Professional Documents
Culture Documents
Aaron M. Isom
February, 2017
Literature Review
Retention in online courses has been a major concern for many universities. This section
addresses how course development that focuses on engaging instruction may increase online
retention and result in future increased online enrollments. This chapter will cover the literature
that explores the history of online enrollments and retention, online course development models,
learning theories, and online engagement best practices for instructional design.
Online Courses
Postsecondary institutions across the United States have reported annual growth in online
enrollment since 2002. Babson Survey Research Group has been conducting surveys on online
enrollments and the Online Learning Consortium has been publishing the surveys as public
online reports. The first published survey was conducted in 2002 and reported that 1.6 million
students were taking at least one online course (Allen, Seaman, Survey, & Seaman, 2014). A
decade later, another published survey reported there were 7.1 million students taking at least
one online class during the fall of 2012 (Allen et al, 2014). In the decade from 2002 to 2012,
online enrollment grew by 33.5%, or a growth rate of 6.1% annually (Allen et al., 2014), and
could continue to rise in the coming years. With online enrollment growing steadily, the issue of
retention and completion is an ever-growing concern among institutions (Allen et al, 2014).
For an online class, attrition is defined as withdrawal from, dropping out of, or failing to
complete a course (Hart, 2012). Diaz (2002) reported that there are many reasons why students
decide to drop an online course, including demographics, quality of instruction, apathy, student
factors, situational factors, and educational system factors. Depending on the situation, these
factors can both positively and negatively affect persistence. For example, Hart (2012) explained
that, the presence of family support can increase persistence whereas the lack of family support
can decrease student persistence (p. 30). While instructional designers do not have control over
such factors as a students family situation, they can consider course design elements that may
impact retention.
Hart (2012) lists some factors of persistence that help students complete an online course.
Some of these facilitators are flexibility of a course to balance work and family constraints, a
course in an asynchronous format to allow self-control of schedules between work and family,
and time management assistance to allow students to better complete work in a timely manner.
Hart (2012) also lists more factors of persistence that are relative to engagement in a
course. Those facilitators that Hart outlined are quality of interactions and feedback between the
student and instructor, satisfaction and relevance of the course for the student needs and interest,
and a course that allows personal growth at a self-paced rate to allow self-motivation and
efficacy. In addition, social connectedness or presence in the online course with peers and the
Hart (2012) also listed barriers that make it difficult for students to persist in online
courses. Some of those barriers are lack of basic computer skills, lack of computer accessibility
or internet, accessing resources, lack of course engagement, feelings of isolation, work or family
Another study conducted by Park and Choi (2009) sought to determine the factors that
influence an online students decision to drop out of or persist in the online course. Park and
The number of adult learners who participate in online learning has rapidly grown in the
last two decades due to online learnings many advantages. In spite of the growth, the
high dropout rate in online learning has been of concern to many higher education
Park and Choi sought to help stakeholders identify factors that may have caused students to
Park and Choi (2009) found in their study that adult learners are more likely to drop out
of online courses when they do not receive support from their family and/or organization while
taking online courses, regardless of learners academic preparation and aspiration (p. 215).
While administrators and instructors should consider external factors, like family and careers, it
would be difficult to control those external factors. Park and Choi argue, however, that course
developers can provide support built into the course. Important factors such as course design
strategies and learners motivation should be prioritized at the course development stage in order
to make the course participatory and interesting and to keep learners engaged (Park & Choi,
2009, p. 215).
In addition to support, course developers should design courses that attempt to meet the
learners needs, as Park and Choi argued (2009). Learners in an online environment can easily
lose motivation unless the course is designed to stimulate their active participation and
interaction and meet their expectations. Therefore, an online course needs to be designed in ways
to guarantee learners satisfaction and be relevant to learners needs (Park & Choi, 2009, p.
215). Park and Choi (2009) concluded in their study that instructional designers should
systematically analyze external factors surrounding learners and use the analysis results to
initiate learning and motivate learners so that the high dropout rate can be decreased (p. 215).
Following a sound instructional design model can assist designers in integrating motivating
Using a systematic design process is the first step in creating quality online courses that
are engaging for students. According to Shank and Sitze (2004), instructional designers use a
wide variety of course-level design principles when designing online courses; however, most of
those principles have three things in common: iterative stages of design, development, and
evaluation. Among those models, the simplest systematic process to understand is the ADDIE
ADDIE. Instructional designers use the ADDIE development model to guide the
Design at Its Best, Christine Peterson (2003) wrote, Employing the ADDIE model in
approach rather than a teacher-centered approach, making the program more applicable and
Course developers use the five phases of the ADDIE model as a framework during course
development. The five stages of the model are analysis, design, development, implementation,
and evaluation. The ADDIE model is the most widely used course-level framework model
because it provides a basic, systematic approach that is easy to use, but instructional designers
use a wide array of variations of this model (Peterson, 2003). Peterson emphasizes the
importance of thorough planning during the first two stages to decrease the necessity of planning
Analysis. In instruction design, the first stage is analyzing the course learning objectives.
