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CBT LEVELS
Levels of Interactivity are general classes of
richness, sophistication and realism of interactivity the student experiences in
the Computer Based Training (CBT). The definitions are applicable to all flavors
of e-learning, Technology Based Training (TBT) and Web Based Training (WBT).
When aligning a customers expectations with a
vendors vision of the deliverable it is important to construct a prototype as a
first step in the process.
Level 1
This is the lowest (baseline) level of CBT development. It is normally a
knowledge or familiarization lesson, provided in a linear format (one idea after
another). Sometimes referred to as a "Page Turner". Level 1 is primarily used
for introducing an idea or concept. The user has little or no control over the
sequence and timed events of the lesson material. Minimal interactivity is
provided by frame navigation screen icons. The content may include simple
developed graphics and/or clip art. For example a customer powerpoint can
readilly be reformulated into Level 1 CBT.
Level 2
This involves the recall of more information than Level 1 CBT and allows the
student more control over the lesson’s scenario through screen icons and other
peripherals, such as light pens or touch screens. Typically Level 2 is used for
non-complex operations and maintenance lessons. Simple emulations or simulations
are presented to the user. As an example, the user is requested to rotate
switches, turn dials, make adjustments, or identify and replace a faulted
component as part of a procedure. However the scenarios are single path scripted
and incorrect selections or departure from the required sequence of steps is
greeted with context/non context appropriate feedback message. This also may
include simple to standard developed graphics, and/or clip art, and customer
provided video and audio clips.
Level 3
This involves interaction more complex information models (compared to
categories/levels 1 and 2 CBT) and allows the user an increased level of control
over the lesson scenario through peripherals such as light pen, touch screen,
track ball, or mouse. Video, graphics, or a combination of both is presented
simulating the operation of a system, subsystem, or equipment to the user. The
lesson scenario training material typically is complex and involves more
frequent use of peripherals to affect a transfer of learning. Operation and
maintenance procedures are normally practiced with category/level 3 scenarios
and students may be required to alternate between multiple screens to keep pace
with the lesson material. Multiple software branches (two to three levels) and
rapid response are provided to support remediation. Emulations and simulations
(constrained models) are an integral part of this presentation, however these
are not full free play simulations. This may also include complex developed
graphics, and/or clip art, and customer provided video and audio clips.
Level 4
This CBT category/level involves more in-depth recall of a larger amount of
information (compared to lower categories/levels) and allows the user an
increased level of control over the lesson. Every possible subtask is analyzed
and presented with full, on-screen interaction, similar to the approach used in
aircraft simulator technology. The lesson material is extremely complex and
involves more frequent use of peripherals to affect the transfer of learning.
This category/level normally supports certification, re-certification or
qualification requirements. Complicated operation and maintenance procedures are
normally practiced with category/level 4 and involves all of the elements of
categories/levels 1, 2, and 3 plus the following: High degree of interactivity;
Extensive branching (four or more levels). ; Levels of sophistication - short of
artificial intelligence.
About inXsol
inXsol is a contract developer of custom e-learning titles. Our services are
available for turnkey products or ala-cart consulting in your areas of need.
INTERACTIVITY LEVEL |
DESCRIPTION OF LEVEL |
KNOWLEDGE |
SKILLS |
ATTITUDES |
LEVEL 1 INTERACTIVITY PASSIVE |
Capable of computergenerated multimedia presentations of intellectual skills
(facts, rules, procedures). Capable of showing a procedure with
computer-generated multi-media explanations of equipment operation. Student
interaction limited to those required to advance with the presentation. |
Fact Learning. The learning of verbal or symbolic information (e.g., names,
formulas, facts). Rule Learning. Learning to use two or more facts in a manner
that will provide regularity of behavior in an infinite variation of situations. |
Perception (Encoding). Perception of sensory stimuli that translate into
physical or mental performance. |
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LEVEL 2 INTERACTIVITY LIMITED PARTICIPATION |
Capable of providing drill and practice. Capability for providing feedback on
student responses. Capability for emulation of simple psychomotor performance.
Capability to emulate simple equipment operation in response to student action.
Computer evaluation of student intellectual skills by computer -based predictive
and performance test items. |
Fact Learning. The learning of verbal or symbolic information (e.g., names,
formulas, facts). Rule Learning. Learning to use two or more facts in a manner
that will provide regularity of behavior in an infinite variation of situations.
