Goals, Objectives, and Tests (Boring Stuff)

Goals

By experiencing this elearning module that uses the 4-Door Approach to explore principles and procedures behind the 4-Door Approach, you will be able to—

  1. Demonstrate your mastery of the specific objectives (listed below) by responding fluently and correctly to closed questions and personally and logically to open questions.
  2. Application Goal: Apply the 4-Door Approach to the design of your own elearning lesson.

Specific Objectives

  • Choose a personalized path through an elearning module that uses the 4-Door Approach and rapidly navigate through this path.
  • Identify the characteristics, functions, and benefits of the four different areas of a typical elearning module that uses the 4-Door Approach.
  • Describe how a participant works through a typical elearning module that uses the 4-Door Approach.
  • Identify major differences between traditional elearning and the 4-Door Approach.
  • Describe the advantages and limitations of the 4-Door Approach from the learner's point of view.
  • Explain how the choices given to the learner in the 4-Door Approach increase the instructional and motivational effectiveness of the elearning module.
  • Describe how different types of web-based games are incorporated in the 4-Door Approach.
  • Identify two types of activities in the cafe and explain how they relate to—and differ from—the activities in the playground.
  • Explain what is included in the assessment center and how the learners interact with it.

Test

The performance test in the assessment area requires you to prepare a blueprint for your own elearning lesson. This performance test evaluates your achievement of the application goal.

We stealthily measure your mastery of the first goal by having you play web games (to measure your ability to provide correct answers to closed questions) and having you respond to open questions in the cafe.

The 4-Door™ Approach in 99 Words

Imagine an elearning program that does not patronize you but treats you like a motivated adult.

Imagine a program that offers things to read, listen, and watch; games to play; provocative questions to reflect on; and a performance test to prove your mastery of skills.

Imagine that you can go through the content resources, the video games, the chat room, and the test center in any sequence and any number of times depending on your learning style and your mood.

You don’t have imagine any more: The 4-door approach to elearning does all of these. And it’s here!

The 4-Door™ Approach to Elearning (Article)

You have enrolled in a fairly technical course called IT Service Management. As you work through the first module of this course (with the title The Service Desk), you visit these four different areas:

  • Library. This area contains a collection of content resources for the module. When you click here, you  see a list of titles of  video recordings, audio recordings, and a variety of text materials, including articles, glossaries, job aids, diagrams, You are encouraged to select the items that you want to explore and study them at your own pace, using your own learning style. None of these content materials throw pesky little questions at you to force interactivity.
  • Playground. This area contains a collection of web-based games (complete with graphics, animation, and sound effects) that test your mastery of the content from the library. If you are reflective, you can conscientiously work through all the content in the library before playing these games. If you are impulsive (and eat desert before the main course), you can play a game first (and probably get trounced) before reading the related content in the library.
  • Cafe. This area contains forums and chat rooms where you can hold discussions with your classmates. It also contains OQs (Open Questions) for which you type in  your answer and read other people's answers.
  • Assessment Center. This area contains performance tests related to the training objectives for the module. You find out that you have two chances to take a performance test. You pass if your score is 80 percent or better.

Library

4d-library.jpg

Being a somewhat systematic person, you visit the library and read the first text resource which is labeled The Service Desk. This piece begins with a set of training objectives. The text is presented in plain language and in short paragraphs, bullet lists, and meaningful headings and subheadings. However, the text is not dumbed-down. Initially, you are surprised by the absence of interspersed questions since you were expecting frequent interactivity. Very soon, however, you become thankful that you can read the text using your own preferred learning style and take your own notes. As you read the material, you focus on the big picture and the relationships among the concepts without being distracted by intruding multiple-choice questions that emphasize factual details.

Playground

Sometime in the middle of reading the article about the service desk, you catch yourself yawning. You are getting bored with this self-imposed passivity and you decide to go play for a while. You visit the playground.

You are given a choice among five different games. You click HANGMAN, and you are presented with a game display and initial instructions. You click the Play button to see a short-answer question followed by a set of blank circles representing letters in the answer. Some of the circles are already filled in with free letters. You read the question and try to guess the answer. Since this question is on a topic that you did not encounter during your study time in the library, you are forced to make a guess. Being smart, you type the letter E and immediately all occurrences of this letter in the correct answer appear in the corresponding circles. A tone and a green light on the side indicate that your guess is correct. You continue by typing the letter A. A different tone and a red light indicate that your guess is incorrect. After the next guess, you are sure of the answer. So you type all the remaining letters 14 seconds before a timer at the bottom of the display counts down to zero. When the answer is complete, the score box displays 9 points. The next question (along with blank circles representing the answer) pops up on the play area. Since you know the answer to this question, you rapidly fill in the blank circles. Your score increases by 10 more points to 19. You use the same procedure to play through the total of 10 questions in this round of play.

