.
It moves faster - According to an article
by Jennifer Salopek in "Training and Development
Magazine," e-learning courses progress up to
50 percent faster than traditional courses.
This is partly because the individualized approach
allows learners to skip material they already
know and understand and move onto the issues
they need training on.
It provides a consistent message -
E-learning eliminates the problems associated
with different instructors teaching slightly
different material on the same subject. For
company-based training, this is often critical.
It can work from any location and any time
- E-learners can go through training sessions
from anywhere, usually at anytime. This Just-In-Time
(JIT) benefit can make learning possible for
people who never would have been able to work
it into their schedules prior to the development
of e-learning. (If you manage a corporate learning
program, however, be careful about requesting
that workers learn on their own time from home.)
It can be updated easily and quickly
- Online e-learning sessions are especially
easy to keep up-to-date because the updated
materials are simply uploaded to a server.
CD-ROM-based programs may be slightly more expensive
to update and distribute, but still come out
cheaper than reprinting manuals and retraining
instructors.
It can lead to increased retention
and a stronger grasp on the subject - This is
because of the many elements that are combined
in e-learning to reinforce the message, such
as video, audio, quizzes, interaction, etc.
There is also the ability to revisit or replay
sections of the training that might not have
been clear the first time around. Try that in
a crowded auditorium!
It can be easily managed for large
groups of students - Trainersoft Manager allows
corporate training directors, HR managers and
others to keep track of the course offerings,
schedule or assign training for employees and
track their progress and results. Managers can
review a student's scores and identify any areas
that need additional training.
Click here for information on how to access a Trainersoft
Manager demo site.
There are many advantages to e-learning, and
even the potential disadvantages (i.e. boring
text-based courses, technophobia, loneliness)
can be alleviated with a properly designed course.
Let's move on now to how to plan a good course.
Planning Your Course
The most important step in building any training
program is planning. This means rebuilding existing
materials for a cyber-landscape. The worst experience
anyone can encounter in an e-learning environment
is finding traditional written training materials
simply moved to the computer
screen. Talk about a high snooze-factor! And
this is not only boring -- it's ineffective training
and a waste of time for pretty much everyone involved.
What Trainersoft focuses on is easily incorporating
multimedia and interactive elements into every
training program.
The first steps...
Before anything is put on paper, the audience
for the training has to be determined. Once you
know who you're talking to and what their skill
levels are, you can then begin the long task of
actually putting the training program together.
Next, you have to know what that audience should
be able to do once the course is over that they
couldn't do before. In other words, what are the
objectives of the course? Working backward
from your objectives will keep you on track. Also,
make sure the audience knows those objectives
right from the beginning. The "What's in it for
me?" factor plays a role in training just as it
does in many other areas of life and business.
This is especially true for e-learning because
leaving the class isn't the attention-drawing
act of getting up and leaving a group, which tends
to create a pause in the lecture and stares by
fellow students. It's a simple mouse
click.
The program should be designed with the delivery
method in mind (i.e. Web-based, CD-ROM-based,
Network-based) as well as the limitations of the
users' hardware. (Again, know the audience.)
Bandwidth will play a big part in the acceptance
and success of a multimedia program on the Internet.
Organize, organize,
organize
Break your content up into manageable chunks that
are meaningful to your objectives.
Trainersoft's authoring tool allows you to organize
your program into books, chapters and then pages
within those chapters. This establishes a very
clean and simple way to keep your content broken
into the manageable "chunks" you need, as well
as arrange those chunks within the overall program.
The better organized your materials, the easier
it will be for the student to navigate. Keep in
mind that each module shouldn't exceed about 20
minutes. This equals about one hour of classroom-based
training.
Navigation is another critical element
of e-learning. Difficult navigation creates frustration
and often encourages the student to leave the
course (remember that "one click" escape). Setting
up the navigation and look of the program is an
important step and shouldn't be done without a
lot of thought and testing. Trainersoft provides
a template-based solution that includes the basic
built-in navigation tools, but also allows you
to customize or create your own navigation controls.
Storyboarding
One method for organizing your materials, particularly
if you plan to include any games, is to create
a storyboard of the complete program. Creating
a storyboard involves simply drawing blocks on
a page that represent the frames (pages/screens)
of your course. This will help you visualize the
sections of your program and identify kinks in
the flow. Do this before you begin committing
text to computer.
If you don't think a storyboard is necessary,
at least create a good outline of the material.