Then, the instructional designer will develop a task analysis to identify the instructional content
of the specific skills related to the job or course (Peterson, 2003, p. 229). Gagn (2005) listed
Step 1. First, determine the needs for which instruction is the solution. 2. Conduct an
instructional analysis to determine the target cognitive, affective, and motor skill goals
for the course. 3. Determine what skills the entering students are expected to have, and
which will impact learning in the course. 4. Analyze the time available and how much
Essentially, this stage determines what the student should already know before taking the
course and what they should know by the end of the course. The analysis is conducted in
consultation with stakeholders for the coursetypically the supervisors or administrators who
have requested the course, potential students, and others who have a vested interest in the
Design. In the design stage, the work focuses on researching and planning objectives,
instructional strategies, media, and methods to achieve successful delivery and learning
outcomes (Peterson, 2003). The instructional designer also determines how the student will be
assessed on the course objectives, and researches which forms of assessments will be meaningful
and align with course goals and objectives (Peterson, 2003). A key player in this stage is a
subject matter expert (SME). The instructional designer will ordinarily work with a subject-
matter expert to determine the skills be to taught and a strategy for teaching them (Gagn, 2005,
p. 26).
Development. In this stage, instructional designers use the data gathered in the previous
two stages to create an actual product. Peterson (2003) refers to three specific areas that course
designers focus on during this stage as the designer transitions from the research and planning to
the production stage: drafting content, producing media, and evaluating the product for
determine if the students or audience will learn from the product and how it can be improved
product. Students and instructors will use the product and may provide feedback for developers,
who can then make necessary modifications to the course to ensure the product is effective.
Course designers must realize that a product is never entirely finished because there is always a
continuation of analyzing, redesigning, and enhancing the product (Peterson, 2003). It is also
implementation of the program if the product or course is left in its normal state (Peterson,
2003, p. 231).
Evaluation. Evaluation is the last stage of the ADDIE model. While evaluation can and
should occur formatively throughout the previous stages, it is necessary to perform a formal
evaluation during or after the implementation stage. The evaluation can be completed by
stakeholders, developers, instructors, or students to determine if the course objectives were met.
During this stage the designer must determine if the problem has been solved (relevant to
training programs), if the objectives have been met, the impact of the product or course, and the
changes that are necessary in the future delivery of the program or course (Peterson, 2003, pp.
231232). Peterson (2003) argues that this stage should be an integral part in the continuation of
analysis and effective implementation of future courses and programs (p. 232).
model proposed by Grant Wiggins and Jay McTighe. Assessment creation typically comes after
lesson planning, but Wiggins and McTighe researched and advocate reversing the process by
focusing on course objectives and creating assessments first, then planning the lessons (Wiggins
& McTighe, 2001). They wrote, Rather than creating assessments near the conclusion of a unit
of study, backward design calls for us to operationalize our goals or standards in terms of
assessment evidence as we begin to plan a unit or course (Wiggins & McTighe, 2001, p. 8). The
curriculum sequence for backward design has three stages: (1) Identify desired results, (2)
Determine acceptable evidence, and (3) Plan experiences and instruction (Wiggins & McTighe,
2001). In their research, Wiggins and McTighe (2001) reported that teachers who used the
backward design method have described that the process of thinking like an assessor about
evidence of learning not only helps them to clarify their goals but also results in a more sharply
defined teaching and learning target, so that students perform better knowing their goal (pp. 8
9). This model integrates nicely with the ADDIE model for designing courses, as it promotes
careful consideration of objectives and assessments in the analysis and design phases.
While instructional design models help an instructional designer meticulously plan and
develop a course, more specific models are needed to design individual lessons and activities
within the course. Gagns nine events of instruction is a widely used model for lesson design
that ensures that internal learning developments have been reinforced (Gagn & Driscoll, 1988).
Gagn and Driscoll describe the internal transformations of information as it moves through the
memory process. Internal events such as attention, pattern recognition, retrieval, rehearsal,
encoding, and retention are some of the processes that are accountable for the series of
proposed enable information transformations during the learning process and support the
memory processes, although the nine events order is not frim (Gagn & Driscoll, 1988).
