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<strong>Instructional</strong> <strong>Design</strong> <strong>Fac<strong>to</strong>rs</strong> <strong>as</strong> <strong><strong>the</strong>y</strong> <strong>Relate</strong><strong>to</strong> <strong>the</strong> Creation of a VirtualLearning EnvironmentElizabeth FanningABSTRACT - This study builds on two parallel paths of application and development: <strong>the</strong> <strong>Instructional</strong>Systems <strong>Design</strong> (ISD) process in <strong>the</strong> design, development, and implementation of instructional materials, and<strong>the</strong> evolution of <strong>the</strong> virtual learning environment from a distance learning vehicle <strong>to</strong> an approach for syn<strong>the</strong>tic,distributed, and interactive learning (Boehle, 2006; Christie & Ferdos, 2004; Osman, 2005). <strong>Instructional</strong>Systems <strong>Design</strong> (ISD) w<strong>as</strong> initially developed <strong>to</strong> support <strong>the</strong> creation of learning materials that are more linearin nature, from correspondence, <strong>to</strong> audio and video, and some versions of computer-b<strong>as</strong>ed training (Reigeluth,1999). Virtual learning environments (VLEs), however, are multidimensional and flexible, often providingmultiple pathways <strong>to</strong> learning, a representation of multiple perspectives, and a range of methods for evaluatinglearning outcomes (Carnevale, 2000; Ferguson & Wilson, 2001).This study compared <strong>the</strong> processes followed by developers of virtual learning environments in commercial,academic, and government settings, and examined <strong>the</strong> role of learning elements and approaches identified in<strong>the</strong> literature for distance learning in supporting <strong>the</strong> learning success within a VLE. This study indicates thatall but one of <strong>the</strong> seventeen participants uses ISD or similar process, and all but one focus intensively on ph<strong>as</strong>esthat pertain <strong>to</strong> audience analysis and usability testing. This research suggests that for <strong>the</strong> creation of VLEs, ISDor a similar process should be adapted <strong>to</strong> integrate <strong>the</strong> ph<strong>as</strong>ed processes for software production, <strong>as</strong> well <strong>as</strong>structured strategies for preparing intended users <strong>to</strong> participate in <strong>the</strong> virtual environment. Finally, thisresearch suggests that for virtual environments designed for specific learning outcomes, summative evaluationneeds <strong>to</strong> be reconceptualized <strong>to</strong> adapt <strong>to</strong> <strong>the</strong> elements unique <strong>to</strong> <strong>the</strong> virtual learning experience.IntroductionThe purpose of this study w<strong>as</strong> <strong>to</strong> explore <strong>the</strong> use of<strong>Instructional</strong> Systems <strong>Design</strong> (ISD) in <strong>the</strong> creation of virtuallearning environments (VLEs). For over 50 years,instructional developers have relied on ISD <strong>as</strong> a systematicprocess predicated on his<strong>to</strong>ry and research <strong>to</strong> provide aframework for making informed decisions about <strong>the</strong> designof face-<strong>to</strong>-face, print, video, and computer-b<strong>as</strong>ed instructionin government, corporate, commercial, and academicsettings. More specifically, <strong>the</strong> goal of this frameworkis <strong>to</strong> guide an instructional developer or team ofdevelopers in clarifying learning goals and addressing <strong>the</strong>issues surrounding <strong>the</strong> learner and learning environment<strong>to</strong> determine <strong>the</strong> approach and direction of a successfuldesign and delivery of instruction with me<strong>as</strong>urable learningoutcomes.However, <strong>the</strong> ISD process may not fully address <strong>the</strong>issues characteristic of <strong>the</strong> VLE. A VLE is an online instructionalsystem designed for active learning, communication,and collaboration, which is facilitated throughsupporting <strong>to</strong>ols for materials management, and discussions(Yang & Lui, 2004). A VLE is technically and pedagogicallymultidimensional in comparison <strong>to</strong> o<strong>the</strong>r deliverysystems, providing content organization that is oftenless than linear and considerably more vested in learneror user motivation and participation (Ibid).The creation and implementation of a VLE requiresconsiderable investment in money, time, personnel, programming,and a supporting infr<strong>as</strong>tructure. It also involvesa learning curve for those who participate in it <strong>as</strong>students or instruc<strong>to</strong>rs. An initial implementation thatfails <strong>the</strong> participants in terms of stability, support, andeffectiveness could lead <strong>to</strong> a lack of trust in and an inoculationeffect <strong>to</strong>wards future related solutions. Consequently,it is worth examining and possibly reconceptualizing <strong>the</strong>best instructional design approach for creating a VLE <strong>to</strong>meet specific instructional goals.In addition, while <strong>the</strong> advent of <strong>the</strong> VLE may call for atle<strong>as</strong>t an adaptation of <strong>the</strong> processes used <strong>to</strong> create learningmaterials and successfully meet learning goals, perhapswithin <strong>the</strong> context of VLEs, <strong>the</strong> ISD process itselfshould be revisited <strong>as</strong> well, <strong>to</strong> compare, <strong>as</strong> Rossett (1999)describes in her literature on <strong>the</strong> ISD analysis ph<strong>as</strong>e, desiredperformance with actual performance. The gap thatlies between <strong>the</strong> two may clarify which ISD elements arep. 24 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


elevant <strong>to</strong> <strong>the</strong> design of VLEs, or clarify which elementswithin <strong>the</strong> ISD process may need modification. To defi<strong>net</strong>his gap, this research involved interviewing <strong>the</strong> designers,developers, and producers of VLEs in <strong>the</strong> academic,government, and commercial sec<strong>to</strong>rs and observing <strong>the</strong>irprocesses for developing VLEs. Data w<strong>as</strong> used <strong>to</strong> identifysimilarities and differences between <strong>the</strong> <strong>the</strong>ory of ISD andprofessional practice, or more specifically, <strong>the</strong> real lifefe<strong>as</strong>ibility and application of ISD <strong>to</strong> <strong>the</strong> creation of VLEs,and opportunities for adaptation <strong>to</strong> a more pl<strong>as</strong>tic deliverysystem. By considering our his<strong>to</strong>ry, we may have aclearer sense on how <strong>to</strong> move forward with <strong>the</strong> creationand implementation of VLEs.The Virtual Learning EnvironmentA Virtual Learning Environment (VLE) is an onlinespace designed <strong>to</strong> create a specific learning experience.VLEs were initially created <strong>to</strong> support distance learning.Distance learning is described <strong>as</strong> learning in which <strong>the</strong>instruc<strong>to</strong>r and learner are in different locations (Fox, 2000).With <strong>the</strong> proliferation of <strong>the</strong> inter<strong>net</strong> in<strong>to</strong> <strong>the</strong> personal,professional, and commercial landscape, its use in academiaand professional development w<strong>as</strong> inevitable (Bates,1994). As an instructional delivery system, a VLE canprovide a solution <strong>to</strong> a range of instructional issues, frommediating geographic dispersion among course participants,<strong>to</strong> providing flexibility and convenience in learning,<strong>to</strong> satisfying an interest in a unique experience. However,because a VLE can also provide specific types oflearning experiences <strong>as</strong> well <strong>as</strong> convenience, flexibility,and portability, it h<strong>as</strong> been quickly adapted by academicinstitutions <strong>to</strong> address instructional approaches and learnerneeds ra<strong>the</strong>r than geographic dispersion (Boehle, 2006;Christie & Ferdos, 2004; Osman, 2005). A VLE can involveonline learning, distance learning, game-b<strong>as</strong>ed learning,and even immersive simulations. A VLE can also involveactivities <strong>as</strong> simple and fundamental <strong>as</strong> a discussion boardor <strong>as</strong> complex <strong>as</strong> an avatar-driven multiplayer collaboration.The instructional value of a VLE is in facilitatingknowledge building through collaboration, syn<strong>the</strong>sis, and<strong>the</strong> experience of participation (Carnevale, 2000; Ferguson& Wilson, 2001). Learning in a VLE may be characterizedby an understanding that grows out of <strong>the</strong> learner’sparticipation with o<strong>the</strong>r learners and <strong>the</strong> learner’s interactionwith and adaptation of content, culminating in apersonalized expression of meaning. These terms for successfullearning in a VLE may indicate <strong>the</strong> need for <strong>the</strong>reconceptualization or adaptation of elements of <strong>the</strong> ISDprocess (Ilrbeck, Kays, Jones, and Sims, 2006).This new direction in information syn<strong>the</strong>sis may indicatean opportunity for those involved in instructionalmessage design <strong>to</strong> re<strong>as</strong>sess methods and processes foraddressing and meeting learning needs.Review of <strong>the</strong> LiteratureThis research objective is informed by three key bodiesof literature, consisting of a review of <strong>the</strong> current researchon• <strong>Instructional</strong> Systems <strong>Design</strong> (ISD)• The instructional design of Virtual Learning Environments(VLE’s)• Learning and learning fac<strong>to</strong>rs within a distance learningenvironment.Prior <strong>to</strong> review of <strong>the</strong> literature is an explanation ofcurrent VLE approaches within academic, corporate, government,entertainment, and commercial sec<strong>to</strong>rs.Figure 1. An example of a virtual learningenvironment created in <strong>the</strong> immersivelearning simulation (ILS) There.com.VLE TOOLSIn a VLE, <strong>the</strong> computer serves <strong>as</strong> a <strong>to</strong>ol with which onelearns ra<strong>the</strong>r than a <strong>to</strong>ol from which one learns. This newdynamic requires new strategies for mediating knowledgethat were o<strong>the</strong>rwise supported solely by <strong>the</strong> instruc<strong>to</strong>r,and self-regulation by <strong>the</strong> learner in meeting learninggoals (Brown & Voltz, 2005). As a result, learning is moreand more emerging <strong>as</strong> a product of collaboration, socialpresence, and communities of practice (Rheingold, 1993;NMC, 2005; Tuomi, 2000; Fulford & Zhang, 1993;Short,Williams, & Christi, 1976).VLEs currently can be cl<strong>as</strong>sified in<strong>to</strong> one of two categories:• Learning Management System (LMS)• Immersive Learning Simulation (ILS)A learning management system (LMS) is a software<strong>to</strong>ol that manages content and learning for an online learningenvironment. Its framework is created by ei<strong>the</strong>r commercialor open source developers, who <strong>the</strong>n provide itfor use in university or corporate settings. CommercialLMS software requires buying a license or subscription,which also includes at le<strong>as</strong>t a me<strong>as</strong>ure of guaranteed technicalsupport. An open source LMS typically allows formore user cus<strong>to</strong>mization, but it also leave resolutions surroundingtechnical support <strong>to</strong> <strong>the</strong> group that is using it(Bellefeuille & Buck, 2005).JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 25


