Tutorials

 

 

As a straight adaptation of a classroom method for teaching, the tutorial is probably the commonest model used in learning materials of all kinds.

This flowchart shows a typical tutorial structure.

There are issues to consider when designing a tutorial:

Control over progress

Branching

Deciding on the balance of control

The issue here is the balance of control between the learner and the medium. In classrooms the good facilitator constantly adjusts the control to ensure effective learning and in paper-based materials, the learner has freedom to study what they want and in what order.

However, there are different issues in e-learning, where the level of control is fixed by the design, so it is important to decide what balance to strike.

Balance depends on nature of target group

Experienced or high ability learners usually benefit more from learner control than do lower ability learners. However, in general learner control generally produces poorer results.

Learner control is more effective when the learner is given adequate information on their performance and choices available.

Different control possibilities

Pure learner control gives the learner complete freedom with no feedback on progress. This usually produces the worst results.

Program control allows the learner to choose whether to move forwards or backwards, but the computer controls the sequence and content of the learning.

Adaptive control is similar to program control, but the sequencing and content depend on how well the learner is performing.

Learner control with advisement gives the learner control over sequence and content but provides extensive information about how they are performing and what choices they could and should make.

Research suggests that the best results are obtained from adaptive control and learner control with advisement. These are, however, more difficult and time-consuming to design.

Essential controls to provide

Whatever control method you choose, follow these general rules:

Branching

E-learning tutorials must also decide whether or not to be linear or offer branching, or a combination.

A linear program is one where there is a single route through the program. All learners, regardless of performance, will follow the same route.

A branching program is one where there are different routes for the learner to follow. The learner may be able to choose which branch they follow, or the program may lead them along certain routes as a result of their performance, either on one question or cumulatively.

A branch may take the learner:

Branching can significantly improve the quality of a course. Extra material can make it seem more relevant to the learner and can prevent the more able learner from losing motivation. However, it does of course increase design time and cost.

 

Learning strategies