Event 1: Gaining attention. Instruction must gain learners attention by being oriented
and receptive to incoming information, and gaining attention is accomplished by some sort of
stimulus change (Driscoll, 2000, p. 364), such as verbal signals or turning the lights on and off.
Event 2: Informing learners of the objective. Informing learners of the objectives, goals,
or learning outcomes can motivate learners by preparing them for the new materials. This in turn
should alert the learners to and feel more receptive to any stimuli related to that goal (Driscoll,
2000, p. 365).
Event 3: Stimulating the recall of prior learning. Learning often builds upon prior
knowledge; however, recalling something that was learned previously to solve a new problem or
new situation can often be difficult. To prepare learners for encoding or transfer, instructors
should assist them in recalling relevant and prerequisite information (Driscoll, 2000, p. 365).
Event 4: Presenting the stimulus. According to this model, there are four potential
learning outcomes. For any learning outcome, the presented stimulus emphasizes unique features
or elements that are essential to the desired outcome (Driscoll, 2000). If the learning stimuli is
information acquisition is the learning outcome (Driscoll, 2000). If intellectual skill learning is
the outcome, then the most effective stimulus is one that prominently displays distinctive
features of the concept or rule to be learned (Driscoll, 2000, p. 366). Motor skills, otherwise
known as cognitive strategy learning, consists of demonstrating the desired outcome or giving
verbal directions (Driscoll, 2000, p. 366). Attitude learning uses a demonstration of the desired
action or choice, generally by a model (Driscoll, 2000, p. 366). This concept of selecting stimuli
to promote a desired learning outcome is strongly connected to the use of both the ADDIE and
or designer should include learning activities that are meaningful and help guide the learner to
encode information into long-term memory. According to Driscoll (2000), semantic encoding is
the primary process of learning guidance that an instructor or designer should focus on. Gagn
and Driscoll (1988) explained that, in general, guidance may take the form of suggestions for
mnemonic techniques (p. 122). This event should focus on discovery learning by allowing
learners to figure things out for themselves without being told just what to do (Driscoll, 2000,
p. 366).
presumption that learners have now learned and encoded the lesson into long-term memory,
assesses the learners by having them become the demonstrators, and gauges what the students
have learned. The learners must now produce a performance, something that is an appropriate
provide feedback so learners can correct their errors or provide positive reinforcement and
learners how to improve their current skill. Similarly, feedback for cognitive strategy learning
may inform learners as to how their performance might become more strategic or more creative
terms of a change in behavior or performance that persists over time. In other words, a new skill
must be performed dependably before most teachers will agree that is has been well learned (p.
368). When an instructor gives valuable feedback, students performance can be increased,
which benefits students because grades are typically assigned based on the assessment of the
performance event.
Event 9: Enhancing retention and transfer. Gagn and Driscoll (2000) thought of
retention as memory recall of encoded information of a skill or a lesson and the ability of
students to transfer this information to use in variety of contexts. To enhance retention and
transfer, an instructor or developer should use scenarios such as role playing, group discussions,
discovery learning, and other activities of this nature. Driscoll (2000) explained that the point of
these activities is to encourage students to reflect upon their own knowledge and belief systems
as they are exposed to those of other people (p. 369). Computer-based simulations, argues
Driscoll (2000), can be useful to help students use their attitudes to discover learning situations,
make decisions, and learn from the results, thus making more personal the information
Models of instruction. While Gagns nine events are a powerful and popular method
for organizing instruction, there are other approaches that help designers and instructors target
are specialized methods for facilitating learning (Kilbane & Milman, 2014, p. 18). They are
used to encourage certain learning outcomes through the use of established activities to achieve
the required standards of a discipline (Kilbane & Milman, 2014, p. 18). Kilbane and Milman
(2014) explain, In a lesson when an instructional model is used, learners progress though
defined steps that intentionally structure and support their achievement of specific cognitive,
psychomotor, and/or effective learning goals (p. 18). An instructional designer can select a
model to address specific academic content and specialized activities from the wide availability
of models (Kilbane & Milman, 2014. These models include specific approaches for vocabulary
Learning Theories
In addition to models for designing courses and lessons, there are many theories about
how people learn, and each should be considered in designing quality online courses (Aragon,
2003). The four major theories for learning are behaviorism, cognitivism, social cognitivism, and
constructivism (Merriam & Bierema, 2014). Online learning can utilize aspects from all four of
these learning theories. Additionally, Knowles (1984) proposed that adult learning is unique and
the needs of adult learners must be addressed in the development of online courses.
