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Designing Web-Based Learning Environments (Web-Les): A

Model For Language Teachers In Nigeria.


By
Abdulmalik Yusuf Ofemile.
School of Education,
University of Leeds.
Leeds LS2 9JT.
United Kingdom.
Accepted and published In Usman M.T & M. Okebe (Eds) (2011); Capital Journal of
Educational Studies (CAJES). Vol. 2, No, 2. ISSN: 2996-103X; Abuja; FCT College of
Education, Zuba. (pp1-19)

Abstract
This paper is a report on a web-Le that was designed using the eLab fast prototyping
model for e-learning. It also used Needs Analysis to set its objective which is to,
equip English language teachers with ICT skills to use in the workplace. The
Australian Vocational Education Training (VET) toolkit provided the design for learning
content and delivery scheme. The prototype was evaluated by users from UK and
Nigeria and a technical audit was conducted online by HiSoftware. These
evaluations indicate that the site was user friendly, had good accessibility depending
on user connectivity and it passed the priority basic 2 test. However, the site could
not verify primary natural language of documents. The paper also discusses the
pedagogic implications for the course designer, the trainer and the trainee when
considering learner freedom, designing learning forms or processes and during
classroom interactions.

Keywords: Web-Le, eLab Fast prototyping, Usability, Pedagogic rationale, Needs


Analysis, UNESCO, eLearning, Scenario envisioning, Usability, Human Computer
Interaction (HCI), Evaluation, SCORM.

Introduction and background information


The internet has the potential to transform where and how learning takes place as
well as the roles of the learner and the teacher/facilitator in the process. Meanwhile
teachers in Nigeria have been identified as having a deficit in Information and
Communications Technology (Henceforth ICT) skills Isyaku, (2006) and the desire to
in some ways bridge this gap served as a motivation for the design of the Webbased Learning Environment (henceforth Web-Le) and course for language
teachers. The project generally aimed to:

enable teachers acquire basic ICT skills

raise their ICT skills from the level it is now,

enable teachers use ICT skills in their workplace

lay a foundation for further ICT training

As a pre-requisite for any learning design, fact finding is essential Dublin & Olshtain,
(1994) in order to assess the learners and their contexts. My context is Abuja the
Federal Capital Territory of Nigeria and my learners are teachers in the primary and
secondary schools. Furthermore, internet access is mainly provided through dial up
with some V-SAT for a very high population of users. The service is characterized by
low bandwidths, slow internet speed, very high cost of access and erratic power
supply.

In addition, Needs Analysis (henceforth NA) was used for qualitative and
quantitative fact finding and it becomes necessary to discuss this concept in
foregrounding this paper. The scope and meaning of NA has widened over the years
but before this, courses were designed based on the teachers intuition about what
the learner needs Valiyaveettil, (2010) citing Hyland (2006); Cowling, (2007). This
represents a shift from an objective target needs specification to a subjective and
practical needs specification that also indicates the evolution of NA over the years
through various approaches. For the purposes of this paper, I will rely on Ofemile's
(2010:3) summative definition (derived from Richterich & Chancerel, 1980;
McDonough, (1984); Widdowson, (1985); Queeney, (1995); Jordan, (1997) that:
...NA is a learner-centered process of data collection and processing
from and about the learner, Institution and Society that provides information used to
design, implement and evaluate learning experiences that meet the needs of the learner,
Institution and society. For clarity, Institution refers to both formal and informal training
avenues since I consider the learner and society to be unambiguous in this case. (2010:3)

This definition puts the learner and the learners context at the centre of the exercise
in both formal and informal learning situations.
Hutchinson and Waters (1987) make a distinction between target needs and
learning needs, the former been what the learner will do in the target situation while
the later refers to what the learner will need to do in order to learn. Hutchinson and
Waters sub-division of target needs suffice for this paper. For them, necessities,
represent what the learner has to know in order to function effectively in the target
situation; Lacks represent the gap between the target proficiency and what the
learner knows or the difference between what is and what should be Witkin &
Altschuld, (1995); Berwick, (1989); Brindley (1989); Richards (2001), and wants are
self-perceived needs of the learner. I however recognize that target needs are
subject to change as circumstances dictate.
Furthermore, Masahura (1998) cited in Ofemile (Ibid) identified needs by 'ownership'
(i.e. whose needs); 'kind' (i.e. types of needs identified), and 'sources' (the sources of
these needs). Thus, the learner has personal and learning needs; the teacher,
personal and professional needs while the administrator has institutional needs and
these form the basis for the design and choice of appropriate course content,
delivery, assessment and evaluation methods and the development of a learnercentered Web-Le (Fig1) below.
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Fig 1.Learner-centered Environment (UNESCO, 2002:25)

The learnercentered environment (Fig 1) above provides the learner rich interaction
with peers, teachers, information resources and technology. It also engages the
learner in authentic tasks and activities in authentic contexts using authentic tools
and is assessed through authentic evaluation. Authenticity describes anything used
in the teaching learning situation that is engaging, realistic and driven by motivation
Leather, (2004). However, what is authentic for one person might not be for another.
It becomes very relevant to ICT skills acquisition when the learning environment
provides tools, contexts, tasks, materials and assessments that are closely related to
work done in real life.
In carrying out the NA forty-five (45) teachers were randomly selected from Primary
and secondary schools in Zuba Abuja for the study. The aim is to assess their ICT
needs, their perceptions of these needs, and the context in which they will learn. A
questionnaire was the instrument for data gathering. I must state that unlike Braines
(1980) study cited in Valiyaveettil (2010), the questionnaire was quite adequate and
the data interpretation was easy and served its purpose. The findings are as follows:
1. all the respondents are teachers whose ages range from 25 50 years.
2. Majority (95%) have access to computers
3. Majority (85%) have access to the internet
4. the Internet access is slow and with low bandwidth (dial up)
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5. majority (78%) used computers and the internet at least twice a week
6. They have varying degrees of skills in the use of Microsoft office suite
7. About 67% said they needed training in the use of Microsoft office 2003
(word, excel, and power point), general knowledge of operating systems, and
effective use of the internet and its resources.
8. They needed to know how to apply them in the classroom.
9. All of them were willing to participate in a training programme that will give
them the necessary skills
10. However, a small percentage had no access to the internet but, have
computers.
I will like to conclude this aspect of the paper by stating that the NA acted as a lead
on in this work and it enabled me to put the learner at the centre of my web-Le and
course design as recommended by Long (2005); Flowerdew and Peacock (2001).

Pedagogic Rationale
Pedagogic rationale refers to Ideas and methods about different ways of teaching
from a designers viewpoint based on established facts, experience, research clear
and careful thought. Thus, my design of learning is primarily based on UNESCO's
(1996) four pillars of learning which include 'learning to know' i.e. the acquisition of
structured knowledge and the development of one's thinking. This relates to
Pedagogy and content. This is an important aspect of infusing technology and deals
with the curriculum required to develop applications that learners can use in their
disciplines. It gives learners the opportunity to acquire ICT skills as well as the ability
to use them in the classroom as in fig 2 below.
The second pillar is 'learning to do' i.e. the development of personal competence
within the group and relates to technical issues, continuous growth in skills,
incorporating skills into classroom curriculum and upgrading of skills in the light of
developments,
In addition, there is 'learning to live together' i.e. the focus on collaborative and
complimentary approaches to learning, and relates to collaboration and networking

that promotes democratization of learning, the potentials to take learning outside the
classroom and drawing upon local and global knowledge bases.
Finally, there is 'learning to be' i.e. recognition and development of the learner's
distinct personality in the learning community. This deals with social issues in ICT
like legal and moral codes, individual health, respect for intellectual property rights
and reflection in practice.
Thus, the course content is organized systematically with linkages within and
between the modules using a flowchart (Figure 2 below) with adequate room for
interaction, self-reflection and knowledge building.

Figure 2: course Flow chart

In addition, research has shown that the method of instruction affects the nature of
classroom interaction and composition Reid, (2009) for example; asynchronous
interaction creates room for more mature and experienced people to join a class. My
experience as an online learner in Moodle and wikieducator's wikibuddy supports
this assertion. Other studies Jones, (1996) discovered and was affirmed by Salman
& Giles, (1998) that online courses are beneficial where learners are mature and
comfortable with independent learning and computers. The issues raised here on the
surface look like learner characteristics but, they are more related to pedagogy since
they indicate how and why adults learn online and by extension provide a rationale
for the design of a learning experience.
Moreover, Churche's (2009) analysis of Bloom's digital taxonomy also provided the
rationale for setting course and topic targets as well as the learning process. Thus
students are expected to read a chapter of the manual, engage in collaborative
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discussions on issues arising from the reading, make reflective submissions on the
course blog, and submit assignments or completed tasks. This according to
Dougiama and Taylor (1999, 2002) enables learners to generate large amount of
useful data, aid the successful achievement of course goals, and enhances time
management for students and facilitators.
In addition, the works of Kolb, (1984) on learning processes; Honey and Mumford
(1982); typology of learners; Kolb and Kolb (2009) experiential learning influenced
the pacing of the course content, the linkages that exist within the sections, and the
link between course work and the learners' work contexts i.e. classroom.
Moreover, the NA indicates that, on learner preferences, they best respond to:

following structured activities and presentations

taking things in small parts, e.g. a 'chunk' at a time

finding things out for themselves

being guided and informed by others rather than working totally alone

making use of their existing knowledge and expertise

working with workplace relevant cases and tasks that are of practical value
and use

These imply the need for the principle of scaffolding in learning (Vygotsky's theory of
Zone of Proximal Development (henceforth ZPD) and the recognition of previous
learning as a foundation to be built upon by the facilitator (Krashen's I+1) in each
learning interaction. I also find Activity structure and activity system, Leont'ev, (1978;
Engestrom, (1987) very relevant to my design. These principles define to a large
extent the rules of engagement and sharing of resources and ideas in the classroom.
Research Fottland, (2002); Conrad, (2002) also indicates that, the nature of tasks,
the media of interaction, and the established working relationship in a classroom are
crucial in creating a community of learners. Thus, the learners are given a free hand
to choose their own media for group interaction, while the house rules for online
interactions are set and enforced by all.
At another level, learners are expected to learn at their own paces as well as
collaborate with peers. The content of the course is a mixture of structured and
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unstructured materials as given by the Course manual and learners' own reflections
and experiences. In addition, the learners experience content learning, adequate skill
practice and get performance support throughout the duration of the course.
Finally, another rationale is provided by researches on 'blended learning'. This is a
combination of traditional learning approaches with web-based learning. It also
combines various media and tools in an e-learning environment and mixes several
pedagogic approaches, Peters, (1998); Singh, (2003); Oliver & Trigwell, (2005);
Williams et al, (2008); Bogs, (2010). I believe that adopting a blended approach will
extend the reach and optimize the cost and time demands of this project because of
the difference between physical and pedagogic distances Peters, (1998) in learning.
Physical distance is created by the use of technology while pedagogic distance
refers to the infrequency of interactions between facilitators and learners.

Design Strategy
The major pedagogic principles that feed into the design stage include knowing the
learner, the learner's context and the delivery and learning interaction methodologies
to be reflected in the web-Le.
In view of my context, I decided to use the eLab rapid prototyping model as the
instructional design approach because it is flexible and helps me to focus on the
complex factors associated with communication problems in learning situations
involving Human computer Interaction (henceforth HCI), learners' cognitive
processing capabilities or higher order thinking skills (HOTS) and management skills
Tripp and Bichelmeyer, (1990); Joe Hoffman and Jon Margerum-Leys, (2006).
Furthermore, research Botturi, Cantoni, Lepori, and Tardini (2007) shows that this
approach engenders shared understanding between the designer and the user as
well as provide training with effective feedback and these according to Tripp and
Bichelmeyer, (Ibid) encourage creativity in all stages of the design process.
In addition, it focuses on pedagogic design, has integrated scenario as part of its
design process and is suitable for managing the expected change in my context and
learners. I find Weddell's (2009) theme that in planning and managing educational
change, people and their contexts come first very relevant because, this whole

project is concerned with changing teachers conception and use of ICT skills in the
classroom.
I also recognize that this approach has been criticized for being expensive, time
consuming, encouraging 'creeping featurism or adding needless bells and whistles'
Tripp and Bichelmeyer, (Ibid:34) thus leading the design astray.

