Week 7_DLMD_Part 1
Week 7_DLMD_Part 1
PRINCIPLES
Digital Learning Materials Development
• be relevant to industry needs so that they are capable of preparing the learner for the
current and future trends in the world of work;
• be challenging but still appropriate for the level of the target group;
• adapt rather than duplicate the existing materials – eg reference materials, manuals;
• be internationally comparable;
• not violate copyright laws; and
• indicate notional learning time is conducted in a virtual learning environment with electronic study
content designed for self-paced (asynchronous) or live web-conferencing (synchronous)
online teaching and tutoring (Racheva, 2017).
2. SCOPE
Scope refers to the breadth and depth of the learning material. In order to ensure that the
scope is fit for purpose – suitable for the target group and addressing the expected outcomes of learning –
developers need to:
• identify the relevant outcomes of learning or competencies, and support their acquisition;
• relate to the appropriate target group(s) – ie flexible enough to accommodate the varying abilities and
backgrounds – eg academic, training, work experience;
• provide clear examples, explanations and illustrations;
• indicate resources needed;
• provide an accurate industry context to suit current and future work environment;
• emphasise purpose of learning in terms of employment opportunities; and
• provide a list of recommended further reading
3. STRUCTURE AND
Learning materials must not only promote effective learning and assessment
DESIGN
strategies but must also have a clear structure and be sequenced such that the
target group can easily explore them. They must:
EQUITY
• accommodate learners from different geographical locations – for instance, using relevant/common
examples/contexts – for workplace learning taking place in remote areas;
• accommodate cultural diversity;
• challenge stereotypes of gender, ethnicity, creed and ability status, which can be corrected/reversed by
use of non discriminatory words, pictures, illustrations and examples;
• be affordable in terms of purchase price/procurement;
• be moderately colourful but attractive – not boring but not too colourful – Avoiding colours like orange and
red;
• be produced in a way that is cost effective – ie affordable by producers;
• take Information Technology needs on board;
• provide guidance on training/learning and employment opportunities.
6. CONTENT
Content refers to what goes into the learning material. It provides an elaboration of the expressed KSAs in the
curriculum. A well-balanced content must:
• be interactive by keeping the target group engaged – ie tasks must adopt a practical approach, – eg role plays,
projects, drama and surveys of living examples;
• be presented in a language appropriate for the level of the user – eg the lower the learner’s educational background
the simpler the language;
• be simple but yet challenging to the learner in order to sustain their interest;
• simulate reality in terms of work requirements and problem solving – ie be realistic;
• assist the trainer’s effort in delivering/implementing the curriculum;
• be sufficient in parameters – not too much and not too shallow – guided by the curriculum;
• Internationally and locally comparable and up to date;
• provide notional learning time frame; and
• integrate and correlate theory with practice
7. FEEDBACK AND
feedback to bothEVALUATION
Learning materials must promote self assessment for the learner and provide
the learner and the developer. They must: