Building a Department
of Defense E-Learning Strategy
by Laura LaMonica
Laura LaMonica
123 White Oak Bluff
252-393-2686
[email protected], [email protected]
Abstract
An impending transformation of the
A literature review traces the
growth of e-learning from simple computer-based training to the strategic
integration of online training, traditional classroom training and an
organizational culture of learning. The
necessary paradigm shift of the training organization from a retail model of
operation to a business and governance one is examined, providing a context and
rationale for the development of an e-learning strategy to support
just-in-time, just enough individualized learning. Various e-learning strategies are reviewed.
Table of Contents
E-Learning: A Theoretical Framework for Success
The
Knowledge Economy and Training
From
Web-based Training to E-Learning
The
ADL Initiative: A DoD Solution
Evaluating
the DoD E-Learning Strategy
Rosenberg’s
Strategic Foundation for E-Learning
Context
for Using Rosenberg’s Model
Evaluation
of the DoD ADL Initiative
The
SCORM and interoperability.
Accessibility
and a single portal.
Building
on Infrastructure: Combining Online
Training and Knowledge Management
Learning
objects as instruction.
Learning
objects as information.
Building
a Learning Architecture
Reinventing
the Training Organization
Authoring
learning object metadata.
Managing
Change and Developing a Learning Culture
Picture this.
An AV-8B Harrier avionicsman aboard the
aircraft carrier USS Peleliu on deployment to
Now picture this. An Instructional Systems Designer (ISD) works for an agency contracted to design and develop computer-based training (CBT) for the Marine Corps. The ISD is storyboarding a course designed to teach engine test cell operators how to troubleshoot and repair T58 helicopter engines on an engine test system. The third lesson in this course is to be an overview of basic electricity. In this lesson, the test cell operator would receive instruction on the types of electricity, flow, voltage, and use of a multimeter. The ISD, with guidance from a Subject Matter Expert (SME), is aware that knowledge of electricity and the skill in the use of multimeters are not unique to engine test cell operators. Rather, there are many Military Occupational Skills (MOS) that require such foundational knowledge. Before beginning to storyboard this lesson, the ISD pulls up a browser window on his computer and goes to a bookmarked web site, a search engine for a content repository hosted on a Department of Defense (DoD) server. He types in “basic electricity” and receives 1243 hits. By narrowing his search a bit and browsing for a few minutes, the ISD locates an existing lesson on basic electricity that covers the same material he needs to cover in his test cell operator lesson. He downloads it to his system and extracts the data to his storyboard. By adding a short introduction and summary, the ISD is able to integrate the entire existing basic electricity lesson into his course. His course is on the way to being complete and he hasn’t even finished his first cup of coffee for the morning.
These scenarios represent a utopic
view of how learning, training, and training design and development will take
place in a transformed
Achievement of such a vision requires more than a wish list, funding, and an Internet connection. It requires a strategy. A strategy is a careful plan or method (Merriam-Webster, 1990.) Approaching the accomplishment of this goal using a strategic model will help the Department of Defense (DoD) better understand its current situation and ensure that any action taken is in support of overall organizational goals (Driscoll, 2002, Rothwell & Kazanas, 1998). Recognizing the advantages of a strategic approach in making these scenarios a reality, the DoD has launched the Advanced Distributed Learning (ADL) Initiative.
This paper seeks to evaluate the efforts of the Department of Defense in implementing this e-learning strategy. The ADL Initiative is what I would call a “back end” effort. In other words, it affects and touches the DoD learner end-user only indirectly. Rather, the ADL Initiative is designed to enable content developers, be they within the DoD or government contractors, to more effectively and efficiently provide quality e-learning material to the DoD learner end-user. This distinction is better defined and explained prior to evaluating the DoD initiative. E-learning models are examined and a single strategic model is selected against which to evaluate the effort. The ADL Initiative is then evaluated along six key strategic dimensions against specific criteria. The evaluation is performed from the point-of-view of the author, an ISD employed by a government contractor experienced in developing e-learning content for the Marine Corps.
On
Key to the plan is the implementation of a vast, worldwide training network that connects troops, units and commands throughout the military and allows access to real and virtual training whenever and wherever it’s needed. While the plan emphasizes joint training, still, it recognizes the need for each individual service to master its own core competencies. The branches are already making use of the Internet to meet training needs and have been for some time. The Navy, for example, developed an online training portal in 2001. Navy E-Learning offers up to 2000 courses to over 1.2 million retired and current Navy and Marine Corps personnel, civilians and dependents (Harris, 2002).
Clearly with the implementation of this plan, military training will undergo a transformation. Training is no longer a stand-alone application, but is an integral part of the development of a serviceman or woman, one equipped and able to respond decisively to any type of challenge. “But the plan isn’t an invitation to spend large sums of money...it’s a summons to use current resources in a more clever fashion...” (Harris, 2002, p. 2)
A mandated joint training network to meet rapidly changing training needs; an enormous, geographically dispersed audience; a need to keep spending in check—these requirements make e-learning seem a custom-made solution for the DoD. E-learning is scalable and allows any number of learners to access learning content at any place and time. Online learning content is easily updated and distributed to ensure the most up-to-date content is provided to learners. The vast network of the World Wide Web connects learners to each other and to content Subject Matter Experts for real-time or delayed collaboration and conversation. And by accessing learning content online, learners and the DoD avoid the cost of travel, time investment, and facilities required for on-site training delivery (Beer, 2000).
And yet, a survey of people and
organizations responsible for teaching as many as 30,000 courses annually
within the DoD found a less than 5% insertion rate of technology into those
courses. Investigation into these
results revealed that respondents were reluctant to implement technology
because the solutions available were platform dependent, version specific,
monolithic in construction, would not operate with other systems, and were
exceedingly expensive (Mark Oehlert, personal
communication,
The transformation of the military
isn’t the only change game in town. Beyond
the gates of the military bases and walls of the DoD, the entire world of work
is undergoing a transformation of its own.
Technological advances in computing and networking have had a mind
boggling effect on how organizations do business (Marquardt & Kearsley, 1999).
With the development and explosive growth of the Internet, notably a
Department of Defense initiative originally designed as a communication tool in
a post-nuclear
The proliferation of computers into the workplace has effectively decreased the need for unskilled labor and accelerated the demand for skilled, so-called “knowledge workers,” high-level employees who apply theoretical and analytical knowledge, acquired through formal education, to developing new products or services (Drucker, 1994). Ironically, in this services driven economy in which skilled labor is a hot commodity, resources for such workers are sorely limited. While computer related positions have grown steadily over the past decade, the number of students graduating with degrees in computer science declined rapidly from 1989 to 1997. While this second statistic saw a reversal in trend in 2000, the effects of the previous ten years are hard to erase. There simply aren’t enough knowledge workers to go around (Moncarz, 2002).
This situation presents a special challenge for organizations. In order to stay competitive, businesses must continuously develop the employees they have, instilling knowledge and skills necessary to survive in an increasingly demanding technical workplace. Learning, as a result, has become an integral part of working. A study by Torraco (1999) that examined in-depth accounts of actual work activity supports this notion. “The work descriptions show that the distinction between learning and working has significantly eroded in today’s workplace. Skilled performance in the work roles described would not have developed if workers had not had the benefit of learning in the context of their work” (p. 258). Additionally, in order to resolve the increasingly complex and poorly defined problems that many employees are faced with today, workers must be innovative and go beyond scripted procedures to successfully perform their jobs (Torraco, 1999). Today’s employee then, is the epitome of a lifelong learner. He has to be, to keep up with the break-neck pace of business and technological change. Microsoft founder Bill Gates estimates that products developed by his company are obsolete within 3 years; it isn’t a leap of logic to presume that the skills needed to operate those tools for example, require update at a same or similar rate (Gates, 2000). The lines between working and learning are increasingly blurred; while a knowledge worker works, he must continually be learning. In perhaps no other part of an organization is this change felt more than in the training function (Tobin, 1998).
Traditionally, the training function has employed an academic research model as its basic paradigm. Essentially, this means the emphasis of training has been on learning theory, instructional design methodologies, and training methods. Members of the training unit are generally the experts in such theories and methodologies, and therefore, a formalized, trainer-directed approach to instructional programs is typical (Tobin, 1998). For many years this approach to employee learning seemed to work. Today, it clearly doesn’t, for several reasons. Training under this old paradigm historically has not been linked to organizational goals and initiatives. Rather, it has traditionally been approached as a solitary effort not related to corporate strategy. The focus under this old paradigm has often been on training for the sake of training (Rothwell, 1996). This focus comes from an underlying belief by the training function that training produces learning, which in turn changes behavior, resulting in improved performance. Unfortunately, this is a false and misleading assumption. These concepts are not synonymous. Training, something that is done for others, seeks to coach in a desired behavior or performance and / or increase proficiency with instruction and practice. Learning, something one does for oneself, is to increase knowledge through study or experience (O’Driscoll, 1999). Performance is about taking action to produce outcomes, results, or accomplishments (Rothwell, 1996.) While the belief that the three are transitively related is a seductive one, the training function typically has failed to produce any evidence that such a relationship exists (O’Driscoll, 1999). As a result, the training function has been vulnerable to being viewed by management as reactive rather than proactive, dispensable, or otherwise lacking significant value, and legitimately so (Rothwell, 1996). Simply, today’s organizations need workers who can perform and the training function has to find a way to serve in that capacity.
