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1, February 2014
DOI: 10.7763/IJIET.2014.V4.374 83
International Journal of Information and Education Technology, Vol. 4, No. 1, February 2014
attention of the learner, illustrating the goals to be achieved and not as a learning objective.
and providing new material. The student participates in Analyze Learners: This lesson is developed for 50 students
practice, and the instructor assesses comprehension, delivers and delivered in two hour-long tutorials. All students would
advice and is responsible for follow-up activities. It is a be enrolled in computing programming courses at Omar
logical design and a simple guide for planning and Al-Mukhtar University, most between 22 and 24 years old.
implementing instructions that include media and technology. Most students lack practical experience and understanding of
[4] Othman refers to these phases as "events of instruction." theoretical subjects that are essential to the success of lab
sessions. Students in this class also will have also taken a
previous introductory class taught by the author during their
III. DEVELOPMENT OF AN E-LEARNING PACKAGE TO third academic study year. By This time students have a clear
FACILITATE LBL IN COMPUTER PROGRAMMIG COURSES understanding of the demands of their classes, are familiar
An instructional design model is a logical process to show with the classroom technology, and have advanced various
how students learn and provide a guideline for the basic skills in using those tools and technology .Actually
instructional stages of the learning process. Learning is there are findings have been done, “The findings showed that
facilitated when new knowledge is integrated in the life of the Libyan students had positive attitudes towards e-learning.
learner and linked to the real word. This is achieved by The findings showed that e-learning supports traditional
requiring the learner to display new knowledge, partake in learning methods, the results based on the respondents'
new learned experiences, discuss new knowledge with peers gender, educational level and age. The findings showed that
and instructors, and use this new knowledge in practice. E-learning is also an effective teaching method to motivate
Hannifin said that new design ideas must evolve if we are to students to learn and encourage them to continue in further
maximize the capabilities of new technologies for learning, education. Thus, technology plays an important role in
yet we must not give up the accuracy provided by improving and developing teaching methods as well as
instructional design. This study will present two models that giving students wider opportunities to learn”.[7]
will be considered in terms of their suitability for use in the State Objectives: The instructor ensured that students
design of e-learning: the ASSURE model and User-Centered knew the educational goals, which were divided into six
Design (UCD). These two models are illustrated in figures 1 stages (remembering, understanding, applying analyzing,
and 2 below. Note that both models employ the five stages of evaluating, and creating). The instructor identified the needs
ADDIE (analysis, design, development, implementation and of learners. This included determining how to utilize
evaluation), though not all in the same order or as separate educational multimedia to advance the overall cognitive and
steps in themselves. emotional growth of the learners, and estimating the any
shortages in technology.
A. ASSURE Model Objective 1 - Remembering: Computer science students
The authors seek to increase the use of digital tools in will be able to define the C programming theory and practical
computer programming courses, to help students organize uses; they should know the process and activities for
information and visualize and understand the internal exercises; and they should recall basic elements of C
relations between the components of the scientific content. programming learned in the SBL (e.g., they should be recall
This can be achieved through cooperative educational and understand the term “global variable,” and they should
activities, wherein students are divided into small electronic be able to list 6 reserved words in C programming).
discussion groups to achieve common educational goals .[5] Objective 2 - Understanding: Students should be able to
As the digital tools and multimedia promote individualized understand, explain, and describe the programming process.
instruction, these can be employed to give students Students should be able to understand the issues (e.g. they
experience in a subjective manner on their own, with the should be able to describe idea of “software crisis,” and they
teacher designing lessons centered on the student’s should able to find the value of X after running the C
individual characteristics using programmed learning such as programming).
modeling, simulation and role-playing games in Objective 3 - Applying: Students should be able to apply
extra-curricular educational activities [6]. The lessons are appropriate fundamental principles for various activities and
delivered by a qualified teacher using modern technological collect data for programming. They should be able to use
applications (a PowerPoint presentation, for example). The plans, test plans, project plans and flow charts for software
important lecture materials are available in an e-learning programs (e.g., they should be able to write a For Loop that
package provided by LBL course training. can produce a desired result, and they should be able to write
Plan for C programming language: The most important IF statement to display the average of some numbers).
characteristic of this model is that it can be instituted by the Objective 4 - Analysis: Students should be able to solve
instructor, without the need for instructional design problems using the basic commands of C programming, and
specialists. The lesson plan focuses on instructing computer should know how to use tools to solve command problems.
