Task-centered instruction: obstacles and solutions 1 Creating task-centered instruction for web-based instruction: Obstacles and solutions Joel Gardner John Jeon January 9, 2009
Task-centered instruction: obstacles and solutions
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Creating task-centered instruction for web-based instruction: Obstacles and solutions
Joel Gardner
John Jeon
January 9, 2009
Task-centered instruction: obstacles and solutions
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Abstract
Merrill proposes First Principles of Instruction, including a problem- or task-centered strategy for
designing instruction. However, when the tasks or problems are ill-defined or complex, task-centered
instruction can be difficult to design. We describe an online task-centered training at a land-grant
university designed to train employees to use Banner, an administrative suite supporting student,
financial aid, finance, HR and advancement systems. Our training solution, housed in Blackboard Vista,
includes desktop capturing application screencasts, interactive HTML, and Flash. We present several
obstacles in designing and developing the training, including (1) implementing effective technology
solutions, (2) identifying, analyzing, and documenting real-world tasks, and (3) creating a systematic
process for design. We describe our solutions and prescribe methods for designing a course with a task-
centered instructional strategy.
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Introduction
The authors of this article are Instructional Designers in the Department of Information
Technology at Utah State University (USU). Our specific goal as members of a team of Instructional
Designers is to provide instructional services “to improve the quality of instruction across the Utah State
University system through technology, production assistance, training, consultation and support”
(it.usu.edu, 2008). We work primarily with departments and instructors at USU to design and develop
instruction, and most of this development takes place within the Blackboard Vista Learning
Management System.
While we primarily work with instructors at USU, the authors have recently taken the
responsibility to develop an introductory training for Banner, “the world’s most widely used collegiate
administrative suite of student, financial aid, finance, human resources, and advancement systems”
(www.sungardhe.com, 2008). Banner embodies hundreds of unique tasks requiring unique steps,
screens, and functions. Traditionally at USU, administrators, faculty and staff who use Banner in their
work receive a one day face-to-face training from USU-employed Banner subject matter experts (SMEs).
However, it became clear from our analysis that this training was what Merrill (2006) calls “information-
only,” ineffective in teaching faculty and staff to perform the intricate tasks. Our goal in creating this
training has been to provide a sound instructional product to supplement the current face-to-face
training and maximize the time employees must spend to understand and complete tasks in Banner.
First Principles of Instruction
In alignment with current Constructivist views of learning and because of the application-
oriented nature of this instruction, we determined that a task-centered instructional strategy (Merrill
2007) would be most appropriate for this training. By demonstrating real-world tasks and allowing
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learners to apply these tasks, we hoped that students would develop what has been called case-based
reasoning,” (Schank, Berman et al. 1999) wherein the functionalities of Banner are learned by viewing
and performing real-world tasks. To accomplish this goal, we employed Merrill’s First Principles of
Instruction (Merrill 2002; Merrill 2006). See Figure 1. Merrill prescribes increasing student learning by
implementing instruction that:
• Is centered on real-world, relevant Tasks or Problems and is presented to learners in a
progression of increasingly difficult tasks.
• Activate learners’ relevant cognitive structures by directing them to recall, describe, or
demonstrate relevant prior knowledge or experience; and provides learners with a structure for
organizing the new knowledge.
• Demonstrate new knowledge and skills to the learner in the context of a real-world
task, guiding them to relate new knowledge to the organizing structure.
• Direct learners to Apply new knowledge in the context of a real-world task and provide
them with appropriate feedback and coaching.
• Encourage learners to Integrate their new knowledge by having them reflect on,
discuss, defend, or publicly demonstrate their new knowledge.
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Figure 1: Merrill’s First Principles of Instruction (2002). The phases of instruction proceed from Activation clockwise to Integration.