Human Performance Technology (HPT) and Knowledge Management (KM) are burgeoning fields of interest representing the training function’s call to arms in response to these developments. HPT focuses “on systematically and holistically improving present and future work results achieved by people in organizational settings” (Rothwell, 1996). While training focuses specifically on facilitating the development of employee knowledge, skills and attitudes critical for successful job performance, HPT more broadly recognizes that training is only one part of improving worker performance (Rothwell, 1996). Looking holistically at the worker as part of a system, HPT analyzes variables at three levels that affect the performance of organizations and individuals: the organizational level, the process level, and the job / performer level. Within that structure, it is only when a deficiency in knowledge, skill or attitude can be identified at the level of the individual performer that training is the appropriate solution to a performance discrepancy (Rummler, 1999). By viewing these three levels together as part of an overall system, HPT effectively links individual performance and organizational performance, tying worker goals to the goals of the business. Finally, recognizing that performance issues involve more than just deficiencies that can be effectively addressed with a training solution, HPT can more effectively solve performance problems and yield increased returns in terms of increased performance potential (Rothwell, 1996).
The fundamental sources of wealth
in the Knowledge Age are knowledge and communication rather than natural resources
or physical labor. Therefore, the
concept of Knowledge Management is becoming more popular as companies begin to
recognize the need to more effectively leverage their intellectual assets
(Stewart, 1997). There are as many
definitions and descriptions of what Knowledge Management actually is as there
are practitioners to ask. Prusak and
Facilitating learning, both at the individual level and the organizational level to improve performance—that is a fundamental goal of training functions within organizations in today’s knowledge-centered climate. HPT interventions—including training—and Knowledge Management efforts all support the growth of an organization into a knowledge-enabled one. “When a company learns to utilize and foster the growth of the knowledge and skills of all employees across all functions and levels, integrate learning activities into every employee’s work, encourage and reinforce all modes of learning, and align all of this learning with the company’s strategic business directions, it becomes a knowledge-enabled organization” (Tobin, 1998, p. 39). One of the ways in which many organizations today accomplish this formidable feat is through e-learning.
Increasingly, as learning has integrated with working, organizations have turned to technology as a solution. Now that an Internet-connected computer is a prominent fixture on the desks of most workers, training provided over the web is rather commonplace. Training magazine’s 21st annual industry report (2002) reveals that 90% of responding organizations use the Internet, an intranet or an extranet to deliver training. Citing the catastrophic events of September 11th, the report acknowledges a significant decrease in business and personal travel and an increased reliance on technology to compensate for that limitation (Galvin, 2002).
A quick search on the Barnes and Noble web site (2003) generates 63 titles related to designing effective web-based training. Best practices for developing web-ready courses are fairly easy to come by. Key design rules include selecting the most appropriate WBT format, facilitating asynchronous and synchronous collaboration tools, limiting enrollment in courses, providing expert facilitation, creating a nurturing and supportive learning environment, good pedagogy, quality materials, course preview, monitoring and assessment, and attention to interface usability (Beer, 2000, Driscoll, 1998, Kilby, 2001, Tinker, 2001). In spite of these guidelines, however, the proliferation of web-based training efforts has little to do with quality and actual improvement in performance. The challenge of meeting the needs of both the learner and the provider organization is often unmet in web-based training efforts, resulting in courses of questionable use and quality (Kilby, 2001).
One potential explanation for this disconnect is a return on the part of many training functions to doing what they’ve always done. As the need for speed has made the notion of just-in-time learning more appealing, the training function has relied on its traditional approaches to solving performance issues. This generally includes determining gaps in knowledge, skills or attitudes, and developing training programs as a solution (Weintraub & Martineau, 2002). With technology now an available and viable solution, that training can be churned out in the form of web-based courses. Admittedly, these courses may be well-designed and high quality. But even though the method of delivery has changed, the same problems crop up. For example, if all an employee really needs is immediate access to a list of experts within the organization on a particular topic, a well-designed lesson on creating a corporate address book in Microsoft® Outlook® isn’t going to help. Many organizations and their training functions have failed to see how the Web can facilitate organizational and individual learning beyond simply being a vehicle for delivering training. Enter e-learning.
It is not uncommon to see the terms “e-learning” and “web-based training” used interchangeably. But those that see the potential of the Internet for facilitating learning and performance beyond the delivery of training programs distinguish between to two. The Masie Center, a think tank dedicated to exploration and research on new technologies defines e-learning as “learning or training that is prepared, delivered, or managed using a variety of learning technologies and that can be deployed either locally or globally” (Masie Center, 2002). Marc Rosenberg (2001) says that “e-learning refers to the use of Internet technologies to deliver a broad array of solutions that enhance knowledge and performance” (p. 28). Margaret Driscoll (2002) updates the subtitle on the latest edition of her book to reflect an expanded view of e-learning. She begins this newest look at e-learning, not by discussing the advantages of online instruction as in her volume from 1998, but by listing the strategic and tactical advantages of WBT as a part of an e-learning strategy. In speaking to this shift in perspective, Driscoll (2002) says, “The change in terminology is much more than semantics. The breadth of the term has widened the scope for what is to be included in the training professionals’ toolbox of instructional technologies and the scope of this book…e-learning now includes technologies for tracking and managing training; applications that assist in authoring and managing content; and a host of new collaboration and knowledge management applications…” (p. 1).
Looking at e-learning from this
expanded perspective is yet another paradigm shift for organizations and
training functions comfortable with the use of the Internet for delivery of
WBT. Some though, recognize the
potential and are taking steps toward developing an e-learning strategy to
facilitate just-in-time, anytime, anywhere learning. The Department of Defense is one of
these. The ADL Initiative marks the
Defense Department’s foray into the world of e-learning.
In 1997, the DoD and White House Office of Science and Technology Policy (OSTP) launched the Advanced Distributed Learning (ADL) Initiative with the purpose of “ensuring access to high-quality education, training and decision aiding materials that can be tailored to individual learner needs and made available whenever and wherever they are required” (SCORM, 2001, p. 1-11).
The use of the term “distributed” in Advanced Distributed Learning alludes to an emphasis on asynchronous technologies that deliver instruction to learners who do not have to be at a specific place at a specific time to receive the instruction. The ADL Initiative differentiates this “distributed learning” from distance learning with the assertion that traditional distance learning relies on synchronous technologies such as video conferencing in which students, while separated physically from other students and an instructor, must gather at specific times and places to participate in instruction. “Advanced” refers to the long-term vision of the ADL Initiative. Specifically, it prepares for a future in which the scenario presented at the beginning of this paper are a reality—where personal training delivery devices are available to every learner and repositories store learning objects for broad distribution and use (SCORM, 2001). “Learning” in ADL demonstrates and understanding of the differentiation between training and learning.
The ADL Initiative, while charted
by the Department of Defense, has some potential application to industry and
academia as well as government. To
promote collaboration and cooperation between key and interested parties and to
foster research, development and assessment related to the initiative, the ADL
Initiative is comprised of a network of three physical co-laboratories, each
having a distinct and specific responsibility.
The operational command post is located in
The ADL Initiative has six major goals guiding its work:
1. Establish guidelines for large-scale development and implementation of efficient and effective distributed learning
2. Identify technical challenges that exceed the state-of-the-art, and initiate collaborative R&D programs to overcome those challenges
3. Share lessons learned and accelerate the development of a robust, highly diverse object-based environment for ADL
4. Establish a networked community of education and training consumers who recognize the importance of common standards
5. Identify and promote business models and economic incentives that serve consumers and providers of distributed learning, and
6. Stimulate large-scale development by organizations that share learning requirements (ADL, 2002).
The first 3 goals focus on technology, but the ADL Initiative seems to recognize that technology is just a means to an end. “The challenges in meeting the ADL mission are not then based on technology infrastructure per se. Instead, the task is to understand how to fully utilize the next generation technology infrastructure for learning anytime, anywhere” (SCORM, 2001, p. 1-12). Still, it is the first goal—that of establishing e-learning technical standards—on which the ADL Initiative has focused its efforts thus far.
Evaluation of the DoD’s e-learning initiative requires a review of existing e-learning models. Not surprisingly however, models of e-learning as more than just WBT are few and far between. There is discussion though, surrounding e-learning in the literature, and guidelines if not fully developed models, are available to ensure e-learning success.
Alexander (2001) proposes a model of e-learning in the context of higher education. Based on Trigwell’s levels of influence on student learning, Alexander argues for a systems approach to e-learning and “proposes a framework for the design, development and implementation of e-learning…within higher education” (p. 240). Alexander’s model is based on student experience, teachers’ strategies, planning, and thinking, and the teaching / learning context. It supports the notion that initiatives in e-learning must encompass more than a focus on teaching strategies. Alexander postulates that several factors are integral to e-learning success in higher education: institutional vision, a technology development plan, faculty workload policies that reflect the demands of e-learning, a reliable technology network, technology support for staff and students, market research support, faculty development, and time release for faculty working in an e-learning effort. Though the support factors listed in Alexander’s model arguably have counterparts in industry, her model is specifically targeted to higher education making it less than ideal for evaluation of the DoD initiative.