Behaviorist theory. The first of the major learning theories is behaviorism. Essentially
behaviorist theory states that learning is changed behavior that occurs through conditioning
(Merriam & Bierema, 2014, p. 26). In other words, when behavior is reinforced or rewarded, it
is likely to continue; if it is not reinforced it is likely to disappear (Merriam & Bierema, 2014, p.
26). Teaching complex behaviors requires three principles identified by behaviorists: shaping,
chaining, and fading (Driscoll, 2000). This literature review will focus on the principle of
shaping, because shaping focuses on positive reinforcement. Driscoll (2000) defines shaping as
(2000) describes shaping as a target behavior and each step toward the target behavior is
reinforced until the learner is able to fully perform that target behavior.
According to Aragon (2003), online classes should be made up of behaviorism elements
implications for using behaviorism in an online class as follows: Learners should be told the
explicit outcomes of the learning so they can set expectations and judge for themselves whether
or not they have achieved the outcome of the online lesson (p. 20).
Assessments must be issued so learners can determine whether the learning outcome has
been achieved and so the instructor can check [the] individual learners achievement level and
provide appropriate feedback (Anderson, 2008, p. 21). Course materials must be sequenced in a
manner to promote learning. For example, the sequencing could take the form of simple to
complex, known to unknown, and knowledge to application (Anderson, 2008, p. 21). Finally,
feedback must be provided to learners so that they can monitor how they are doing and take
information and the ability to recall it later. Information is sensed from the environment and
processed into short-term and long-term memory for later recall. This theory explains a lot
about how we use the brain and our senses to process information (Merriam & Bierema, 2014,
p. 31).
process that involves memory, thinking, reflection, abstraction, motivation, and metacognition.
Cognitive psychology looks at learning from an information processing point of view, where the
learner uses different types of memory during learning (p. 21) Driscoll (2000) outlined three
basic stages of the memory process: sensory memory, short-term memory, and long-term
memory. Driscoll (2000) claims that each stage of the process is assumed to be responsible for
memory very briefly, just long enough for the information to be processed further (Driscoll,
2000, p. 76). Learners use their sensory systems to register the information in the form of
sensations (Anderson, 2008, p. 23). Within the online course, it is vital that important
information is placed in the center of the screen for reading from left to right, and important
Furthermore, for learners to utilize sensory systems in an online course, learners should
be informed why the lesson is important to focus their attention on information throughout the
lesson. Finally, for learners to register information in the form of sensations, Anderson (2008)
suggests, The difficulty level of the material must match the cognitive level of the learner, so
that the learner can both attend to and relate to the material (p. 23).
(2000), further processing is carried out to make information ready for long-term storage or
response (p. 77). Long-term memory is permanent storage for information after it is transferred
from the short-term memory, and Driscoll (2000) argues that long-term memory is capable of
retaining an unlimited amount and variety of information (p. 77). The process of moving
information into long-term memory is called encoding and for encoding to occur, according to
Anderson (2008), the presented information should be in different modes to enable processing
and transmitting to long-term memory. Anderson (2008) also explains techniques for using
cognitivism in an online class by allowing learners to sense and perceive the information, and
must include strategies to facilitate high-level processing for transfer of information to long-term
memory. After learners acquire the information, they create personal knowledge to make the
materials meaningful (p. 29). Other strategies for an online class should allow students to apply
the material in different and real-life situations (Anderson, 2008, p. 29), which will also
motivate students.
factors that influence students cognition and deliver instruction in a way that is engaging for the
senses, meaningful, organized, and promotes higher-order thinking. They can leverage strategies
such as chunking, advance organizers, dual coding, and levels of processing to encourage
should be in chunks of five to nine items on a screen (Anderson, 2008). Because of the limited
amount that can be stored in short-term memory, chunking assists learners to store information in
short-term memory (working memory) (Gagn, 1988). Because working memory has
restrictions, short sentences are used in printed instruction, and the main points of short
sentences can be readily stored (Gagn, 1988, p. 88). For long sentences, learners must store
the beginning ideas before taking in those on (Gagn, 1988, p. 88). In addition, according to
Gagn (1988), added rehearsal must be done, and often re-reading of the initial parts of the
Advance organizers. Gagn (1988) explains that advance organizers consist of two parts
to its definition, which are verbal material which isa reminder of something the learner
already knows, andan organization of information to be learned (p. 89). The retrieval of
information from long-term memory should use strategies that allow learners to promote
understanding of new information. David Ausubel (1960) showed that learning and retention of
unfamiliar but meaningful verbal material could be facilitated by the advance introduction of
relevant subsuming concepts (organizers) (p. 271). Advance organizers could be available at the
beginning of a task to help the learner to relate previous material to the new material; or in other
words, organizers help to bridge the gap between what is already known and what is to be
learned (Ausubel, 1960, p. 271). Therefore, Ausubel (1960) suggested that, advance organizers
in the teaching of meaningful verbal material could lead to more effective retention (p. 271).
cognitive structure or to provide the information to incorporate the details of the lesson (p. 24).
