1. Introduction
The 21st century is the era of the knowledge economy. Recently, Taiwanese society has been faced with demographic changes, a low birth rate, an aging population, multiple interactions of ethnic groups, rapid development of information, an emphasis on the sustainable development of the environment and ecology, and other changes. In order to respond to these changes and satisfy social demands, education in Taiwan appears to be required to handle new and challenging conundrums. Given the above social and educational context, the Ministry of Education of Taiwan (MOE) set up the following long-term goals: (1) The coherence and integrity of the school curriculum was expected to be persistently reinforced, (2) quality-oriented curriculum and teaching was required to be practiced, (3) talent development in accordance with personalities and lifelong learning needed to be implemented, and (4) promoting modern citizens’ lifelong learning abilities, social care, and international vision was equally as important as the impetus of nurturing future talents [
1]. In order to achieve these goals, the learning materials adopted in the educational system are required to follow the guidelines for the new curriculum (Curriculum Guidelines of 12-Year Basic Education) published by the MOE (including core competency, aspects of learning, and competence indicators) and education quality.
The practicability and economy of learning materials need to conform to the knowledge trend of the modern age and contemporary learners’ requirements. The learning content is required to be based on diverse versions of textbooks and multiple learning resources, which in turn cultivate students’ abilities to pursue the common good by promoting students’ independent learning skills, various interpersonal interactions, and social participation. On the one hand, it is aimed at extending the learning of all domains and subjects and incorporating project-based, cross-curricular integrative, practical, and experiential courses involved in the 19 issue-centered curriculum (two of these issues related to this study are environmental and outdoor education) in the Curriculum Guidelines of 12-Year Basic Education. On the other hand, the main purpose of Taipei Zoo is to convey conservation knowledge, promote environmental awareness, and be one of the institutions for social education, a research center, and an amusement attraction. Therefore, it may be helpful to integrate the knowledge concerning the environmental and outdoor issues (university), as well as the on-site experience (Taipei Zoo) to cultivate undergraduates’ practical ability and experience in environmental and outdoor education. The support provided by Taipei Zoo is appreciated.
The educational goals of the Department of Learning and Materials Design (LMD) is to cultivate undergraduates’ expertise and skills in developing teaching and learning materials that suit all levels of education in schools and in society [
2]. The first-year courses are fundamental and center on Curriculum, Instruction and Teaching; Aesthetic Design; and Computer Sciences. The second-year courses comprise different applied courses involving technology and design application and design approaches for digital learning materials, including Learning Design for Social Studies, Learning Design for Environmental Education, Learning Design for Life and Character Education, Learning Design for Mandarin Phonics, Urban Education and Learning, Game Design and Application, and Layout Design. The teaching objectives of the LMD are to deepen and broaden the content and knowledge of the learning materials; to strengthen professional skills in planning, designing, and producing digital learning materials; and to enable undergraduates to evaluate their design outcomes, as shown in
Figure 1 and
Figure 2.
Given the above context and fulfilment of SDGs 4 and 15 in students’ learning processes, this study aimed to apply the Learning Design and Practice course to instruct undergraduates in absorbing content knowledge (CK) on environmental protection, animal conservation, and design approaches for digital learning materials for primary school pupils. The main topics of the Learning Design and Practice course comprised environmental and animal ethics, ecological education, curriculum design, and development models. Moreover, the Learning Design and Practice course was expected to develop undergraduates’ design skills (DS) in planning and designing digital learning materials, such as aesthetics, human–machine interface, design tools, and layout design. Undergraduates within this study were considered to be the competent users of CK and DS when qualified to integrate the acquired expertise into managing and producing digital learning materials, and developing assessment tools for learning effectiveness of the digital learning materials. Classroom observations were used in the teaching and learning processes in order to confirm whether the students had the capacity to integrate CK and DS into developing digital learning materials and assessment tools. According to the classroom observations, it was noticed that teaching strategies and learning styles could affect the students’ skills in knowledge transfer and application. It seems to be essential to keep observation records specifically when the students encounter obstacles in the planning and design process. This is because the observation records allow the teacher to instruct the students to reflect upon their learning strategies and the way in which they apply knowledge to solve the problems, which in turn enables the learning content to move forward towards upgrading students’ skills in planning, designing, and evaluating digital learning materials.
The Learning Design and Practice course within this study was the joint force of the industry (Taipei Zoo) and the academia concerning the teaching content, environmental protection, and wildlife conservation education. Apart from this, the course placed particular stress on classroom teaching and practice, curriculum planning, material design, and the integration of CK and DS into developing digital game-based learning materials for primary school pupils. Importantly, the learning content within the digital game-based learning materials was required to arouse users’ desire for exploration and inspection, which could make users feel more interested in understanding animals and exploring the environment [
3]. This in turn may expand the users’ knowledge base of environmental and ecological education.
