The big question for January: quality v speed

The Learning Circuits big question for January asks "What are the trade offs between quality learning programs and rapid e-learning and how do you decide?"
Well, there's an assumption underlying this and I'm questioning it. Who says e-learning materials that take a long time to produce are necessarily high quality, let alone relevant or effective? There isn't a member of the e-learning community who hasn't worked on projects that were over-engineered, over budget and appeared way past their deadline, only to flop dramatically. As early as 1984 I can remember working on a highly-innovative, game-based videodisc for pharmaceutical reps, that used all sorts of fab video effects (including a nevigatable 3D mock-up of a hospital), that won an industry award, appeared on the BBC, but which was hopelessly off-beam in terms of its application.
I know some development takes time, especially games, simulations and scenarios, and anything with complex animations or video. These are the jobs that require decent budgets and should be put out to experts to produce. However, the occasions on which these are needed are not that frequent and, even then, the use of e-learning must be cost-justifiable and the time must be available to wait for its development.
Leaving aside these special cases, I'd say that the development of interactive e-learning materials, where these are clearly needed, should always be rapid. The development process should be iterative rather than sequential. Subject experts and users should be closely involved (if not in charge) without slowing the process down unduly. Content should be clear and concise, well supported by visuals and liberally sprinkled with meaningful interactivity, stories and examples.
And if even this process is too onerous I have another suggestion. Don't worry about creating sophisticated interactive multimedia materials - create a 'spark' in the form of a short thought piece, case history, quotation, picture or whatever and then allow learners to reflect on this collaboratively with their peers using forums, blogs, wikis or chat facilities. Much quicker and much more likely to have an impact.
Well, there's an assumption underlying this and I'm questioning it. Who says e-learning materials that take a long time to produce are necessarily high quality, let alone relevant or effective? There isn't a member of the e-learning community who hasn't worked on projects that were over-engineered, over budget and appeared way past their deadline, only to flop dramatically. As early as 1984 I can remember working on a highly-innovative, game-based videodisc for pharmaceutical reps, that used all sorts of fab video effects (including a nevigatable 3D mock-up of a hospital), that won an industry award, appeared on the BBC, but which was hopelessly off-beam in terms of its application.
I know some development takes time, especially games, simulations and scenarios, and anything with complex animations or video. These are the jobs that require decent budgets and should be put out to experts to produce. However, the occasions on which these are needed are not that frequent and, even then, the use of e-learning must be cost-justifiable and the time must be available to wait for its development.
Leaving aside these special cases, I'd say that the development of interactive e-learning materials, where these are clearly needed, should always be rapid. The development process should be iterative rather than sequential. Subject experts and users should be closely involved (if not in charge) without slowing the process down unduly. Content should be clear and concise, well supported by visuals and liberally sprinkled with meaningful interactivity, stories and examples.
And if even this process is too onerous I have another suggestion. Don't worry about creating sophisticated interactive multimedia materials - create a 'spark' in the form of a short thought piece, case history, quotation, picture or whatever and then allow learners to reflect on this collaboratively with their peers using forums, blogs, wikis or chat facilities. Much quicker and much more likely to have an impact.
Labels: BigQuestion, rapid e-learning






5 Comments:
The comments on this post are being tracked and aggregated as part of Learning Circuits Blog's The Big Question for January. Thanks for participating, Clive!
Clive, I agree that there have been lots of projects that are over-engineered - and they sometimes win awards. I think you have it right that it's knowing where and when to spend your time.
I'm not as convinced as you that it can always be rapidly developed, especially when you tell us that SMEs and Learners ...
But what I'm actually most curious about is how (as an outside designer) you work out iterative development. Don't clients want to know how much its going to cost up-front?
Clive, I like the sentiments but think you're (maybe deliberately to state your point) misinterpretting the question ... see my response in full
David
To respond to Tony's point about how you agree a budget with a client if you use an iterative approach, I'd say either (1) change from a fixed-price contract to a day rate or (2) agree a fixed rate on the basis of your best estimate on how much work will be required. In the end, clients need to be educated about development as an ongoing process rather than a one-off project.
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