science students how to choose and use a range of digital Objective 5 - Synthesis: The students should be able to
tools. Students can determine the interests of the build a program to solve a specific problem, to implement the
investigation, execute the investigation, and monitor progress activities leading to several programming languages,
towards the completion of their work. The following lesson including codes, designs, requirements, and documentation.
plan for C programming follows the ASSURE model and Objective 6 - Evaluation: They should be capable of
ensures that the learning objectives use technology as a tool evaluating C programming language work for conformity to
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International Journal of Information and Education Technology, Vol. 4, No. 1, February 2014
standards. They should know suitable quantitative and and on which are installed C programming and other required
qualitative measures of application, and should be talented programs. Students can use the computer as a means to
enough to practice those measures in the evaluation of design research programs, print reports and activities, and
software. can use the lab during leisure hours to gain additional
Select the Appropriate Method, Media, and Materials: The practice. The computers can also facilitate team training and
teacher chose suitable methods to deliver the necessary workshops in computer lab. Students receive practical
information, such as moving pictures or animation. This experience learn teamwork with a set of software programs,
helped to engage learners’ communication with the subject they gain experience designing, implementing and testing
matter. For example, the teacher may organize the students programmable hardware and software which can use to do
into groups. One group may draw a flow chart for an exercise practical work, research, or homework.
of C programming, and will present the idea to the other Require Learner Participation: According to the singular
groups. A second group may take part in a simulation activity learning strategy, it is key to integrate interactive activities
of C programming and discuss how to use the program step into the learning process. Whether these activities are
by step (perhaps using an online tutorial). Other students individual or collective, they contribute to meaningful
might work individually, using the Internet and various learning and ensure the achievement of educational goals
multimedia to carry out the editing and organization of the among a diverse class. Not all students will solve C
elements of code and writing scripts. programming; but by participating in interactive activities,
As appropriate, the instructor and students utilized a they receive help to reinforce lessons learned in the
combination of the following materials: classroom and are supported to become "detectives,” to do
Flip-chart: A group of students may utilize a flip-chart to more exercises in LBL sessions and get results and
present their ideas and explain the use of basic commands for answers.[8]
running programming. Evaluate & Revise: After each C programming lesson,
Computer: Individual students will use online tutorials and students must answer questions to evaluate the objectives of
videos for solving problems. ICT skills and student performance. The test is designed so
Handouts: The lecturer will give to student handouts to that the number of correct and incorrect answers are
help them focus more on their research for specific functions displayed at the end of the test, and through review of these
and commands. results, the teacher receives feedback on student performance
Multimedia: Students will use multimedia tools on the and the acquisition of various skills.
e-learning package to discuss the issues and ideas as a group.
B. User-Centered Design (UCD)
The digital tools will allow the incorporation of sound into
lessons, moving pictures, and animation, which gives To operate correctly, user-centered design must be
students a more active role in the learning environment. They managed with the user in mind at every step of the process, as
can watch practices in action, see small things up close, and determined by the following four criteria.
use the keyboard or mouse to navigate interactive materials,
simulations, and images. The use of multimedia helps to
transfer information effectively and quickly to all students,
and can keep students interested. The teacher can blend
video, audio, text, simulations, images and multimedia into a
single online environment via a Moodle application available
to students from school or home.
Utilize Media, Materials, and Methods: It is more
important to review and inspect each material before
providing it to students; this stage can be used to pilot-test the
lesson materials
Review the materials. Learners will be aware that the
teacher needs to gather the tests, worksheets, and handouts
distributed during the SBL.
Prepare the materials. The teacher will show students a
visual display of the basic commands of the C programming
Fig. 2. User-centered design model.
by online tutorial or chart, and students can write notes
during the explanation. User analysis: It is key to understand the following about
Prepare the environment. The lesson will be in two the users:
different places: in the classroom and in a lab. Mental specifications (e.g. willingness to learn, mental and
The classroom setting (SBL) is arranged to encourage developmental stages of language, reading level, learning
student participation. The tables are arranged for easy strategies, language, culture, attention, orientation).
interaction in small group work. A Smart Board is connected Physical specifications (e.g. health and age).
to a computer and projected on a wall where all students can Emotional specifications (e.g. hobbies, learning stimuli,
easily see it. students views toward the subject and their views about
The laboratory based learning (LBL) provides students learning, the degree of fear and dread among students,
with access to computers that are connected to the Internet self-confidence, discipline).