In a case study of an e-learning
initiative by Anheuser-Busch,
Other discussions of e-learning take less of an organized model approach and instead focus on identification of best practices in developing e-learning initiatives. Common to these reports are the following guidelines on e-learning initiative development:
· E-learning is more than online courses—look beyond the course paradigm,
· E-learning does not replace instructor-led training activities,
· E-learning should support learning delivered through other efforts,
· Supporting technology infrastructure is critical,
· Becoming fixated on technology is a mistake,
· Just because you build it, they may not come—e-learning is a significant change requiring a change in culture that emphasizes learning,
· Quality content is still important (Broadbent, 2002, Cohen & Payiatakis, 2002, Weaver, 2002).
It is Rosenberg (2001) who captures these elements in a single model.
According to
· Building an infrastructure,
· Combining online training and knowledge management,
· Building a learning architecture,
· Developing a sound business case,
· Reinventing the training organization, and
·
Managing change and developing a learning
culture (
A sound technological
infrastructure is required to support e-learning. The second factor emphasizes the importance
of both instruction and information. If
e-learning is to truly support learning, it must support all of the ways in
which people learn. This includes providing
access to training opportunities, both on and offline, as well as access to
“bald” information not designed to instruct.
By a learning architecture,
With a professional and academic
background in both instructional design and business,
With respect to an e-learning strategy within the DoD, as in any organization or academic institution, there are multiple stakeholders. These stakeholders generally fall into one of three categories. End-user stakeholders are the participants and include the learners or employees who will actually be using the e-learning system to learn anytime, anywhere. Strategic stakeholders are the organizational leaders who provide management and financial support for the effort and may include the CEO, CIO or CTO. Operational stakeholders include managers, IT, instructors and trainers who may use the e-learning system to support or facilitate instruction, and content developers who provide instructional and informational content to the e-learning system (Broadbent, 2002).
The six guiding principles of the ADL
Initiative speak to the operational group of stakeholders. This is more clearly stated on the ADL web
site (2003): “The ADL Initiative is
designed to accelerate large-scale development of dynamic and cost-effective
learning software and systems to stimulate an efficient market for these
products in order to meet the education and training needs of the Military
Services and the nation's workforce of the future.” This evaluation then, is undertaken from the
perspective of the content developer stakeholder. As an instructional designer tasked with
formulating content that follows the guiding principles of the ADL Initiative,
I am evaluating this e-learning effort based on my own experiences along
The World
Wide Web (WWW) has been used for some time to deliver training (
While the Web has quickly become a universal delivery platform for much training, it has limitations. Essentially communication between web sites and the learner is one-way. The learner generally views information presented from a remote server without sending information back. From this inherent limitation was borne the Learning Management System (LMS). An LMS is “a suite of functionalities designed to deliver, track and report on and manage learning content, student progress and student interactions” (SCORM, 2002, p. 1-30). Building on the ever-improving communications and delivery platform of the Internet, LMSs take over where the Web ceases to be as useful. While there are literally dozens of LMSs on the market with a variety of functionality, all LMSs enable the creation of an environment in which the learner can control his/her own learning. This is a critical part of the ADL anytime, anywhere and just-in-time vision.
E-learning by its very nature is a
technological solution, requiring a supportive technological foundation.
Today’s LMSs, while improving the ability to manage online courses, have created new obstacles. The LMS market is highly competitive. Many LMS developers have been swallowed by larger companies or simply vanished, leaving buyers of their systems with an unsupported product. LMSs are also proprietary and typically only support courses developed by the same company—they are not interoperable. That means that if an LMS company goes out of business, or if an organization wishes to buy a Commercial Off-The-Shelf (COTS) or custom product created by a competing vendor, the likelihood is that product will not be usable with the LMS in which that organization has invested. Simply, “current Learning Management Systems are not designed to satisfy the potentially 11.5 billion $US e-learning opportunities available by 2003. As a result vendors are losing money and clients of LMS systems are struggling with costs” (Thornborough, 2001).
The DoD is no exception. An example best illustrates the impact of
this situation. The US Navy, more than
any other military branch, looks to e-learning to provide training to its
personnel. Navy E-learning, the online
portal developed to serve Navy and Marine Corps personnel, civilians and
dependents is powered by THINQ TrainServer LMS. This system launches, tracks and manages all
courses for each individual user (Harris, 2002). But the DoD is large and fractured, and
experience with LMSs is new; the decision to use the
THINQ LMS is not pervasive. On a much
smaller scale, a single squadron aboard
This presenting problem of interoperability is one of the key impetuses driving the development of the SCORM. “Very shortly, organizations utilizing LMS type systems will have the prerogative to move from any LMS vendor to any other LMS vendor and carry the investment made in courseware with them assuming of course that they license a SCORM-[conformant] LMS application” (Thornborough, 2001).
The Sharable Content Object Reference Model (SCORM) is a set of guidelines and specifications pulled together from various sources for the development of e-learning content, technologies and services. At incept of the ADL Initiative, many other organizations had already begun work on various aspects of e-learning technology and infrastructure. ADL sought to unite those efforts into a single, comprehensive reference model that could be used to test the effectiveness and realistic application of the standards and specifications it brought together. In particular, the work of four key players, the Alliance of Remote Instructional Authoring and Distribution Networks for Europe (ARIADNE), the Aviation Industry CBT (Computer Based Training) Committee (AICC), the Institute for Electrical and Electronics Engineers (IEEE) Learning Technology Standards Committee (LTSC), and the IMS Global Learning Consortium is brought together to form the SCORM. (SCORM, 2001).
As a reference model, the SCORM is itself not a standard or a specification to which one may comply. Rather, it is a collection of standards and specifications written by organizations such as the IEEE, AICC and IMS. The SCORM works with these standards bodies to integrate these standards and specifications into a single, logical and useable model. It then serves to test them and apply them in real-life ways to assess their feasibility. LMSs and courseware that conforms to the standards and specifications contained in the SCORM are referred to as being SCORM-conformant.
In January 2000, Version 1.0 of the SCORM was released. On initial release, the model was called the Sharable Courseware Object Reference Model. The first version of SCORM sought to enable:
Subsequent versions of the SCORM changed the name to the Sharable Content Object Reference Model to acknowledge that the specifications can apply to various levels of courseware components (lessons, modules, units, segments) rather than just courses. This difference illustrates the movement of the ADL Initiative toward reusable courseware and content. These courseware components or packages of learning content, called Sharable Content Objects, or SCOs, can be plugged into any SCORM-conformant LMS and “played” as intended without the conflicts that could typically arise with incompatible and proprietary LMSs. The current version is SCORM 1.2 with release of 1.3 pending.
The SCORM is based on five high
level requirements guiding the ADL Initiative:
accessibility, interoperability, durability, reusability, and cost
effectiveness. For each of these guiding
objectives, the SCORM incorporates features to support their achievement. The SCORM’s goal of
facilitating interoperability specifically addresses
With the
establishment of a single or interoperable LMS system,
Providing access to such DoD
learning content through a single portal would allow learners and content
developers to find e-learning and non e-learning solutions easily. This portal could be personalized to meet the
needs of each learner or content developer such that each could specify links
and content that are important to them.
Multiple, fractured portals throughout an organization increase the
likelihood of redundancy, internal competition and chaos due to lack of
coordination (
Building a
sound technological infrastructure for an e-learning initiative is a critical
first step to any effort.
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Selection of a common LMS / has a goal of interoperability. |
The organization selects a single LMS to ensure portability of learning content. |
SCORM standards ensure interoperability of learning content across LMSs. |
|
Learning content is accessible. |
Users have adequate connectivity and can access learning content. |
Connectivity of content developers is beyond the scope of DoD. SCORM standards ensure content accessibility through metadata and a content packaging specification. |
|
Single portal entry. |
The organization builds a single portal for access and retrieval of e-learning content. |
SCORM documentation seems to speak to a single content repository—but it is as yet undefined. |
Table 1
To successfully implement a KM
solution as a part of an e-learning initiative,
By demonstrating success and
progress along the way,
Recognizing
that development of a comprehensive e-learning strategy that incorporates a KM
component is a big job,
In the vision of the ADL
Initiative, learning objects will be accumulated, tagged, and stored in
repositories for broad distribution and use.
Learning objects will be searchable based on metadata tagging for easy
retrieval.
Recker and Wiley (2000) suggest that it may be possible to create such a community of users of learning objects by taking advantage of the flexibility of metadata. The authors posit that users of learning objects have much to share with one another regarding the effective use and reuse of learning objects. In non-authoritative metadata, information about an object that is not fixed and persistent, a content creator has the opportunity to provide the contextual and changing aspects of a learning object, such as the context and surrounding activities in which is was used. Further, non-authoritative metadata could describe the community of users from which a learning object is derived. Using what Recker and Wiley call a collaborative information filtering approach, users of an object may offer recommendations about the qualities and usefulness of a particular learning object. Anyone may contribute to an object’s metadata in this approach, but information regarding each contributor would be recorded, thus facilitating the growth of a connectable community of users. “While much learning object work has been set in a direct instruction paradigm, this kind of community building through learning object rating and use provides a model for learning object reuse within a more open-ended, constructivist learning environment” (Recker & Wiley, 2000). Through collaboration like this, the integration of KM effort into the overall ADL Initiative could result in a stronger, more connected community of users.