While conceptual models provided to learners assist them to retrieve existing mental models or
to store the structure they will need to use to learn the details of the lesson (Anderson, 2008, p.
24). The use of pre-instructional questions, according to Anderson (2008), sets expectations and
stimulates the learners existing knowledge and use pre-requisite test questions to activate the
prerequisite knowledge structure required for learning the new materials (p. 24).
If there are more than nine items in a lesson, the organization of the items should be
shown in the form of an information map, argues Anderson (2008). Information maps can show
the big picture and details of the lesson to help learners comprehend. During the development
stage of online classes, information maps can capitalize on the processing and visual
become specialized for dealing simultaneously with language and with nonverbal objects and
events (p. 53). Paivio (1990) discussed using textual, verbal, and visual information to support
information processing and coding into long-term memory so it can be recalled with
corresponding identifiable objects and activities, both verbal and nonverbal (p. 54). Paivio
(1990) refers to the process of functional activities that engage the two classes of representation,
including activation of either by appropriate stimuli (encoding), activation of one by the other
in different parts of the brain, resulting in more encoding. Presenting information in different
modes also accommodates individual differences in processing (p. 28). This type of coding in
an online class, according to Anderson (2008), results in more encoding and processing
information in the brain and facilitates individual differences in processing. The use of textual,
verbal, and visual information should be used to contextualize the learning and to facilitate deep
Blooms taxonomy and levels of processing theory. In the mid-20th century the
cognitive domain was identified by Blooms taxonomy (Forehand, 2005). Then in the late 20th
century and early 21st century modernists revised the original Blooms taxonomy to clarify
cognitive domains (Forehand, 2005). The most noticeable changes were to the terminology.
Basically, Blooms six major categories were changed from noun to verb forms. Additionally,
knowledgethe lowest level of the originalwas renamed and became remembering. Finally,
comprehension and synthesis were retitled to understanding and creating (Forehand, 2005).
The steps start with the lowest and end with the highest cognitive domain: remembering,
understanding, applying, analyzing, evaluating, and creating. The terms are defined as follows,
again starting with the lowest (Anderson & Krathwohl, 2001, pp. 6768):
Remembering: Retrieving, recognizing, and recalling relevant knowledge from long-term
memory.
Understanding: Constructing meaning from oral, written, and graphic messages through
explaining.
Analyzing: Breaking material into constituent parts, determining how the parts relate to
one another and to an overall structure or purpose through differentiating, organizing, and
attributing.
Evaluating: Making judgments based on criteria and standards through checking and
critiquing.
Robert S. Lockhart and Fergus I. M. Craik (1972) divided memory processes into three
stages: sensory, working, and long-term. Lockhart and Craik (1972) referred to memory
processing as deep learning, and they argued that deep learning involves higher level or active
cognitive processing, as opposed to surface learning where students use lower level cognitive
functions such as simple memorization or rote learning (Czerkawski, 2014, p. 29). According
to the processing model, lower level cognitive functions are referred to as shallow processing,
and higher cognitive functions are referred to as deep processing (Lockhart and Craik, 1972).
Metacognition. Online course developers should design courses in a way that encourages
the use of metacognitive skills, according to Anderson (2008). Anderson (2008) argues,
Metacognition is a learners ability to be aware of his or her cognitive capabilities and use these
capabilities to learn. When learning online, learners should be given the opportunity to reflect on
what they are learning, collaborate with other learners, and check their progress (p. 29).
Cognitive styles. Anderson (2008) argues that materials in an online learning course
should incorporate activities that allow learners to choose an activity of their choice based on
their personal preferred cognitive style. Anderson (2008) refers to four cognitive styles, or types
discusses strategies to help each type of learner acquire new material and transfer the new
material into long-term memory. Such strategies in an online environment are applying,
analyzing, synthesizing, and evaluating high-level learning. These strategies for engaging
different cognitive skills are closely aligned to the levels of Blooms taxonomy.
cognitive theory and behaviorism, and cognitive theory and behaviorism can be combined to
simulate social cognitive theory. However, the complexity of social cognitive theory is important
problem solving. (Anderson, 2008, p. 27). When one person obverses another person, the
observer is learning to model behavior from the person they are observing. Albert Bandura
(1977) argues, however, that people do not enact everything they learn (p. 28). According to
Bandura (1977), they are more likely to adopt modeled behavior if it results in outcomes they
Skills are not refined by modeling alone; modeling must also include self-corrective
adjustments learned by performance feedback (Bandura, 1977) This type of learning can be
referred to as corrective learning (Bandura, 1977, p. 78) and results in a change in behavior.
