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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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9 – Quality Assurance by Design<br />

According to the International St<strong>and</strong>ard Organization<br />

ISO/IEC 19796-1, QA can be ensured by:<br />

• identifying the main quality objective <strong>for</strong> a process;<br />

• identifying the responsible actors;<br />

• identifying methods or instruments that can be used<br />

to assure quality; <strong>and</strong><br />

• designing to measure the success of the quality objective.<br />

For example, if an organization provides short-term<br />

programming courses <strong>for</strong> groups of 20 students learning<br />

C++ in two weeks, the online teaching <strong>and</strong> learning style<br />

is quite different than it would be if the objective were to<br />

learn Greek. The system needs to meet the learner’s objectives.<br />

Another example is proposed by Parker, as four<br />

QA principles (2003):<br />

• guaranteeing consistency in the product’s results<br />

based on long-term values;<br />

• guaranteeing consistency in governmental <strong>and</strong> corporate<br />

education;<br />

• guaranteeing learner-centred education;<br />

• guaranteeing collaboration between internal <strong>and</strong> external<br />

stakeholders).<br />

Parker believes that in order to maintain continuity <strong>and</strong><br />

consistency it is important to define values. As mentioned<br />

earlier, collaboration between the stakeholders<br />

<strong>for</strong> a learner-centred education is the key to success.<br />

Institutions need to have a proper underst<strong>and</strong>ing of their<br />

monitoring operations if they are to improve decisionmaking<br />

<strong>and</strong> per<strong>for</strong>mance. This being done, they will<br />

satisfy both themselves <strong>and</strong> external agencies that they<br />

are effective in achieving aims <strong>and</strong> objectives, as well as<br />

being cost-effective <strong>and</strong> cost-efficient (Rumble, 1986).<br />

To sum up, specific frameworks are necessary to<br />

specify quality factors <strong>and</strong> requirements fit <strong>for</strong> purpose.<br />

Collaboration between all stakeholders is critical: involvement<br />

of all stakeholders in the process of design is<br />

important: good evaluation tools <strong>and</strong> techniques ensure<br />

quality. E-learning is valuable as an added learning environment<br />

to enhance human capabilities further.<br />

Design to enable human<br />

capabilities<br />

For the past 50 years, two main trends have been observed<br />

in general education: (a) the socio-cultural focus;<br />

<strong>and</strong> (b) the integration of technology in educational<br />

practice. However, still in its infancy, e-learning has yet<br />

to construct models of design to reach socio-cultural<br />

learning targets. There is as yet to employ consideration<br />

of the learner <strong>and</strong> user (Wallace, 1999; Smulders, 2002).<br />

Poor interfaces do not support e-learners efficiently <strong>and</strong><br />

effectively, even though the existing commercial <strong>and</strong><br />

open source learning management systems (LMS) provide<br />

several applications <strong>and</strong> tools. Most learning management<br />

systems are based on a constructivist model,<br />

<strong>and</strong> not on an e-learning community <strong>and</strong> reflective<br />

model of supporting distance education (Rumble, 2001).<br />

There are, there<strong>for</strong>e, no multiple perspectives of<br />

e-learning’s theoretical framework. Evaluators are still<br />

not supported by coherent, interdisciplinary evaluation<br />

frameworks <strong>and</strong> tools. This results in inadequate underst<strong>and</strong>ing<br />

<strong>and</strong> lack of descriptions of quality factors. To<br />

Silius <strong>and</strong> Tervakari (2003), one evaluator, whether s/he<br />

is a teacher or a systems’ designer or a quality planner,<br />

can hardly be an expert in all aspects. Collaboration<br />

between the stakeholders is the first step towards the<br />

adoption of a more social model <strong>for</strong> e-learning.<br />

THE SOCIAL DIMENSION OF LEARNING IN DESIGN<br />

Computer-supported collaborative learning (CSCL):<br />

The social aspects of learning with the aid of computer<br />

networks first appeared in CSCL. This followed the<br />

computer-supported collaborative work (CSCW) that<br />

utilised ethnography (Garfinkel, 1967) in systems design.<br />

Ethnography provides descriptions of qualitative<br />

<strong>and</strong> quantitative data about human social phenomena<br />

based on fieldwork, <strong>and</strong> was used to search <strong>for</strong> descriptions<br />

that could provide abstract specifications <strong>for</strong> systems<br />

design, i.e., finding ways to communicate to the<br />

designers what users want. Thus, the research of Hughes<br />

<strong>and</strong> colleagues was based on socio-technical design<br />

(STD) (Mum<strong>for</strong>d, 1983; Fan, 2006) to in<strong>for</strong>m the designers<br />

of system requirements. The STD mission was to<br />

assist system designers to maximize human gains while<br />

achieving business <strong>and</strong> technical excellence (Mum<strong>for</strong>d,<br />

1983). It recognises the interaction of technology <strong>and</strong><br />

people, <strong>and</strong> produces work systems that are both technically<br />

efficient <strong>and</strong> have social characteristics. CSCL is<br />

linked to STD via CSCW (Hughes et al., 1997) <strong>and</strong> is<br />

anchored in the notion that, the system cannot be accurately<br />

understood as each property depends on the other.<br />

Computer-supported collaborative learning (CSCL)<br />

was based on theories that emphasized the social dimension<br />

of learning, such as distributed cognition (Hutchins,<br />

1995; Salomon, 1993); activity theory (Engestrom,<br />

1987; Kuutti, 1996); situated learning (Resnick, Levine &<br />

Teasley, 1991); Greeno, Smith & Moore, 1993); collaborative<br />

learning (Crook, 1994); <strong>and</strong> legitimate peripheral<br />

participation in communities of practice (Lave & Wen-<br />

116 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>

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