Incenting users to contribute to the system and providing rewards for participation is critical to the success of a KM system and the e-learning strategy as a whole ((Davenport & Prusak, 1998, Rosenberg, 2001, Stewart, 1997, Tobin, 1998). In order to support the ADL Initiative, learning content developers must be motivated to change the way they design content, have the skills and knowledge to successfully do so, and have access to the resources to do so. Currently, to meet the criteria of SCORM conformance, content developers can package a lesson or a course as a SCO, fill in the requisite metadata fields, produce the appropriate SCORM documentation and voilá—their job is done. But I don’t believe this to be in the true spirit of the ADL Initiative. To achieve maximum reusability, SCOs ought to be smaller than a lesson or a course. But breaking learning content into smaller chunks isn’t easy. Thinking in terms of small, reusable pieces of information and instruction is a different approach. Completing metadata for more SCOs is tedious work. Therefore, more SCOs means more work. And the SCORM documentation itself says SCOs can be any level of granularity. Where is the incentive for a content developer to move beyond just being conformant to producing a better reusable product? The prototype study by Stout, Slosser and Hays of the work of ADL early adopters indicates there isn’t any incentive there yet. The researchers found that the lack of guidance on what constitutes a SCO left little incentive on the part of developers to “go lower.” Metadata tagging was referred to as “an arduous process” in need of better guidance to those tasked with the process. Specifically, those tasked with metadata tagging expressed a lack of confidence in the value of their tagging and whether the consistent application of an intuitive and meaningful scheme was occurring (2002). What’s needed here is vision and understanding.
In the beginning of the development of a learning object economy, the DoD is faced with empty coffers of learning object repositories to fill. That’s daunting work for the vendors and developers of learning content. With so much doubt and confusing swirling around the ill-defined nature of learning objects and questions about granularity, combination and reuse, there is little confidence regarding the usefulness of any effort put forth at this time in designing objects for reuse. In their prototype study, Stout, Slosser, Hays found that
“more universally expressed than any other issue was the frustration on the part of interviewees with what they perceived to be a standard, which did not allow them to build instructionally sound content. Furthermore, the frustration extends to feelings that anything currently done according to the “standard” will need to be undone/redone in the future. The SCORM user community is crying out for more guidance regarding SCORM, as well as more realistic milestones of what can and cannot be expected in future versions of it” (2001, p. 4).
Simply, if content developers do not see reusability as a viable part of their future jobs, they won’t be motivated to create truly reusable content. The onus is on the ADL team to provide better instruction, clearer definition and stronger guidelines on the development of reusable content. This can only take place with the refinement of the issues not addressed in current versions of the SCORM. In the meantime, the ADL Initiative will be hard pressed to expect more from content developers.
Finally, a key criteria emphasized
by
The ADL Initiative emphasizes anytime, anywhere delivery of instruction tailored to the individual. It is content or learning objects that make this possible. In the vision of ADL, learning objects will be stored in content repositories, ready to be called on for the real time assembly of instruction as needed by the learner. Once again, the SCORM assumes a role of primary importance here. It is the SCORM that provides the technical specifications such that learning objects can be easily and transparently shared across learning delivery environments and seamlessly and logically linked together to meet the needs of learners (SCORM, 2001).
Derived from the object-oriented paradigm of computer science, the idea is to break learning content into small, discrete “chunks” that may stand alone, or may be reused in multiple contexts (Shook, Dargue & Carlton, ND). While the concept of learning objects is generally understood in the training community, the exact definition of what a learning object is varies greatly. Some of the variations include:
How learning objects are defined is a key missing
piece of the SCORM and is open to a great deal of criticism and
speculation. With no common and
understood or agree-upon definition, there can be no uniformity in content creation. It is here that
Common to nearly all definitions of learning objects are two conditions: that learning objects stand alone and that they can be used in multiple places. There is decidedly less consensus, however, about the granularity and combination of learning objects. Granularity refers to the size of the object, and combination refers to how the objects are assembled into a meaningful whole (Wiley, Gibbons & Recker, 2000).
The SCORM does not define learning objects directly,
but instead applies a taxonomy to learning objects grouping them into
categories of varying size. The SCORM
defines 3 levels of learning objects:
assets, SCOs, and content aggregation. An asset is a single media object, such as a
sound file or graphic, a SCO is a collection of one or more assets, and an
aggregation is a collection of SCOs. In this taxonomy, the granularity of the
learning objects is a function of the number of smaller media elements that
have been combined to form the larger object (Wiley, Gibbons & Recker,
2000). If the learning object is planned
to be informational in purpose, this approach seems reasonable. If we
consider how learning objects will be reused and combined to form an effective
piece of instruction, however, there is room for concern.
While
theories of learning abound, there is general agreement in the world of
instructional design that specific instructional events presented in a specific
order maximize the effectiveness of the instruction and likelihood that
learning will occur. These events
include: introducing and connecting the
learner to the material, presenting or demonstrating the material, guiding the
learner in interacting with the material and providing feedback, and allowing
the learner to practice the material (Gagne, Briggs & Wager, 1992, Rothwell & Kazanas, 1998, Silberman, 1998, Cantor, 1992, Bowman, 1998, Gagne & Medsker, 1996). If a
learning object is defined in terms of the number of media elements it
contains, what does that tell us about its instructional purpose and use?
The level of
granularity of a SCO in terms of combination of media elements is a gray area
in the SCORM (2001), and deliberately so:
SCOs are intended to be subjectively small units, such that potential reuse across multiple learning objectives is feasible. The SCORM does not impose any particular constraints on the exact size of a SCO. During content design and authoring activities, when determining the size of a SCO, thought should be given to the smallest logical size of content that one might desire to have tracked by a LMS at run-time. It is intended that the content developer will determine the size of the SCO based on how much information is needed to achieve the learning outcome and on the level of reuse that the content developer wishes to obtain (pp. 2-4 – 2-5).
But if anything is a SCO and, by association, a learning object, from a single graphic or web page to an entire course, how can LOs be reused and effectively and meaningfully assembled so that instruction may occur? How does grouping varying levels of media elements ensure that effective instruction will occur through the events of instruction? The answer is sobering: it doesn’t.
This has been demonstrated by early adopters of the SCORM, studied during a prototype ADL effort sponsored by the Joint ADL Co-Laboratory. These content developers found that varying decisions on the granularity of a SCO had important implications regarding the combination and effective reuse of a learning object. For example, if some content developers chunked SCOs at the course level, while others chunked SCOs at the individual screen level, developers found that it is nearly impossible to reuse and aggregate these objects into a coherent piece of instruction (Stout, Slosser & Hays, 2001).
The ADL Initiative specifically
describes the SCORM as being “pedagogically neutral” (ADL, 2002, p. 8) with instructional design issues beyond the scope the ADL mission. When learning objects are to be used as
instruction, this is a dangerous approach to take.
Dr. David Wiley, editor of The Instructional
Fundamental
learning objects resemble SCORM assets and the most fundamental unit of a
SCO. These are the most basic form of
learning content and represent a digital resource that is not combined with any
other. The purpose of this type of object
is generally to illustrate or provide an example of a simple function (Wiley,
2001). A digital photograph or rendering
of the Caution / Advisory panel in an AV-8B cockpit is an example of a
fundamental learning object.
A
combined-closed learning object is made up of several digital resources. The “closed” nature of the object means that
the individual digital resources may not be pulled and reused from the
object. This group of digital resources
is combined at design time for the purpose of providing instruction or practice
(Wiley, 2001). An example of a
combined-closed learning object is an animation of a pilot’s hand selecting the
cockpit controls for aircraft start-up.
Included in the animation might be an audio depiction of what sounds are
heard during start-up. Presented as a
compressed SWF file created in Macromedia Flash, the object may not be
separated into its constituent parts of still images and sound for individual
reuse of those elements.
Combined-open
objects, like combined-closed ones, are created from the combination of many
digital resources, such as images, sound, text and animation. This combination is performed by a computer
in real time. Unlike combined-closed
objects, however, the individual elements that make up the combined-open object
can be extracted and reused. These
objects may include content presentation and / or practice. A web page that assembles fundamental and
combined-closed elements together is a combined-open object (Wiley, 2001). For example, a web page that displays a
digital photograph of a Multipurpose Color Display (MPCD) in the cockpit,
launches an animation of the selection of a pushbutton on the MPCD when the
user clicks on the image, and provides instructional text describing the action
is an example of a combined-open object.
The computer assembles the components into a web page in real time and
each of the elements on the page may be extracted and reused.
Generative-presentation
objects can be used to present reference material, instruction, practice or
assessment. These objects use logic and
structure to combine or generate and combine lower-level objects, including
fundamental and combined-closed objects for these purposes (Wiley, 2001). An example is a JAVA applet that displays multimeter readings and caution light displays to test a
learner’s ability to identify faults in an aircraft system.
Generative-instructional
objects combine fundamental, combined-closed and generative-presentation object
using logic and structure to instruct, practice and evaluate learner
interactions with these combinations (Wiley, 2001). An interactive troubleshooting lab that
demonstrates discrepancy identification and troubleshooting procedures, allows
the learner to perform the procedures, and evaluates the learner’s ability to
perform the task successfully is an example of a generative-instructional
object.
Wiley (2000) also presents a set of prescriptive
guidelines for selecting an instructional learning object type that provides “a
bridge for the designer to follow from instructional design to learning object
design” (p. 82). When comparing Wiley’s taxonomy to the SCORM taxonomy, multiple levels of
SCOs becomes apparent. Clearly, Wiley’s fundamental resource equates
to a SCORM asset. The other four levels,
however, marry up to SCOs with various instructional
purposes. A content aggregation still
effectively groups instructionally compatible SCOs
into a cohesive learning experience.