Any of these steps toward organization will speed
up the process once you begin creating the course
in its electronic format.
Integrating Media
and Interactivity
Once you have your outline and storyboard (or
at least a cocktail napkin with your plan of attack
written on it), begin to think about how to work
interaction, animation, video and audio into your
program.
Vary the presentation of information into formats
that force different parts of the brain (or actually
different neural systems) to go to work and store
the information in the form of memory.
This can be done, for example, by presenting
information in one form (e.g. text on the screen
stating a fact), then including an audio or video
clip of something related that fact, then using
the information to help the student create his
or her own visualization of the fact. This last
step could come in the form of a quiz that asks
questions forcing the student to use reasoning
to combine the two facts in order to come up with
the correct answer. Or, it could be turned into
a game that takes the student through a process
that draws into play the two related bits of information.
Trainersoft's tools were developed specifically
to address the idea of creating courses using
this infrastructure. This type of process helps
the brain weave together those bits of information
that were stored in different neural systems for
better retention and recall of the information
-- in other words, more effective training.
Incorporating
text
Text isn't necessarily seen as multimedia, but
it is an important element in e-learning. The
problem with many e-learning programs is that
the developers have simply taken their existing
text-based teaching and put it on the computer
screen. The interactivity of the program consists
of reading text and then clicking on an arrow
to proceed to the next page. You have to use some
text, but you can do it responsibly. Keep it to
no more than six lines per screen and intersperse
it with other elements. Also, don't overdo your
text animations.
Trainersoft allows you to have text appear and
disappear, or simply move to another location
on the screen, within pre-set time increments
or upon a click or rollover of the mouse. Using
this type of animation may make more sense in
many training instances. For example, you might
have an audio clip that ends with a question posed
to the student. If the student doesn't respond
within a set amount of time, text could pop up
that gives a hint or instructs the student to
do something else.
Trainersoft also includes a function that allows
you to index all of the text within the course.
This makes it easy for a student to search for
specific terms or formulas without having to go
back through every screen.
Incorporating
audio
The power of audio may often be overlooked, but
the combination of written and spoken words does
have a big impact on recall and retention. To
bring audio into your course with Trainersoft
simply means dropping the clip onto the screen
and setting its controls. The hard part is determining
where to use audio, and knowing how much is too
much. Audio, just like other media files, requires
good bandwidth if you're producing a Web-based
program. This screen from Trainersoft 7 shows
the media controls you can set when incorporating
audio into your program.
To view an example of how you can use audio
in an interactive program, click
here. The example will open a second window
in your browser. Click on the numbers to play
the sounds. To return to this article close the
example window.
When using audio, make sure it is enhancing
the message. The audio clips should add value
to the other elements on the screen, not detract
from them.
Incorporating
video
A paper by Rachel Ellis and Mark Childs, published
in the Journal of Educational Media in 1999, discussed
the The Broadnet Project, which was a study
on the effectiveness of video as a learning tool
in online multimedia modules. Their conclusions
and recommendations based on the analysis of comments
and perceptions of the trainees and the producers
were:
Use video stories to put the subject into
its context of use.
Use video clips followed by questions to encourage
active participation from trainees and build
on existing knowledge.
Ensure that these clips have the information
required to answer the questions.
Limit the length of talking head video clips
and use them to elaborate on specific points.
Building interactivity into the experience was also
discussed. Having optional endings for scenes that
the student can select based on the training they
have had so far begins to incorporate some of the
gaming aspects we discussed earlier. Students could
go through portions of learning material, then begin
a video story that they control through selecting
actions that create a scenario. Their choices would
be graded based on the correct actions.
For example, going back to our human resources
manager example, the interview session could include
three different choices for questions. When the
student makes a selection, the video then plays
out that scenario. They could progress until they
chose incorrectly and had to face the consequences.
By relating to characters on the screen and
being able to control their "destinies," students
can learn from mistakes that would be too costly
to make in the real world.
Trainersoft supports streaming media,
which allows the student to see the video (or
hear the audio) immediately. Rather than waiting
for the complete file to download, the student
hears it as it is "streamed" to his or her computer.
This only applies to Web or intranet-based training.
There are, however, hybrid possibilities that
could include links to the Internet for streaming
media or other training media. This might be beneficial
if that portion of the training is likely to change
and need updates frequently. By putting that portion
of the training on the Web, updating the files
is easier than recreating and distributing new
CD-ROMs.