Before developing our training, we wanted to gain a better understanding of the kind of
instruction employees were already receiving. To do this we evaluated the current face-to-face Banner
training and resources, including a website provided by SMEs. We also met with the trainers and asked
them about their strategy for teaching and observed them teaching students to use Banner. Based on
these observations, we determined that only one of the principles was being used in the trainings:
Demonstration. This demonstration appeared to focus on information about Banner rather than how to
use it, and appeared to be distracting to the learners. Based on our observations, much time was spent
describing finite functionalities of Banner with little time spent on the demonstration of real-world
tasks. We noted that students were not given the opportunity to apply what they had learned, thereby
excluding the possibility of receiving feedback or guidance in that application.
Based on this evaluation, we decided to emphasize the following in our web-based training:
• Video of real-world tasks demonstrating the steps in a whole task.
• A text display of steps with accompanying images, allowing students to review
each step at their own pace.
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• Student application of key steps, including guidance and feedback.
We will describe our instructional solutions in greater detail later in this article. The following
section describes the pebble in the pond model of design (Merrill 2002), a process for creating task- or
problem-centered instruction. We then describe the processes we used to create the Banner
instruction.
Designing Task-Centered Instruction
Merrill (2002)recommends five steps for designing problem- or task-centered instruction (pp.
40-41). These include: (1) identify the problem or task that students will be expected to solve or do; (2)
identify a progression of increasingly difficult and increasingly complex problems or tasks; (3) identify
the knowledge and skills required to complete the problem or task; (4) create an instructional strategy
for helping learners acquire the necessary knowledge and skills; (5) develop the instruction and
incorporate it into the delivery system. See Figure 2. Note that this approach is centered on the content
to be taught, with each phase or step being based on a real-world task.
Figure 2: Pebble in the pond model of instructional design, including the steps in the designing task-centered instruction. When the
pebble is cast into the pond, each ripple represents a step in the design process, beginning with Task.
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Task
After analyzing this training, it was evident that the tasks should be of the proper granularity:
large enough to be meaningful, yet small enough to maintain the attention of and be useful to the
learners. Based on our experience as designers and the nature of the content, we chose to demonstrate
tasks that take less than two minutes to perform. This length of time is appropriate for the kinds of tasks
normally performed in Banner. Because the initial tasks are those first viewed by the learners, we
presented them without ancillary details to ease learner understanding.
Analysis
As the beta version of this training, we have included only a few basic tasks. To create a
progression of increasingly complex tasks for future development, we will meet with SMEs and
stakeholders to identify the most useful tasks and to sequence those tasks from simple to complex. The
tasks chosen at that stage will be those which employees have the most difficulty accomplishing and
which are common tasks across the units and departments. In this way, we hope to reduce employee
frustration in accomplishing these tasks.
Strategy
To identify the component knowledge and skills for the tasks, we analyzed the screencasts
recorded by SMEs and documented the individual steps for accomplishing tasks. In the previous face-to-
face trainings, we noticed that the learners were given many details on the function of Banner tools but
received little exposure to the entire process for completing tasks. Therefore, for the first task, we
focused on providing only those steps which were necessary to complete the task. The subsequent tasks
we selected use a similar framework and process, with each task adding a few more details on Banner
tool functions.
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Design
To create an effective instructional design, we drew on the example of a task-centered course
described by Mendenhall (2006). We were impressed with her use of video-based demonstration of
whole tasks, the interactive demonstration of the task components, and the simple web-based
application of the tasks. Although our tasks were significantly smaller than those in Mendenhall’s
course, her execution of effective design seemed particularly relevant to what we were trying to
accomplish. Therefore, we determined to focus on the entire task, providing multiple demonstrations
and basic application of the task. While creating our strategy and developing the training, we reflected
on Merrill’s First Principles of Instruction and refined our strategy.
Applying First Principles of Instruction, we created four tabs that embody the principles
prescribed by Merrill: The “Begin it” tab is designed to activate, the “Watch It” tab demonstrates new
knowledge in video, the “Read It” tab demonstrates new knowledge in text and images, and the “Do It”
tab allows students to apply the key steps using Flash-video. We describe the strategy and technologies
used in greater detail later in this article in the section titled “Implementing effective technology
solutions.”