The LMS is designed for academic use, and provides amore formalized instructional approach that includescourse management <strong>to</strong>ols <strong>to</strong> support <strong>the</strong> instruc<strong>to</strong>r andinstitution with <strong>to</strong>ols for grading, enrollment and studenttracking, and <strong>as</strong>signment and course material management.The VLE created by an LMS is built on communicationand information exchange (Ibid).The ILS differs from an LMS in that an ILS is typicallydesigned for recreational use, with <strong>to</strong>ols and features thatsupport more socially-oriented functions (Livings<strong>to</strong>n &Kemp, 2006). An immersive learning simulation (ILS) is <strong>as</strong>oftware <strong>to</strong>ol that provides <strong>the</strong> framework for a 3-D environment,and is available through membership or subscription.This environment can be created using a <strong>to</strong>oldesigned for enabling user interaction, be it a M<strong>as</strong>siveMultiplayer Role-playing Game (MMOPRG), or an applicationdesigned specifically for academic or social environments.An ILS is defined by virtual places, virtualpeople, and activities, most of which are created by o<strong>the</strong>rswho subscribe <strong>to</strong> <strong>the</strong> simulation (Ibid).Figure 2. An example of a virtual learningenvironment created with <strong>the</strong> m<strong>as</strong>sivemultiplayer role-playing game (MMOPRG)World of Warcraft.<strong>Instructional</strong> Systems <strong>Design</strong><strong>Instructional</strong> Systems Development (ISD) includes fourinterrelated facets:• <strong>Instructional</strong> design <strong>the</strong>ory• <strong>Instructional</strong> technology• <strong>Instructional</strong> design• <strong>Instructional</strong> Systems Development (ISD) Models<strong>Instructional</strong> design <strong>the</strong>ory offers explicit direction onhow <strong>to</strong> foster cognitive learning. <strong>Instructional</strong> design <strong>the</strong>oryis not learning <strong>the</strong>ory. Unlike a description oriented<strong>the</strong>ory that focuses on <strong>the</strong> results of given events, instructionaldesign <strong>the</strong>ory focuses on <strong>the</strong> means <strong>to</strong> successfullymeet a given goal ra<strong>the</strong>r than <strong>the</strong> goal itself (Perkins,1992). <strong>Instructional</strong> design <strong>the</strong>ory identifies methods ofinstruction and <strong>the</strong> situations in which such methods shouldbe applied. These methods of instruction, which can bebroken down in<strong>to</strong> more detailed components are probabilistic,designed <strong>to</strong> incre<strong>as</strong>e <strong>the</strong> chance of attaining <strong>the</strong>stated learning goals (Reigeluth, 1999). Gagné and Dick(1983) describe instructional design <strong>the</strong>ories <strong>as</strong> a way <strong>to</strong>apply our current understanding of learning <strong>the</strong>ories <strong>to</strong>• Identify conditions of instruction which will optimizelearning, retention, and learning transfer• Identify specified events of instruction• <strong>Relate</strong> <strong>the</strong> events of instruction <strong>to</strong> specific learningprocesses and learning outcomes• Provide a description of causal relationships betweeninstructional approaches used and <strong>the</strong>ir learning outcomes<strong>Instructional</strong> technology is <strong>the</strong> systematic application ofstrategies and techniques derived from behavioral, cognitive,and constructivist learning <strong>the</strong>ories <strong>to</strong> mediate aninstructional problem. This application includes <strong>the</strong> selectionof a delivery system and o<strong>the</strong>r learning materialsthat are aligned with <strong>the</strong> learning <strong>the</strong>ories being used <strong>to</strong>meet <strong>the</strong> intended learning outcomes (Winn, 1997). Clark(2002) concurs, explaining that while instructional technologypertains <strong>to</strong> <strong>the</strong> design of instruction, it needs <strong>to</strong>address and support cognitive processes in order <strong>to</strong> besuccessful.<strong>Instructional</strong> design is <strong>the</strong> practice of applying instructionallearning <strong>the</strong>ory, developing instructional specifications,and cus<strong>to</strong>mizing or designing media for use withinan instructional context <strong>to</strong> facilitate <strong>the</strong> effective transferof knowledge (Smith & Ragan, 1990). The outcome of aninstructional design may be directly observable and me<strong>as</strong>urable,or <strong>as</strong>sumed (Ibid).ISD models are graphic representations of <strong>the</strong> activitiesthat make up a systematic approach <strong>to</strong> instructional design.The ADDIE model is <strong>the</strong> most commonly used instructionaldesign model and because it is so b<strong>as</strong>ic, is oftenadapted. Its name is an acronym that stands for <strong>the</strong> fiveph<strong>as</strong>es it includes for instructional development (Dick &Carey, 2001):• Analyze – <strong>to</strong> analyze <strong>the</strong> intended learner and learningenvironment• <strong>Design</strong> – <strong>to</strong> develop learning objectives, and choose aninstructional approach• Develop – <strong>to</strong> create instructional or training materials• Implementation – <strong>to</strong> deliver <strong>the</strong> instruction• Evaluate – <strong>to</strong> ensure that <strong>the</strong> instruction meets <strong>the</strong>intended learning goalsThese five ph<strong>as</strong>es are inherent <strong>to</strong> most ISD models,which elaborate with sub-processes and feedback loopsand run parallel <strong>to</strong> <strong>the</strong> software development process,which involves <strong>the</strong> following ph<strong>as</strong>es in various versionsof models that serve <strong>the</strong> same purpose (Rehman & Paul,2003):• Requirements Analysis – <strong>to</strong> determine in detail what<strong>the</strong> software should dop. 26 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


• Specifications – <strong>to</strong> describe in detail how <strong>the</strong> softwarewill be created• <strong>Design</strong> – <strong>to</strong> define in conceptual terms how <strong>the</strong> softwarewill run• Implementation – <strong>to</strong> translate <strong>the</strong> design <strong>to</strong> code thatruns <strong>the</strong> design• Testing – <strong>to</strong> verify <strong>the</strong> quality of <strong>the</strong> software• Documentation – <strong>to</strong> address maintenance and futureenhancementsThese software development ph<strong>as</strong>es focus on creatingsoftware that meets performance requirements for <strong>the</strong>user, while <strong>the</strong> ISD model ph<strong>as</strong>es focus on creating instructionthat supports <strong>the</strong> user in meeting performanceor learning requirements.In real world application, some ISD ph<strong>as</strong>es may beabbreviated or ignored completely due <strong>to</strong> a lack of access<strong>to</strong> resources, or <strong>to</strong> meet time and budget requirements, or<strong>to</strong> appe<strong>as</strong>e upper level decision-makers who may not havean appreciation or understanding of <strong>the</strong> value offered byeach ph<strong>as</strong>e (Rossett, 1987). Despite that each ph<strong>as</strong>e maynot be fully applied, if at all, in an instructional design,instructional developers have managed <strong>to</strong> create instructionalexperiences with me<strong>as</strong>urable, intended learningoutcomes.<strong>Instructional</strong> <strong>Design</strong> in an Online or VirtualLearning EnvironmentWith <strong>the</strong> escalation of changes in technology and access,instructional design, like many o<strong>the</strong>r disciplines, findsitself at a juncture with p<strong>as</strong>t methodology and a call foradaptation <strong>to</strong> align with changes in distance education,user expectations, and <strong>the</strong> potential of fur<strong>the</strong>r technologicaland social innovation (Arbaugh (2007). O<strong>the</strong>rs, such<strong>as</strong> Ilrbeck et al (2006) maintain that <strong>the</strong> challenge forthose involved in instructional development is <strong>to</strong> be able<strong>to</strong> recognize what will continue <strong>to</strong> be pertinent in terms ofwhat we know about distance education (Ibid) and <strong>to</strong>identify opportunities for pedagogical and systems-b<strong>as</strong>edadaptation – or perhaps even complete reinvention (Ibid).In face of <strong>the</strong> perceived inadequacy of <strong>the</strong> current ISDprocess, coupled with <strong>the</strong> challenges of designing instructionfor VLEs, Ilrbeck, Kays, Jones, and Sims (2006) developedan Emergence Theory of <strong>Instructional</strong> <strong>Design</strong>. Ilrbecket al. point out that <strong>the</strong> current instructional designmodels are two-dimensional, adequate for print and video,for instance, but fall short for <strong>the</strong> more holistic andthree-dimensional VLEs. They contend that current instructionaldesign models provide a foundation for creatinginstruction, particularly for emerging delivery systems,but are not relevant <strong>to</strong> <strong>the</strong> complexity and dynamicsof online learning (Ibid).Ilrbeck et al. suggest that a continuous instructionaldesign and development for a VLE should be maintainedby <strong>the</strong> participants within <strong>the</strong> learning environment onan iterative and collaborative b<strong>as</strong>is. Within this EmergenceTheory, <strong>the</strong> role of <strong>the</strong> instructional designer is <strong>to</strong>frame <strong>the</strong> instruction in a way that allows for spontaneousresponses and unexpected outcomes, and hopefully,higher learning. As a result, every design would becomeunique and discrete, <strong>the</strong> result of ongoing participantinteraction.Within this framework <strong>the</strong> role of <strong>the</strong> instruc<strong>to</strong>r movesfrom providing content <strong>to</strong>• Providing feedback;• Building rapport;• Influencing <strong>the</strong> culmination of activities that appearmore successful in moving <strong>to</strong>ward <strong>the</strong> intended courseoutcomes; and• Amplifying or extinguishing student behaviors.The instructional design process for Emergence Theoryis b<strong>as</strong>ed on a Three-Ph<strong>as</strong>e design (3PD) Model, whichwould involve setting learner b<strong>as</strong>elines, rapid pro<strong>to</strong>typingand adaptation, and ongoing maintenance. Within<strong>the</strong>se three ph<strong>as</strong>es, one might see <strong>the</strong> importance for activitiesin <strong>the</strong> current ISD model, particularly <strong>the</strong> needs<strong>as</strong>sessment <strong>to</strong> set learner b<strong>as</strong>elines, before moving in<strong>to</strong> aprocess that seems <strong>to</strong> fold design, development, implementation,and evaluation in<strong>to</strong> one ongoing ph<strong>as</strong>e. However,<strong>the</strong> only data <strong>to</strong> support <strong>the</strong>ir <strong>the</strong>ory is b<strong>as</strong>ed onresearch using <strong>the</strong>ir own course in computer programming,which may have involved content and learninggoals inherently suited for an ILS. Ideally, this approachneeds <strong>to</strong> be validated through application <strong>to</strong> o<strong>the</strong>r contentdomains. Similarly, it would appear <strong>the</strong> ISD processcould use similar validation through research on its applicationin <strong>the</strong> creation of VLEs.To address <strong>the</strong> decision-making that informs instructionaldesign choices, Clark (2005) offers a new model forcreating effective online instruction. Her DVEP modelincludes <strong>the</strong> following sequential ph<strong>as</strong>es:• Define – clarifying business goals and <strong>the</strong> knowledgeskills needed <strong>to</strong> achieve <strong>the</strong>m• Visualize - choosing <strong>the</strong> instructional methods appropriate<strong>to</strong> achieve <strong>the</strong> stated learning objectives• Engage – selecting <strong>the</strong> delivery methods <strong>to</strong> mediate <strong>the</strong>instructional methods identified• Package – manage <strong>the</strong> preceding elements and thosethat follow in <strong>the</strong> virtual cl<strong>as</strong>sroom event, supportparticipants with technical issues, state course objectivesand <strong>as</strong>signments, and establish social presence in<strong>the</strong> early stages of <strong>the</strong> virtual environment.These ph<strong>as</strong>es resonate with <strong>the</strong> ISD model in terms ofAnalysis, <strong>Design</strong>, Development, and Implementation, <strong>as</strong>well <strong>as</strong> <strong>the</strong> earlier discussed virtual learning elements ofcommunity and social presence. Interestingly, Clark’s focusis on “Package,” which is closely related <strong>to</strong> <strong>the</strong> ADDIEImplementation ph<strong>as</strong>e, characterized by an oscillatingcommunication interaction between <strong>the</strong> instruc<strong>to</strong>r/developerand <strong>the</strong> learner, but it does not include a formativeevaluation or summative evaluation <strong>to</strong> me<strong>as</strong>ure learningoutcomes.It is worth comparing <strong>the</strong> research in <strong>the</strong> instructionaldesign of VLEs with <strong>the</strong> processes advocated by thoseinvolved in virtual game design. Virtual game designsJOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 27