The process of delivering the Learning Design and Practice course embraced the introduction to the theories of design strategies for learning materials, instruction of designing digital learning materials and inspirations, and development of promoting students’ thinking skills and problem-solving competencies. The process could be helpful for undergraduates to absorb knowledge and skills and strengthen their ability to recall and apply the learned expertise [
4,
5]. Moreover, it is widely acknowledged that the specific instructional system design model, the Analysis, Design, Development, Implementation, and Evaluation model (ADDIE), has functioned as effective guidelines for developing digital game-based learning materials [
6], as is evidenced by studies of multimedia-based and digital learning materials [
7,
8,
9]. The undergraduates within the present study were asked to follow ADDIE to develop the particular digital learning materials, namely, animal conservation apps, and design an appropriate assessment suitable for evaluating the apps.
The game-based learning content within the apps included fundamental knowledge of animal conservation and environmental education, and this functioned as an impetus for the primary school pupils (users of the apps) to visit Taipei Zoo. In order to complete the game-based tasks within the apps, the pupils needed to participate in and concentrate on the learning activities regarding animal conservation and environmental education held in the zoo. This in turn allowed the pupils to expand their knowledge of biodiversity, rather than simply focusing on the particular species. The discussions among the undergraduates (the app designers), the lecturer, and the experts in each stage within this study aimed to guide the undergraduates to integrate the acquired knowledge regarding environmental education into the design of digital learning materials for primary school pupils.
Research Purpose
The main purpose of this study was to explore undergraduates’ capacity to develop digital learning materials and assessment tools compatible with the developed learning materials. For the research purpose, the research participants were 37 undergraduates who took the Learning Design and Practice course. Undergraduates attending this course were expected to gain professional skills and expertise in designing and evaluating digital learning materials. Importantly, the course also emphasized undergraduates’ digital skills concerning the application of CK and DS and their competencies for knowledge transfer and transformation. The key issues discussed in this study are as follows: (1) How the undergraduates developed digital learning materials suitable for primary school pupils, and (2) how the undergraduates designed the assessment tools to evaluate the digital learning materials they developed.
3. Methodology
3.1. Research Design
The Learning Design and Practice course within this study was implemented and delivered for one semester to cultivate undergraduates to absorb CK and DS regarding environmental protection, animal conservation, and the design of digital learning materials. The undergraduates were guided to develop digital learning materials for primary school pupils and design assessment tools suitable for evaluating the developed learning materials. The framework of this course is shown in
Figure 4.
The Learning Design and Practice course encompassed three stages. Stage one was the 10-week lessons. Lessons for the first 4 weeks were seminars and design practice that functioned as the main approaches to equipping the undergraduates with the competencies of CK and DS of designing digital learning materials. During the 4 weeks, the core learning issues and content included the ADDIE model, game-based learning, aesthetics, the design of digital learning materials, and apps—in particular, layout design and the related design technologies. Lessons for the following 3 weeks included lectures coupled with field visits to Taipei Zoo, providing the undergraduates with knowledge regarding animal conservation, environmental education, and related theories. The lessons for the following 2 weeks included the zookeepers guiding the undergraduates to understand the target animals’ morphology, habits, and habitats, and offering practical tips for observing animals. The remaining week involved the lectures centering on the theory of designing and editing assessment tools.
Stage two included the 10-week lessons during which the undergraduates were divided into 5 teams and were required to learn and work as a team. During the lessons for the first week, each team had to review the apps that they developed in Stage one. Furthermore, the undergraduates were asked to consider and develop the evaluation framework and items for the assessment instruments that suited the developed apps. The lessons for the second week involved examining the attributes and functions of the apps, including the learning content, layout design, task-based games for learning purposes, and knowledge checkpoints. During the lessons for the following 3 weeks, the undergraduates were taught to integrate the acquired expertise and technology, coupled with the knowledge of the target animals, into the development of the apps and the assessment tools according to the ADDIE model. In the lessons for the following 3 weeks, the lecturer discussed the developed apps and assessment tools with 2 or 3 teams through the focus group approach (3 h each time, 2 times per week). During the discussions, the lecturer raised open-ended and extended questions to engage the undergraduates in deep, reflective, and critical thinking involving their design. Then, the undergraduates modified their design of the apps and the evaluation items of the assessment tools, and recorded the whole process of learning, group discussions, and design. During the lessons for the remaining 2 weeks, each group presented their app and assessment tools to the class, and gained feedback from classmates and the lecturer. Then, the undergraduates conducted a usability testing that focused on the developed apps in year 3 and year 4 in a primary school by interviewing the pupils. The apps were revised and improved according to the feedback and suggestions collected from the pupils.