Procedure Learning. Learning to perform step by step actions in the proper
sequence. |
Perception (Encoding). Perception of sensory stimuli that translate into
physical or mental performance. Readiness. Learning to have readiness to take a
particular action. Guided Response. Learning of a complex physical or mental
skill by copying a demonstration. |
Receiving. Learning and demonstrating the ability to perceive the normal,
abnormal, and emergency condition cues associated with the performance of an
operational procedure. Situational Awareness of operational condition cues.
Responding. Learning and demonstrating mental preparedness to encode operational
cues as indicators of normal, abnormal, and emergency conditions associated with
the performance of an operational procedure. |
LEVEL 3 INTERACTIVITY COMPLEX PARTICIPATION |
Capable of providing complex branching paths based on student selections and
responses. Capable of presenting or emulating complex procedures with
explanations of equipment operation. Capability for student participation in
emulation of psychomotor performance and extensive branching capability
Capability for limited real-time simulation of performance in the operational
setting. Computer evaluation of student intellectual skills and performance by
computer-based performance and predictive test items. Computer evaluation of
student procedural performance includes the capability to generate time and
error scores for performance test items. |
Procedure Learning. Learning to perform step by step actions in the proper
sequence. Discrimination Learning. Learning to group similar and dissimilar
items according to their distinct characteristics. Problem-Solving. Learning to
synthesize lower levels of knowledge to resolve problems. |
Continuous Movement. Learning to track or make compensatory movements based on
feedback. Perception (Encoding). Perception of sensory stimuli that translate
into physical or mental performance. Readiness. Learning to have readiness to
take a particular action. Guided Response. Learning of a complex physical or
mental skill by copying a demonstration. Mechanism. Learning to perform a
complex physical or mental skill with confidence and proficiency. Adaptation.
Learning to modify a complex physical or mental skill to accommodate a new
situation.
Origination. Learning to create a new complex physical or mental skill to
accommodate a new situation. |
Innovation. Learning and demonstrating the mental preparedness to make decisions
by generating the results expected upon completion of prioritized strategies or
tactics in response to normal, abnormal, and emergency cues associated with the
performance of an operational procedure, and the ability to generate new actions
in response to abnormal or emergency cues. Receiving. Learning and demonstrating
the ability to perceive the normal, abnormal, and emergency cues associated with
the performance of an operational procedure. Situational Awareness of
operational cues. Responding. Learning and demonstrating the mental preparedness
to encode operational cues as indicators of normal, abnormal, and emergency
conditions associated with the performance of an operational procedure. Valuing.
Learning and demonstrating the ability to judge the worth or quality of normal,
abnormal, and emergency cues associated with the performance of an operational
procedure Competence. Learning and demonstrating the mental preparedness to make
decisions by using prioritized strategies and tactics in response to normal,
abnormal, and emergency condition cues associated with the performance of an
operational procedure. |
LEVEL 4 INTERACTIVITY REAL-TIME PARTICIPATION |
Capability for realtime simulation of performance in the operational setting.
Computer evaluation of student performance and intellectual skills by
computer-based predictive and performance test items. Computer evaluation of
student procedural performance includes the capability to generate time and
error scores for performance test items. Employs state-of-theart technology for
simulation and communication. |
Discrimination learning. Learning to group similar and dissimilar items
according to their distinct characteristics. Problem-Solving. Learning to
synthesize lower levels of knowledge for the resolution of problems. |
Mechanism. Learning to perform a complex physical or mental skill with
confidence and proficiency. Adaptation. Learning to modify a complex physical or
mental skill to accommodate a new situation. Origination. Learning to create a
new complex physical or mental skill to accommodate a new situation. Continuous
Movement. Learning to track or make compensatory movements based on feedback. |
Receiving. Learning and demonstrating the ability to perceive the normal,
abnormal, and emergency cues associated with the performance of an operational
procedure. Situational Awareness of operational cues. Responding. Learning and
demonstrating the mental preparedness to encode operational cues as indicators
of normal, abnormal, and emergency conditions associated with the performance of
an operational procedure. Valuing. Learning and demonstrating the ability to
judge the worth or quality of normal, abnormal, and emergency cues associated
with the performance of an operational procedure.
Competence. Learning and demonstrating the mental preparedness to make decisions
by using prioritized strategies and tactics in response to normal, abnormal, and
emergency condition cues associated with the performance of an operational
procedure. Innovation. Learning and demonstrating the mental preparedness to
make decisions by generating the results expected upon completion of prioritized
strategies or tactics in response to normal, abnormal, and emergency cues
associated with the performance of an operational procedure, and the ability to
generate new prioritized strategies and tactics in response to abnormal or
emergency cues. |
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