The Rapid E-Learning Method: A Guide to Developing Interactive Materials Development
Mohammad Issack Santally (University of Mauritius, Mauritius), Yousra Banoor Rajabalee (Mauritius Institute of Education, Mauritius), and Ashvin Beetul (University of Mauritius, Mauritius)
Copyright: © 2023
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Pages: 12
DOI: 10.4018/978-1-6684-4940-0.ch009
Abstract
Rapid e-learning is a method to develop and deploy quality interactive learning materials in a shorter time span, and to address learning needs in different contexts—academic, professional, or commercial. Resources developed via rapid e-learning methods can be used in educational institutions from pre-primary to tertiary levels. They can also be used for professional training, short courses, or more advanced training that leads to alternative qualifications or micro-credentials that are recognised in the workplace. Often, they can be used as agile content to train sales officers on a new product on the market. In such situations, their relevance and lifespan are limited. Rapid e-learning allows for maximum flexibility in terms of re-use of learning materials and modification of content provided it is carefully planned and designed. One has to also design accessibility to ensure inclusiveness in the educational delivery approach. In this chapter, the authors provide an overview of the rapid e-learning method and its application to the development of interactive learning materials.
TopAn Overview Of The Rapid E-Learning Method
The aim of a rapid approach is to move from the normal and traditional production cycle for developing course contents or training materials, down to approximately 30% less time. Anything longer than this basically fails the definition of a rapid e-learning project (Parlakkılıç, 2014). Below is a brief schema showing the phases of a rapid e-learning project and in general, a project will have to undergo all these phases to reach its delivery.
Figure 1.
Phases of a rapid e-learning project
However, while rapid development emphasizes reduced time and effort spent on analysis and design phases, they are still very crucial, especially in projects where it is important to meet requirements in a short time frame (Parlakkılıç 2014). The goal of a “rapid” development cycle is to produce the content as quickly as possible. This means the adoption of iterative development and continuous sign-off. The creation of graphics and rich assets are slightly lagged in their delivery. They are produced in a step parallel to the instructional design work, filling draft images and rough mock-ups with real images and interactions. The model below illustrates how rapid e-learning development can be integrated into the design of distance e-learning environments (Rajputh et al. 2016).
Figure 2.
(Rajputh et al. 2016)
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