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International Journal of Information and Education Technology, Vol. 4, No. 1, February 2014
Social specifications. that will meet the requirements of all computer science
User needs. students, regardless of their limitations on internet access.
Design. This is the stage for preparing a prototype, to Consequently, a dual delivery status (ie CD-ROM based and
describe how the e-learning package will work and look. It e-Learning package) will be developed and implemented.
will contain a description of use and a designed model to best While the LBL module can be used to interact simultaneously
suit the goals of the users. asynchronous and synchronous, the CD will include a
Prototype. This stage concerns the development and self-learning materials multimedia. Features of the prototype
completion of an e-learning application that can be piloted. include:
Evaluation. The application must be reviewed by the Content development. The structure of computer
designer and by other experts in the field of design for programming course to be developed will include:
web-based learning and e-Learning. After the expert Module 1: Website design
evaluation, the product can be evaluated by a test group (first Module 2: C++ programming
a small number of individual students, and then a larger Module 3: Matlab
collective group of students) to identify necessary Module 4: Java
adjustments. Once adjustments are made, the product should Module 5: Database
be re-evaluated by another group [9]. Courseware development. The content and sources are
developed in such a way that many features are available
through a range of software programs that can be used
IV. IMPLEMENTATION OF AN E-LEARNING PACKAGE TO with all of the e-learning package and interactive
FACILITATE LBL IN COMPUTER PROGRAMMING COURSES CD-ROMs..
The ASSURE model illustrates the main steps to Content delivery. The key elements to provide content for
implement effective e-Learning. The model was developed to the proposed computer programming course are:
create a self-study product to be delivered by non-internet Multimedia components will be on CD only. The purpose
technologies (audio, video, paper-based, multimedia, etc.), of this is to help the student understand the step-by-step
but it has strengths that can be utilized in the design of lesson without the risk of a slow Internet connection, and
e-Learning. Both the UCD and ASSURE models are to provide self-learning materials through PowerPoint
appropriate and effective in the development of an e-learning slides and e-tutorial to supplement the text before going to
package, and both are focused on the same instructional the lab.
design issues: user analysis and design, content, structure, Feedback with self-evaluation (both on e-learning package
activities, evaluation, and feedback. As explained below, the and CD). This will consist of self-evaluation and
model chosen does not matter as much as the options and continuous assessment for all modules in the form of
decisions taken within steps of the model. In a computer learning practical tasks, short answer questions, quizzes,
programming course, practical work is the main method to and a questionnaire to assess the modules. All of these are
provide skills to students. This requires that students attend part of the educational curriculum.
the LBL to receive hands-on experience and work as a team An interactive learning forum will be provided in the
while creating, designing, testing, and implementing projects, prototype via email, blog, wiki, and discussion board.[10]
hardware, software, and programming languages with a set B. Choice of Platform
of software programs, implementation, testing of
The package is being developed entirely as an e-learning
programmable hardware, programming languages learned
platform on two levels:
through the SBL sessions.
1) The front end of the engine program includes lecture
A. Objectives of the e-Learning Package material in text, charts, and slide shows related to
To provide opportunities for the needs of students that are evaluation and interaction, staff information, tutorial
not met in the LBL sessions, instructors should utilize new materials (e-tutorials, activities, pictures, and videos),
LBL course training materials. The students will take training students resources, and announcement. The following
sessions before they go to LBL sessions to resolve issues elements will be encrypted: training modules,
which faced them in the previous LBL. This will transform self-assessments, self-evaluations, and time evaluations
the course into a blended learning atmosphere: the (for time spent on all modules combined, each module
individually, other activities, and the final project).
information transfer will occur via the traditional SBL
2) The CD version will download with multimedia elements
method, while the e-Learning package is applied for
while the Internet can be used to interact either
students’ work collection, coursework presentation,
synchronously and asynchronously. The particular
e-material, and communication by way of the LBL module.
application tools for the training module are established
The lessons are delivered by a qualified teacher and lecturer
with a full Learning Management System (LMS),
following the ASSURE lesson plan utilizing current including chat capabilities, discussion forums, and
technologies such as PowerPoint presentations and e-mail. The same tools can be used in the future to
multimedia. The important lecture material will be available deliver any other necessary training programs.
on the e-learning package provided by LBL course training. Learning Time
Design Features Each module should take students between 5 and 10 hours
Based on the instructional design of the ASSURE and per week. This time will be divided between reading, slide
UCD models, the application will be created in such a way shows/e-lessons, hands on practice, and self-assessment.