already have proven successful and widely received by<strong>the</strong>ir intended audience <strong>as</strong> reflected by sales and proliferationof user communities that develop around <strong>the</strong>m. Duringa threaded mailing list discussion on <strong>the</strong> design of agame-b<strong>as</strong>ed learning simulation, Clark Aldrich, an establishedgame designer and author, posted <strong>the</strong> followingdescription of what he considers critical steps (Aldrich,2007):I have two:Audience Technology Survey: The step of identifying,of <strong>the</strong> target audience, <strong>the</strong> most powerful common technologyplatform and distribution process <strong>to</strong> which at le<strong>as</strong>t80% have (or can e<strong>as</strong>ily get) access.Piloting: The step before a major roll-out of takingei<strong>the</strong>r 10% or 30 sample and representative participantmembers (whichever is smaller), and running <strong>the</strong> programexactly <strong>as</strong> you intend <strong>the</strong> full program, but with agreater rigor in me<strong>as</strong>uring <strong>the</strong> results at <strong>the</strong> end of <strong>the</strong>program. The results of a pilot can be used ei<strong>the</strong>r <strong>to</strong>support a “go”/”no go” decision if an organization isevaluating a sim, or <strong>to</strong> calibrate <strong>the</strong> sim before <strong>the</strong> full rollout. If calibrating <strong>the</strong> sim, and significant changes aremade, ano<strong>the</strong>r pilot deployment is suggested before a majorroll-out. When piloting a sim, it is critical not <strong>to</strong> tell<strong>the</strong> audience “we are piloting this program, what do youthink?” Instead, it should be positioned similarly <strong>to</strong> <strong>the</strong>major roll-out, such <strong>as</strong> “this is a required program. Doyour best.”Aldrich’s steps may not reflect instructional design,but <strong><strong>the</strong>y</strong> do speak <strong>to</strong> similar audience considerations addressedin <strong>the</strong> ADDIE Analysis ph<strong>as</strong>e, and usability testingthat would fall within <strong>the</strong> Evaluation ph<strong>as</strong>e – processesthat Aldrich’s model does not incorporate.Each of <strong>the</strong> models discussed endeavors <strong>to</strong> address <strong>the</strong>technical dimensions of <strong>the</strong> creation and operation of aVLE, <strong>as</strong> well <strong>as</strong> <strong>the</strong> role of <strong>the</strong> user or participants inproviding feedback <strong>to</strong> improve <strong>the</strong> performance of <strong>the</strong>environment technically and instructionally. Some models,including those of Ilbeck, and Brown and Voltz, aremore organic and flexible in allowing users <strong>to</strong> set <strong>the</strong>boundaries and terms of <strong>the</strong> learning. O<strong>the</strong>rs, such <strong>as</strong>Aldrich, rely on establishing terms of engagement in aVLE through stated learning goals that drive <strong>the</strong> directionof <strong>the</strong> learning experience, outcomes, and meaning-making.Elements of Instruction in Distance Learningand Virtual Learning EnvironmentsAs a term, distance learning is used <strong>to</strong> describe distanceeducation, distributed learning, open learning, flexiblelearning, <strong>net</strong>worked learning, online instruction, or connectedlearning spaces. However, distance learning no<strong>to</strong>nly addresses geographic dispersion, but how and whenlearning takes place (Holmberg, 1989), especially in thatthrough <strong>the</strong> use of an LMS or ILS, a VLE h<strong>as</strong> become moredistinctly a learning space distinguished by deliberate establishmen<strong>to</strong>f a place and community <strong>to</strong> meet instructionalpurposes (Livings<strong>to</strong>n & Kemp, 2006). Consequently,although online learning w<strong>as</strong> initially developed <strong>as</strong> adistance learning solution, given <strong>the</strong> convenience and flexibilityan online learning environment offers its participants,and <strong>the</strong> rich opportunities it supports for collaborativelearning and knowledge building, <strong>the</strong> virtual onlinelearning environment h<strong>as</strong> become more of an instructionalsolution ra<strong>the</strong>r than a distance media<strong>to</strong>r. For <strong>the</strong>sere<strong>as</strong>ons, VLEs are considered <strong>to</strong>ols for distance learning.What follows is an examination of how elements ofdistance learning characterize <strong>the</strong> learning and syn<strong>the</strong>sisthat take place in VLEs. These same elements will inform<strong>the</strong> instructional design of a VLE.Initial research in distance education and learning focusedon media comparison studies, and <strong>as</strong> w<strong>as</strong> discussedearlier, attrition rates, which have tended <strong>to</strong> be high fordistance education courses, and <strong>the</strong> cost effectiveness andappropriateness of specific technologies for delivery ofinstruction (Yang & Lui, 2004).Comparisons studies on <strong>the</strong> effectiveness of differentmedia did not identify significant differences in learning(Beta-Jones & Avery, 2004; Boswell, Mocker, & Hamlin,1968; Chen & Jones, 2005; Chu & Schramm, 1967; Hoyt &Frye, 1972; Kruh, 1983). In fact, <strong>the</strong>se comparative medi<strong>as</strong>tudies for distance learning continue <strong>to</strong> supportSchramm’s view that “learning seems <strong>to</strong> be affected moreby what is delivered than by <strong>the</strong> delivery medium” (Yang& Lui, 2004), and Clark’s analogy of how media does nothave an effect on learning “any more than <strong>the</strong> truck thatdelivers groceries influences <strong>the</strong> nutrition of a community”(1984). However, <strong>as</strong> technologies have become morecomplex, interactive, and requiring extensive upfront financialand training investment, research continues <strong>to</strong>focus on delivery system selection, <strong>as</strong> well <strong>as</strong> <strong>the</strong> processfor doing so (Wagner, 1990).Current research in distance learning identified in thisstudy focused on <strong>the</strong> following:• Learner <strong>Fac<strong>to</strong>rs</strong>, including• Transactional distance• Community and <strong>the</strong> socio-cultural context of knowledge• Social presence• Learning <strong>Fac<strong>to</strong>rs</strong>, which include• Feedback• Interactivity• Human Computer Interface (HCI) design and cognitiveloadTransactional DistanceTransactional distance is not a geographical me<strong>as</strong>ure,but ra<strong>the</strong>r a pedagogical phenomenon. It describes <strong>the</strong>amount of dialog that occurs between <strong>the</strong> learner andinstruc<strong>to</strong>r, and <strong>the</strong> amount of structure within <strong>the</strong> designof <strong>the</strong> course (Moore & Kearsley, 1996). More structure in<strong>the</strong> course design will lead <strong>to</strong> less student-teacher dialogue(Moore, 1991). With less course structure and morep. 28 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


participation in dialog, <strong>the</strong> learner functions with moreau<strong>to</strong>nomy and incre<strong>as</strong>ed motivation (Saba & Shearer, 1994).In addition, Moore maintains that more course structureand active dialog can reduce <strong>the</strong> learner’s perceivedsense of transactional distance (Ilrbeck, Kays, Jones, andSims, 2006). Recent studies, however, have suggested thatdialog may be more important than structure in positivelyaffecting <strong>the</strong> learner’s sense of transactional distance in<strong>the</strong> learning environment (DeTure, 2004). This may bedue in part <strong>to</strong> incre<strong>as</strong>ing levels of access <strong>to</strong> technologyand comfort with using computers, and also ever-improvingdigital literacy.Community Building and <strong>the</strong> Socio-cultural Context ofKnowledgeThe work of Lave and Wenger (1991) on communitiesof practice deals with learning transactions <strong>as</strong> well, butfocuses on <strong>the</strong> culmination of a group, identity, and termsof engagement. Wenger maintains that a learner’s identitywithin a group or community is contended throughnegotiated experience with o<strong>the</strong>rs in <strong>the</strong> group (Ibid). Asone begins <strong>to</strong> identify with a learning community, forinstance, <strong>the</strong>ir membership is predicated upon perceivedcompetence in <strong>the</strong> group’s mutually agreed upon endeavorsand values. This concept of community of practiceconcurs with <strong>the</strong> earlier discussion on <strong>the</strong> importance ofself-efficacy in learner motivation, and addresses <strong>the</strong> collaborative,interactive, and social elements that contribute<strong>to</strong> learning in a VLE.The ability <strong>to</strong> define community in a learning environmentis often a predic<strong>to</strong>r of whe<strong>the</strong>r or not a learner willidentify with being a part of it (Brown, 2001). The interactionbetween <strong>the</strong> instruc<strong>to</strong>r and students that takes placein many forms of computer-mediated distance learningcreates a “virtual community,” a term that is often usedinterchangeably with “online community.” A virtual communitydoes not indicate a necessarily strong bond amongits members, but ra<strong>the</strong>r is <strong>the</strong> product of discussions thatcontinue long enough and with “sufficient human feeling,<strong>to</strong> form webs of personal relationships” (Rheingold 1993;Tuomi, 2000). The social <strong>net</strong>works and knowledge websthat form within a virtual community offer a means forfacilitating teamwork and constructing knowledge (NMC,2005). If done successfully, <strong>the</strong> underlying technologiesused <strong>to</strong> facilitate connecting and creating meaning within<strong>the</strong> virtual environment become seamless <strong>to</strong> <strong>the</strong> collaborationand communication that take place (Ibid).However, simply using technology <strong>to</strong> build or facilitatea virtual community for learning purposes does not necessarilymake it a learning community (Schwier, 2002). Tobecome a learning community, <strong>the</strong> participants must bein agreement with and committed <strong>to</strong> <strong>the</strong> process of buildingknowledge (Nishinde, Shima, Araie, & Ueshima, 2007).This involves not only personal contribution but responsiveness<strong>to</strong> o<strong>the</strong>rs’ contributions <strong>as</strong> well (Rovai, 2002). Inaddition, community members need <strong>to</strong> be able <strong>to</strong> trus<strong>to</strong><strong>the</strong>r community members <strong>to</strong> provide credible and genuinecontributions and exchanges. This study endeavored<strong>to</strong> determine how an instructional design can support andfacilitate <strong>the</strong> successful development of a learning community<strong>as</strong> well <strong>as</strong> o<strong>the</strong>r elements that distinguish successfullearning in a VLE.Social PresenceSocial presence in an online learning environment describes<strong>the</strong> extent <strong>to</strong> which its learners are able <strong>to</strong> establishidentities with social and emotional dimensions throughcommunication with o<strong>the</strong>r participants in that environment(Gunawardena & Zittle, 1997; Short, Williams, &Christi, 1976).A study conducted by Lofstrom and Nevgi (2007) examinedperspectives of instruc<strong>to</strong>rs, students, administra<strong>to</strong>rs,and institutional leaders involved in an online learningenvironment. Students, on <strong>the</strong> o<strong>the</strong>r hand, rankedisolation and loneliness <strong>as</strong> <strong>the</strong>ir primary obstacle <strong>to</strong> learningin <strong>the</strong> VLE. Consequently, social presence appears <strong>to</strong>be a more reliable predic<strong>to</strong>r of student satisfaction in adistance learning environment than <strong>the</strong> extent <strong>to</strong> which<strong>the</strong> learner actually interacts with <strong>the</strong> environment (Fulford& Zhang, 1993; Wang, 2000), although it is safe <strong>to</strong> saythat interactivity can be an important part of cultivatingsocial presence.Learning <strong>Fac<strong>to</strong>rs</strong>FeedbackFor purposes of this discussion, feedback describes <strong>the</strong>response of <strong>the</strong> instruc<strong>to</strong>r <strong>to</strong> <strong>the</strong> student’s performanceand learning (Nishinde, Shima, Araie, & Ueshima, 2007).Its purpose is <strong>to</strong> amplify learning, and incre<strong>as</strong>e skill andknowledge (Ibid). In a face-<strong>to</strong>-face learning environment,feedback is immediate, and in addition <strong>to</strong> <strong>the</strong> content of<strong>the</strong> instruc<strong>to</strong>r response, includes cues in <strong>to</strong>ne of voice andbody language (Pritchard, 1998). In an e-learning environment,however, a student gets feedback most likelythrough text, which can be provided through <strong>the</strong> immediacyof synchronous communication <strong>to</strong>ols, or <strong>as</strong>ynchronously.In ei<strong>the</strong>r c<strong>as</strong>e, feedback for students represents aconnection with <strong>the</strong> instruc<strong>to</strong>r and an indication that<strong>the</strong>ir presence in <strong>the</strong> course matters (Nishinde, Shima,Araie, & Ueshima, 2007). This need for immediacy resonateswith <strong>the</strong> earlier discussion on social presence andcreating a context for membership (Williams, 2006). Fur<strong>the</strong>rmore,students in an online learning environment aremore likely <strong>to</strong> become engaged if <strong>the</strong> instruc<strong>to</strong>r is responsive<strong>to</strong> <strong>the</strong> students’ interactions (Pritchard, 1998).InteractivityRegardless of <strong>the</strong> delivery system and instructional approach,learner interactivity is both necessary for learning<strong>to</strong> take place and central <strong>to</strong> <strong>the</strong> process of teachingand learning (Saba, 2000). Interactivity establishes <strong>the</strong>extent <strong>to</strong> which <strong>the</strong> learner derives a sense of control inhis learning environment by <strong>the</strong> degree <strong>to</strong> which he isJOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 29