Change in a behavior by modeling someone for a specific outcome needs to come from self-
efficacy (Bandura, 1977). According to Bandura (1977), self-efficacy refers to how much effort
people will expend, and how long they will persist in the face of obstacles and aversive
experiences (p. 80). To change behavior one must intentionally do so, which Bandura (2001)
refers to as human agency. A course of action in the future is characterized from an intention and
does not matter how effective the online materials are, if learners are not motivated, they will not
learn. The issue is whether to use intrinsic motivation (driven from within the learner) or
extrinsic motivation (instructor- and performance-driven) (p. 28). Anderson (2008) outlines four
Attention: Capture the learners attention at the start of the lesson and maintain it
Relevance: Inform learners of the importance of the lesson and how taking the lesson
could benefit them. Strategies could include describing how learners will benefit from
taking the lesson, and how they can use what they learn in real-life situations.
Confidence: Use strategies such as designing for success and informing learners of the
lesson expectations. Design for success by sequencing from simple to complex, or from
known to unknown, and use a competency-based approach where learners are given the
Satisfaction: Provide feedback on learners performance and allow them to apply what
new information in motivating ways, limiting the amount of information presented, and
connecting new information to prior knowledge (p. 33). Additionally, to promote learning from
experience (Merriam & Bierema, 2014, p. 36). Ultimately, an individual has an experience and
learns or constructs knowledge from that experience (learning by doing). Thus, constructivism is
about learning, not a description of teaching (Fosnot, 2005, p. 33). Knowledge is acquired by
learners interacting with their surroundings. A few general constructivist principles that lists as
invention and self-organization on the part of the learner. Thus, teachers need to allow
learners to raise their own questions, generate their own hypotheses and models as
possibilities, test them out for viability, and defend and discuss them in communities of
abstraction.
Dialogue within a community engenders further thinking. The classroom needs to be seen
1989). The learners (rather than the teacher) are responsible for defending proving,
justifying, and communication their ideas to the classroom community. Ideas are
accepted as truth only insofar as they make sense to the community and thus they rise to
based learning (PBL) encompasses the general principles of the theory because PBL is based on
social constructivism, a learning paradigm that suggests collaboration between and among
students and instructor actively engages students in the learning process as conceptual
The real-world situations used in PBL encourage learning because there are no clear right
or wrong answers, and problem-solving activities engage students to work in teams and consider
diverse ideas and perspectives (Amelink & Hall, 2012). Problem solving also encourages
students to plan and monitor their steps by regulating feedback progress from multiple sources.
to facilitate interactions between students as well as getting students to engage with the course
content through electronic mediums (Amelink & Hall, 2012, p. 1). Electronic mediums such as
online resources and chats, discussion forums, blogs, and wikis encourage students to interact
with each other as a team and provide feedback; in other words, they are designed to promote
purposeful collaboration between students and those that utilize multiple methods to deliver
content as well as assess the transfer of knowledge are more likely to see increased gains in
recognized that adult learning is different from child learning. Pedagogy is often associated with
teaching children, so Knowles co-coined the term andragogy to refer to helping adults learn
(Merriam & Bierema, 2014). The pedagogical model emphasizes contentcontent determined,
organized, delivered, and evaluated by the teacheran anagogical model emphasizes process
(Merriam & Bierema, 2014, p. 47). Stavredes (2011) describes andragogy as a learner-centered
approach to learning in which the adult learner determines the goals for learning and how they
will be achieved (p. 13). Knowles (1984) described six assumptions of adult learning: the
learners self-concept, experience, readiness to learn, internal motivation, need to know, and
problem-centered orientation. All six assumptions are essential to andragogy and provide a
theory on how adults learn. Instructional designers consider andragogy as a framework for
creating courseware for adults and use each of the following assumptions in an online
directing concept personality (Merriam & Bierema, 2014). In order for this process to occur,
adults need to be actively involved in the learning process (Cercone, 2008, p. 154). According
to Cercone (2008), involvement in the learning process for adults within an online course can
case studies, and simulations to develop the learners self-direction. Cercone (2008) also
suggests that an online course should be divided into small manageable units or subunits that
can be completed in relatively short amounts of time for logical stopping and starting points (p.