Production
Because of the confidential nature of the data within the Banner database, we did not have
access to the Banner system. Therefore, we recorded the tasks being performed by SMEs using a
desktop capturing application. While recording the tasks, we noted that the SMEs had a hard time
understanding and demonstrating real-world tasks. When performing tasks to be recorded, they
invariably included highly detailed information about Banner functions, information which would only
be useful later in the training. It appeared that their understanding of the Banner system was function-
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oriented. The SMEs’ focus on the functional nature of the system is perhaps one reason learners have a
difficult time gaining any useful knowledge from the current training.
Although we have just described discrete actions performed for each of the ripples in Merrill’s
pond, these steps did not necessarily occur sequentially. We conceptualized our strategy very early in
the process and refined it as we progressed through the other ripples. Also, our Analysis of tasks
occurred several times over several weeks and was refined at each interval. We find the pebble in the
pond model to be an excellent guide for designing task instruction but also find it useful to allow the
ripples to flow into and over one another, resulting in a more fluid process.
Designing Task-Based Banner Instruction
In this section we describe some of the difficulties and problems we encountered during the
design process, and our solutions to those problems. We noticed three major problems when designing
this training: (1) implementing effective technology solutions; (2) identifying, analyzing and
documenting real-world tasks; and (3) creating a systematic process for designing future modules in this
training. The highly interrelated nature of these problems presents challenges. It served us well to
recognize that each problem and its respective solution would affect every other problem and solution.
Implementing effective technology solutions
Our goal in designing and developing technology solutions was to use technology that is easy to
use and that implements First Principles of Instruction. Banner is used at every organizational level of
the university, including institution administrators, accountants, and staff coordinators. Therefore,
realizing the wide-range of our target audience’s computer literacy, we knew that our solution would
need to be simple and easy to use. In addition to a simple, easy solution, we needed to use technologies
that would enable effective Demonstration and Application of the tasks.
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We integrated several technologies with functionalities that would be intuitively recognized by
the learners. In the Blackboard Course, we created a learning module that provided Activation,
Demonstration and Application of the real-world tasks selected. The module was designed in HTML
using CSS to position the content and create the layout of the screen. As mentioned previously, each
module contains four different tabs under which content is displayed and the activities take place. Each
of tab corresponds to a phase of instruction prescribed by Merrill (2002).
The first tab is designed to Activate learners and prepare them to gain new knowledge. We used
simple text to introduce the task to be learned and asked the learners simple questions to get them
thinking about the task to be learned.
To Demonstrate new knowledge to the learners, we placed a screencast of the SME performing
and describing the task under the second tab, “Watch It.” This is the first demonstration of the task. See
the top image in Figure 3. The screencast demonstrates sequentially all the steps involved in solving the
problem or task. We limit the steps to no more than 12 steps per task, enabling users to get a feel for
the entire task without being distracted by irrelevant details.
Under the “Read It” tab, we embedded an interactive demonstration of the task. In this tab, the
steps for each task are described in HTML text on the left side of the screen. As the learner rolls the
cursor over a step, an enlarged image detailing the step is demonstrated on the right side of the screen.
This page is designed to allow learners to access the content during the training and later as a job aid
when performing the task at work.
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Figure 3. The Watch It screen (top) contains a screencast demonstrating the steps to complete a real-world task in Banner. The Read
It screen (bottom) contains the steps for completing a task and when moused over, shows a still image of the steps.
Under the fourth tab, “Do It,” learners can perform limited Application of the task by engaging in
a simple interactive Flash video. See Figure 4. Ideally users would apply their new knowledge in the real-
world setting; however, this was not possible due to the sensitive nature of the information in the
Banner system. Therefore, students were directed to click on an area of the Flash video screen that
would simulate steps in the task. The module begins with a question at the top of the screen in text,
directing students to perform a step in the task by clicking on the appropriate location within an image
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of the Banner screen. Learners are guided to select one of three highlighted areas. Correct clicks enable
continuation to the next question and provide positive feedback. Incorrect clicks provide corrective
feedback and include simple a description of about the area incorrectly clicked. For each task, we
provide several questions highlighting the key points and steps in the tasks.