Wiley intends that identification of a learning object’s type according to this taxonomy and its appropriate use and reuse would be accomplished using the object’s metadata. Under the current metadata system, there are no fields dedicated to providing information about the instructional utilization of the SCO. In other words, potential users of a SCO must examine the object itself to identify its potential for use in a specific instructional capacity, thus defeating the purpose of metadata. Instead, Wiley suggests differentiating between authoritative and non-authoritative metadata. Authoritative metadata is information about an object that is fixed and persistent, such a title, date created, and author. Non-authoritative metadata would include information about the usefulness of the object in a particular context (Wiley & Recker, 2000). Examples of such metadata fields might include Educational Instructional Architecture (Wiley, 2000) and subjective fields such as Resource Quality or Educational Relevance (Wiley & Recker, 2000).
Wiley’s
taxonomy and guidelines represent but a single effort by the ISD community
toward linking ISD standards to the technical standards currently in the
SCORM. In their article Learning
Objects and Instruction Components, Quinn and
In practice, other efforts have been made to create
a useful taxonomy of instructional learning objects to describe granularity and
combination based on instructional design principles. Cisco Systems’
There is a
dearth of research regarding the instructional design implications of learning
objects. Wiley and a few others act as
pioneers in drawing attention to the need and filling the gap. But much more is needed. And a standard or consensus method must be
found in order for such a taxonomy to be useful. “...The introduction of [metadata] fields
conveying instructional design information...combined with a redefinition of
granularity...could facilitate an immediately technologically implementable method of delivering individualized, or
mass-customized, instruction” (Wiley, 2000, p. 10).
In the SCORM v. 1.2 documentation (2001), there is evidence that the ADL Initiative understands that learning is not training. The mission includes a reference to education, training and “decision aiding (‘mentoring’) materials” (p. 1-11), which would indicate an appreciation for the value of both information and instruction. Conversely, the document limits the scope of learning objects by referring to the creation of “reusable learning content as ‘instructional objects’” (p. 1-11) and the development of “an instructional object economy” (p. 1-12). This view of learning objects as pieces of instruction to be combined to deliver training anytime, anywhere critically limits the effectiveness of the e-learning initiative by failing to recognize the value of information.
Consider our AV-8B avionicsman from the opening scenario of this paper. Aircraft maintenance technicians do not work from memory. Rather, they are trained specifically to work from technical publications, particularly in the performance of troubleshooting and repair. With new equipment like the LITENING II Targeting Pod appearing regularly, keeping technical publications updated is a challenge. Developers and manufacturers of these systems quickly found that publishing these manuals electronically make them easier to use and update. These electronic versions have been around as long as 15 years and are called Interactive Electronic Technical Manuals (IETM).
IETMs do not instruct learners on a concept, but instead provide procedural directions to a user (Shook, Dargue & Carlton, 2002). That does not diminish their usefulness—IETMs still support learning and performance. “It has been demonstrated that the use of such Interactive Electronic Technical Manuals…can increase performance levels of inexperienced technicians to that of experienced technicians in complex tasks (e.g. fault isolation) and, correspondingly, can reduce the time required to provide a student with a given level of technical competence” (Jorgensen, Fuller, Post & Rainey, 1995, p. 7).
IETMs are developed in much the same way that training is developed. In depth front-end analyses are performed, producing technical documentation on the use and repair of new equipment. This documentation is often the source of content for training developed for new products. By integrating IETMs and training, the Navy has found that “the IETM can be profitably coupled with other training systems, such as automated courseware preparation, course management, telecommunications, information management, and database systems, in a way that permits significant increases in the effectiveness of all phases of training…” (Jorgensen, Fuller, Post & Rainey, 1995, p. 13).
Boeing, a major supplier of products to the DoD, has applied concepts of the SCORM to the design of IETMs and online training with promising results. Because informational content contained in technical publications becomes the source of content for training materials, Boeing applied the concepts of informational and instructional learning objects. The group defined SCOs as informational objects for use in the IETM. The same SCOs were then supplemented with instructional characteristics, such as an introduction, objective, practice and assessment for use in online training. In this way, informational SCOs were reused to form instructional SCOs (called “learning objects” by the Boeing team) and content was only developed once, achieving one of the high level requirements of the ADL Initiative (Shook, Dargue & Carlton, 2002).
Much ado has
been made about the instructional use of learning objects, and rightfully
so. If online training is to succeed
using learning objects, clearly some attention to instructional design must be
given. Less thought, though, seems to be
focused on the informational use of learning objects. Wiley (2000), in arguing for ISD standards
asks, “where is the learning in
learning object?” We know that learning
can take place without well-designed instruction. So in every case, perhaps a clear
instructional purpose for a learning object is unnecessary. Boeing has effectively demonstrated that
learning objects with informational use are equally valuable. What is needed is a distinguishing marker for
informational vice instructional objects.
In her
article Recycling Knowledge with Learning
Objects, Ruth Colvin Clark (1998) argues for just such a taxonomy. Information objects, according to
Currently,
the SCORM, with its SCO taxonomy, can accommodate both of these
perspectives. Because of the flexibility
inherent in SCO granularity and combination, learning objects may be
instructional or informational and still adhere to the definitions as set forth
in the SCORM. What is required, however,
is more attention to effective metadata tagging to incorporate these
descriptions. In order for reuse to
become a reality, users must have a clear idea of the intention and nature and
potential use of a learning object.
Merging a
KM system with online training within an e-learning strategy greatly enhances
the effectiveness of the system (
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Generating support through demonstration. |
The organization shows how the system works. |
Plugfests allow participants to test their courseware and LMS for SCORM conformance for inclusion in a DoD content repository. |
|
Developing an oversight group. |
The organization provides management of content and establishment of common policy, guidelines and standards enhance the usability of the system. |
None known at this time beyond establishment of the 3 Co-laboratories. |
|
Building in collaboration. |
The organization provides an opportunity for users to collaborate with one another. |
ADL web site has forums for asynchronous communication. |
|
Providing incentive and reward for participation. |
The organization incents users to share information and content and follow the guidelines and policies established. |
None other than contract mandates for “SCORM-conformance.” |
|
Developing a knowledge structure. |
There are clear logical links and tags between content elements so that content can seamlessly and naturally be assembled as needed. |
Metadata tagging is available, but poorly defined SCOs make combination and sequencing a potential mine field for developers. |
Table 2
E-learning
is not a panacea. In his book,
The ADL Initiative assumes a web-based delivery approach and is focused on the leading edge of technological advances. Dan Rehak, one of the chief architects of the SCORM, recognizes the limitations of this approach and argues that the ADL is not designed to replace all other instructional approaches. He asserts that the initiative and the underlying SCORM infrastructure “is essentially about a single-learner, self-paced and self-directed. It has a limited pedagogical model unsuited for some environments,” (Kraan & Wilson, 2002, p. 1).
For some in the DoD, this is an important concession. The military relies heavily on instructor-based education for certain types of learning and performance outcomes. Forcing SCORM-conformance on some current online courses and “hybrid” courses that combine e-learning and classroom training may render them obsolete, costing the DoD thousands of dollars in development costs. In his article Much Ado about SCORM, author Ethan Smith (2002) profiles a particular hybrid course, Acquisition 201 / Intermediate Systems Acquisition Course (ISAC) created by the Defense Acquisition University (DAU), one of the military’s premier training institutions. The course integrates approximately 60 hours of self-paced, online courseware with classroom training to cover more than 150 learning and performance objectives. Developed four and half years ago, the course is not SCORM-conformant. The course utilizes a scenario-based instructional approach, with each lesson building on the previous lessons as a story unfolds. Because the material in the course is highly contextualized, it would require a complete redevelopment to create the stand-alone learning objects required by the SCORM.
The importance of instructor-led instructional components must not be lost as the ADL Initiative moves forward. The Defense Language Institute Foreign Language Center (DLIFLC) estimates that 30 percent of each of its advanced language courses is instructor-led, most often by a native speaker. For personnel at the center, this method of delivery most suitably meets the needs of the topic and students by providing human interaction (Smith, 2002). The ADL Initiative seems to recognize that this is often the case with its admission that it targets training for specific purposes (Kraan & Wilson, 2002). The danger, however, is that SCORM and the ADL Initiative “might be seen as the end-all, cure-all approach to training in the interest of usability, to the detriment of the student’s learning and long-term retention” (Smith, 2002, p. 35).
To avoid the global and sweeping
selection of e-learning as a solution in every learning situation in response
to the promotion of the SCORM, the DoD would be wise to employ some simple
guidelines to make educated decisions as to which designs are most effective in
which situation for learning and retention.
In his book,
By conducting a thorough needs assessment, analyzing the target audiences and understanding the performance gap, a more accurate and appropriate media selection could be made. In many cases, e-learning might well be the best solution. In others, however, classroom instruction, or a combination of both may be most suitable. Generally, web-based solutions are best suited for cognitive skills, while instructor-led environments are more useful for teaching psychomotor and attitudinal ones (Driscoll, 2002). Blended solutions combining web-based instruction with traditional classroom teaching are more and more popular, as they reduce costs by moving some classroom learning to the Web, encompass the best of both worlds for the three learning domains, and make use of the benefits of technology without becoming prisoner to its limitations (Driscoll, 2002, Beer, 2000). In my experience, however, many contracts with the DoD do not allow much decision room in media analyses. While a front-end or training situation analysis is conducted as part of many projects, often the media—in most cases, web-based media—is pre-selected for the project. Often it is the job of the contractor to best make the learning solution match the media as prescribed. Obviously, this is a less than ideal situation.