155).
growing reservoir of experience, which is a rich resource for learning (p. 49). Therefore, new
information should relate to previous knowledge and experience for adult learners, and the
instructor should acknowledge this prior experience because adults need to connect new
knowledge to past events (Cercone, 2008, p. 157). The course or instructor should provide
practical new information that relates to prior experience and offers practical examples so the
learner can relate new topics from preceding topics by including tasks that let the participants
Readiness to learn. Learning adults must see a link between the content and how it will
apply to their lives so they can use the knowledge to apply the content immediately (Cercone,
can relate to, such as real situations or events (Cercone, 2008, p. 157) will increase readiness to
learn. Also, according to Cercone (2008), assignments must reflect the maturity level of the
learner and should include opportunities for solving problems in groups (p. 157). Finally, as
Merriam and Bierema (2014) stated, The readiness of an adult to learn is closely related to the
learning; they learn in order to be able to perform a task, solve a problem, or live in a more
satisfying way (p. 12). Merriam and Bierema (2014) suggested that self-actualization comes as
internally motivated goal for adults, rather than externally. Internal motivation for adults to learn
in an online course can consist of testing, applying concepts to tasks or problems, and being
challenged to succeed (Cercone, 2008). Additionally, internal motivation along with the other
assumptions of andragogy place this theory squarely in a humanistic framework where the
individual is at the center of the learning transaction, where self-direction and independence are
valued, and where learning leads to personal growth (Merriam & Bierema, 2014, p. 54).
Need to know. Knowles (1984) simply wrote, We have a dictum in adult education that
one of the first tasks of a facilitator of learning is to develop the need to know what will be
learned (p. 12). Moreover, if adults can see why it is important to learn something before they
begin a learning activity, their motivation is that much stronger (Merriam & Bierema, 2014, p.
55). However, there are situations where an adult learner may feel that material is irrelevant, but
the material is required and used in preparation for new future material. In cases where the
learner may feel material is irrelevant but required, the adult learner cannot rely on internal
motivation but relies instead on need to know (Merriam & Bierema, 2014). Adults need to know
why they are learning something new and how it will benefit them so that the adult learner
believes that he or she is being prepared for tasks and responsibilities that are more challenging
learning is preferred by adults because it is more engaging and lends itself to immediate
application, which in turn solidifies the learning (p. 54). For adults to Application for adults
learning setting adults need to know and feel that learning focuses on issues that directly
concern them and want to know what they are going to learn, how the learning will be
conducted, and why it is important. (Cercone, 2008, p. 157). Therefore, Cercone (2008)
suggested that the course should not be teacher-centered but learner-centered so students can
should know how the course objectives would be used for the learners to know ahead of time
what is expected and the course should be flexible to allow students to personally input on issues
Implementing Learning Theories and Instructional Design Models for Online Engagement
learning theory in mind at all times. However, it is important that these theories inform and shape
learning theory (for example, using positive reinforcement and repetition), cognitive
learning theory (for example, addressing multiple senses, presenting new information in
motivating ways, limiting the amount of information presented, and connecting new
information to prior knowledge), and social learning theory (for example, encouraging
Good course design stems from integrating the most positive and powerful aspects of
each individual learning theory in an online learning environment (Aragon, 2003, p. 34). Using
each theory, instructional designers can keep in mind seven principles as guidelines when
developing engaging activities for an online course. Aragon (2003) outlined the seven principles
as follows: (1) address individual differences, (2) motivate the student, (3) avoid information
overload, (4) create a real-life context, (5) encourage social interaction, (6) provide hands-on
activities, and (7) encourage student reflection (p. 34). It is crucial for these seven principles to
be implemented into an online environment, along with technology tools, to provide an effective
Many tools are available to increase online engagement in any particular subject and
course. Some of the technologies that can be incorporated into an online learning environment
(delayed). Synchronous discussions occur via tools like Internet chat and instant messaging
(Aragon, 2003, p. 74), whereas asynchronous discussions occur over Web-based bulletin boards
and discussion lists (Aragon, 2003, p. 74). Both types of discussions can be used in any type of
class. Aragon (2003) argued that while synchronous discussion provides social interaction that
supports high-level learning because it allows learners to formulate their ideas through
thoughtful interactions with the ideas and responses from their peers (p. 73). Therefore,
asynchronous discussions provide an opportunity for learners to engage and reflect upon the
Interactive games. Games have different functions in our lives, but there is a new genre
of games called serious games (Wu, Richards, & Saw, 2014). The purpose of serious games is
to help incorporate educational elements into a fun way of learning, with the idea being to
provide an instruction environment that is enjoyable and achieves the learning objectives (Clark
& Mayer, 2008). Horton (2006) gave a few examples of different forms of DGBL (Digital Game
Based Learning): quiz-show, word puzzles, jigsaw puzzles, adventure games, software
Because of the growing attention on DGBL, a significant amount of research has been
done to determine if DGBL is a constructive and engaging method of teaching. Clark and Mayer
(2008) wondered whether online learning games would replace books and traditional learning.