At the end of your first round of play, you discover that you can play the same game repeatedly. Every time you play, you are presented with a mix of new and old questions in a different sequence. You also discover that you can play the game at three levels of difficulty: If you find the game too easy, you can advance to the medium level of difficulty where you play without any free letter clues. At the hardest level of difficulty you have to spell the answer, one letter at a time, in the correct sequence.

After you get a perfect score of 100 at the most difficult level of HANGMAN, you move on to the other games.

After playing these games (and replaying some of them), you make a mental note to work through the next module by having fun in the playground first, then studying the text resources in the library, and returning to the playground again.

For the present, you return to the library and study the remaining parts of the material about the service desk. You feel confident that you have mastered the topics and achieved the learning objectives. So you decide to visit the cafe.

Cafe

When you visit the café, you are presented with an OQ (Open Question) that asks

What one piece of advice would you give to a new employee who has been assigned to the service desk?

You type a facetious answer (Ask the employee to bring a giant bottle of aspirin) and click Send. Your answer disappears and you are presented a choice of three buttons that enable you to display

  • a checklist to evaluate your answer
  • answers from different experts
  • answers from other participants

You review the earlier answers from your fellow participants and feel reassured that you could have given a good answer if you had taken the task seriously.

In the cafe, you also see a discussion forum. You visit this forum and see several discussion threads where other participants have made comments and asked questions. You review some of the entries but find them bland and boring. So you skip that section and visit the assessment center.

Assessment Center

When you enter this area, the first thing you notice is a dire warning that this is the Examination Hall where your answers will be scored to determine if you pass the test. You can pass out of the course by taking the test any time you want--even before you have studied any of the content or completed any of the activities. However, you have only two chances to take the test. You must score at least 80 percent in order to pass.

You decide to take the test. If you pass, you can move on. If you fail, you can return to the library and study some more before taking the test again.

The test in the assessment cetner contains 10 multiple-choice items. These items are different from those used in the playground. Each item presents an authentic scenario of something that happens at the service desk and asks a question. You have to select the best alternative among four plausible choices. With some difficulty, you complete the test and click Submit. You immediately receive your score (90 percent), a congratulatory message, and a brief preview of the next module on capacity management.

Continuation

As the days roll by, you work through the other modules of the course. The format for all modules is the same, but you keep experimenting with different study strategies depending on your mood at the moment. Eventually, somewhere around the seventh unit, you work out your most efficient strategy of taking the test first, failing it, then working through the library and the playground to gain mastery, and then taking the test for the second time. You know that you are living dangerously (because you cannot afford to fail the test the second time), but you enjoy the twinge of excitement.

Outline for a Sample 4-Door™ Course

Title of the Course

The 4-Door Approach to Elearning Design

Training Goals

To recall, discuss, and apply different aspects of the 4-door approach to elearning design.

To create an outline for your own elearning course that uses the 4-door approach.

Audience

Instructional designers working on an elearning project.

Library

Video: Video Introduction by Thiagi. Presents an overview of the course.

Article: Goals, Objectives, and Tests. Background information on what you will learn and how you will be tested.

Article: The 4-Door Approach to Elearning. This basic article contains all of the information about an intriguing and innovative approach to elearning design and delivery.

Outline: Outline for a Sample 4-Door Course: An outline for this course.

Outline: Outline for Another 4-Door Course: An outline for a course for nurses on preventing surgical errors.

Playground

Web Game: 4-Door Review (CATEGORIZE). A web game that tests your mastery of the four-door approach.

Web Game: Cafe or Playground? (CATEGORIZE). Can you differentiate between two types of questions used in the interactive exercises?

Web Game: Ted Completes this Course (SEQUENCE) Here are seven of the (many) steps that Ted went through to complete this course. Can you put them in the right order?

Web Game: 4-Door Approach Table (SPLATTER). You see a table showing three of the four areas and facts about those areas. Can you find the mistakes in the table?

Cafe

Major Differences (OQ). What is the main difference between this course and traditional elearning courses?

First Area (OQ). Where should you begin designing your elearning lesson?

What Do You Think of the 4D Approach? (Forum). Share your comments and concerns.

