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Mark Steiner
 
Mark Steiner
mark steiner, inc.
 
Critical Strategies for a Successful E-Learning Project


Today's emerging technologies are enhancing human cognitive, affective, and social capabilities at an astonishing rate. Nowhere is this more evident than in the e-learning arena. Recent advances in e-learning (which I loosely define as computer-supported collaborative learning and experiential simulation) now enable guided, inquiry-based education to overcome barriers of time and distance.

Consisting of a mixture of instructional media used by both learners and educators, e-learning can generally be divided into two categories: synchronous and asynchronous. Synchronous, or live, learning means that communication occurs simultaneously between individuals and information may be accessed instantly. Examples of synchronous learning include real-time chats and video or audio conferencing. Asynchronous learning does not occur simultaneously, and is thus often referred to as self-paced learning. Some examples of asynchronous learning include taking a self-paced course, exchanging e-mail messages with a mentor, and posting messages to a discussion group about a course topic.

Although technology has advanced greatly in the field of e-learning, designing and developing robust, effective e-learning projects is still not easy. It probably never will be, either. Many tasks, roles, and tools are required to complete the process successfully. This article identifies the fundamental strategies I consider critical to success. Although the focus here is on designing and developing asynchronous learning (and sometimes, specifically, self-paced e-learning courses), the strategies I discuss apply to a variety of application design and development situations.

Educate the client about the fundamentals of e-learning
Regardless of a client's level of e-learning awareness or sophistication, I find it necessary to start with some amount of educating about e-learning itself. Sometimes the initial focus of the process is just on terminology so that everyone is using the same definitions for the same terms. In this industry, terminology varies widely—even among experienced professionals.

You may have to help your client understand more about the e-learning industry, too. Over the years I have experienced all manner of client sophistication—or professed sophistication. It is essential to educate your client on roles, processes, tools, options, costs, feasibility, and consequences to ensure that all parties are operating with similar assumptions and guidelines. You and your client should approach the endeavor as a partnership. Assist your client in realizing what an integral part they are to the process. Build trust by providing them with sensible, honest expertise. Don't be afraid, however, to exert control and don't be afraid to say no. It's your responsibility to set and control the client's expectations appropriately.

Determine the actual training need or gap, not the perceived one
The "T" in CBT and WBT stands for, well, training. First determine what problem your client is trying to solve and then figure out whether training solves that problem. If training is not the solution to the problem, then you are guaranteed to fail. To determine the actual deficiency your client is experiencing, work closely with them to perform a thorough analysis of the business or work environment. Begin your analysis with what your client thinks is wrong, then dig deeper, utilizing your previous experiences, education, and intuition. There are a variety of resources that can assist you and your client during this analysis.

Define your process and communicate it, focusing on key review points in the cycle
Designing and developing e-learning often results from a complicated interaction of ideas, tools, roles, people, technology, and desired outcomes. You and your client want predictable results. A well-defined, reliable process is a necessity—whatever form it takes. Your process document should specify whatever activities are supposed to occur and when they will occur—as well as specifically detail your client's responsibilities, including input and review cycles. Specify the "impacts": What happens if your client doesn't deliver the various inputs or doesn't perform review cycles properly—how will such failure affect your process and schedule?

Identify key project personnel and define and communicate their roles
Now that a process has been agreed upon, and you and your client have determined what will happen and when it will happen, you need to know who will be doing the "whats." Roles may include buyer, acceptor, reviewer, program lead, project lead, subject matter expert, instructional designer, web developer, graphic artist, animator, audio/video developer, and so forth. Regardless of the size of your company or project, roles must be identified and filled. Perhaps some individuals will wear multiple hats, but someone has to fill all the necessary roles.

One essential tip is never to mistake an acceptor for a buyer, or a reviewer for an acceptor. The personal who "signs the check" is often not the person who oversees the day-to-day details of the project. On the other hand, the person who reviews a particular module or lesson probably shouldn't have carte blanch, as he or she may not be aware of the big picture. Establish at the beginning of the project who signs off on what items. Also, it's best for all concerned if you have only one person to perform "acceptance." Acceptance by committee is all too often slow, painful, and expensive.

Perform a comprehensive, realistic analysis regarding the technical needs and specifications of the project
Examine your client's technical infrastructure. Will the training be delivered only over their intranet? Or will delivery occur by dial-up, network, hard drive, or CD? How many users will there be? How media-rich will the training be? What kind of transfer rates can be expected? For example, if half the audience uses dial-up 56K modems, then a 100 MB, full-screen, full-motion digital-video training "kick-off" is probably not the best solution. Other technical factors to consider include browser types (Internet Explorer, Netscape, AOL, and so forth.), browser versions, plug-ins, level of tracking, what system will be used to track it, and whether data needs to tie in with an existing system.

