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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 />

data collected in A <strong>and</strong> B provides the summative evaluation.<br />

The success or failure of the e-learning community<br />

is apparent where the initial organization’s targets are<br />

met. Most times there are differences between what the<br />

different stakeholders want or seem to need. (See<br />

Cohen’s PhD thesis, Appendix I, 2000.) Formative<br />

evaluation can shed light on the individual stages of e-<br />

learning <strong>and</strong> in underst<strong>and</strong>ing key variances as they<br />

occur. This provides feedback <strong>and</strong> control <strong>for</strong> all<br />

stakeholders.<br />

To date, most evaluation <strong>and</strong> research is designed to<br />

support summative evaluation. The existing tools <strong>and</strong><br />

evaluation methods are not designed to aid dynamic<br />

evaluation. If new tools can be designed <strong>for</strong> e-learning<br />

engineering, then, quality assurance, assessment, <strong>and</strong><br />

improvement will control arising problems, <strong>and</strong> enhance<br />

best practices. Current ef<strong>for</strong>ts to meet these targets <strong>for</strong><br />

quality are connected to the dissolution of traditional<br />

educational hierarchies <strong>and</strong> other systems (Pond, 2002).<br />

Summary<br />

The intention of this chapter on quality assurance by<br />

design is to raise awareness of the importance of quality,<br />

<strong>and</strong> attempts to propose frameworks in order to ensure<br />

quality by design. E-learning quality derives <strong>from</strong> interdisciplinary<br />

approaches on learner-centred <strong>and</strong> social<br />

frameworks, <strong>and</strong> depends on organizations’ infrastructure,<br />

strategy, <strong>and</strong> vision. Web 2.0 signifies the current<br />

transition <strong>from</strong> the Industrial to the In<strong>for</strong>mation <strong>and</strong><br />

Collaboration Age. Changes in the new ways that people<br />

work, learn, <strong>and</strong> entertain themselves are being established.<br />

It is there<strong>for</strong>e necessary to agree on specific quality<br />

st<strong>and</strong>ards in this transitional period. In general,<br />

quality refers to a fitness of purpose <strong>and</strong> excellence in<br />

per<strong>for</strong>mance defined on pedagogical <strong>and</strong> operational<br />

levels. In e-learning quality assurance is a planned <strong>and</strong><br />

systematic review process to determine that equally acceptable<br />

st<strong>and</strong>ards are being maintained <strong>and</strong> enhanced.<br />

A summary of this chapter would include the following:<br />

• awareness of the importance of quality in e-learning<br />

• inclusion of all stakeholders in e-learning engineering<br />

• support <strong>for</strong> e-learning communities<br />

• dynamic evaluation<br />

In this time of change, participation of all stakeholders<br />

in quality assurance processes will help the e-learning<br />

evolution in the 21st century.<br />

Acknowledgments<br />

Part of this chapter comes <strong>from</strong> Niki Lambropoulos’<br />

PhD research, currently conducted at the Centre <strong>for</strong><br />

Interactive Systems Engineering, London South Bank<br />

University. Thanks to my supervisors, Dr. Xristine<br />

Faulkner, Professor Fintan Culwin, <strong>and</strong> David Harper,<br />

editor, <strong>for</strong> their valuable time, support, <strong>and</strong> expert advice.<br />

Special thanks are acknowledged to Betty Shane <strong>for</strong><br />

her advice <strong>and</strong> dedicated editing of the final draft.<br />

Glossary<br />

Affective learning. The “why” in learning. Plays a<br />

part in the development of persistence <strong>and</strong> deep interest<br />

in a subject by incorporating affective elements in the<br />

learning goals.<br />

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

CSCL focuses on how collaborative learning supported<br />

by technology can enhance peer interaction <strong>and</strong> work in<br />

groups, <strong>and</strong> how collaboration <strong>and</strong> technology facilitate<br />

sharing <strong>and</strong> distributing of knowledge <strong>and</strong> expertise<br />

among community members.<br />

Dynamic evaluation. Real-time evaluation in<br />

e-learning environments that covers interdisciplinary assessment<br />

<strong>for</strong> decision-making, control, <strong>and</strong> improvement.<br />

Ethnography. From the Greek ἔθνος ethnos = people<br />

<strong>and</strong> γράφειν graphein = writing. Refers to the sociological<br />

approach that aims to describe varying degrees of<br />

qualitative <strong>and</strong> quantitative descriptions of human social<br />

phenomena, based on fieldwork. Ethnography presents<br />

the results of a holistic research method founded on the<br />

idea that a system’s properties cannot necessarily be<br />

accurately understood independently of each other.<br />

Hawthorn effect. Asserts as fact the idea that the<br />

mere act of observing/studying something can alter it,<br />

<strong>and</strong> also asserts that this effect explains some of research<br />

results.<br />

Human-computer interaction (HCI). Concerned<br />

with the design, evaluation <strong>and</strong> implementation of interactive<br />

computing systems <strong>for</strong> human use, <strong>and</strong> with<br />

the study of major phenomena surrounding them.<br />

Instructional design (ID). A process of resolving instructional<br />

problems through systematic analysis of<br />

learning conditions. This process is often referred as<br />

ADDIE to describe the ID phases of analysis, design,<br />

development, implementation <strong>and</strong> evaluation.<br />

Instructional engineering (IE). An instructional design<br />

process with integrated phases via dynamic, realtime<br />

evaluation <strong>and</strong> focus on one pedagogical approach<br />

as the added value.<br />

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

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