Figure 3: eLab fast prototyping model for e-learning design (Botturi et al., 2007b: 275)

This model places emphasis on communication in the design and learning process.
It consists of two cycles. The inner cycle (solid lines) is called the product cycle. The
second is called the outer cycle (broken lines) also called the process cycle. The
product cycle begins with scenario design and prototyping. The prototype contains
some level of usable or real course content. Evaluation in the product cycle is
basically done internally by the designer(s) to check navigation, feedback etc. A
decision is taken by the designer regarding the readiness or otherwise of the
prototype before going to the next stage. If the prototype is seen as ready then, it is
passed to the outer cycle for field test by the users. This is monitored and evaluated
by the students, teachers or facilitators feedback and analysis of course assessment
results.

Scenario design
Scenario design is the process of storytelling about a present or future situation or
even a hypothetical 'what if ' situation about who does what, how, when , why, and
where, Fowler (2010). Information from the NA influenced the Scenario design to
some extent e.g. the learners are all adults, teachers with limited knowledge of ICT
but, who desire to acquire more ICT skills. I also had to bear in mind that majority
had personal computers and some had no access to the internet. These informed
the provision of multimedia learning objects like printable and downloadable training
materials for the learners.
Apart from that, the need for contact between course facilitators and students and
prompt feedback Van Helvert and Fowler, (2004); Rosson and Carroll, (2002; 1995)
made me to make provision for a class blog on Blogger and the Introduction page on
Google docs.
Moreover, the emphasis on task accomplishment and respect for diverse talents and
ways of learning, Chickering and Gamson, (1987); Kolb, (1996) informed the
provision of access to a wide variety of resources on site (learning contract) and off
site (links to YouTube, and Microsoft training website).

Use case scenario for ict4teachers.


The following is a description of the scenario on the web-Le (ict4teachers).The first
actor is a student (Mallam Musa) who gets an invitation to join the course by e-mail.
Musa uses the link (http://www.personal.leeds.ac.uk/~ed09acyo/index.html ) to
access the site. He listens to a podcast introducing the course by clicking on
'listen'. He watches the video clip 'A vision of youths today'. He clicks 'my course'
page and downloads the learning contract (appendix 3) for filling, signing and
mailing back to the facilitator later and takes a look at the course structure by
clicking on 'the course' (appendix 2) after which he now introduces himself to
other members of the group by clicking on 'introduce yourself' (appendix 4) link to
Google docs in order to fill a form indicating Name, contact address, e-mail, Skype,
telephone numbers, what he expects from the course, and uploading his picture.

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In the first week of the course, the student watches more clips, listens to podcasts,
and downloads the first reading material. Musa is expected to choose the most
appropriate two hours from the available hours for his chat sessions.
Every week, Musa will watch a clip, listen to a podcast, download reading materials,
read notices and go to other related sites from the resources page (appendix 5).
He makes reflective entries about his learning and posts questions on the class
blog (7) using the FAQ page provided on the Web-Le.
The second agent is the facilitator who has unrestricted access to the site. The
facilitators will also introduce themselves to the class using the link on my course
page. They will upload reading materials every week, provide new and useful links
on the Web-Le for the students to use and download the results manager to enter
students' scores and grades. Facilitators will also use the class blog to answer
questions posted by students.
In designing this scenario, I recognize that there exists a dialectal relationship
between learning and technology as Whitworth (2007) pointed out technology is not
at par with people rather, it has to fit their needs.
In addition, the scenario presented above is a use case scenario Fowler, (2007)
citing Carroll (1995) because it describes the activity that the user engages in when
performing a specific task. This description is sufficiently detailed so that design
implications can be reasonably inferred. Use case scenario consists of two phases, a
framework of activity and the HCI for activity (fig 4) below.