Analyze the e-learning content thoroughly
After exploring your options, pin down the specific instructional treatments you plan to use. What level of interactivity are you aiming for? Are you expected to address various learning styles? What general approaches will the training take: page-turner, discovery learning, gaming, or task-based procedural (to name a few)?

Set realistic goals for the program. Perhaps you don't have the budget of Steven Spielberg; maybe your team is small and just getting started. Whatever your financial situation, strive to make interactions meaningful, engaging, and relevant. If the purpose of the e-learning is to teach a procedural task, the activities in the e-learning program should mimic (and reward) performing the desired end behavior. Clicking the Next button to continue the lesson is not considered meaningful interactivity. An individual's motivation must be extremely high to sit through a bland, lifeless "page turner" kind of lesson. Creating engaging e-learning is hard work. Align the learning objectives with instructional themes, rehearsals, evaluations, and remediations (what the program does to help a learner who is having trouble with concepts or to correct mistakes made during the learning activity).

Be specific about your actual deliverables
If you don't specifically define your deliverables, how else will you know when you're done? Be sure you understand what your client expects to receive. In addition to determining what exactly the deliverables are, you need to answer—specifically, during the analysis and design phases—a variety of questions regarding the project's scope:

  • How much content is there?
  • How much research and instructional design is required?
  • What is the course structure?
  • How many types and amounts of interactions?
  • How many types and amounts of media?
  • How many types and amounts of rehearsals?
  • How many types and amounts of evaluations?

Also keep in mind the collateral materials: job aids, administrator's guide, user's guide, CDs, cover art, and so forth. Be specific about what's to be delivered, who is going to do it, and how costs (such as duplication) will be allocated.

Acquire an intimate knowledge of your development tools
Obtain or develop experts in these key areas:

  • Project management
  • Instructional design
  • Graphic design
  • E-learning authoring tools
  • Web infrastructure
  • Audio/video

All of these areas are critical to the success of your project. If your team cannot adequately cover all areas, consider contracting with third parties who can both perform the required work and teach your team how to perform the work. Always look for opportunities to help your team become self-sufficient.

Consider the importance of interface design and web optimization
Employing or contracting a graphic designer to create an effective interface, complete with custom buttons and eye-pleasing color schemes, is worth the expense. First impressions are critical to your learners. Furthermore, the e-learning product you are producing reflects the company and organization it is supporting. It's a shame to see programs with wonderful instructional design fail to engage learners because a small portion (5–10 percent) of the budget wasn’t allocated for a professional graphic artist. A graphic or web designer can help in other critical areas, too, such as the use of web-safe palettes; the appropriate file formats for graphics, audio, animation, and video; file-naming conventions; and directory structures.

Test your application early and often, from both a user and technical perspective
Don't wait until two days before the anticipated completion date to test your application in the actual environment in which it will ultimately be used. I cannot overemphasize the importance of testing your application early. Hopefully during the technical analysis phase, course components and requirements were designed to be compatible with the delivery environment. Even if the delivery environment was adequately explored in the development phase, testing should be conducted early and often to ensure operability and minimize unpleasant surprises.

Also, from a human factors engineering (usability) standpoint, don't forget to test your application with actual learners. If it turns out that half your testers have great difficulty navigating the application, then your design needs to be changed. Don't wait until you are out of time and money to find out if you have a flawed design. Test prototype versions of your program that contain key sample interactions, interfaces, and navigation schemes with actual learners—again, early and often.

In summary, creating an e-learning project is complicated. You'll have most, if not all, of the following areas to contend with: instructional design, project management, interface design, web design, Authorware, Fireworks, Director, Dreamweaver, Macromedia Flash, Toolbook, LearningSpace, 2D animation, 3D animation, Internet, intranet, extranet, HTML, DHTML, Perl, JavaScript, audio, video, RealMedia, Shockwave, browsers, CMI, and databases, to name just a few—and, oh yes...changing learners' behaviors, delivering client satisfaction, and achieving profitability or a return on investment.

Whether you have a large or small team, or whether you are corporate or academic, keep these strategies for success in mind to find a scalable, repeatable process that works for you.

 
 

About the author
For over a decade Mark Steiner has designed and developed e-learning programs for a variety of clients and industries. He holds a BS in Industrial Technology and an MS in Industrial Training. Over the years, Mark has developed a myriad of CBT and WBT programs and is intimately familiar with proven design and development methodologies. His project roles have varied from group director, project manager, and lead instructional designer to lead programmer and media specialist. He is currently president of his e-learning consulting firm, mark steiner, inc. (www.marksteinerinc.com). Mark is also an Authorware guru with over nine years' Authorware development experience (beginning with version 2.0). He has instructed graduate-level courses on designing and developing e-learning projects and enjoys speaking at a variety of training and online learning conferences in the U.S. and Europe.