Sound may hold great promise for instructional software by supporting learning in a variety of ways. Conceptual and preconceptual barriers, however, still appear to prevent software designers from using sound more effectively in their instructional products. Interface books seldom discuss the use of sound and when they do, it is most often simple verbatim narration of on-screen text. This content analysis of 12 award-winning instructional software products indicated that, while sound is being incorporated into many learning environments, many instructional designers are using sound only for literal, information conveyance and not yet exploring how to exploit the associative potential of music, sound effects, and narration to help learners process the material under study more deeply.
Given the complexity of developing programs, services, policies, and support for e-learning, leaders may find it challenging to regularly evaluate programs to improve quality. Are there new opportunities to expand user and stakeholder input, or involve others in e-learning program evaluation? This chapter asks researchers and practitioners to rethink existing paradigms and methods for program evaluation. Crowdsourced input may help leaders and stakeholders address persistent evaluation challenges and improve e-learning quality, especially in Massive Open Online Courses (MOOCs). After reviewing selected evaluation paradigms, models, and methods, this chapter offers a possible role for crowdsourced input. This chapter examines the topics of crowd definition, affordances, and problems, to begin a taxonomical framework with possible applications for e-learning. The goal is to provide a reference for advancing the discussion and examination of crowdsourced input.
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