allowed <strong>to</strong> make choices (Ibid). Interactivity is directlyaffected by <strong>the</strong> learner’s entry level skills and abilities,motivation for learning, and <strong>the</strong> support that is available(or embedded) <strong>as</strong> needed <strong>to</strong> facilitate <strong>the</strong> learner in negotiating<strong>the</strong> learning environment (Garrison, 1990; Bayn<strong>to</strong>n,1992). Chepya (2005) refers <strong>to</strong> this latter <strong>as</strong>pect <strong>as</strong><strong>the</strong> “teaching presence” <strong>to</strong> describe <strong>the</strong> sense of learnersupport and efficacy in a VLE. Roberts (2006) concurs,indicating that how and <strong>the</strong> extent <strong>to</strong> which an instruc<strong>to</strong>ror facilita<strong>to</strong>r participated with students and in activitiesin a VLE had a direct and significant impact on studentparticipation and <strong>the</strong>ir contact time in <strong>the</strong> VLE.Human Computer Interface <strong>Design</strong> and Cognitive LoadThe transactional distance mediated through student<strong>to</strong>-contentinteraction in a VLE describes <strong>the</strong> relationshipof <strong>the</strong> student-<strong>to</strong>-<strong>the</strong> technology and <strong>the</strong> <strong>to</strong>ols which areused <strong>to</strong> facilitate <strong>the</strong> formation of <strong>the</strong> learning environment.This includes <strong>the</strong> student’s interaction with <strong>the</strong>computer interface that conveys and sets <strong>the</strong> stage for <strong>the</strong>learning environment, <strong>as</strong> well <strong>as</strong> <strong>the</strong> specific <strong>to</strong>ols it includesfor collaborative activities like discussion boards,for instance, or for creating digital content.Computer interaction involves a few b<strong>as</strong>ic elements: acomputer user, a computer, an interface, and a means for<strong>the</strong> user <strong>to</strong> input or respond <strong>to</strong> <strong>the</strong> computer interface,usually via a mouse or keyboard. Key <strong>to</strong> this dynamic is<strong>the</strong> computer interface and how it can be best designed <strong>to</strong>convey information and respond <strong>to</strong> user interaction. CognitiveLoad Theory (CLT) provides a framework for humancomputer interaction (HCI) fac<strong>to</strong>rs in terms of <strong>the</strong>design and comprehensiveness of <strong>the</strong> information provided(Templeman-Kluit, 2006).Cognitive Load Theory describes how meaningful learningoccurs when a learner makes connections betweeninformation in <strong>the</strong> visual and <strong>the</strong> verbal processing channelsof <strong>the</strong>ir working memory (Ibid).Ultimately, <strong>as</strong> interface design sets <strong>the</strong> stage for student-contentinteraction, its success appears <strong>to</strong> rely on <strong>the</strong>following learner-driven fac<strong>to</strong>rs, and which would be consideredin <strong>the</strong> instructional design of a VLE (Ibid; Morrison& Anglin, 2005):• Chunking information in<strong>to</strong> segment lengths that arenot <strong>to</strong>o long <strong>as</strong> <strong>to</strong> disengage or tire <strong>the</strong> learner• Providing contiguity only when needed• Providing accessible <strong>to</strong>ols <strong>to</strong> facilitate participants ininteracting with each o<strong>the</strong>r• Ensuring that learning formats are appealing andthose preferred by <strong>the</strong> intended learning audience• Meeting <strong>the</strong> ability of participants <strong>to</strong> quickly adapt <strong>to</strong>or conform <strong>to</strong> <strong>the</strong> design for communicating and informationprocessingSummaryThe design and success of a virtual learning environment<strong>as</strong> a platform for learning are predicated on distancelearning elements that are characteristically syn<strong>the</strong>tic:social interaction, collaboration, and knowledgebuilding. Transactional distance, group identification, socialpresence, and interface design considerations, particularlycognitive load, facilitate <strong>the</strong>se elements.Given <strong>the</strong> importance indicated here and in later discussionabout <strong>the</strong> role of communities of practice, transactionaldistance, and social presence in distance learning,it would seem that <strong>the</strong>se elements would need <strong>to</strong> beaddressed somewhere within an instructional design process.However, while current research indicates <strong>the</strong> importanceof <strong>the</strong>se elements, it does not appear <strong>to</strong> addresshow <strong><strong>the</strong>y</strong> are identified <strong>as</strong> integral <strong>to</strong> an instructionaldesign, or how <strong><strong>the</strong>y</strong> would be contextualized and me<strong>as</strong>uredfor meeting learning goals.MethodologyMethodsThis explora<strong>to</strong>ry study used qualitative methodology<strong>to</strong> improve our understanding of <strong>the</strong> extent <strong>to</strong> which <strong>the</strong>instructional systems development (ISD) process applies<strong>to</strong> <strong>the</strong> creation and implementation of a virtual learningspace, and <strong>the</strong> instructional design requirements that maybe unique <strong>to</strong> creating and maintaining a VLE. A frameworkfor this study w<strong>as</strong> predicated on literature in distancelearning, instructional design, and learning <strong>the</strong>ory<strong>as</strong> suggested by <strong>the</strong> literature.This study involved <strong>the</strong> analysis of multiple c<strong>as</strong>e studiesrepresenting key functional are<strong>as</strong>, which were built on<strong>the</strong> interviews with experts involved in <strong>the</strong> design, development,and implementation of VLEs and review of <strong>the</strong>irrelated documentation and media. The c<strong>as</strong>e study approachallowed <strong>the</strong> researcher <strong>to</strong> pe<strong>net</strong>rate and analyzeeach situation in real context in an effort <strong>to</strong> identify causeand effect relationships, particularly <strong>as</strong> <strong><strong>the</strong>y</strong> relate <strong>to</strong> decision-making,team dynamics, and processes (Cohen,Manion, & Morrison, 2000). Multiple c<strong>as</strong>e studies served<strong>to</strong> address a range of <strong>as</strong>pects and issues surrounding <strong>the</strong>instructional design of VLEs, and hopefully provide insightthrough data that is convergent and even disconfirmingat times.Data SourcesData for this study were ga<strong>the</strong>red from three sources:1. Semi-structured interviews with stakeholders and expertsinvolved in <strong>the</strong> design, development, and implementationof VLEs in academic, corporate, government,and commercial settings.2. Review of relevant documentation and media related<strong>to</strong> <strong>the</strong> VLEs in which <strong>the</strong> participants are involved.This documentation can include pre and post testexamples, and production documentation.3. Observations of <strong>the</strong> actual learning environmentwhen possible, <strong>to</strong> explore <strong>the</strong> space, its organization,and usability.Data CollectionData collection involved in-depth interviews with stake-p. 30 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


holders involved in <strong>the</strong> design and implementation ofVLEs. These in-depth, partially-structured interviews withparticipants explored and compared <strong>the</strong> participants’ understandingand application of elements of ISD with <strong>the</strong>grounding provided by <strong>the</strong> literature review. These interviewsalso examined barriers from using <strong>the</strong> ISD process.When possible, document reviews fur<strong>the</strong>r clarified <strong>the</strong>extent <strong>to</strong> which <strong>the</strong>se developers applied process, set learninggoals, and me<strong>as</strong>ured intended learning outcomes. Whennecessary, <strong>the</strong> researcher pursued email-b<strong>as</strong>ed follow-upinterviews with participants <strong>to</strong> clarify <strong>the</strong>ir comments or<strong>to</strong> request elaboration.Data collection also involved reviewing documentationand media pertinent <strong>to</strong> <strong>the</strong> learning environments inwhich <strong>the</strong>se stakeholders are involved. Each c<strong>as</strong>e studyw<strong>as</strong> made up of at le<strong>as</strong>t three participants representing <strong>as</strong>ec<strong>to</strong>r. These sec<strong>to</strong>rs include government and corporateprofessional development consultants, commercial andonline game developers, and those involved in academia,from K-12 <strong>to</strong> university.Participants were identified through purposive interviewingor <strong>the</strong>oretical sampling (Krathwohl, 1998) in aneffort <strong>to</strong> ensure that research questions were comprehensivelyaddressed, and specific <strong>to</strong>pical alternative perspectiveswere explored. This study involved seventeen participantswho represent sec<strong>to</strong>rs that are involved in creatingand implementing VLEs. Their positions will includeroles <strong>as</strong>:• Administra<strong>to</strong>rs• Instruc<strong>to</strong>rs• Game <strong>Design</strong>ers• Media Consultants• <strong>Instructional</strong> <strong>Design</strong>ersSpecifically, this study included three <strong>to</strong> four participantsrepresenting technical and content designers in <strong>the</strong>following sec<strong>to</strong>rs:• Three government and corporate professional developmentconsultants;• Four academic instructional developers for collegeand o<strong>the</strong>r adult learning venues who create VLEs usingblended technologies – an LMS and webconferencing<strong>to</strong>ols;• Four academic instructional developers for collegeand o<strong>the</strong>r adult learning venues who create VLEs usingILS’s;• Three game and edutainment designers; and• Three consultants who create virtual worlds for commercialor advertising purposes.For this study, <strong>the</strong> Academic functional area w<strong>as</strong> brokenin<strong>to</strong> two subgroups, those who use Learning ManagementSystems (LMS’s) and those who use Immersive LearningSimulations (ILSs) <strong>to</strong> create VLEs. Each functionalarea and <strong>the</strong> two subgroups serve <strong>as</strong> a c<strong>as</strong>e, and each c<strong>as</strong>eis comprised of interviews with at le<strong>as</strong>t three participants,each involved in <strong>the</strong> creation of VLEs within thatfunctional area. Note that while only two groups representacademia, each functional area uses virtual spaces <strong>to</strong>change a behavior, understanding, or attitude, or <strong>to</strong> generatea learning outcome. Useful information w<strong>as</strong> foundin <strong>the</strong> similarities and differences among each of <strong>the</strong>sefunctional are<strong>as</strong> in <strong>the</strong>ir respective processes and approaches<strong>to</strong> <strong>the</strong> design, development, and implementation of<strong>the</strong>se virtual environments.Data AnalysisData from <strong>the</strong> interviews and observation were analyzedqualitatively and codified <strong>to</strong> identify commonthreads for analysis, and compared within c<strong>as</strong>es <strong>to</strong> establishpatterns, <strong>the</strong>mes, and priorities (Ryan & Bernard,2003). The same data were compared between c<strong>as</strong>es <strong>as</strong>well <strong>as</strong> individual interviews within c<strong>as</strong>es <strong>to</strong> determinepatterns and relationships (Strauss & Corbin, 1990) andpossibly draw convergence on current professional practiceand fe<strong>as</strong>ibility in <strong>the</strong> instructional design of VLEs.FindingsParticipants from each sec<strong>to</strong>r are grouped <strong>to</strong>ge<strong>the</strong>r <strong>as</strong> ac<strong>as</strong>e. What follows is a description of <strong>the</strong> findings withineach sec<strong>to</strong>r, followed by a cross-c<strong>as</strong>e comparison.C<strong>as</strong>e 1: Government and CorporateProfessional Development ConsultantsThe first c<strong>as</strong>e in this study is bounded by virtual learningspaces designed for government or corporate interestsfor professional development purposes. These virtual learningspaces are developed <strong>to</strong> create virtual training andperformance and knowledge information management,which can include online learning, distance learning, andonline simulations. The instruction is designed for adultswho work for a corporation or government organizationsuch <strong>as</strong> an <strong>as</strong>sociation or armed services.All three participants in this c<strong>as</strong>e face <strong>the</strong> t<strong>as</strong>k of providingan online learning solution <strong>to</strong> hundreds of adultlearners who are often geographically and culturally dispersed.Budgets range from a few <strong>to</strong> several hundredthousanddollars and possibly more, depending on <strong>the</strong>scope of <strong>the</strong> project.C<strong>as</strong>e 2: <strong>Instructional</strong> Developers of AcademicVirtual Learning Environments UsingBlended Technologies – LMS andWebconferencing ToolsThe second c<strong>as</strong>e in this study is bounded by virtuallearning spaces designed for college and o<strong>the</strong>r adult learningvenues using a blended approach: an LMS for synchronousinstruction and webinar <strong>to</strong>ols for synchronous learning.These virtual learning spaces are developed <strong>to</strong> facilitatecourse and content management, content delivery,and student records. The instruction is designed for instruc<strong>to</strong>rswho work at a private or public university and<strong>the</strong>ir students.Four participants were interviewed for this c<strong>as</strong>e study.Three of those interviewed for this c<strong>as</strong>e are employed byacademic institutions that range from a state communityJOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 31