Other criteria suggested by Rosenberg (2001), including basing learning design on key job competencies, understanding the business need and testing learning architecture with key stakeholders all are influenced within the DoD by this prescribed selection of media, often before a contract is even bid out. It has been my experience that, while working with the customer to best craft a positive and effective learning experience is a mutual goal, we often do that collaboration within the parameters set forth by the contract. Rapid prototyping helps create a learning design that best satisfies the customer and most effectively delivers the instruction, but independent selection of media based on these other criteria just doesn’t happen in my experience.
In the design of any learning
experience,
Providing
learning solutions that maximize the effectiveness of web-based and traditional
learning environments is important to any e-learning strategy (Beer, 2000, Broadbent, 2002, Driscoll, 2002,
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Conducting an analysis, basing design decisions on competencies, business needs and stakeholder input. |
The organization makes decisions on learning design based on factors such as audience needs, business need and learning domain. |
Currently, the ADL Initiative focuses on web-based solutions to the exclusion of all others. Many DoD contracts pre-suppose the web as the delivery media. |
|
Reuse existing content. |
The organization avoids reinvention of the wheel by reusing or repurposing existing learning material when possible. |
The SCORM supports and facilitates the reuse of learning content with specific standards on reusability. |
|
Use Web as unifying portal for learning solutions; create community online; engage learners. |
The organization takes steps to create a learning environment on the web that supports the blended approach to learning. |
Currently, the ADL Initiative focuses on web-based solutions to the exclusion of all others. Many DoD contracts pre-suppose the web as the delivery media. |
Table 3
The ADL Initiative, with its heavy emphasis on the development of technical standards, has recently come under fire for its perceived failure to demonstrate a connection to measurable learning outcomes (Greenagel, 2002). “[The SCORM] are not standards that treat learning outcomes, but instead deal with tagging, coding and indexing Learning Objects to facilitate reuse of digitized training materials. Some have likened that effort to ‘rearranging the deckchairs on the Titanic’…No one knows…whether [an] LO has ever resulted in anyone learning anything or subsequently demonstrating any competency” (p. 2). That such a criticism should arise from the training and development community is not a surprise. Evaluation as a field has often been overlooked in organizations, but has matured into a profession and an integral part of many organizational learning efforts (Broadbent, 2002, Russ-Eft & Preskill, 2001). With an increased emphasis on government accountability and a need for organizational leanness, efficiency and global competitiveness, it is to the benefit of any organization, including the DoD, to examine the business case for an e-learning initiative.
For many organizations, the
justification for e-learning is a challenge.
As Greenagel (2002) asserts in his impassioned plea for measuring
learning outcome with an e-learning solution,
A cost measure answers the
question, “will the ADL Initiative save the Department of Defense money?” (
Each year, the
Given the size and breadth of the DoD, the quantity of training activity that takes place within its ranks, and the number of parties involved in creating those training programs, including DoD customers and training vendors / contractors, it is inevitable that duplication of effort and expense will occur without some significant changes in the way training products are acquired. Consider the opening scenario of this report involving training design for T58 engine test cell operators. The curriculum for this training course included an introductory unit on basic electricity. As described, the likelihood is that somewhere within the layers of the USMC, the Department of the Navy, and the DoD, there already exists instruction on this topic. The ADL Initiative supports the development and use of reusable learning objects, seeking to eliminate this type of duplication of effort and realize cost savings in the process. For experienced trainers, the concept of reuse of instructional content is not a new idea, nor is it unique to e-learning solutions. Many trainers reuse their own content using such high-tech techniques as copy and paste. The SCORM standards though, seek to facilitate easy and efficient sharing and reuse of all types of learning content through the entire DoD and ultimately beyond, effectively opening access to learning content previously undiscoverable to many content developers (SCORM, 2001). The benefits of such a system go beyond the parameters of an e-learning solution.
Finally, the high-level requirement of durability guiding the ADL Initiative seeks to realize a cost savings to the DoD. Historically, much time and effort was required to convert existing courses and material for web-based application and for use on an LMS. This happened because learning content was not durable. That is, it did not withstand technology changes—it could not be used without having to be redesigned or reconfigured. The same standards and specifications in the SCORM that detail how content should be packaged and communicate with the LMS ensure durability. SCOs that are SCORM-conformant will play on any SCORM-conformant LMS without requiring recoding (SCORM, 2001). This saves programmer time and content developer time, transitively saving the DoD money.
The quality
of an e-learning initiative focuses on that measure of how well it improves
performance and if that result was worth the cost (
As emphasized by Greenagel (2002), there is very little dialogue surrounding the ADL Initiative on assessing the effectiveness of e-learning. Rosenberg and others suggest evaluation along Kirkpatrick’s four levels: reaction, learning, behavior and impact. Kirkpatrick’s taxonomy provides a good starting point and framework for developing an evaluation philosophy and plan. The combination of learning objects into a training program, however, present some new and unique issues not found in traditional training situations that must be considered and addressed before a useful and effective evaluation can take place.
To plan and launch an effective evaluation one must first identify a training program. At present, this is not a huge issue. My experience with the initial implementation of SCORM within the DoD is that contracts are still being written per program. To conform to the current version of the SCORM, contractors are to my knowledge, developing programs as a complete content aggregation and calling complete lessons SCOs or breaking lessons into objectives and designating those chunks as SCOs. Evaluation, then, would be based on a complete content aggregation representing a training program. Forward thought must be given to the vision of the ADL Initiative though. If the plan is for learners to access learning objects individually to meet their specific learning needs, and this will change with the needs of each learner, what, then, will constitute a training program? Will such a thing exist? How will evaluation fit into such a vision? Will it? Shouldn’t it?
With the current SCORM taxonomy and the promise of individualized learning on the fly, anytime, anywhere, it would seem worthwhile to consider the evaluation of both programs represented by a content aggregation and of individual learning objects, if it is determined that their purpose is to provide instruction. Presuming that a content aggregation represents a training program for evaluation, the next step a designer must take is to determine the purpose of the evaluation. This will vary according to the program, the customer and the situation. Identifying the key stakeholders in the evaluation is important in both determining the purpose of the evaluation and in developing the key questions an evaluation should answer. From there, the evaluator would design an evaluation plan, develop data collection instruments and procedures, collect and analyze the data, and make use of the results according to the needs of the stakeholders (Russ-Eft & Preskill, 2001).
How does this process change when considering the evaluation of individual SCOs vice entire programs made up of learning objects? Evaluation of individual learning objects would take place as a part of the ISD process, much as any content piece would in a traditional training program in a typical ISD system. This isn’t program evaluation, but the line between content evaluation as a part of the ISD process and program evaluation becomes dangerously hazy with the undefined nature of a SCO. When is a SCO a piece of instruction and when is a SCO a program? Granularity itself and how a designer defines a learning object / SCO has a tremendous impact on how that object would be evaluated. Clearly only instructional objects could be measured according to Kirkpatrick’s levels. If the goal is to de-contextualize SCOs for maximum reusability, that also has an impact on how a learning object could be evaluated. Would one evaluate its effectiveness within its intended context? Or within any context? Or without context at all? “Evaluating the object in one context does not necessarily answer the question of how it performs in another context” (Williams, 2001, p. 188).
How does one evaluate at any of Kirkpatrick’s levels or within the guidelines of any evaluation model if learning is assembled differently and on the fly, combining instruction, performance support and information, for each learner? Current models of evaluation are ill-equipped to handle this modular, on-the-fly assembly of instructional programs. Still, with all the characteristics of traditional programs present even when assembled for the individual, it should be possible to establish a viable evaluation model. A model of evaluation needs to be developed for such an endeavor. This is an area where additional research and thought is greatly needed[L1].
Service
refers to how accessible e-learning is to learners (
As mentioned previously, access in the context of the ADL Initiative can also refer to connection between content developers and learning content. The SCORM addresses accessibility through the content packaging specification that defines how SCOs should be packaged and labeled such that they can be located and accessed for use (SCORM, 2001).
According
to
Obviously
the goals of the ADL Initiative won’t be realized overnight. It is very much a long term plan, depending
on technological advances and the cooperation and collaboration of key
partners. There is much promise, but it
behooves the ADL Initiative to consider evaluation of its efforts along
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Cost. |
The organization proves the ADL Initiative will save it money. |
The SCORM emphasizes reuse and durability, arguing that these characteristics save development costs and programmer time, resulting in less DoD expenditure. |
|
Quality. |
The organization proves the ADL Initiative results in an increase in knowledge and improvement in performance. |
Evaluation is not currently a part of dialogue surrounding ADL. Much to be considered. |
|
Service. |
The ADL Initiative is accessible. |
Connectivity is currently not addressed but can be assessed. The SCORM goal of accessible content seeks to ensure access to learning content by content developers. |
|
Speed. |
The organization proves the ADL Initiative fosters responsiveness to the changing demands of the organization, its contractors and its employees. |
The lack of maturity of the ADL Initiative prevents this from being measured. However, in preparation, tracking methods of learning content should be considered to enable assessment of update and use of content objects. |
Table 4
If you think of a model of education as a wagon wheel, in the traditional model of education, the content and institution or classroom is at the center of the wheel. The learners rotate around that center, moving from place to place and instructor to instructor to access the content they need. The ADL Initiative, with its emphasis on just-in-time and just enough learning taking place anywhere, anytime, dramatically alters that model. Instead, in a distributed learning model, each learner becomes the center of his/her own wagon wheel, with the things that support learning rotating around that learner. This new model, a learner-centric model, allows more flexible access by the learner to people, content, and resources (Oblinger, 1996).