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Figure 4: Phases in Use case scenario.(http://fipse.missouri.edu/scenarios.html, 2007)


These phases are best explained by showing their implications at the scenario stage
of the Web-Le design. They have enabled me to carry out a realistic user evaluation
based on valid and trusted background information, Fowler, (ibid). I have been able
to identify the user tasks (like gain access to the site, print and sign learning contract,
listen to recorded instructions, watch videos, introduce themselves) in a coherent
and consistent manner. In addition, I was able to provide useful and economical
objects (e-mail with URL; FAQ, Podcast, Video clip, course materials, forms to fill,
printable learning contract, downloadable results manager) for my users.
Apart from that, the interaction between these component parts within these phases
indicates social causes and effects in HCI and this makes scenario based approach
very accommodating and easy to understand which is essential for understanding
HCI, Carroll (1996).
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Other Web-Le Design rationale

The first factor that influenced the websites layout design is the fact that majority
were using contact lenses so, I decided to use white as background colour with
navigation buttons and links in primary colours for contrast.
Secondly, Contextual factors like low bandwidth and poor access to the web in
Nigeria led to the design of a simple but, functional website. I avoided loading it with
heavy material that will slow down its upload time.
Apart from that, Constructivist learning theories and methods Papert, (1991); Duffy &
Jonassen, (1992) influenced the provision of access to resources and expertise on
other sites(appendix 5) in order to develop and engage the learners in active,
authentic, goal oriented and issue -centered learning through collaborative learning.
While Vygotsky's ZPD) informed the use of multiple synchronous and asynchronous
communications through e-mail, Skype, chats, face to face interaction and help lines
on the Web-Le to provide for anchored instruction and confidence building.
In addition, I considered 'standardization' or Shareable Content Object Reference
Model (SCORM) compliance Kerth, (2003); Lin, (2004) in the design process. I
ensured that materials used in design were interoperable on other platforms. For
example, the Introduction page (appendix 4) was designed with 'Openoffice.org
writer' which was easily uploaded unto Google docs.
Closely related is the fact that I had to bear in mind resources of 'cloud computing' in
this design. For Barnatt (2010) Cloud computing is where software applications,
processing power, data and potentially even artificial intelligence are accessed over
the Internet. Thus, I made use of one free cloud software application (Google docs)
as an experiment for this project. I also externalized all video links except for the first
on the home page. I did this to aid accessibility and collaboration on a different scale,
promote a green environment with little or no wastes and prepare my students for
the generation next applications.

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Implementation
I designed the Web-Le using Kompozer with four interactive pages using the
following colour schemes (Home, Red; My course, Blue; Resources, Green; and
contact us, Yellow). These pages were hyperlinked to FAQ and the class blog to
create interactivity. (see appendices 1, 2, 5 &6).
The site was only enlivened on the University of Leeds' website making it easily
accessible and wining the confidence of users from Nigeria. I was able to develop a
podcast using Audacity to introduce the site to visitors linked to both the Home and
the Resources pages.
Other resources available include a video clip embedded on the home page and
linked to the resources page as 'what students want today'. I have maintained all the
linkages from YouTube because they are useful and related to the course. I have
also provided another on Basic Computer skills on the resource page.
Printable resources are available on the Web-Le for course participants to use like
the course manual on the Resource page, the Learning contract (appendix 3) on the
My course page. Some resources are just meant to pass information like 'course' on
my course page and my list (my reading list on my personal page on wikieducator)
linked to wikieducator.
Some other resources were provided to enhance self-study and development in the
course participants like 'Upgrade your skills' on the resources page links to Microsoft
training site on office 2007.
I also provided resources that participants could manipulate like the class blog and
the class introduction form. Both carry the course name and logo for consistency
even though externalized.
In addition, the facilitators can download one freebie 'Records' from the resources
page unto their computers and use for assessment records and calculations.
Contact and brief course information is provided on the contact us page. Each page
carries a thematic name which easily tells the visitor what to expect from it.
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Evaluation of the system


Aspects of the evaluation process include scenario envisioning, usability, technical,
and summative evaluations. The model used for this design is iterative making
formative and summative evaluations relevant, Botturi et al (Ibid). The first occurs
internally within the inner cycle and is concerned with product testing in the areas of
scenario visioning, usability and technical features. The second occurs in the outer
cycle referred to as 'field test' carried out by users and concerns itself with
'integration' and learning impact.
Formative evaluation was employed throughout the process of the design using my
flat mates because, they were always available and the design was published locally
on my laptop. I give them tasks to accomplish and get their views afterwards.
Scenario Envisioning

Here I evaluated the site's capability to build contact, give feedback, and enhance
task accomplishment. It was observed by one user to be a good website because
tasks within specified environments could be quickly executed. For example,
listening to the podcast or watching the video clip on the home page is quite fast
making the site effective, but they observed that the course contact details should be
on the Home page.
Evaluating Usability