Assessment Center

Outline for Your eLearning Lesson (Performance Test). Prepare a blueprint for your own eLearning lesson that uses the 4D approach.

4-Door™ Review (Categorize game)

(If you have been to this page before, skip these instructions and go directly to play the 4-Door™ Review game.)

During this game, the computer displays different items related to different areas of the Four-Door Approach. On the right side of the screen you will see the four areas (library, playground, cafe, and torture chamber) displayed vertically. Your challenge is to read each item and click the area related to it.

This game can be replayed any number of times. Each time you play the game, you may get new items arranged in a new sequence.

The game can be played at three levels of difficulty. The higher the difficulty level, the less time you have to make your decision.

Remember this is just a game. So don't get stressed out about getting a perfect score. (On the other hand, if you want to get a perfect score, go right ahead. Play the game repeatedly until you receive the score of 100!)

When you are ready, play the 4-Door Review game.

Raja says: The URL is http://thiagi.net/wgs-4d-elearningCom/4doorReview/

The Main Difference

 

What is the main difference between "traditional" elearning and the 4-door approach?

Reflect on this open question. Come up with your answer and a justification.

Type your answer (and justification) in the Comments section blow.

Compare your answer with the expert's answer:

Evaluate your answer with this scoring key:

Check out the answers from your peers in the comments section below.

Another Outline for a 4-Door™ Course

Title of the Course

Universal Protocol To Prevent Wrong Site, Wrong Procedure, Wrong Person Surgery

Training Goal

To comply with the principles, procedures, and implementation guidelines associated with the Universal Protocol for Preventing Wrong Site, Wrong Procedure, Wrong Person Surgery (as approved by the Board of Commissioners of Joint Commission for the Accreditation of Healthcare Organizations [JCAHO]).

Audience

Nurses who are members of surgical teams.

Library

HTML page: The Universal Protocol (for easy reading on the screen)

HTML page: Implementation Guidelines for the Universal Protocol (for easy reading on the screen)

PDF file: Universal Protocol (one page, for easy printing and reference)

PDF file: Implementation Guideline documents (one page, for easy printing and reference)

LINK: FAQ area associated with the Universal Protocol and the implementation Guidelines.

Graphic: Graphic summary of the Universal Protocol (for display on the screen for visual learners)

Print: Wallet-sized summary card with key guidelines (Dos and Don'ts) for implementing the Universal Protocol.

Playground

TRUE OR FALSE: The computer displays various statements related to the Universal Protocol, implementation guidelines, and FAQ. Players categorize each statement as true or false.

CATEGORIZE: The computer displays various organs and surgical situations. Player clicks on "Mark" or "Don't Mark" buttons.

SEQUENCE: The computer presents various steps in the Universal Protocol to be arranged in the proper sequence.

Cafe

OQ: The universal protocol contains the following statement:

Active involvement and effective communication among all members of the surgical team is important for success.

"Translate" this statement into one or more specific instructions for a nurse in a surgical team. Make sure that statement involves clear instructions that can be immediately carried out by the nurse under appropriate situations.

OQ: The implementation guidelines for the Universal Protocol contains the following statement:

The organization should have processes and systems in place for reconciling differences in staff responses during the "time out."

"Translate" this statement into one or more specific instructions for a nurse in a surgical team. Make sure that statement involves clear instructions that can be immediately carried out by the nurse under appropriate situations.

Discussion Forum: Training nurses on the Universal Protocol will reduce errors associated with wrong site, wrong procedure, and wrong person errors. Other than this type of education and training, what can be done to reduce errors associated with wrong site, wrong procedure, and wrong person surgery?

Final Test

This will be a scenario based performance test. Learners will be given different scenarios (mini-cases) and asked to identify which implementation guideline (if any) was violated and what action should be taken. The test will contain a pool of 20 scenarios involving different procedures, organs, and situations. Whenever a learner logs in for the test, he or she will be presented with a random set of 10 different scenarios. The answers will be evaluated by the course facilitator.

Cafe or Playground (Categorize game)

(If you have been to this page before, skip these instructions and go directly to play the Cafe or Playground? game.)

Mastering a training topic involves being able to answer both closed and open questions. This is one of the basis instructional principles incorporated in the 4-Door Approach to elearning.

A closed question tests your recall of facts and mastery of basic concepts to give the correct answer. An open question requires you to use higher-order thinking skills to provide an acceptable answer. In the 4-Door Approach, the playground area uses closed questions and the cafe area uses open questions.

