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

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9 – Quality Assurance by Design<br />

teaching with learning styles based on all stakeholders’<br />

targets is not a disadvantage <strong>and</strong>, in this chapter, it is<br />

worth considering a focus depending on active participation<br />

in collaborative learning. Underst<strong>and</strong>ing the<br />

controlling processes <strong>and</strong> improving them by evaluation<br />

<strong>and</strong> assessment will eliminate existing problems.<br />

Quality assurance by design<br />

INVOLVING ALL STAKEHOLDERS IN THE PROCESS<br />

OF DESIGN<br />

Pedagogical heuristics: When designing systems <strong>for</strong><br />

e-learning, we must first determine the goal, the intention,<br />

<strong>and</strong> specifications by collecting the relevant in<strong>for</strong>mation.<br />

As a result, learners will be free to justify why<br />

they use the applications <strong>and</strong> their reasons will need to<br />

match the organization’s intentions. On an operational<br />

level, we can use several evaluation frameworks, known<br />

as pedagogical heuristics. Heuristics provide a map to<br />

work with, without extensive users’ evaluations. Norman<br />

(1998), Shneiderman (2002, 2005, 2006), <strong>and</strong> Nielsen<br />

(cited on his website, not dated) tried to help<br />

designers <strong>and</strong> evaluators design systems <strong>for</strong> the users by<br />

providing general guidelines. Norman proposed “seven<br />

principles <strong>for</strong> trans<strong>for</strong>ming difficult tasks into simple<br />

ones”:<br />

(1) Use both knowledge in the world <strong>and</strong> knowledge in<br />

the head.<br />

(2) Simplify the structure of tasks.<br />

(3) Make things visible: bridge the gulfs of execution<br />

<strong>and</strong> evaluation.<br />

(4) Get mappings right.<br />

(5) Exploit the power of constraints, both natural <strong>and</strong><br />

artificial.<br />

(6) Design <strong>for</strong> error.<br />

(7) When all else fails, st<strong>and</strong>ardize.<br />

A second set of heuristics comes <strong>from</strong> Shneiderman’s<br />

Eight Golden Rules:<br />

(1) Strive <strong>for</strong> consistency.<br />

(2) Enable frequent users to use shortcuts.<br />

(3) Offer in<strong>for</strong>mative feedback.<br />

(4) Design dialogues to yield closure.<br />

(5) Offer simple error h<strong>and</strong>ling.<br />

(6) Permit easy reversal of actions.<br />

(7) Support internal locus of control.<br />

(8) Reduce short-term memory load.<br />

Both sets of rules can be used as evaluation tools <strong>and</strong> as<br />

usability heuristics.<br />

Nielsen (n.d.) proposed other usability heuristics <strong>for</strong><br />

user interface design. His are more widely used:<br />

• visibility of system status<br />

• match between system <strong>and</strong> the real world<br />

• user control <strong>and</strong> freedom<br />

• consistency <strong>and</strong> st<strong>and</strong>ards<br />

• error prevention<br />

• recognition rather than recall<br />

• flexibility <strong>and</strong> efficiency of use<br />

• aesthetic <strong>and</strong> minimalist design<br />

• help users recognize, diagnose, <strong>and</strong> recover <strong>from</strong> errors<br />

• help <strong>and</strong> documentation.<br />

His heuristics mostly refer to in<strong>for</strong>mation provision interfaces<br />

<strong>and</strong> do not explicitly support learning in communities<br />

using social software plat<strong>for</strong>ms. New heuristics to<br />

support the social nature of the systems are needed after<br />

the migration of the socio-technical environments on<br />

the Internet. For example, whereas Suleiman (1998)<br />

suggested a check of user control, user communication,<br />

<strong>and</strong> technological boundary <strong>for</strong> computer-mediated<br />

communication, Preece (2000) proposed usability <strong>for</strong><br />

online communities supports navigation, access, in<strong>for</strong>mation<br />

design, <strong>and</strong> dialogue support.<br />

Pedagogical usability (PU): When e-learning started<br />

to be widely used in mid 1990s, new heuristics with a<br />

social <strong>and</strong> pedagogical orientation were needed. With a<br />

social perspective in mind, Squires <strong>and</strong> Preece (1999)<br />

provided the first set of heuristics <strong>for</strong> learning with<br />

software Similarly, Hale <strong>and</strong> French (1999) recommended<br />

a set of e-learning design principles <strong>for</strong> reducing<br />

conflict, frustration, <strong>and</strong> repetition of concepts.<br />

They referred to the e-learning technique, positive rein<strong>for</strong>cement,<br />

student participation, organization of<br />

knowledge, learning with underst<strong>and</strong>ing, cognitive<br />

feedback, individual differences, <strong>and</strong> motivation. To<br />

date, learning design is concentrated on in<strong>for</strong>mation<br />

provision <strong>and</strong> activities management aimed at the individual<br />

instead of e-learning communities. Thus there<br />

exists an absence of common ground between collaborative<br />

learning theories <strong>and</strong> instructional design. Lambropoulos<br />

(2006) there<strong>for</strong>e proposes seven principles <strong>for</strong><br />

designing, developing, evaluating, <strong>and</strong> maintaining<br />

e-learning communities. These are: intention, in<strong>for</strong>mation,<br />

interactivity, real-time evaluation, visibility, control,<br />

<strong>and</strong> support. In this way, she stresses the need to<br />

bring e-learning <strong>and</strong> human-computer interaction<br />

(HCI) together.<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 119

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