college consortium <strong>to</strong> a private university. One participantis employed by a state-funded organization that supportsmath and science educa<strong>to</strong>rs.C<strong>as</strong>e 3: <strong>Instructional</strong> Developers of AcademicVirtual Learning Environments Using ILS(Immersive Learning Simulations)The third c<strong>as</strong>e in this study is bounded by virtual learningspaces designed for college and o<strong>the</strong>r adult learningvenues using an immersive learning simulation. Thesevirtual learning spaces are developed <strong>to</strong> provide realtimeinstruction, and often require <strong>the</strong> users, both instruc<strong>to</strong>rsand teachers, <strong>to</strong> represent <strong>the</strong>mselves in <strong>the</strong> spacedigitally <strong>as</strong> self-constructed avatars. The instruction forthree of <strong>the</strong>se learning spaces is intended for instruc<strong>to</strong>rsand students in a private or public university, ano<strong>the</strong>r is<strong>to</strong> complement a middle school math face-<strong>to</strong>-face cl<strong>as</strong>sroom.All four participants are pioneers in <strong>the</strong>ir explorationof <strong>the</strong> use of immersive simulations for creating VLEs.Three of <strong>the</strong> participants are not required <strong>to</strong> create VLEs,but have done so on <strong>the</strong>ir own initiative and out of interestin doing so. The fourth participant is responsible formanaging <strong>the</strong> design of virtual learning spaces. Each of<strong>the</strong> participants uses immersive learning simulations <strong>to</strong>create an experiential learning environment for <strong>the</strong>ir learners.C<strong>as</strong>e 4: Developers of Virtual Environmentsfor Entertainment PurposesThe fourth c<strong>as</strong>e in this study is bounded by virtualspaces and computer games designed for entertainmentpurposes. The goal of <strong>the</strong>se entertainment game developersis <strong>to</strong> create products that make a considerable profit,cultivate a cus<strong>to</strong>mer or user following, and provide ameans for displaying <strong>the</strong>ir competencies in creativity, artistry,and programming. While many of <strong>the</strong>se games maynot be intended for learning, developers of VLEs oftenborrow from or imitate <strong>the</strong>se entertainment-oriented, gameb<strong>as</strong>edvirtual spaces in an effort <strong>to</strong> make learning attractive,fun, and engaging. This study includes an examinationof <strong>the</strong> processes that go in<strong>to</strong> <strong>the</strong> design, development,and implementation of <strong>the</strong>se game-b<strong>as</strong>ed virtual spacesfor entertainment <strong>to</strong> compare and contr<strong>as</strong>t <strong>the</strong>ir engagementand design strategies and production procedures,all of which are driven by money and market share withvirtual spaces that are developed <strong>to</strong> meet specified learningoutcomes. Three participants were interviewed forthis c<strong>as</strong>e study. Two participants are CEO’s of game developmentcompanies; one focuses on developing gamesand simulations expressly for education. The third participantis a game designer who h<strong>as</strong> worked for several gamedevelopment companies in <strong>the</strong> United States and <strong>the</strong> UnitedKingdom.The intended audience for <strong>the</strong>se game titles is peoplewho buy and play computer-b<strong>as</strong>ed games, and peoplewho buy educational games for intended learners. Thegoal for each participant and <strong>the</strong>ir organization is <strong>to</strong> providea gaming environment that engages users and attractsbuyers.C<strong>as</strong>e 5: Developers Commercial VirtualEnvironmentsThe fifth c<strong>as</strong>e in this study is bounded by virtual spacesdesigned for commercial or promotional use. The goal of<strong>the</strong>se developers is <strong>to</strong> create market share of users, subscribers,or participants in <strong>the</strong>ir virtual environments designedfor <strong>the</strong>ir organization or for an organization thathires <strong>the</strong>m. While <strong>the</strong>se environments are not specificallyeducational, particularly <strong>the</strong> one in this c<strong>as</strong>e for which<strong>the</strong> virtual environment’s primary function is <strong>to</strong> providea site and community surrounding an inter<strong>net</strong> serviceprovider, <strong>the</strong>ir purpose is <strong>to</strong> change and sustain a newattitude, understanding, or perception of an organizationor product. This study includes an examination of <strong>the</strong>processes that go in<strong>to</strong> <strong>the</strong> design, development, and implementationof <strong>the</strong>se virtual spaces in part because <strong>the</strong>ircompetition for market share pushes <strong>the</strong>m <strong>to</strong> use processesthat contribute <strong>to</strong> “<strong>the</strong> bot<strong>to</strong>m line” and in part because<strong>the</strong> same market competition pushes <strong>the</strong>se developers anddecision-makers <strong>to</strong> tread in<strong>to</strong> less proven, “cutting edge”terri<strong>to</strong>ry that o<strong>the</strong>rs involved in education usually cannotafford <strong>to</strong> explore immediately.Two participants in this c<strong>as</strong>e create virtual spaces “forFortune 500 clients” using Second Life, Area A, andMetaverse, <strong>as</strong> well <strong>as</strong> “serious multiplayer games.” Oneparticipant explains that <strong>the</strong> goal of his clients in creatinga virtual space is <strong>to</strong> “Get a message out <strong>the</strong>re and set up apresence,” which he feels is “a lot like educating.” Ano<strong>the</strong>rparticipant within this c<strong>as</strong>e takes a different approach:This is a strategy focusing on partnering with people ra<strong>the</strong>rthan trying <strong>to</strong> get <strong>the</strong>m <strong>to</strong> come <strong>to</strong> a place. People try <strong>to</strong>piece <strong>the</strong> s<strong>to</strong>ry <strong>to</strong>ge<strong>the</strong>r with each o<strong>the</strong>r.Cross-C<strong>as</strong>e AnalysisWhat follows is an analysis between and across c<strong>as</strong>es.The purpose of this analysis is <strong>to</strong> identify similarities thatc<strong>as</strong>es share and <strong>the</strong> differences between <strong>the</strong>m in terms ofprocesses, design fac<strong>to</strong>rs, and approaches in creating VLEs.ISD or a <strong>Relate</strong>d ProcessAll five c<strong>as</strong>es in this study use virtual environments <strong>to</strong>connect a defined group of people with information andmeaning-making activities. The results indicate that developersof VLEs with specific intended learning outcomes,even those involved in non-learning sec<strong>to</strong>rs such <strong>as</strong> entertainmen<strong>to</strong>r advertising, rely on a development processthat if is not ISD, is very similar.Many developers are spending time prior <strong>to</strong> design anddevelopment in cultivating buy-in from potential participants,be <strong><strong>the</strong>y</strong> clients, teachers, students, or cus<strong>to</strong>mers(Nishinde, Shima, Araie, & Ueshima, 2007). For academicdevelopers, this buy-in includes training in how <strong>to</strong> use <strong>the</strong><strong>to</strong>ols, and reconceptualizing teaching, learning, and com-p. 32 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


munication in a way that will transfer successfully over<strong>to</strong> a VLE. As a participant in <strong>the</strong> government and corporatesec<strong>to</strong>r explains:The biggest problem with all <strong>the</strong> virtual learning stuffis that people don’t understand that it’s still softwaredevelopment, which is a process not different from ISD.Software design is systematic. You’ve got <strong>to</strong> have analysis,design, development, deployment. So any type of e-learning is software development. You can’t just do something.It’s about testing, it’s about quality <strong>as</strong>surance, it’sabout s<strong>to</strong>ryboarding. Everything is a process.This study also indicates that b<strong>as</strong>ed on three participants’experience, intended users are “ahead of <strong>the</strong> curve”and are more receptive <strong>to</strong> participating in <strong>the</strong> design andcontent creation within a virtual environment.The Needs AssessmentThis study indicates that 80% of <strong>the</strong> developers interviewedacross all five c<strong>as</strong>es use a needs <strong>as</strong>sessment orrelated process <strong>to</strong> clarify <strong>the</strong>ir intended user, learner, oraudience in terms of preferences, expectations, and informationneeds. The participants in this study who did notdo this ei<strong>the</strong>r created virtual environments that were quicklyshut down or required immediate modification.This study indicates that 80% of <strong>the</strong> developers of VLEsinterviewed use a needs <strong>as</strong>sessment or related process <strong>to</strong>identify <strong>the</strong> b<strong>as</strong>eline skills and technology platforms <strong>to</strong>which intended users have access. B<strong>as</strong>ed on <strong>the</strong> developers’understanding of <strong>the</strong>ir intended users’ b<strong>as</strong>eline skills,all of <strong>the</strong> Academic LMS developers and 25% of <strong>the</strong> AcademicILS developers include user training in <strong>the</strong> earlypart of <strong>the</strong> implementation ph<strong>as</strong>e of <strong>the</strong>ir VLEs. This trainingfocuses on providing technical skills, an understandingof <strong>the</strong> social and communication dynamics involvedin participating in <strong>the</strong> VLE, and setting user expectations,which includes “buy-in” – <strong>the</strong> latter two cited specificallyby more than half of <strong>the</strong> participants in this study representingacademia.FeedbackThis study suggests that feedback is important not only<strong>to</strong> <strong>the</strong> learner but <strong>to</strong> <strong>the</strong> instruc<strong>to</strong>r in establishing a senseof connection between participants within a VLE. Feedbackprovides an opportunity for instruc<strong>to</strong>rs <strong>to</strong> interactwith students and <strong>to</strong> guide instructional outcomes. Forstudents, feedback from instruc<strong>to</strong>rs serves <strong>as</strong> an acknowledgmen<strong>to</strong>f <strong>the</strong>ir participation in <strong>the</strong> virtual environment.In addition, user or learner feedback pertinent <strong>to</strong> <strong>the</strong>irexperience in <strong>the</strong> virtual environment is used by all bu<strong>to</strong>ne participant in <strong>the</strong> formative evaluation of <strong>the</strong> usabilityof <strong>the</strong> learning space.Transactional DistanceB<strong>as</strong>ed on <strong>the</strong> interviews in this study, <strong>the</strong> game andcommercial developers address <strong>the</strong> transactional distanceof user-<strong>to</strong>-user (or student-<strong>to</strong>-student) and user-<strong>to</strong>-contentinteraction, while <strong>the</strong> academic developers focus onshortening <strong>the</strong> perceived learner-<strong>to</strong>-instruc<strong>to</strong>r transactionaldistance. As a result, commercial developers in thisstudy address issues of social presence and learning communitymore comprehensively than developers in o<strong>the</strong>rsec<strong>to</strong>rs who were interviewed for this study. In particular,developers in academia appear <strong>to</strong> rely on mediating<strong>the</strong> transactional distance between <strong>the</strong> student and instruc<strong>to</strong>rin order <strong>to</strong> ensure specific learning outcomes.Interactivity, HCI, and Cognitive LoadThis study suggests that interactivity between <strong>the</strong> userand <strong>the</strong> virtual environment is dependent on <strong>the</strong> competencyof <strong>the</strong> user’s platform <strong>to</strong> support <strong>the</strong> interface elements,be it b<strong>as</strong>ic text communication or audio conferencingand animation, which are more demanding on a system.Three participants, one from <strong>the</strong> Academic LMSc<strong>as</strong>e, one from <strong>the</strong> Academic ILS c<strong>as</strong>e, and one from <strong>the</strong>Game <strong>Design</strong>/Entertainment c<strong>as</strong>e, cite audio quality inparticular <strong>as</strong> integral <strong>to</strong> <strong>the</strong> successful implementation ofa VLE, one explaining specifically that “<strong>the</strong> quality ofaudio conferencing is essential for conducting a live cl<strong>as</strong>sroom.”Community BuildingIn this study, 65% of <strong>the</strong> participants across c<strong>as</strong>es encourage<strong>the</strong> development of user or learner communitywithin <strong>the</strong>ir respective VLEs. The academic developerstypically rely on <strong>the</strong> discussion board and chat <strong>to</strong>ols <strong>to</strong>create knowledge and social syn<strong>the</strong>sis among <strong>the</strong> learners.Commercial and entertainment developers, however,rely on a more extensive user-b<strong>as</strong>ed community not only<strong>to</strong> expand <strong>the</strong>ir sales volume, but <strong>to</strong> provide user-drivenadvertising. One commercial developer in particular takesthis a step fur<strong>the</strong>r, building community by encouragingusers <strong>to</strong> build <strong>the</strong> environment ra<strong>the</strong>r than <strong>to</strong> simply interactwith and experience it. Those developers in thisstudy who do not incorporate specific community-buildingactivities in<strong>to</strong> <strong>the</strong>ir virtual environments, representedin <strong>the</strong> corporate/government, game, and academic ILSc<strong>as</strong>es, appear not <strong>to</strong> see <strong>the</strong> value in doing so.Summary of <strong>the</strong> ResultsWhat follows is a table that summarizes <strong>the</strong>se processesfor each c<strong>as</strong>e. For c<strong>as</strong>es in which participants may havedifferences in process, credit for a ph<strong>as</strong>e w<strong>as</strong> provided ifat le<strong>as</strong>t 75% of <strong>the</strong> participants did adhere <strong>to</strong> that ph<strong>as</strong>e.In addition, b<strong>as</strong>ed on this research, a new process h<strong>as</strong>been added <strong>to</strong> <strong>the</strong> Analysis ph<strong>as</strong>e, which could e<strong>as</strong>ily beincluded in <strong>the</strong> <strong>Design</strong> and Development ph<strong>as</strong>e <strong>as</strong> well:User Preparation and Buy-in. This w<strong>as</strong> done in response<strong>to</strong> <strong>the</strong> government/corporate and academic c<strong>as</strong>es, whichprovide instruc<strong>to</strong>r preparation in particular and set expectations<strong>to</strong> get buy-in <strong>to</strong> <strong>the</strong> delivery method. The twocommercially oriented c<strong>as</strong>es address preparation throughspl<strong>as</strong>h screens and contextualized help.The academic ILS c<strong>as</strong>e is noted for having less process,in part because all but one of <strong>the</strong> participants is using<strong>the</strong>m on an explora<strong>to</strong>ry b<strong>as</strong>is.JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 33


