Defining Learning Experience Design: Voices from the Field of Learning Design & Technology

TechTrends ◽  
2021 ◽  
Author(s):  
Matthew Schmidt ◽  
Rui Huang
Author(s):  
Yizhou Fan ◽  
Wannisa Matcha ◽  
Nora’ayu Ahmad Uzir ◽  
Qiong Wang ◽  
Dragan Gašević

AbstractThe importance of learning design in education is widely acknowledged in the literature. Should learners make effective use of opportunities provided in a learning design, especially in online environments, previous studies have shown that they need to have strong skills for self-regulated learning (SRL). The literature, which reports the use of learning analytics (LA), shows that SRL skills are best exhibited in choices of learning tactics that are reflective of metacognitive control and monitoring. However, in spite of high significance for evaluation of learning experience, the link between learning design and learning tactics has been under-explored. In order to fill this gap, this paper proposes a novel learning analytic method that combines three data analytic techniques, including a cluster analysis, a process mining technique, and an epistemic network analysis. The proposed method was applied to a dataset collected in a massive open online course (MOOC) on teaching in flipped classrooms which was offered on a Chinese MOOC platform to pre- and in-service teachers. The results showed that the application of the approach detected four learning tactics (Search oriented, Content and assessment oriented, Content oriented and Assessment oriented) which were used by MOOC learners. The analysis of tactics’ usage across learning sessions revealed that learners from different performance groups had different priorities. The study also showed that learning tactics shaped by instructional cues were embedded in different units of study in MOOC. The learners from a high-performance group showed a high level of regulation through strong alignment of the choices of learning tactics with tasks provided in the learning design. The paper also provides a discussion about implications of research and practice.


Author(s):  
Helene Fournier ◽  
Rita Kop ◽  
Heather Molyneaux

This chapter highlights over a decade of literature and research findings related to new learning ecosystems such as personal learning environments including MOOCs. New structures and environments are now in place that provide opportunities for learning in open networks, but important challenges and issues persist. This chapter also highlights challenges and opportunities in the design and development of MOOC learning experience design, conditions that must exist for people to be involved and engaged in a connectivist learning environment, challenges related to personalization and support of individual learning needs, along with new ethical and privacy concerns related to the safeguarding of data in networked environments. In conclusion, further research in areas of machine-learning AI in data-driven learning systems is discussed with emphasis on human factors such as motivation, incentives, and support that encourage course participation and learning.


Author(s):  
Desislava Paneva-Marinova ◽  
Radoslav Pavlov

This chapter presents solutions for personalized observation and enhanced learning experience in digital libraries (DLs) by special smart educational nooks. Main factors related to the DLs user experience and content usability issues are considered. During the user experience design, the users' needs, goals, preferences, and interests have been carefully studied and have become the starting point for the new DLs functionality development. This chapter demonstrates several educational nooks or their components, such as learning tools in a digital library for fashion objects, a smart learning corner in an iconographical art digital library, an ontology of learning analysis method, and some educational games for art and culture in which authors are co-developers.


2012 ◽  
pp. 561-572
Author(s):  
Douglas L. Holton

This chapter describes a case study of the design and implementation of an online project-based course for learning constructivist instructional design techniques. Moodle, a free and open source learning management system, was chosen as a tool to meet both the goals of the course and the needs and abilities of the adult learners in this course. Despite the instructor’s and students’ inexperience with both Moodle and online courses, Moodle greatly facilitated the process, resulting in a largely successful and motivating learning experience.


Author(s):  
Shalin Hai-Jew

The design of learning does not often emphasize on how much high-concentration “focused time” and other time learners spend on particular endeavors: reading, viewing, listening, writing, assessing, problem-solving, researching, communicating, collaborating, and others. And yet, how time is spent in purposeful learning—in assignments, fieldwork, research, collaboration, invention, co-design, and assessments—is thought to have a clear impact on the learning and the learning experience. This work explores some of the research in the area of time in learning and proposes some methods for including “focused time” design and time awareness in instructional design for online learning, particularly given the available tools for learner check-ins, time monitoring, and other tools.


Author(s):  
Andrew Ravenscroft ◽  
Musbah Sagar ◽  
Enzian Baur ◽  
Peter Oriogun

This chapter will present a new approach to designing learning interactions and experiences that reconciles relatively stable learning processes with relatively new digital practices in the context of social software and Web 2.0. It will begin with a brief position on current educational articulations of social software before offering some theoretical pointers and methodological perspectives for research and development in this area. The authors will then explain how an ongoing initiative in advanced learning design has developed notions of “ambient learning design” and “experience design” to address these issues and describe a new methodology for developing digital tools that incorporate these concepts. This approach is exemplified through ongoing work within an initiative in Digital Dialogue Games and the InterLoc tool that realises them. Finally, the implications this work has for future trends in designing for inclusive, highly communicative and engaging learning interactions and practices for the digital age are discussed.


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