Figure 4. The interactive Flash video asks task-based questions of the learners and provides feedback based on their response.
By using HTML to create a tab-like structure based on First Principles of Instruction, we
embodied our use of technology with a clear strategy for teaching learners to use Banner. And with the
sequence of tabs that activate student learning, demonstrate the new knowledge, and enable
application of the task, we integrated the phases of Instruction prescribed by Merrill into our use of
screencasts, HTML, and Flash.
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Identifying, Analyzing and Documenting Real-World tasks
In addition to the struggle to use technology effectively, we also struggled with how to identify,
analyze and document real world tasks to be used in this training. Our goal was to identify tasks that
were large enough to be meaningful and display Banner functionality to the learners but small enough
to maintain student attention and interest. We chose tasks that are used often in the work setting and
that demonstrate the structure and functionality of Banner. However, when working toward gathering
and documenting these tasks, we encountered several difficulties.
As mentioned above, the SMEs we worked with had a hard time understanding what a real-
world task is. When we explained and modeled how these tasks work, the SMEs still wandered from the
task and described irrelevant, distracting details. Part of this problem is that we of necessity used SME
screencasts as the demonstration of the task because of our inability to access the highly sensitive
content and system being used.
To overcome this issue, we did several things. First, we chose to work with a SME that appeared
to be more flexible and willing to adapt to our instructional strategy. Second, we described in detail the
kind of information that was needed in these presentations. Third, we asked the SME to identify some of
the most basic and important tasks that employees need to perform in Banner and used those for the
first tasks in our strategy. When recording, we found that we had to record each task multiple times,
redirecting the SME to focus only on the task. Near the end of the recording, the SME began to
understand what we were looking for and more easily adapted the recordings to our strategy.
This struggle to identify and document real-world tasks is likely an example of the issue of
bridging educational research and theory with educational practice. In our experience, research-based
principles and theories are effective at increasing learning but are often difficult to implement. This is
perhaps a result of the difficult nature of instructional design; however, we have found that the act of
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struggling to effectively apply theory yields great rewards in the form of high-quality design and a
deeper understanding of instructional theory and effective instruction.
Creating a systematic process for design
When we designed this initial training, we realized that we would later be required to create
several more modules. Therefore, as we began the process, we had the goal to create a standardized,
systematic process that would help us efficiently create theory-based instruction. However, we ran into
several obstacles that slowed our initial design process and made it difficult to streamline future design
work. This section describes some of the problems we encountered, the steps we took to overcome
those problems, and concludes with our process for creating future modules.
One problem mentioned earlier in this article is that Banner SMEs had a difficult time
understanding and producing examples of real-work tasks. This was certainly an obstacle in creating
instruction efficiently. However, by choosing to work with a SME that seemed more flexible in teaching
strategy and educating her about the task-centered approach, we reduced the time required to record
the performance of real-world tasks. Future tasks will therefore be easier to gather as we work with this
SME.
Another obstacle to creating instruction efficiently was the need to create Flash and HTML
programming, which consumed much time. We spent several hours coding and testing the code until we
were satisfied with the product. To minimize this problem in the future, we will use the code from
previous modules and simply insert new task screencasts, interactive HTML, and Flash-movie activities
into our existing framework.
An additional obstacle to creating a systematic approach was our inexperience in designing task-
centered instruction on this large a scale for an online setting. We spent much time reflecting on and
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discussing how to identify, document, and display tasks to learners, as well as how to provide
meaningful practice. This experience designing task-centered instruction has given us tools and
confidence to develop content more efficiently in the future.
It is worth noting that the steps described in the Pebble in the Pond cannot realistically be
applied strictly in sequence. We found it necessary, for example, to consider the production of the
instruction before the tasks were analyzed or designed. Without considering the end goal, we would
have been unable to do the previous steps efficiently or effectively.