With learners at the center of any learning experience and with the new paradigm of learning objects, designers of instruction must dramatically change the way they look at learning and do their jobs. In the traditional model of education, instructional designers create courses, modules and lessons. In the new distributed learning model of education, instructional designers will be creating reusable, stand-alone chunks of learning content with accompanying descriptive metadata. The implications are significant.
Instructional Systems Design (ISD) traditionally occurs based on the ADDIE model—Analysis, Design, Development, Implementation, Evaluation. This is decidedly the case within the DoD. Critics of the traditional ISD ADDIE model see the recent developments in learning objects to be an opportunity to eliminate what they perceive to be an outdated, inflexible model.
“ISD, itself a linear and integrated process approach, mandates that designers know their target audience, write and sequence performance objectives, and then design the sequence of instruction, in that order. While the ISD approach seemed adequate for the days of rigid, boring and mundane computer-based training, it fostered a design strategy that is inadequate for a new e-learning market that rewards reuse and repurposing of content” (Hamel & Ryan-Jones, 2002, p. 3).
I couldn’t disagree more. According to the Department of Defense handbook on ISD / Systems Approach to Training and Education, the systems approach ensures that instructional designers accomplish the following activities:
Regardless of the product of such an effort, whether it is a set of distinct learning objects or a course of units and lessons, I believe firmly that the process is still a valid, workable one. In fact, in the development of instruction that must stand alone, contain minimal context and be delivered without an instructor, it is, in my opinion, even more important.
Cisco’s
However, what does need to change in a traditional ISD approach, in addition to a modular instructional product, is the mindset throughout the process. “Design thinking needs to move from an approach that is oriented towards creating large integrated packages to one that is built around collections of specialized, reusable and granular components…object thinking needs to run throughout the process and not just in the construction phase” (Douglas & Shaffer, 2001, p. 5).
In an individualized and distributed learning environment, there may not be an instructor to rely on for clarification. Therefore, learning objects should be tied together with clear instructional strategies. These strategies should still be derived from a thorough analysis, including a needs analysis, learner analysis and task analysis when appropriate. A new wrinkle in the process, though, is what the Carnegie Mellon’s (2002) SCORM Best Practices Guide for Content Developers calls an “audience analysis.” Because any new content developed by an instructional designer should be reusable, this guide recommends that designers work with their team to brainstorm potential audiences of the content. This data will aid in the development of metadata so that others can appropriately reuse the materials.
A new first step in the design process is determining the content structure. Much like the traditional methods of sequencing, clustering and grouping objectives, the designer of new material must first determine the instructional strategy that will be used to deliver the material. Then, the designer may move on to something that should be kept in mind throughout the analysis process—determining the size of a SCO. In some cases, a SCO may be similar in scope and in nature to the content of a typical lesson (Downes, 2001). In others, it may represent a single instructional objective and supporting content. Regardless of size, a SCO should stand alone and be free of context (Carnegie Mellon, 2002). This characteristic gives many instructional designers heartburn, as many believe that context is king and to separate content from context is detrimental to learning. This is a new challenge and an area in need of additional research. Instructional designers must find a balance between providing enough context and not compromising the reusability of the resource.
In developing learning objects as instructional material, designers must now more than ever separate instructional content from display format. Because content may be reused in different contexts and displays, it is critical that other users be able to extract content from things like navigation, and what might be considered a “screen template.” This can be accomplished using cascading style sheets or XML Style Sheet Language (XSL) (Hamel & Ryan-Jones, 2002). Designers not familiar with these technical specifications will need to work closely with IT to ensure separation of content from form.
In the vision of the ADL Initiative, learning objects will be accumulated, tagged, and stored in repositories for broad distribution and use. Learning objects will be searchable based on metadata tagging for easy retrieval. Part of the responsibility of instructional designers in designing learning objects then will be in authoring the metadata for each object.
Metadata tagging is based on a scheme developed by the organization. A scheme or schema is the set of tags an organization selects to describe a learning object (Schatz, 2002). The scheme for the ADL Initiative is based on best practices from the key partners including the IMS Global Learning Consortium and IEEE LTSC and includes optional and mandatory metadata fields (SCORM, 2001). Though “the authoring of metadata itself will be straightforward for most course designers” (Downes, 2001, p. 23) and may be automated in many cases, designers would be wise to have an understanding of the ADL Initiative metadata schema and completion of metadata fields.
Instructional designers will not
just be responsible for creating new objects, tagging them, and submitting them
to a learning object repository. Once
objects are readily available for reuse, designers will have available to them
a new resource—a bank of learning objects for their own reuse. Designers, then, must learn to access
repositories and search for reusable content that may be used or revised to
meet new requirements (
Under the current SCORM model, testing for learning objects is not well defined. Designers will have to determine to what level they wish to track student responses to test items. LMSs are what allow test scores to be tracked and attributed to a learner, but a SCO represents the lowest level of granularity that an LMS can track. That means that if an assessment is built into a learning object within the same SCO, the LMS will be able to report back a pass/fail status or single score, but no detailed information. The same situation is true if the designer builds the assessment as a separate SCO. In terms of determining test reliability and validity and gathering useful formative or summative evaluation data, neither option is ideal. In order to track a learner’s response to individual assessment items, a designer would be forced to make each test item a SCO, group the SCOs together into an aggregation, and have the LMS track each learner response (Carnegie Mellon, 2002). This has important implications for the amount of work involved in creating useful assessments of learning objects and for evaluating a learner. Content developers will need to address evaluation during and after SCO development much as they would during the ISD process in designing and developing traditional learning content so that performance criteria and conditions are either a part of the SCO or somehow otherwise “attachable” to a SCO within the metadata.
Designers of instruction using learning objects will continue to be responsible for determining program goals and objectives, developing content, and structuring the training using SCOs and content aggregations. A final task of determining the achievement of results by learners is a critical issue designers still face. Evaluation of learning programs is an often overlooked, but integral part of any training / learning effort (Russ-Eft & Preskill, 2001). Whether the effort is spearheaded by learning object designers or internal / external evaluators tapped for that specific purpose, the need remains. Within the DoD, the most likely scenario is that program evaluation will continue to fall to the content developers as part of a contract. It is of particular importance to evaluate programs incorporating new techniques or strategies, that are critical or important to an organization, and about which the organization has many questions. With the implementation of the ADL Initiative and use of learning objects in training, all SCORM-conformant learning programs within the DoD now meet all three criteria. Clearly, modular SCO construction will be new, both to designers and to the customer; the ADL Initiative and its subsequent efforts associated with the SCORM are important to the DoD; and with the abstract nature of the SCORM, there are many unanswered questions about its real-life application in DoD contracts.
Clearly, there are significant changes in store for content developers with the implementation of the ADL Initiative. New skills in working with learning objects will undoubtedly be required. It could be argued that it is beyond the domain of the DoD to re-skill content developers who may be employed by outside organizations. The problem with that theory is that no organizations can build competencies in employees without a better defined plan for how work will be done under the ADL Initiative. A recent study by Stout, Slosser and Hays (2002) sponsored by the Joint ADL Co-lab illustrates much of the confusion associated with content development at this stage in the ADL Initiative’s development. Key complaints from workers attempting to implement SCOs and produce SCORM-conformant learning material include: ambiguous standards, a confusion regarding what constitutes a SCO, lack of guidance on proper metadata tagging, and handling firewall and security issues. How do organizations instill the needed competencies to design learning content for the DoD when there is no clear or established way to do that? How does a content developer create reusable SCOs when s/he doesn’t understand how reusability will work and has no clear idea of the definition of a SCO? How does a content developer complete metadata tagging when s/he doesn’t understand the metadata fields and their purpose or the scheme for doing so? How do you effectively evaluate a learning object or a content aggregation if there is no applicable evaluation model for a learning object environment? Without answers to these and similar questions, competence necessary to develop learning content for the DoD simply cannot be achieved.
With the
momentum of the ADL Initiative, the DoD demonstrates a commitment to an
entirely new model of training, from an instructor-centered model to a
learner-centered one. This is an
important first step, according to
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Change in model. |
The training function moves from a retail model to a model in which training aligns with organizational goals. |
The ADL Initiative supports a learner-centric model vice an instructor-centric one. |
|
Re-skill the workforce. |
With this paradigm shift comes a requirement for new competencies. The organization must attend to those staff development needs. |
Much work remains in better defining the SCORM standards and guidelines for content developers so that competencies can be appropriately built. |
Table 5
The ADL
Initiative envisions a future of just-in-time, just enough learning, accessible
anytime, anywhere, to all learners in the DoD.
It anticipates enabling this type of learning through the development of
a learning object economy made up of sharable, reusable learning content
objects. This is a fundamental shift in
the way online training and all other learning takes place within the
Department of Defense, and indeed, within the educational community as a whole. Change can be painful and often elicits
resistance on the part of those who will be affected by it.