Clark and Mayer (2008) also stated that most research on online-based learning focused on how
22).
Clark and Mayer (2008) pointed out, we do have some accumulating evidence about
how games and simulations can be designed to promote learning (p. 345). Furthermore, Pivec
(2007) describes DGBL as a competitive activity in which students are set educational goals
intended to promote knowledge acquisition. (p. 390). Pivec (2007) goes on to explain that the
design of games promotes either learning or the development of cognitive skills, or it takes the
form of simulations by allowing learners a hands-on experience with using their skills in a virtual
environment. Horton (2006) wrote, Games and simulations may provide a complete model of a
real-world system of just a rapid-fire series of questions to answer (p. 141). Horton (2006)
concluded that games must, teach first and entertain second (p. 141).
Games have the opportunity to provide engaged learning, but they must be designed in
ways that promote learning. That way we can get the best of both worldsfun and learning!
(Clark & Mayer, 2008, p. 354). Horton (2006) stresses that games should require the learner to
make the same kinds of decisions as in the real activity (p. 160). Horton (2006) continues, In
most learning games it is more important that the learner make authentic decisions than that the
learner execute those decisions in a realistic way (p. 160). However, Horton (2006) also
emphasizes that, The game need not closely mimic the task for which it prepares the learner so
long as it exercises the skills and knowledge needed in the real task (p. 163).
Clark and Mayer (2008) explain that the designer of the game must combine motivational
and instructional structures by managing extraneous mental load so that the game challenge,
fantasy, and control elements do not subvert learning (p. 357). However, Clark and Mayer
(2008) also state that games or simulations that overwork the cognitive load of a learner defeats
the purpose of the game. In addition, they clarify that a game or simulation that includes highly
detailed and realistic visuals and audio may overload the memory (Clark & Mayer, 2008, p.
357). In or der not to destroy the learning process while still helping the different aspects of the
games to support learning, Clark and Mayer (2008) suggest that games must have four
characteristics for motivation and enjoyment: challenge, control, curiosity, and fantasy.
Meanwhile, Qing, Lemieux, Vandermeiden, and Nathoo (2014) warn that while people
may find a serious game an excellent way of retaining information, some would find it dull and
uninteresting; this would be similar to trying to blanket a lesson onto a classroom full of children
in a classroom setting with different types of learning styles; digital games will not appeal to
everyone taking an online class (Ronimus, Kujala, Tolvanene, & Lyytinen, 2014).
Blogs, wikis, and podcasts. Blogs are useful as an online collaboration tool because
blogs engage people in knowledge sharing, reflection, and debate, they often attract large and
dedicated readership (Boulos, Maramba, & Wheeler, 2006, p. 1). Blogs can also engender the
knowledge around a common topic within a community of practice (Boulos et al., 2006, p. 1).
participants in group projects, or to allow learners to engage in learning with each other,
Finally, podcasts (including audio and video) are valuable in an online or mobile world
because they have the potential of offering superior support for auditory learners (it is claimed
that the primary learning style in at least 30% of learners is auditory, and also for visual learners
following best practices in order to provide positive online experience for students, it relies on
the online instructor to provide the positive experience. Aragon (2003) identifies some of the
characteristics of successful online instructors. Instructors who have their broad-based life
dealing with students by understanding that students are working professionals with difficult
instructor wealth of knowledge and experience engages students (Aragon, 2003). Valuing critical
thinking is an essential characteristic that an online instructor should have to engage students in
both reflective observation and abstract conceptualization (Aragon, 2003, p. 84). Lastly, an
online instructor should be trained in online instruction, because online instruction practices are
online instructors by involving themselves with the students in the online course to provide a
sense of community (in other words, encourage social learning). The successful online instructor
should contribute to discussion boards, promptly answer email, provide frequent feedback, strike
up conversations, share personal stories and experiences, use humor, use emoticons, address
students by name, and allow students options for addressing the instructor.
Conclusion
This chapter has covered the literature that explored the history of online enrollment and
retention, online course development models, learning theories, and online engagement best
practices for instructional design. The literature that was researched and explored provided an
important overview of the fundamentals of course design that instructional designers use when
developing an online course. The next chapter will apply the models, theories, and best practices
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