This CATEGORIZE game requires you to rapidly differentiate between questions that would appear in the cafe area from questions that appear in the playground area. In this game, the computer displays specific questions or statements about types of questions. On the right side of the screen you will see the two buttons: playground and cafe. Your challenge is to read each question or statement and click the area related to it.

This game can be replayed any number of times. Each time you play the game, you may get new items arranged in a new sequence. The game can be played at three levels of difficulty. The higher the difficulty level, the less time you have to make your decision.

Remember this is just a game. So don't get stressed out about getting a perfect score. (On the other hand, if you want to get a perfect score, go right ahead. Play the game repeatedly until you receive the score of 100!)

When you are ready, play the Cafe or Playground? game.

First Area

You know all about the four areas of an elearning course that uses the 4-Door Approach. As a participant, you will probably visit the library first.

What if you are the elearning course designer? Which area will you design first: library, playground, cafe, or assessment area?

Think about this question. Come up with your answer. Also come up with a justification.

Type your answer (and justification) in the comments section below. (You can see other people's answers there.)

See the expert's answer:

See the Scoring Key:

4-Door™ Approach (Splatter game)

If you have been to this page before, skip these instructions and go directly to play the 4-Door Approach Table game.)

This SPLATTER game tests your knowledge of the basic framework of the four-door approach to elearning. In the game, the screen displays a 3 x 4 table with different locations (library, playground, cafe, and assessment area) and factors associated with each location (example: content).

The table contains 12 entries. Several of these entries are incorrect and your challenge is to find them.

Click your mouse on an incorrect entry. You will see an arm throwing a tomato which will splatter and cover the entry. Your score will go up.

If you click on a correct entry, the arm will still throw the tomato. But the tomato will bounce off and your score will not go up.

Remember, your goal is to splatter tomatoes at incorrect entries.

As with all our web games, you can play this game repeatedly. Every time you play the game, you will different arrangements of rows and columns—and different incorrect entries.

Also, you can play the game at three levels of difficulty. Level 1 gives you plenty of time to find the incorrect entries. Level 3 requires you to work faster because you have a tight time limit.

If you are ready, play the 4-Door Approach Table game.

Outline for Still Another 4-Door™ Module

Title of the Course

How To Deal with Difficult Customers

Training Goals

To handle difficult customers effectively and empathetically.

Audience

Call center operators at a telephone company.

Library

Audio: Recordings of telephone conversations with abusive customers.

Excerpt: How To Deal with Difficult Customers, from the company's policy and procedures manual.

Article: The 4-Door Approach to Elearning. This basic article contains all of the information about an intriguing and innovative approach to elearning design and delivery.

Job Aid: How To Repond to a Difficult Customer: A table that provides a list of behaviors of angry customers with appropriate responses for each.

Job Aid: Checklist for Dealing with Angry Customers Guidelines and tips for handling abusive behaviors of customers.

Playground

Web Game: What Would You Do? (CHOICE). A web game that presents scenarios invoving angry customers, along with four plausible responses. Can you select the most appropriate answer for each question?

Web Game: Dealing with an Irate Customer (SEQUENCE). Heare are seven steps in managing a customer's anger. Can you put them in the right order?

Web Game: True or False? (Categorize). A set of statements about dealing with difficult customers. Can you correctly classify each statement as Ture or False?

Cafe

Where's Your Empathy? (OQ). Listen to an audio excerpt. What would you say in this situation to show empathy to the customer?

Escalation (OQ). An angry customer demands to talk to your Supervisor. How would you respond to her?

Assessment Center

Listen to this conversation with an angry customer. The audio recording will pause periodically. Record your response using an appropriate tone of voice.

Final Test: Outline for Your Elearning Module

How would you use the 4-Door approach for an elearning module?

Choose a topic and prepare an outline for a module. Make sure that your outline contains the following sections:

  1. Title of the course
  2. Training goal
  3. Audience
  4. Library (list of content resources)
  5. Playground (list of games)
  6. Cafe (list of open questions)
  7. Assessment (brief description of the final test)

Use your  word processor to create the outline. When your outline is ready, send it as an email attachment to 4D4D@thiagi.com.

Main Difference: Expert Answer

To me, this is the main difference: In traditional elearning, learners are given a very short passage to read and immediately distracted with a mindless question. In the 4-door approach, learners get to the read the “complete” content in peace. Then they go to the playground, cafe, or assessment center and respond to different types of questions.

Back to the cafe.

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