Incorporating
animation
Animated graphic elements are great to use in
training. They are fun to watch, and can get a
message across that words or audio (or even video
in some instances) cannot. Animation is another
element, however, that has to be used appropriately.
While animations don't typically require the bandwidth
that video does, they still can slow down a Web-based
program.
Trainersoft provides some tools to aid in creating
animations and even some video. SmartCap
is a Trainersoft tool that can be used in software
or other computer-screen-type training. It can
capture a series of screen movements and export
those movements to a video. For example, you could
show how to select a specific menu, select the
menu item, enter specific information and then
see the effects on the screen. Each step, or action,
is actually an image that would be converted into
an animated video.
Click
here to view an example of a video created
with SmartCap. The example will open a second
window in your browser. To return to this article
close the example window.
You can animate almost any graphic image or
text you put on the page. This can include buttons
that play specific sounds when clicked, or even
that change to another image when the mouse moves
over them. This is known as a rollover.
You've probably seen this type of effect on Web
pages. Rollovers can actually do more than just
alter an image -- they can bring in another path
or choice for the student.
For example, suppose you're creating a game
that requires the student to enter an office,
find a specific document, then proceed to use
the information within that document to perform
some action. You can begin with a background photo
of an office. Within the photo you could have
several "hot spots" that have rollover effects.
By moving the mouse over the file cabinet, the
student might find a file he or she needs in order
to proceed. The student can then click on that
file, which would take him or her to the next
screen, which shows them the information in the
file. By mousing over (or clicking) on something
within that information, the student might find
the key needed to move to the next step of the
game.
The possibilities for animations and interactivity
are only limited by your imagination.
Incorporating
quizzes and tests
Interspersing the course with quizzes that pop
up after material has been presented offers good
feedback and reinforcement for learning. In most
learning situations, the more immediate the feedback,
the better -- it's the building effect of learning.
To view an example of an interactive quiz with
audio feedback, click
here. The example will open a second window
in your browser. Click on an answer to the question
to hear the feedback. To return to this article
close the example window.
Inserting questions and quizzes using Trainersoft
amounts to selecting "Question" from the "Insert"
menu and then deciding what type of question you
want it to be. Inserting multiple choice, multiple-multiple
choice, true-or-false, matching or fill-in-the-blank
questions is simple, and feedback can be given
immediately after the question is answered. The
feedback can be in the form of an audio response
or text response.
The answers to these questions can be tracked
and used to compute the student's final score
and grade for the course. As a course administrator,
you can look back and see any areas that caused
difficulty and reassign those areas for additional
training.
Some Final Tips
Here are some highlights of what we've discussed
in this workshop, along with some additional notes
and guidelines for developing your online learning
adventures.
Technology requirements - Don't forget
to investigate the hardware, software and bandwidth
your audience uses before you begin planning
and developing your program.
Page file size - Keep your pages to
40 kilobytes or less for online Web training.
The magic number appears to be about 15 seconds
for the maximum time users will wait for a page
to load.
Course navigation - Make sure your
navigation tools are intuitive. Include links
to "help," an online community, and glossaries
or other references.
Modules - Make sure your course is
broken down into manageable sections that the
student can get through in 20 minutes or less.
Fonts - Keep your fonts simple. TIP:
San serif fonts like Arial and Helvetica are
easier to read on screen. Also, remember that
the font you choose must be on the user's computer
system or a substitute font will be used. This
can cause some changes to your text layouts
that could affect the clarity of the message.
Arial is a very common font that will probably
be available to almost everyone.
Colors - Make sure you use contrasting
colors for backgrounds and fonts. Overusing
complex coloring such as gradients may also
slow the program down.
Quality - Keep the quality of your
graphics, videos and audio at a consistent level.
Text - Keep your text to no more than
six lines per screen.
Interaction - Remember to involve the
student through the use of interactive elements,
but make sure the action builds the message
rather than detracts from it.
Patterned teaching - Remember to work
varied aspects, examples and related facts into
the content of the course to keep those neural
systems on their toes.
Feedback - Make sure feedback is given
after each quiz section.
Multimedia - Don't use media simply
for the sake of using it. Make sure it applies
to the training in a logical manner and reinforces
the information.
Blended learning environments - If
you're having a hard time with the idea of completely
trashing your classroom training environment,
remember you can always combine e-learning with
the more traditional methods you're more accustomed
to. This blended environment can also be an
effective way to provide training, and might
have better initial acceptance.