
Beginner
Basics >
First
Things First: The Analysis Phase of an e-Learning Project
by
Kevin Kruse
The analysis phase simply identifies the gap between actual
behaviors against desired outcomes, and obtains information
about the learner, environment, and technology that are relevant
to closing the gap. This phase is the first and most crucial
phase, with all subsequent work based on the outcomes of the
analysis. Despite this fact, the analysis phase frequently
is omitted from the process because it is perceived as unnecessary
or too time-consuming.
Many
corporate training managers or executives believe that they
intuitively know what students need in a training program.
Their preconceptions are expressed in statements such as,
"Our employees are conservative; don't use any games
or themes." Or "Our students really don't have any
experience with this topic, so we'd better cover everything."
Or "We all love the Internet. Let's put everything online."
The danger with assumptions such as these is that programs
will be rolled out that are boring, too long, or technically
flawed. Even if time is limited, an expedited analysis phase
will uncover and document key items about learners, content,
and technology.
Some
of the tools that can be used to gather analysis information
include:
-
Survey
or questionnaire is the most commonly used method
in which specific questions are posed to a representative
sample of the student population. Survey results are reviewed
and summarized.
-
Direct
observation has the designer personally observe employee
tasks taking place in the workplace.
-
Indirect
observation involves examining relevant performance
data such as safety records, error rates, help desk call
reports, sales data, or customer satisfaction surveys.
-
Interviews
put the instructional designer in touch with experts
and/or a random sample of students through one-on-one
interviews.
-
Focus
groups are similar to interviews only the designer
poses questions to a group of experts or students. Data
comes from direct answers, as well as from conversations
among the focus group participants.
Evaluate
Business and Instructional Goals
The
first step in analysis is determining or clarifying the goals
or desired outcomes. There are entire systems developed just
to handle goal analysis, but in simplified terms, you need
to answer the question: What are we really trying accomplish?
The goal need not be stated in behavioral terms, but rather
in the context of big-picture impact. Examples of various
goals include:
-
Improve
sales among new representatives by 30%.
-
Reduce
the defect rate of widgets by 10%.
-
All
administrative assistants should be at an intermediate
competency level with their computer applications.
-
Deli
workers need to master the safe operation of the meat
slicer.
Business
goals need to be further analyzed to select the proper intervention.
In the first example above, there may be non-training solutions
to the problem. Perhaps increasing the sales representatives'
commissions or changing to a team selling system would have
the desired impact on sales. If a training intervention is
appropriate, the goal needs to be modified into an instructional
outcome such as: "New representatives must be able to
demonstrate each products' features and benefits."
Analyze
Required Tasks and Behaviors
After
understanding the business or instructional goal, further
analysis is required of all the subordinate skills required
to achieve the goal. This is a critical step toward developing
behavioral learning objectives, and becomes the foundation
for all of the content.
For
example, the goal to have all deli operators properly operate
a meat slicer can be broken into more specific tasks such
as:
-
Set
the blade to the desired thickness of cut.
-
Turn
the slicer on.
-
Place
the food on the slicer and lock it in place.
-
Safely
cut the meat or cheese.
-
Turn
the slicer off.
-
Clean
the blade after each use.
Assess
Learners
After
understanding the desired goals and subordinate tasks, the
target audience has to be analyzed. Learner information impacts
everything from appropriateness of metaphor to selection of
content. Topics to be explored in assessing learners include:
-
Demographics.
What are the general characteristics of the audience?
Is there uniformity to gender, age, or educational background?
-
Psychographics.
What is the psychological makeup of the target audience?
Do they want the information provided in a very direct
manner or do they prefer a more time-consuming but engaging
game format?
-
Attitude.
What are the learners' attitudes towards the content or
to training itself? What is the attitude toward the use
of technology-based training?
-
Experience
with technology-based training. Will this be the first
experience using the corporate Intranet for learning or
are they already accustomed to navigating online material?
-
Motivation.
What are the learners work and career goals? How can the
training program assist them with the realization of those
goals?
-
Prior
knowledge and experience. What will the learners bring
to the training in terms of skills and knowledge? To what
extent are they currently working toward achieving the
desired business goals?
The
audience profile can be used to direct both the interface
as well as instructional design. For example, an older workforce
might not respond well to a music video theme or review questions
embedded within an arcade game. Students who do not speak
English as their first language typically prefer audio narration
over on-screen text. A young student audience may not understand
allusions to historical events that occurred before they were
born.
Conduct
a Technology Assessment
Finally,
investigate the technology available to the student audience.
What type of computers do they have? What kind of software
is installed? What kind of network connection exists? What
limitations will the information technology department put
on the program? Specifications should include the following
(with examples in parenthesis):
-
The
speed and processor type (200 MHz Pentium).
-
The
amount of memory or RAM available (64 megabytes).
-
The
type of operating system (Windows 3.1, Windows 95).
-
Whether
or not CD-ROMs are available.
-
Whether
or not there is audio capability.
-
The
screen resolution available (800 x 600).
-
The
video standards available? (Windows AVI, MPEG, QuickTime).
-
Whether
or not there is an Intranet or Internet connection.
-
Whether
the connection is high bandwidth (Ethernet) or low bandwidth
(dial-up modem).
-
The
browser and version that is available (MS Internet Explorer
4.0).
-
Browser
plug-ins available (Shockwave, Flash, RealVideo).
Instructional
designers should consult with the programmers or other technical
supervisors to gain an understanding of the limitations of
the technology. Some common limitations include:
-
Without
speakers or headphones, the training program will not
be able to use audio narration as the primary teaching
media.
-
Without
a fast enough processor or enough RAM, complex animations
may not run smoothly.
-
With
Windows' standard AVI video format, video windows will
be small and the video itself may be choppy and grainy.
-
Web-based
training is possible, of course, only if there is some
type of connection to an Intranet or the Internet.
-
If
the connection is low-bandwidth, the time it takes to
download big files -- large graphics, animations, audio,
and video -- will be prohibitively long. Designers will
have to stick to text and simple graphics.
-
Web-based
multimedia is possible with use of certain plug-ins.
-
Complex
activities, like drag and drop exercises, can only be
implemented using later versions of popular browsers,
using more advanced technologies like DHTML, Java, and
Javascript.
Analysis
Data
After
completing a thorough analysis, the instructional designer
has a series of worksheets, questionnaires, and other information
that can be used to determine the most effective design.
|