Based on our experience, we have created a contextualized design process for creating task-
based instruction in the Banner training. See Table 1. These steps provide specific guidance on how we
can apply the steps prescribed in the Pebble in the Pond Model. We plan to use this process to create
future modules in the Banner training and recommend that other designers create their own situated
processes based on their work contexts.
Table 1. Specific guidance for applying the Pebble in the Pond Model (2002) to future modules of the Banner training.
Pebble in the Pond (Merrill, 2002)
Contextualization ISD Process based on Pebble in the Pond
Task • Ask Banner SME to identify several tasks. Analysis • With SME, sequence the tasks from simple to difficult. Strategy • Have SME record performance of the tasks using desktop capturing
software. • Type out the steps for completing each task identified.
Design • Use the same instructional strategy identified above, including the four-tab structure.
Production For each task: • Type task introduction under Begin It tab • Embed screencast and text of process into new Watch It and Read It pages • Create Flash- movie using framework created for previous modules • Upload files to Blackboard Vista
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In this section we have discussed three of the difficulties we encountered when designing a
task-based Banner training at Utah State University. While these were not the only problems or
difficulties we encountered, they can be seen as representative of the complex nature of instructional
design and the difficulty designers often encounter when working to create effective instruction. These
difficulties can be very complex, and each problem can affect other problems in the design process. Our
experience has been that a change in any aspect of instructional design affects all others, sometimes in
significant ways.
Discussion and Conclusions
This is the first phase of design for this training. We will be developing 15 to 20 more modules
designed to train employees to accomplish real-world tasks within Banner. Although we have received
and incorporated formative feedback from fellow-designers and from stakeholders in the project, we
have plans to gather more feedback from SMEs and employee using our training.
Our goal is for this training to be used by employees for several purposes. First, as a primer for
the day-long training they will receive from SMEs. Second, we hope that SMEs will use this as a model
for and in conjunction with their trainings. Finally, we foresee that employees will be able to use these
modules as job aids as necessary when performing tasks in Banner. Based on feedback so far, we plan to
incorporate a search function to enable employees to search for the tasks most relevant to their jobs.
As experienced designers, we are aware of the difficult nature of designing effective instruction.
However, we were surprised by the difficulty we experienced creating this training. As we note above,
the task is made difficult because of the interrelated difficulties in producing effective technology
solutions, gathering and documenting worthwhile tasks, and creating a systematic process for designing
later instructional modules.
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To increase the quality of instruction in any organization, we recommend addressing and solving
problems as groups of designers. Taking time to discuss and debate about how to approach the design
process has yielded a deep understanding of effective design and technology integration. For this
reason, we recommend creating opportunities to discuss and create solutions to problems with
instructional design. The greatest designs, in our experience, come from collaboration with peers and
the incorporation of vital feedback from peers and users.
We found that we naturally used the following process when discussing and solving problems in
the design process. First, identify a problem or difficulty encountered. Problems come from many
sources and can be technological, theoretical or practical in nature. Second, identify what went wrong,
clarifying the problem. Third, compare to individual experiences, knowledge, and any examples of
effective design to search for solutions. Fourth, select and implement a solution. This process was
repeated dozens of times during the process of developing our training.
We also recommend individualizing and contextualizing the design process to the situation at
hand. This contextualization likely takes place somewhat naturally for designers and organizations.
However, we have found that formalizing and refining the contextualized design process has yielded
great rewards in the form off efficiency and instructional quality. In our experience, when designers
share best practices and work to refine the design process, great gains are made. In circumstances
where needed, we will likely develop and refine new contextualized processes and best practices.
References
Faculty Assistance Center for Teaching. Retrieved December 5, 2008, from http://it.usu.edu/fact/. Mendenhall, A., C. W. Buhanan, et al. (2006). A task-centered approach to entrepreneurship. TechTrends 50(4): 84-89.
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