Table 1. Modifications within ADDIE Ph<strong>as</strong>es by Sec<strong>to</strong>rIGovernment andCorporateIIAcademic LMS,BlendedIIIAcademic ILSIVEntertainment/ GamesVCommercialAnalysisAudience ? ? ? ?Technical ? ? ? ?User Preparation ? ? ? ?Spl<strong>as</strong>h screen/Help?Embedded Help<strong>Design</strong>, Development, and ImplementationFeedback ? ? ? ?Community ? ? ?Transactional Distance Student-<strong>to</strong> Teacher Student-<strong>to</strong>-Content Student-<strong>to</strong>-Content User-<strong>to</strong>-Content User-<strong>to</strong>-ContentUser-<strong>to</strong>-UserUser/Advocate/Collabora<strong>to</strong>rRole of <strong>the</strong> Student/UserStudent/ParticipantStudent/ParticipantStudent/Collabora<strong>to</strong>rUser/Advocate/ConsumerRole of <strong>the</strong> Instruc<strong>to</strong>r Facilita<strong>to</strong>r Facilita<strong>to</strong>r Facilita<strong>to</strong>r NA Respond <strong>to</strong> UserExpectationsEvaluationFormative/? ? ? ? ?UsabilitySummative ? ? ? ?DiscussionThe purpose of this study w<strong>as</strong> <strong>to</strong> explore if developersof VLEs are using ISD or a related process <strong>to</strong> developVLEs, <strong>to</strong> see if <strong>the</strong> process is perceived <strong>as</strong> relevant <strong>to</strong> <strong>the</strong>development of VLEs, and <strong>to</strong> examine if ISD or a relatedprocess h<strong>as</strong> been adapted <strong>to</strong> meet characteristics unique<strong>to</strong> this delivery method.Overarching ThemesThis study involved interviews with seventeen participantswho represented four different sec<strong>to</strong>rs, two of <strong>the</strong>mspecifically academic. These participants each weregrouped in<strong>to</strong> c<strong>as</strong>es bounded by <strong>the</strong>ir sec<strong>to</strong>r and <strong>the</strong>ir approach<strong>to</strong> creating a VLE. The goals of <strong>the</strong>se environmentsranged from generating specific, me<strong>as</strong>urable learning outcomes,<strong>to</strong> providing an alternative experience <strong>to</strong> learning,<strong>to</strong> offering a portal in<strong>to</strong> a specific experience defined bysensation, participation, and connection with <strong>the</strong> hypesurrounding it. While <strong>the</strong> purpose of this study w<strong>as</strong> <strong>to</strong>explore <strong>the</strong> role of ISD in <strong>the</strong> creation of <strong>the</strong>se virtualenvironments, participants included a self-described “AD-DIE freak,” a rule-breaking “rogue,” and those drivenstrictly by strategic business goals. From this range ofbackgrounds, values, and approaches, several overarching<strong>the</strong>mes emerged. Among all of <strong>the</strong>m is a need for aprocess vested in an extensive initial analysis ph<strong>as</strong>e thatprovides a framework for <strong>the</strong> purpose of <strong>the</strong> virtual environmentin terms of intended experience and learningoutcomes. Most participants in this study used a needs<strong>as</strong>sessment, front end analysis, or initial research <strong>to</strong> clarify<strong>the</strong> intended audience and <strong>the</strong>ir learning and communicationneeds and habits, define <strong>the</strong> experience that <strong>the</strong>virtual environment will provide that intended audience,and ensure that <strong>the</strong> virtual environment is accessible andoperable. Virtual environments developed without thisstep were short-lived.This research suggests that those who use ISD are ardentadvocates of <strong>the</strong> process, b<strong>as</strong>ed on <strong>the</strong>ir previoussuccesses in using it. It appears that ISD serves <strong>the</strong>sedevelopers <strong>to</strong> meet and manage both instructional andproduction goals. O<strong>the</strong>rs who do not use ISD use a remarkablysimilar process with an intensive Analysis ph<strong>as</strong>ein order <strong>to</strong> meet sales goals and <strong>to</strong> showc<strong>as</strong>e <strong>the</strong>ir competence,and establish or foster <strong>the</strong>ir reputation in <strong>the</strong> industry.Of <strong>the</strong> 20% who specifically avoid using ISD or anyprocess appear <strong>to</strong> do so <strong>to</strong> avoid constraints in <strong>the</strong>ir questfor creating a novel approach and learning experience.This study suggests that o<strong>the</strong>rs who specifically avoidusing ISD, or any process for that matter, do so out of alack of knowledge about <strong>the</strong> process, a lack of experiencein designing instruction or software, or a lack of managerialand production experience, or a lack of <strong>the</strong> need <strong>to</strong>provide me<strong>as</strong>urable learning outcomes.In summation, barriers <strong>to</strong> using ISD are due <strong>to</strong> <strong>the</strong>following:• A lack of knowledge about its value• People using it or a similar process without knowing it• A lack of time and resources <strong>to</strong> pay attention <strong>to</strong> ph<strong>as</strong>es<strong>as</strong> needed• Promoting a creative idea taking priority over effectiveinstruction• A lack of need for me<strong>as</strong>urable outcomesThe Application of ISDB<strong>as</strong>ed on <strong>the</strong> c<strong>as</strong>es in this study, 40% of those interviewedare developers specifically using ISD, 20% arep. 34 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


specifically avoiding it, citing deadlines and resource requirements,and <strong>the</strong> remaining 40% who most likely donot know about ISD are using a range of processes thatare similar <strong>to</strong> those that define ISD. The results suggestthat developers of VLEs with specific intended learningoutcomes rely on a development process that if is not ISD,is very similar <strong>to</strong> it in terms of ph<strong>as</strong>es: analysis, design,development, implementation, and evaluation (Dick &Carey, 2001).The developers in this study who do not use a process,specifically those who are creating immersive learningsimulations for academia and one of <strong>the</strong> educational gamedesigners, appear <strong>to</strong> focus more on <strong>the</strong> use of <strong>the</strong> VLE <strong>as</strong> adelivery method, or <strong>the</strong> novelty <strong>the</strong>reof, ra<strong>the</strong>r than <strong>the</strong>intended learning outcomes. As one game designer participantstates, “games are sexy.” These same developersare involved in projects that are not accountable <strong>to</strong> a“bot<strong>to</strong>m line.”Learning TheoryThis study suggests that <strong>the</strong> intended learning and learningexperience for which VLEs are designed is supportedby learning <strong>the</strong>ories that fall under <strong>the</strong> realm of constructivism;however, in this study, constructivist approachesand learning goals are reflected more strongly in nonacademicvirtual environments. As a participant within<strong>the</strong> games and entertainment sec<strong>to</strong>r explains, “The virtualspace must be cool, must excite <strong>the</strong> user’s fant<strong>as</strong>ies andimagination, and give him a place <strong>to</strong> want <strong>to</strong> be and <strong>to</strong> bedoing things.” Ano<strong>the</strong>r game designer, who creates specificallyeducational games, provides a similar perspective,explaining, “The advantage of technology is that it’sharmless <strong>to</strong> try things out, you don’t break anything, youcan explore, and a game allows you <strong>to</strong> simulate <strong>the</strong> thingsthat you wouldn’t do before.” He explains that a learninggame should provide “honest results and a lot of freedom<strong>to</strong> explore.” The game designer’s vision is supported byresearch. As educational game <strong>the</strong>orist Squire (2002) explains,in an educational game’s learning space, “Resourcesbecome <strong>to</strong>ols that players mobilize in <strong>the</strong>ir pursuit ofgoals.” Claiming not <strong>to</strong> know anything about learning<strong>the</strong>ory and describing himself <strong>as</strong> a “s<strong>to</strong>ryteller,” one of<strong>the</strong> participants within <strong>the</strong> commercial sec<strong>to</strong>r, who scaffoldsuser-driven virtual spaces vibrating with user ownership,fully embraces constructivism by encouraging collaborationbetween users, and users and <strong>the</strong> content. Theuse of constructivist learning in virtual and related learningenvironments that are similarly collaborative in natureis supported by previous research (Duffy & Jon<strong>as</strong>sen,1992; Har<strong>as</strong>im, 1990; Lave & Wenger, 1991; Sea<strong>to</strong>n, 1993;Dede, 1995). It would appear that <strong>as</strong> decision-makers andinstruc<strong>to</strong>rs become more comfortable with using technology-enabledvirtual environments and more data reflects<strong>the</strong>ir utility, <strong>the</strong> pedagogical approach in more formalsettings, such <strong>as</strong> academia, will become more flexible andadaptable <strong>to</strong> a more constructivist nature. At <strong>the</strong> sametime, interviews from this research indicate <strong>the</strong> successfuluse of virtual environments for both objectivist andconstructivist learning. In that most developers of virtualenvironments are using ISD or a related process, it wouldappear that <strong>the</strong>ir processes support <strong>the</strong> creation, <strong>as</strong> proven,of objectivist learning, but constructivist learning experiences<strong>as</strong> well.<strong>Instructional</strong> Technology<strong>Instructional</strong> Technology is <strong>the</strong> systematic applicationof strategies and techniques derived from learning <strong>the</strong>ories<strong>to</strong> mediate learning. This includes <strong>the</strong> selection of adelivery system and o<strong>the</strong>r learning materials that arealigned with <strong>the</strong> learning <strong>the</strong>ories <strong>to</strong> meet specific andintended learning outcomes (Winn, 1997). In this study,all but two of <strong>the</strong> seventeen developers interviewed appliedinstructional technology practices <strong>to</strong> <strong>the</strong> developmen<strong>to</strong>f <strong>the</strong>ir VLEs. For <strong>the</strong> majority of those in this study,<strong>the</strong> delivery system drove <strong>the</strong> instructional or informationalapproach, supported by strategies suggested by learning<strong>the</strong>ories, constructivism in particular.For nine of <strong>the</strong> participants, including <strong>the</strong> corporate/government and academic LMS c<strong>as</strong>es, <strong>the</strong> decision <strong>to</strong> usea VLE <strong>as</strong> a delivery system w<strong>as</strong> made by a client or organizationra<strong>the</strong>r than those directly involved in creating learning.The <strong>to</strong>ols used <strong>to</strong> support <strong>the</strong> VLE were determinedon an organizational level or by programmers involved in<strong>the</strong> development and support of <strong>the</strong> VLE. As a participantwithin <strong>the</strong> government and corporate sec<strong>to</strong>r indicates,<strong>the</strong> <strong>to</strong>ols used <strong>to</strong> create his organization’s virtual environmentsare chosen by <strong>the</strong> programming team “b<strong>as</strong>ed on<strong>the</strong>ir current skills and understanding of <strong>the</strong> need.” Thistrend is supported by research, which indicates that <strong>the</strong>role of instructional technology <strong>as</strong> a component of instructionaldesign may depend on a given organization’spriorities and available resources (Wagner, 1990).For commercial developers, <strong>the</strong> platform is determinedby funding sources – specifically, <strong>the</strong> publishers and distribu<strong>to</strong>rsof <strong>the</strong> game. Interestingly, a participant whoworks for a community college consortium explains thatshe considers any software her department implements<strong>as</strong> being part of a two-year plan, understanding that withfunctionality expanding and reorienting <strong>the</strong> role of <strong>the</strong>user in relationship <strong>to</strong> content, she can’t be clear on what<strong>the</strong> next <strong>to</strong>ol will be. She notes, “It’s change management.It’s <strong>the</strong> largest stalling block that people have. We havethings constantly changing; it’s a way of life in this [virtual]environment; and people aren’t okay with this.”It is also worth noting that participants in <strong>the</strong> academicLMS c<strong>as</strong>e, all of whom use ISD, focus less on <strong>the</strong> deliverysystem and more on creating a learning or user experience<strong>to</strong> which <strong>the</strong> delivery method is transparent. Withinthis c<strong>as</strong>e, one participant cites “ensuring that content isrelevant and presented in a way that looks e<strong>as</strong>y and exciting”<strong>as</strong> a fac<strong>to</strong>r for <strong>the</strong> success of his learning environment.Comparative media studies for distance learningsupport this view, indicating that “learning seems <strong>to</strong> beaffected more by what is delivered than by <strong>the</strong> deliverymedium” (Schramm, 1977; Yang & Lui, 2004).JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 35


In summation, in terms of instructional technologies,participants in this study indicate that with or without<strong>the</strong> specific application of ISD or a related process, <strong>the</strong>determination of <strong>the</strong> delivery system and platform is oftenmade <strong>to</strong> meet higher level organizational needs andexpectations. This leaves <strong>the</strong> developers not only <strong>to</strong> mediateintended learning goals with <strong>the</strong> learning audience,but <strong>to</strong> mediate a delivery system <strong>to</strong> <strong>the</strong> audience and <strong>the</strong>intended learning. Se<strong>as</strong>oned participants in this studyalso note that platforms <strong>the</strong>mselves that are used <strong>to</strong> supportvirtual environments are short-lived, due in part <strong>to</strong>changes in technology competency and what <strong>the</strong> marke<strong>to</strong>ffers. This may explain why less attention is paid <strong>to</strong>identifying an optimal platform solution.<strong>Instructional</strong> <strong>Design</strong><strong>Instructional</strong> <strong>Design</strong> involves <strong>the</strong> systematic process ofapplying instructional learning <strong>the</strong>ory <strong>to</strong>ward meetingspecific learning goals. This includes developing specificationsfor learning activities <strong>to</strong> address specific learningoutcomes, and cus<strong>to</strong>mizing or designing media <strong>to</strong> mediate<strong>the</strong> learning (Smith & Ragan, 1990). The learningoutcomes of an instructional design may be directly observableand me<strong>as</strong>urable, or <strong>as</strong>sumed (Ibid).Siemens (2002, 1) believes that <strong>Instructional</strong> <strong>Design</strong><strong>as</strong> a process for supporting <strong>the</strong> development of virtuallearning spaces is adequate, but its role is misunders<strong>to</strong>od:Unfortunately, <strong>the</strong> role of instructional design (ID) ine-learning is often misunders<strong>to</strong>od - due <strong>to</strong> <strong>the</strong> perceivedcomplexity of <strong>the</strong> process and <strong>to</strong> poor understanding of<strong>the</strong> pedagogical requirements of e-learning. To a largedegree, ID is <strong>the</strong> process whereby learning, not technology,is kept at <strong>the</strong> center of e-learning development.This view is supported by a participant within <strong>the</strong> governmentand corporate sec<strong>to</strong>r, who expresses frustrationthat his organization focuses on <strong>the</strong> delivery method ra<strong>the</strong>rthan <strong>the</strong> learning effectiveness of <strong>the</strong>ir VLEs. O<strong>the</strong>rs, such<strong>as</strong> Irlbeck et al (2006) maintain that <strong>the</strong> challenge forthose involved in instructional development is <strong>to</strong> be able<strong>to</strong> recognize what will continue <strong>to</strong> be pertinent in terms ofwhat we know about distance education (Ilrbeck, Kays,Jones, & Sims, 2006) and <strong>to</strong> identify opportunities forpedagogical and systems-b<strong>as</strong>ed adaptation – or perhapseven complete reinvention. The two participants in thisstudy who avoid instructional design or o<strong>the</strong>r design processesdo so in an attempt <strong>to</strong> promote <strong>the</strong>ir ide<strong>as</strong> ra<strong>the</strong>rthan mediating an articulated learning goal. However,<strong>the</strong> participant from <strong>the</strong> commercial sec<strong>to</strong>r, who createsvirtual environments that people are drawn <strong>to</strong> participatein for extended periods of time, warns that <strong>the</strong> biggestdesign flaw <strong>the</strong> participant endeavors <strong>to</strong> avoid “wouldbe that people start with <strong>the</strong> creative idea instead of <strong>the</strong>audience.”This study indicates that among those interviewed, 80%of developers of virtual environments use <strong>the</strong> ADDIE processor a process with similar ph<strong>as</strong>es, although <strong><strong>the</strong>y</strong> maynot be specifically broken down and identified by t<strong>as</strong>k,role, or purpose. This research also suggests that thosewho use ISD are fervent advocates or “ADDIE freak[s],”<strong>as</strong> one participant from <strong>the</strong> government and corporatesec<strong>to</strong>r put it, of <strong>the</strong> process, b<strong>as</strong>ed on previous success. Itappears that ISD serves <strong>the</strong>se developers <strong>to</strong> meet andmanage both instructional and production goals.Of <strong>the</strong> 20% of those interviewed who specifically avoidusing ISD or any process appear <strong>to</strong> do so <strong>to</strong> avoid constraintsin <strong>the</strong>ir quest for creating a novel approach andlearning experience. These same participants were notable <strong>to</strong> produce me<strong>as</strong>urable results of learning outcomes.This study suggests that o<strong>the</strong>rs who specifically avoidusing ISD or any process for that matter do so out of a lackof knowledge about <strong>the</strong> process, or a lack of experience indesigning instruction or software, or a lack of managerialand production experience, or have more interest in creativeexpression and exploration than in creating effectivelearning. Some within this group focus instead onproduction target dates and budgets, and creating a visibleproduct that mediates content ra<strong>the</strong>r than meetingspecific learning goals. The remaining of those in thisstudy who do not use ISD do use a process that is similarin order <strong>to</strong> meet sales goals and <strong>to</strong> showc<strong>as</strong>e <strong>the</strong>ir competence,and establish or foster <strong>the</strong>ir reputation in <strong>the</strong> industry.While participants from <strong>the</strong> commercial and entertainmentsec<strong>to</strong>rs – game designers in particular – wouldbristle at <strong>the</strong> suggestion of using <strong>the</strong> ISD process, <strong><strong>the</strong>y</strong> areusing a model with similar ph<strong>as</strong>es <strong>to</strong> generate similaroutcomes. B<strong>as</strong>ed on this misunderstanding of <strong>the</strong> ISD processand re<strong>as</strong>ons o<strong>the</strong>rs avoid it, perhaps prior <strong>to</strong> analysis,developers need <strong>to</strong> pursue a “buy-in” of ISD or a relatedprocess with stakeholders before embarking on an initialph<strong>as</strong>e of Analysis.Research in this study suggests that developers whocreate successful virtual environments, “successful” defined<strong>as</strong> <strong>the</strong> extent <strong>to</strong> which it is usable and accessible by<strong>the</strong> intended users, did use a process that w<strong>as</strong> intensive in<strong>the</strong> initial Analysis ph<strong>as</strong>e. In addition, several developerscited <strong>the</strong> need for educating users on virtual environmentsand in some c<strong>as</strong>es, <strong>the</strong> processes necessary for creating<strong>the</strong>m, all prior <strong>to</strong> an Analysis ph<strong>as</strong>e. Processes alsoincluded in <strong>the</strong> Implementation or similar ph<strong>as</strong>es indicate<strong>the</strong> need for setting user expectations and cultivating userbuy-in. This w<strong>as</strong> especially noted in <strong>the</strong> government/corporate,and academic sec<strong>to</strong>rs, while entertainment andcommercial sec<strong>to</strong>rs simply need users <strong>to</strong> “buy.” The processesparticipants in this study follow, if not specificallyISD, are similar, and appear <strong>to</strong> have adapted elementsfound in processes involved in software development. Inthat a virtual environment does involve software development<strong>as</strong> well, this blending of processes is not surprising.In <strong>the</strong> future, processes may change fur<strong>the</strong>r <strong>to</strong> address<strong>the</strong> more organic nature of virtual environments,which <strong>the</strong>se sec<strong>to</strong>rs, with <strong>the</strong> exception of <strong>the</strong> more commercialones, are not yet prepared <strong>to</strong> take <strong>the</strong> risk <strong>to</strong>address. Participants who <strong>to</strong>ok a more artistic approach<strong>to</strong> creating virtual environments also began with an idea,p. 36 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


although one commercial participant, who appears especiallytalented at creating successful, innovative virtualenvironments, warns that one should never start with anidea, but ra<strong>the</strong>r let it emerge from interaction with <strong>the</strong>intended users. This would be especially difficult terri<strong>to</strong>ry<strong>to</strong> consider for those involved in performance-b<strong>as</strong>ed instruction,which requires me<strong>as</strong>urable learning outcomes.While almost all of <strong>the</strong> participants in this study whouse a process are heavily invested in what one participantdescribes <strong>as</strong> a “solid analysis,” <strong>the</strong> outcomes of <strong>the</strong> Analysisph<strong>as</strong>e are rarely used <strong>to</strong> determine an appropriatedelivery system, <strong>as</strong> indicated by discussion on instructionalTechnologies. As w<strong>as</strong> discussed earlier, most projectsstart with a delivery system that is often already identifiedon an organizational level, or by technical professionals,or a funding source. Hence, <strong>the</strong> analysis is irrelevantfor most developers in identifying <strong>the</strong> appropriatedelivery system – but it is useful for determining <strong>the</strong> skillsintended users need <strong>to</strong> operate <strong>the</strong> delivery system indicated.In effect, instead of helping <strong>to</strong> identify a deliverysystem, <strong>the</strong> Analysis needs <strong>to</strong> help clarify how <strong>to</strong> mediatebetween <strong>the</strong> user, <strong>the</strong> learning, and <strong>the</strong>ir access <strong>to</strong> <strong>the</strong>delivery system.In addition, <strong>the</strong> Analysis ph<strong>as</strong>e may be more relevant<strong>to</strong> <strong>the</strong> development of virtual environments if a priorprocess is built in for “selling” <strong>the</strong> advantages of usingISD or a related process <strong>to</strong> decision-making stakeholdersand funders, <strong>as</strong> well <strong>as</strong> in some c<strong>as</strong>es, <strong>the</strong> advantages ofusing a virtual environment <strong>as</strong> a delivery system. Additional“selling” seems <strong>to</strong> be required in <strong>the</strong> Developmentand Implementation ph<strong>as</strong>es, in which participants indicated<strong>the</strong> need for setting user expectations in participatingin a virtual environment. Essentially, this is a processof what a participant within <strong>the</strong> academic sec<strong>to</strong>r describes<strong>as</strong> “change management,” during which she needs <strong>to</strong> helpparticipants adapt <strong>to</strong> participating pedagogically and technicallyin a virtual environment.Finally, Evaluation for <strong>the</strong> participants in <strong>the</strong> studyfocused on usability but not on <strong>the</strong> learning. By <strong>the</strong> same<strong>to</strong>ken, participants within <strong>the</strong> commercial sec<strong>to</strong>r explainthat corporations and businesses who hire out <strong>to</strong> developvirtual environments do not expect a return on investment,which is typically used <strong>to</strong> me<strong>as</strong>ure <strong>the</strong> success of aprogram. It would seem that at this point, we are not clearon what <strong>to</strong> evaluate summatively in a virtual environment.Most likely and <strong>as</strong> indicated by this research, summativeevaluation of a virtual environment will involve acombination of performance, response <strong>to</strong> user interaction,and learning outcomes.The table that follows outlines <strong>the</strong> activities by ph<strong>as</strong>ethat participants in this study added <strong>to</strong> <strong>the</strong> ISD or a similarprocess.Table 2. Summation of Ph<strong>as</strong>e ModificationsJOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 37


LimitationsThe results of this study are limited by a number offac<strong>to</strong>rs that affect <strong>the</strong> generalizability of its findings. Thesefac<strong>to</strong>rs include a limited data set, <strong>the</strong> time and place of<strong>the</strong> study, and interpretive validity.Limited Data SetThis research focused on four sec<strong>to</strong>rs that are usingvirtual environments. One sec<strong>to</strong>r, academia, w<strong>as</strong> brokenin<strong>to</strong> two sub-groups, and w<strong>as</strong> also represented in<strong>to</strong> <strong>the</strong>sec<strong>to</strong>r for games and entertainment. For a more comprehensivestudy, academic sec<strong>to</strong>rs in particular could bebroken down fur<strong>the</strong>r in<strong>to</strong> learning domains, such <strong>as</strong> medicaleducation, engineering, and humanities, each of whichmay involve different processes and priorities in <strong>the</strong> developmen<strong>to</strong>f related learning environments.In addition, this study involves seventeen participants.These participants represent a population <strong>to</strong> which <strong>the</strong>researcher h<strong>as</strong> access. All participants live in North Americaand represent a western cultural orientation. Virtualenvironments developed in o<strong>the</strong>r countries may includeo<strong>the</strong>r processes and priorities not examined in this study.A larger sample would be necessary <strong>to</strong> support and confirm<strong>the</strong> findings of this study and suggest generalizability.The Time and Place of <strong>the</strong> StudyThis research is limited by when it w<strong>as</strong> conducted. Newtechnology-b<strong>as</strong>ed <strong>to</strong>ols are rele<strong>as</strong>ed <strong>to</strong> <strong>the</strong> public everyday, and by <strong>the</strong> next day, innova<strong>to</strong>rs come up with newways <strong>to</strong> apply and adapt <strong>the</strong> technology for learning ando<strong>the</strong>r uses. This study represents a moment among days interms of <strong>the</strong> technology people are using and how <strong><strong>the</strong>y</strong> areadapting it for learning and VLEs. As a result, <strong>the</strong> value ofthis research depreciates <strong>as</strong> quickly <strong>as</strong> a new car drivesoff <strong>the</strong> sales lot.ImplicationsEvery five years or so, educational games explodein<strong>to</strong> <strong>the</strong> learning landscape <strong>as</strong> an exciting arena forpersonal creativity, exploration, and application. As aparticipant who is an educational game designer in thisstudy points out, “Learning games are sexy.” Eventually,in <strong>the</strong> wake of hemorrhaging budgets, unmet expectations,and a lack of a viable market, interest in educationalgames recedes, carrying with it a gaggle of recentgame design enthusi<strong>as</strong>ts, licking <strong>the</strong>ir wounds and waitinguntil time er<strong>as</strong>es <strong>the</strong> sting of poor judgment and <strong>the</strong>value of lessons learned. In time, <strong>the</strong> hype moves forthagain, reconceptualized <strong>as</strong> MMPORGS, online persistentworlds, or device-driven role-playing games. Educationalgame designer Marc Prensky (Wagner, 2005)regularly maintains that instructional design “sucks<strong>the</strong> fun” out of educational game design. However, perhapsit is <strong>the</strong> educational game designers who, armedwith an idea and visions of <strong>the</strong> m<strong>as</strong>ses celebrating <strong>the</strong>ircreative vision, destroy <strong>the</strong> viability of learning gamesby rejecting process, and ultimately purpose, in <strong>the</strong>irapproach. As media and game critic Mia Consalvo(2007) pointed out in a conversation with <strong>the</strong> researcher:People in game design have been worried that earlyeducational games were about content veiled in ab<strong>as</strong>ic framework <strong>to</strong> convey it… so [<strong>the</strong> learning experience]w<strong>as</strong> more like chocolate-covered broccoli. It’sstill about learning first. Now <strong>the</strong>re’s a bit more of anunderstanding that game b<strong>as</strong>ed learning needs <strong>to</strong> beabout <strong>the</strong> processes you are trying <strong>to</strong> convey, and lessabout transferring content.Game design and VLEs have much in common interms of novelty of approach and <strong>the</strong> experience of <strong>the</strong>user, which <strong>as</strong> Consalvo indicates, is defined by an experienceof “process” ra<strong>the</strong>r than “about transferringcontent.” As virtual environments, be <strong><strong>the</strong>y</strong> game-b<strong>as</strong>ed,commercial-b<strong>as</strong>ed, or instructional in role or approach,very quickly integrate in<strong>to</strong> our communication landscape,it appears that instead of repeating <strong>the</strong> cyclicalmistakes of instructional game design, we are in needof a re<strong>as</strong>sessment of our processes. This study endeavored<strong>to</strong> explore what systematic and procedural fac<strong>to</strong>rsare addressed in <strong>the</strong> creation of VLEs, comparing <strong>the</strong>ory<strong>to</strong> professional practice.A VLE requires not only a considerable investment intechnical, financial, and human resources, but <strong>as</strong> this researchindicates, buy-in by those for whom it is intended,<strong>as</strong> well <strong>as</strong> <strong>the</strong> stakeholders in its success. A better understandingof <strong>the</strong> processes that facilitate or hinder <strong>the</strong> creationof a VLE may lead <strong>to</strong> better choices, better planning,and more appropriate expectations that serve learners,educa<strong>to</strong>rs, and <strong>the</strong>ir common organization or institution.This same understanding may lead <strong>to</strong> a more effectiveplanning and allocation of <strong>the</strong> resources needed for <strong>the</strong>development of a VLE, and support its success in meetingintended learning needs.What follows are some implications this study suggests:1. Possible Modifications and Enhancements <strong>to</strong> a ProcessThis research suggests <strong>the</strong> consideration of a modificationof ISD and similar processes <strong>to</strong> include, <strong>as</strong> manyparticipants in this study have done already, a paralleldesign and implementation ph<strong>as</strong>e <strong>to</strong> address preparingintended users. This preparation includes learning <strong>the</strong>technical and communication skills needed <strong>to</strong> participatein a virtual environment, and “buy-in,” or setting userexpectations. One developer describes this process <strong>as</strong>“change management,” adding, “I don’t want <strong>the</strong>m [users]<strong>to</strong> learn a software application. I want <strong>the</strong>m <strong>to</strong> learnhow <strong>to</strong> learn and use what you know <strong>to</strong> move <strong>to</strong> <strong>the</strong> nextthing because of <strong>the</strong> changing.”2. A Need for a PlanB<strong>as</strong>ed on interviews with those in <strong>the</strong> commercial sec-p. 38 JOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2)