Building a learning culture is
about creating enthusiasm and support for learning and recognizing that
learning is a valued part of what people do. Doing this effectively means moving from a
training mindset in which just-in-case training is “pushed,” to a “pull”
mentality. This is the basic tenet of
the ADL Initiative. But it’s a new way
of looking at things for many in the training industry. Part of successfully changing that mindset
and realizing the goals of the ADL Initiative means establishing a culture that
fosters and supports that change.
Still, mandates are not
enough. Reward and motivation are
critical components in building culture (
Part of building a learning culture,
too, is having the support of organizational leaders. Top organizational support is demonstrated by
adequate funding and interest in an initiative.
The ADL Initiative is clearly supported by leaders in the DoD and
collaborative partners in academia and industry. Still, there is no real defined key
leader. On the ADL web site (2003), each
discussion forum has a moderator who answers questions and stimulates
collaborative discussion surrounding key issues central to the ADL
Initiative. But neither moderator
represents a voice of the ADL beyond the boundaries of the forum. SCORM is a hot topic on training and
development listserves, including trdev-L,
e-learningleaders, and DEOS-L (2002). There is one outspoken leader representing
the ADL Initiative with decisive strength.
Mark Oehlert, deputy Director for Communications for the ADL Co-Lab in
With leadership in place,
developing an environment that supports an e-learning initiative is facilitated
by effective communication. The ADL
Initiative has taken steps to make its development an open process. Plugfests encourage
participation and collaboration around the development of the SCORM. The ADL web site (2003) provides links to
news and events surrounding the initiative, discussion forums for technical
developers, instructional designers, and content developers, and resources
related to the initiative. These are all
good steps in developing a communication plan that support communications about
and surrounding the ADL Initiative (
The ADL Initiative asks people to
do things differently. It asks learners
and those dedicated to helping people learn to think about learning in a
different way. It asks learning content developers to approach their jobs from a
completely new perspective. Much of the
immediate impact of the ADL Initiative and SCORM is transparent to the learner. It is a much more significant change,
however, for those who design the learning experiences. Building a learning culture, identifying
champions of the initiative, and facilitating open communication are all
necessary in order to successfully manage this change. Still, there is much to be done to ensure
that those impacted by the ADL Initiative are ready to accept that impact. Change management refers to a
systematic change strategy that ensures that the people in an organization are
committed and able to execute a business plan.
Mandating
change is not enough. In order for the
ADL Initiative to fully enjoy adoption and success, a culture that values
learning must be nurtured. This significant
change for learners and learning content developers must be recognized and addressed
through effective and planned change management (
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Accountability. |
The organization holds contractors and learner supervisors accountable for training results. |
DoD contracts typically fail to emphasize evaluation plans. New ones should. |
|
Reward participation. |
The organization should incent and reward efforts that contribute to building a learning culture. |
Certification programs help but are insufficient. |
|
Identify champions. |
The organization has visible and supportive champions of the e-learning cause who can rally support. |
Not clearly defined within the DoD. |
|
Supports motivation, competence and resources. |
The organization motivates those affected by change, instills competence, and provides necessary resources. |
DoD provides insufficient motivation to learning content developers, SCORM is ill-defined. |
Table 6
This paper has sought to evaluate
the ADL Initiative against key criteria identified by
|
Infrastructure |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Selection of a common LMS / has a goal of interoperability. |
A single LMS is selected to ensure portability of learning content within the organization. |
SCORM standards ensure interoperability of learning content across LMSs. |
|
Learning content is accessible. |
Users have adequate connectivity and can access learning content. |
Connectivity of content developers is beyond the scope of the DoD. SCORM standards ensure content accessibility. |
|
Single portal entry. |
A single portal for access and retrieval of e-learning content is available for users. |
SCORM documentation seems to speak to a single content repository—but it is as yet undefined. |
|
Online Training & Knowledge
Management |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Generating support through demonstration. |
The organization shows how the system works. |
Plugfests allow participants to test their courseware and LMS for SCORM conformance for inclusion in a DoD content repository. |
|
Developing an oversight group. |
The organization provides management of content and establishment of common policy, guidelines and standards enhance the usability of the system. |
None known at this time beyond establishment of the 3 Co-laboratories. |
|
Building in collaboration. |
The organization provides an opportunity for users to collaborate with one another. |
ADL web site has forums for asynchronous communication. |
|
Providing incentive and reward for participation. |
The organization incents users to share information and content and follow the guidelines and policies established. |
None other than contract mandates for “SCORM-conformance.” |
|
Developing a knowledge structure. |
There are clear logical links and tags between content elements so that content can seamlessly and naturally be assembled as needed. |
Metadata tagging is available, but poorly defined SCOs make combination and sequencing a potential mine field for developers. |
|
Learning Architecture |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Conducting an analysis, basing design decisions on competencies, business needs and stakeholder input. |
The organization makes decisions on learning design based on factors such as audience needs, business need and learning domain. |
Currently, the ADL Initiative focuses on web-based solutions to the exclusion of all others. Many DoD contracts pre-suppose the web as the delivery media. |
|
Reuse existing content. |
The organization avoids reinvention of the wheel by reusing or repurposing existing learning material when possible. |
The SCORM supports and facilitates the reuse of learning content with specific standards on reusability. |
|
Use web as unifying portal for learning solutions; create community online; engage learners. |
The organization takes steps to create a learning environment on the web that supports the blended approach to learning. |
Currently, the ADL Initiative focuses on web-based solutions to the exclusion of all others. Many DoD contracts pre-suppose the web as the delivery media. |
|
Sound Business Case |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Cost. |
The organization proves the ADL Initiative will save it money. |
The SCORM emphasizes reuse and durability, arguing that these characteristics save development costs and programmer time, resulting in less DoD expenditure. |
|
Quality. |
The organization proves the ADL Initiative results in an increase in knowledge and improvement in performance. |
Evaluation is not currently a part of dialogue surrounding ADL. Much to be considered. |
|
Service. |
The ADL Initiative is accessible. |
Connectivity is currently not addressed but can be assessed. The SCORM goal of accessible content seeks to ensure access to learning content by content developers. |
|
Speed. |
The organization proves the ADL Initiative fosters responsiveness to the changing demands of the organization, its contractors and its employees. |
The lack of maturity of the ADL Initiative prevents this from being measured. However, in preparation, tracking methods of learning content should be considered to enable assessment of update and use of content objects. |
|
Reinventing the Training Organization |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Change in model. |
The training function moves from a retail model to a model in which training aligns with organizational goals. |
The ADL Initiative supports a learner-centric model vice an instructor-centric one. |
|
Re-skill the workforce. |
With this paradigm shift comes a requirement for new competencies. The organization must attend to those staff development needs. |
Much work remains in better defining the SCORM standards and guidelines for content developers so that competencies can be appropriately built. |
|
Learning Culture, Management Ownership,
and Change Management |
||
|
Rosenberg’s Criteria |
Criteria Explained |
ADL Initiative Action |
|
Accountability. |
The organization holds contractors and learner supervisors accountable for training results. |
DoD contracts typically fail to emphasize evaluation plans. New ones should. |
|
Reward participation. |
The organization should incent and reward efforts that contribute to building a learning culture. |
Certification programs help but are insufficient. |
|
Identify champions. |
The organization has visible and supportive champions of the e-learning cause who can rally support. |
Not clearly defined within the DoD. |
|
Supports motivation, competence and resources. |
The organization motivates those affected by change, instills competence, and provides necessary resources. |
DoD provides insufficient motivation to learning content developers. SCORM is ill-defined. |
Table 7
The bulk of the effort of the ADL Initiative has been on the development of the SCORM, and it shows. The Initiative scores high marks on building a strong infrastructure that clearly addresses interoperability issues. Still, the SCORM is not yet well-defined, particularly with respect to SCO combination and granularity. This knowledge structure weakness has a direct impact on many other strategic areas, including incentive, motivation and reward, and competence of learning content developers. This must be addressed to lessen the impact of this significant change in the way of doing business and ensure the success of the Initiative as a whole. By better defining SCOs, and recognizing the value and differentiation of information vice instructional SCOs, this barrier may be overcome.
Another significant weakness of the ADL Initiative is evaluation. Experience shows that the DoD can be accused of failing to emphasize program evaluation in its pre-ADL contracts. But with the changes associated with modular design using learning objects, this issue becomes even more problematic. The development of a model of evaluation for this type of design is something warranting further research and attention.
Overall, it is in the areas of reinvention
of the training function and in managing this change by developing a learning
culture that the DoD faces the most significant challenges. This isn’t surprising. The early review of the paradigm shift faced
by training functions today clearly illustrates what a fundamental change this
is. Simply, it isn’t easy. But it is required for e-learning success.
There is no doubt that in order for the ADL Initiative to succeed, a standard, solid infrastructure must be in place. The emphasis on the part of the ADL Initiative on development and refinement of the SCORM is both necessary and understandable. Clearly, there is work left to be done in establishing an infrastructure that supports the development, storage, retrieval and reuse of learning objects. With technology increasing with lightening speed every day, there is a need for diligence in keeping the SCORM up to date with the capabilities available. However, the ADL Initiative focuses on technology to the exclusion of all other things at its peril. There is much left to be resolved.
On the
surface, the ADL Initiative seems to be a well-conceived effort with a clearly
defined mission and set of measurable, achievable goals. But when examined against the criteria
presented by
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[L1]Dr. Burrow, this seems to me to be a great potential dissertation area. What do you think? (Assuming I’m accepted in the program, of course.)