I have relied on expert opinions, Preece, (1993); Rubin, (1994); Nielsen, (1993) and
user views for the usability evaluation. I had to assess the ease with which users
could accomplish tasks like downloading materials from or filing forms on the site.
Most of the users found these tasks quite easy to carry out on both the dummy and
live sites just by clicking on the appropriate buttons and links indicating good
learnability characteristics.
I also assessed the site's flexibility and users were asked to perform a variety of
tasks like introducing themselves by filling the 'Introduce yourself form', printing the
learning contract or downloading documents like 'records' from the site. Users
observed that the strategies provided by the site were good and easy to follow but, I

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discovered that this also depends on the user's skills to an extent as in the case of
one of my flat mates who could not print the pdf file without assistance.
The site was also evaluated for the levels of human costs required e.g. tiredness,
discomfort, frustration and personal effort on the part of the users. The users
observed that it required minimum effort and was not stressful but, some suggested
that the font size be increased and unbold.
Technical Evaluation

I used HiSoftware Cynthia Says- for the technical analysis of the different pages.
The report from Cynthia Says indicates that the site passed the alternate text
quality test but, did not pass the automatic verification test on the emulated browser
MS Internet Explorer 6.0. There were two warnings to create keyboard shortcuts to
important links and to create a logical tab through links for controls and objects.
These reports show that the site is okay since it was found to have clearly provided
information about the general layout, identified the target of each link, described the
purpose of each frame, specified the failsafe capacity, and passed the priority basic
2 test.
However, it was found to contain elements with deprecated elements, had no
metadata to support semantic information and did not verify primary natural
language of the documents.
Summative Evaluation

I carried out this evaluation as a field test by sending emails with links to the site to
people in Nigeria because, this will properly situate the project. Below are the
observations raised by the users:
1. The navigation around and between the website is smooth, the layout is good
with good contrast of colours, legible characters and easy field identification
but, the layout should be centralized with the table borderline reduced to zero.
2. The commands on the website were easy to understand because there was
no jargon used and the feedback mechanism (blog and email) were found to
be appropriate.
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3. The site and its links displayed a consistency of layout, colour and logo and
this made identification easy.
4. There was repetition as in the case of the podcast and video clips
5. The user felt in control of the site even though obeying instructions
6. it gave the user practice in basic computer or internet skills
7. However, security does not exist on the site, because just about anybody with
the web address can access it and the materials meant for course
participants.
8. Accessibility was generally good but, there were people who could not get to
the site because of poor connectivity.

Implications and Conclusions


Like I said earlier, the pedagogic rationale for this design includes UNESCOs four
pillars of learning which emphasize learners' freedom and the implication for ICT
course designers is that they must consider that there is a set amount of important
information that needs to be shown and highlighted to the learners and tasks need to
be provided to assist students to digest the information they are given.
Designers must also recognize that there will usually be a number of ways
knowledge and information can be applied online thus, learners need to learn to
choose and select information when applying and using it and learners need to know
how to find and use information rather than simply remember it. In addition, there are
many different ways for learners to learn and they may have to learn to make
choices while, designers should work with a team of subject specialists and other
ICT experts to benefit from collaboration.
Furthermore, when designing online learning forms or processes the learning
activities most effective for learners may involve doing something several times in a
variety of ways, repeatedly doing something in the exact same way to meet a
standard/procedure, structured tasks that increase familiarity and awareness, and
open-ended tasks with variables to decide from and work with. Others tasks require
a level of judgment and subjectivity, some creativity and innovative thinking.

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Finally, the trainer is expected to provide high levels of support and structure or, a
detailed learning program that participants follow, plenty of feedback to help assess
progress, ample opportunity for learners to practice and develop their capabilities
and enable learners to choose some of the learning activities individually and as
groups during interactions.

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Appendix1: ict4teachers Homepage

Appendix 2: ict4teachers My course page

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Appendix 3: ict4teachers Learning contract

Appendix 4: Introduce yourself on Google docs

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Appendix 5: ict4teachers Resources

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Appendix 6: ict4teachers Contact Us

Appendix 7: ict4teachers Class Blog

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