<strong>to</strong>r in this study, <strong>the</strong> creation of a virtual environmentmay need <strong>to</strong> include a process or t<strong>as</strong>k within <strong>the</strong> <strong>Design</strong>ph<strong>as</strong>e that addresses making a plan that sets <strong>the</strong> lifespanor time parameters for <strong>the</strong> virtual space. This includesestablishing a known beginning and end or closure point,and constructs for establishing <strong>the</strong>se points.In terms of timeframes for <strong>the</strong> lifespan of a virtualenvironment, a participant from <strong>the</strong> commercial sec<strong>to</strong>rexplains that he likes <strong>to</strong> “build a s<strong>to</strong>ry that l<strong>as</strong>ts no morethan three months in order not <strong>to</strong> go stale with <strong>the</strong> intendedaudience.” By comparison, a participant from <strong>the</strong> academicsec<strong>to</strong>r draws from her experience in developingVLEs <strong>to</strong> estimate <strong>the</strong> lifespan of a virtual environment,explaining:We consider software our department uses <strong>as</strong> beingpart of a two-year plan, understanding that with functionalityexpanding and reorienting <strong>the</strong> role of <strong>the</strong> user inrelationship <strong>to</strong> content, we can’t be clear on what <strong>the</strong> next<strong>to</strong>ol will be.Ano<strong>the</strong>r participant who is a game designer describes <strong>as</strong>imilar timeframe for his target platform, explaining, “Theminimum spec that we get from <strong>the</strong> publisher is <strong>the</strong> <strong>to</strong>pend of what <strong>the</strong> market is now, and it will be at <strong>the</strong> bot<strong>to</strong>mthree years from now.”3. A Summative Evaluation Strategy that Satisfies StakeholdersAs w<strong>as</strong> discussed earlier, participants in this study whoare conducting summative evaluation of <strong>the</strong> learning outcomesfrom <strong>the</strong>ir virtual environments are relying on sales,“traffic,” no<strong>to</strong>riety, and in only one situation, a KirkpatrickLevel 4 Evaluation, which <strong>the</strong> participant findsunreliable because of confounding fac<strong>to</strong>rs. It would seemthat we are in need of a construct <strong>to</strong> clarify what constitutesa successful outcome of a VLE.4. Watch <strong>the</strong> Commercial Sec<strong>to</strong>rIn this study, a participant from <strong>the</strong> commercial sec<strong>to</strong>rseems <strong>to</strong> have an instinct for <strong>the</strong> engagement preferencesof intended users in a virtual environment. He responds<strong>to</strong> this instinct, although he will not call it that, with <strong>the</strong>creative courage or audacity <strong>to</strong> provide only a frameworkfor his virtual environments. With a calculated strategyoutlined, he beckons intended users with <strong>the</strong> promise ofresources and <strong>the</strong> opportunity <strong>to</strong> create a virtual space forwhich <strong><strong>the</strong>y</strong> ultimately have a sense of ownership andcontrol. The participant explains that <strong>the</strong> biggest designflaw he endeavors <strong>to</strong> avoid with his mutinous designstrategy is <strong>to</strong> “start with <strong>the</strong> creative idea instead of <strong>the</strong>audience.”While <strong>the</strong> ISD process involves <strong>the</strong> creation of instructionthat is b<strong>as</strong>ed on <strong>the</strong> design and direction of contentand learning experts, this participant suggests a designb<strong>as</strong>ed on deliberate scaffolding <strong>to</strong>wards an experiencethat is nei<strong>the</strong>r me<strong>as</strong>urable nor replicable. An adaptationof this dynamic in<strong>to</strong> <strong>the</strong> <strong>Design</strong> and Implementation ph<strong>as</strong>esof <strong>the</strong> ISD processes might include an outline of a strategyfor incorporating and managing user-generated content –or in <strong>the</strong> Implementation ph<strong>as</strong>e, a sub-process for managingcontent creation in response <strong>to</strong> user interactivity.Suggestions for Fur<strong>the</strong>r StudySuggestions for fur<strong>the</strong>r study include replicating <strong>the</strong>research with data collection using a geographically distributedset of researchers for a broader view. This wouldaddress some of <strong>the</strong> limitations of <strong>the</strong> research identifiedin <strong>the</strong> previous section on limitations of <strong>the</strong> study, andmediate <strong>the</strong> external and internal threats <strong>to</strong> validity thatcharacterize this research. Fur<strong>the</strong>rmore, studies of virtualenvironments in different cultures may reveal additionalneeds and considerations <strong>to</strong> incorporate in<strong>to</strong> <strong>the</strong> creationof VLEs for more global applications. In addition, studiesthat examine and compare processes in <strong>the</strong> developmen<strong>to</strong>f VLEs within and across content are<strong>as</strong> may better informour knowledge b<strong>as</strong>e.Adequacy of ProcessOn a very b<strong>as</strong>ic level, this study suggests that <strong>to</strong> truly<strong>as</strong>sert <strong>the</strong> value of a process in <strong>the</strong> creation of a VLE,fur<strong>the</strong>r study should compare <strong>the</strong> learning outcomes ofVLEs designed with and without a plan. This same studywould possibly clarify what types of learning are bestsupported by using a process, be it performance or objective-b<strong>as</strong>edlearning, or within <strong>the</strong> domains of knowledge,skills, or attitudes. This study may <strong>the</strong>n provide insightin<strong>to</strong> identifying <strong>the</strong> earlier-discussed constructs that wouldhelp shape <strong>the</strong> terms of <strong>the</strong> summative evaluation of avirtual environment.Additional suggestions for fur<strong>the</strong>r research would includestudies that me<strong>as</strong>ure and compare learning outcomesbetween learning environments for <strong>the</strong> same learninggoal and audience, using virtual environments developedusing ei<strong>the</strong>r <strong>the</strong> current ISD process or <strong>the</strong> ISD processwith <strong>the</strong> earlier suggested modifications. Similarly,in addition <strong>to</strong> examining <strong>the</strong> value of process modifications,this or a similar study could examine not only learningoutcomes, but compare <strong>the</strong> types of learning that occurwhen <strong>the</strong> user is more in control of <strong>the</strong> character of<strong>the</strong> learning environment – and <strong>the</strong> marginal utility of <strong>the</strong>user’s experience in <strong>the</strong> environment <strong>as</strong> it relates <strong>to</strong> userpreparation; <strong>the</strong> extent <strong>to</strong> which users are allocated controlover <strong>the</strong> content creation; and <strong>the</strong> lifespan of <strong>the</strong>learning environment.Addressing <strong>the</strong> User ExperienceIn that user-generated content seems <strong>to</strong> be a growingtrend, <strong>as</strong> evidenced not only by two of <strong>the</strong> c<strong>as</strong>e studies inthis research, but <strong>the</strong> phenomenon of podc<strong>as</strong>ts, video m<strong>as</strong>hing,and digital content modding, this study suggests fur<strong>the</strong>rresearch in<strong>to</strong> two <strong>as</strong>pects of this phenomenon and itsrole in virtual learning. One question this study elicitspertains <strong>to</strong> <strong>the</strong> fac<strong>to</strong>rs that support and compel <strong>the</strong> phenomenonof user-generated content. Kollock (1999) outlinesthree motivational fac<strong>to</strong>rs in community of practiceJOURNAL OF INTERACTIVE INSTRUCTION DEVELOPMENT 21 (2) p. 39


participation, which warrant confirmation within thiscontext:• Anticipated reciprocity, <strong>the</strong> expectation that one’scontribution <strong>to</strong> <strong>the</strong> group will lead <strong>to</strong> useful help andinformation in return• Incre<strong>as</strong>ed recognition for contributions• Sense of efficacy, that one will have an effect on <strong>the</strong>environment and support his own self-image <strong>as</strong> anefficacious personA study in<strong>to</strong> <strong>the</strong> intrinsic and extrinsic motivationalfac<strong>to</strong>rs surrounding user-generated digital contentwould inform learning incentive and engagement fac<strong>to</strong>rs<strong>to</strong> address and integrate in<strong>to</strong> <strong>the</strong> design of a virtualenvironment. Similarly, this study suggests exploring<strong>the</strong> learning value of user generated content. Fur<strong>the</strong>rstudy would be useful in<strong>to</strong> <strong>the</strong> relationship between <strong>the</strong>extent <strong>to</strong> which a user generates content within a VLE,and me<strong>as</strong>urable learning outcomes.SummaryThis study provides a snapshot of insight in<strong>to</strong> <strong>the</strong> processesand design considerations crea<strong>to</strong>rs of virtual environmentsaddress <strong>to</strong> meet <strong>the</strong>ir intended learning goals.This study compared <strong>the</strong> processes followed by crea<strong>to</strong>rsfrom a range of backgrounds, and examined <strong>the</strong> role oflearning elements and approaches identified in <strong>the</strong> literaturefor distance learning in supporting <strong>the</strong> learning successwithin a VLE. This study indicates that all but one of<strong>the</strong> seventeen participants uses ISD or a similar process,and focus intensively on ph<strong>as</strong>es that pertain <strong>to</strong> audienceanalysis and usability testing.This study also suggests that our understanding of student-<strong>to</strong>-contentinteraction in computer-mediated instructionmay evolve in <strong>the</strong> coming years in<strong>to</strong> a more personalized,expressive dynamic, <strong>as</strong> evidenced by <strong>the</strong> VLEs createdfor advertising and commercial purposes. This newdynamic is supported by widespread evidence on <strong>the</strong> interne<strong>to</strong>f users creating digital content on <strong>the</strong>ir own, motivatedby creating a connection with o<strong>the</strong>r users and <strong>the</strong>culture surrounding <strong>the</strong> context of <strong>the</strong> content, and possiblyadditionally motivated by a need for a sense of ownershipof and contribution <strong>to</strong> <strong>the</strong> fabric of <strong>the</strong> virtual environment.In terms of enhancements, adaptation, or modificationof <strong>the</strong> ISD process, this study suggests that for <strong>the</strong> creationof VLEs, ISD ph<strong>as</strong>es may need <strong>to</strong> integrate, withindesign, development, and implementation ph<strong>as</strong>es, considerationssimilar <strong>to</strong> those in processes for software production,<strong>as</strong> well <strong>as</strong> strategies for preparing intended users<strong>to</strong> participate in <strong>the</strong> virtual environment. 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