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International Journal of Information and Education Technology, Vol. 4, No. 1, February 2014
Prototype Development scheduled in live online chat sessions with international and
This stage considers two elements at two simultaneous and national experts from Omar Al-Mukhtar University, where
parallel levels: the courseware (i.e. the core of the electronic students can react immediately with them. The program will
educational content) and the delivery software. The be piloted on a small number of individual students, then on a
development of the package has been envisaged in the group of students to simulate collective work. Any necessary
following sub-stages: adjustments will be made, and a final testing program will be
Pre-evaluation: Experts in computer programming and conducted. Based on the evaluation from students, future
e-learning will be invited to evaluate the training applications will be considered.
curriculum and the interface of the e-learning package.
The researcher will consider the suggestions of the experts E-learning Package For Computer
Programming Course
about design e-learning package and the courseware.
Courseware Development: This includes the development
Students Computer programming Content Development
of educational curricula such as slides, animation and requirements and Needs analysis
Prototype Evaluation: The main parameters for evaluating prototype department academic staffs
Lecture material
(C programming)
Week 3 Web links related Fig. 4. User-centered design stages For e-learning package.
C programming
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International Journal of Information and Education Technology, Vol. 4, No. 1, February 2014
information. Also, an LBL module can train educators to [7] A. Othman, C. Pislaru, and A. Impes, “Attitudes of Libyan students
towards ICT’s application and e-learning in the UK,” in Proc. the
provide materials to students more clearly anytime and Fourth International Conference on e-Learning (ICEL2013), Ostrava,
anywhere. Czech Republic, pp. 123–129, ISBN: 978-0-9853483-9-7, 2013.
[8] A. Othman, C. Pislaru, and A. Impes, “Online Interactive Module for
REFERENCES Teaching a Computer Programming Course,” in Proc. the 12th
European Conference on e-Learning ECEL-2013, 2013.
[1] Omar Al-Mukhtar University, Computer Science Department [9] A. Othman, Investigating an On-line Teaching and Learning
homepage, 2013. Environment for the University of Omar Al-Mukhtar, Libya, MSc
[2] R. Heinich, M. Molenda, J. Russell, and S. Smaldino, Instructional Thesis. In: UK, University of Huddersfield, 2010.
media and technologies for learning, 6th ed., Upper Saddle River, NJ: [10] A. Othman, C. Pislaru, and A. Impes, “Determination of generic skills
Prince Hall, 1999. gap between school-based learning and laboratory-based learning in
[3] S. E. Smaldino, D. L. Lowther, and J. D. Russell, Instructional Omar Al-Mukhtar University,” in Proc. the International Conference
technology and media for learning, Upper Saddle River, NJ: Pearson on Electrical, Computer, Electronics and Communication Engineering
Education, 2008. FR, Paris, 2013.
[4] A. Othman, C. Pislaru, and A. Impes, “Improving Students’ ICT Skills
By Using A Novel Framework For A Lab-Based Learning Module,” in Aisha Abdraba Othman is a PhD candidate in the
Proc. the Fourth International Conference on e-Learning (ICEL2013), School of Computing and Engineering at the
Ostrava, Czech Republic, pp. 106 – 113, 2013. University of Huddersfield, UK. She has studied at
[5] R. Pimmel. (2001). Cooperative learning instructional activities in a University of Omer AL-mukhtar, Libya and then
capstone design course,American Society for Engineering Education. obtained the MSc degree in Information System
[Online]. available: Management at the University of Huddersfield, UK.
http://www.encyclopedia.com/doc/1P3-81919737.html Her research is focused on methods of combining
[6] M. R.Young, B. R. Klemz, and J. W. Murphy, “Enhancing Learning traditional learning and e-learning; intelligent
Outcomes:The Effects of Instructional Technology, Learning Styles, e-learning technology; interactive e-learning systems; E-learning multimedia
Instructional Methods, and Student Behavior,” Journal of Marketing applications and pedagogical challenges; new trends in learning and training;
Education, vol. 25, no. 2, pp. 130-142, DOI: impact of e-learning on social change; developing an organizational strategy
10.1177/0273475303254004, 2003. for e-learning; evaluation methods in blended learning environments and
intelligent user interfaces.
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