In Stage three, 8 experts, including 2 professors in the field of curriculum and teaching, 2 zookeepers with approximately 5 years of working experience in Taipei Zoo, and 4 primary school teachers with over 10 years of teaching experience, were invited to evaluate the apps that the undergraduates developed in Stage two. The hermeneutic method and kappa analysis [
26] were used to establish the reliability of the expert evaluation. Moreover, the experts within this study were provided with the prototypes of the apps developed by the undergraduates in each learning stage of the Learning Design and Practice course before the expert evaluation was undertaken. This offered the experts the information to understand whether the undergraduates produced their final version of the apps through group creation. The implementation steps were as follows: A checklist was developed based on the aim and objectives of this study. The 8 experts were evenly divided into 2 groups. Experts in the same group gave scores together. The two groups gave scores separately at the beginning of the evaluation process, and then reached a general consensus on the scores through deliberation. Kappa analysis was conducted after the expert evaluation. Finally, the undergraduates revised and completed the final version of their apps based on the experts’ evaluation and suggestions. Each group of undergraduates was asked to record and submit an academic portfolio, group discussion reports, work distribution chart, and peer assessments in order to ascertain and comprehend each undergraduate’s efforts, learning outcomes, and contribution to the group. As shown in
Table 1, the analysis of the courses and the learning content corresponded to the undergraduates’ learning outcomes.
3.2. Participants
Purposive sampling was adopted in this study. The participants were 37 second-year undergraduates studying at the Department of Learning and Materials Design (LMD) and taking the Learning Design and Practice course when the study was underway. The participants were divided into 5 groups, and each group was asked to develop an app and a scale to assess the developed app. Before this study was undertaken, all research participants completed the fundamental courses at LMD, including Curriculum and Teaching, and Aesthetic Design, Introduction to Education, Learning Psychology, Teaching Materials and Game-based Learning, and Design and Practice: Level One. Learning Design and Practice is a compulsory course for all second-year undergraduates studying at LMD. The teaching aims of the Learning Design and Practice course is to equip undergraduates with the expertise to integrate the skills of graphic design, digital technologies, and knowledge of teaching and learning to develop learning materials for learners.
3.3. Materials
3.3.1. Core Competency Test: Art Domain (CCTa)
In this study, the CCTa of extended design from previous research results [
18] was used as an example to instruct undergraduates in developing their scales. Taking the aspects of learning and competence indicators of the core competency involved in the Curriculum Guidelines of 12-Year Basic Education: Art Domain as the main axis, the scale was compiled according to the development of student performance and learning content, and the knowledge of animal rights/conservation and environmental education provided by Taipei Zoo. It contains expression (3 short-answer-type questions), appreciation (3 short-answer-type questions), and practice (2 short-answer-type questions). The main purpose was to identify whether primary school pupils could develop their abilities of perceptual awareness, aesthetic thinking, and creativity performance after they went through the learning materials (apps in this study). The test was open-ended and graded according to the accuracy of the answers and the degree of detail described. Those who were correct and provided plenty of detail were awarded 3 points, those who were correct but provided insufficient detail were awarded 2 points, those who were partially correct and provided insufficient detail were awarded 1 point, and those who did not answer were awarded 0 points.
3.3.2. Digital Learning Material Scale (DLMS)
This study used previous research results [
23] and the ADDIE model to design DLMS. The purpose of this study was to identify whether the learning materials designed by undergraduates conformed to CK and DS learned from the Learning Design and Practice course. The DLMS is divided into four items: material content, instruction, material design, and media application. First, issues regarding accuracy of the content, descriptions of the content, use of learning materials, and design of the architecture and examples in accordance with pupil’s requirements are evaluated in “material content.” Issues concerning operation of the interface, recognition of the instructions, design of the orientation, use of the functions, readability of the texts and paragraphs, legibility of the color, and layout design are in “instruction.” Issues about construction of learning objectives, connections to learners’ prior knowledge, arrangement and development of different materials, design, and availability of the formative evaluation in the apps are measured in “material design”. Finally, issues about the use of images, graphs, photos, drawings, icons, music, soundtracks, videos, animations, dubbing to develop the apps, and the degree of usefulness for learners’ learning are considered in “media application.” There are six questions under each of the four items. Each question has five options, with scores of 5, 4, 3, 2, and 1 from high to low, respectively.
3.3.3. Core Competency Test Evaluation: Art Domain (CCTEa)
Using the CCTEa of the extended design of previous research results [
23] and in line with the development of student performance and learning content, this study was compiled according to animal conservation information provided by Taipei Zoo. The purpose was to evaluate whether the assessment tools of the extended design from the designers’ own learning materials conformed to art learning content and learning performance, as well as the content of the learning materials. The content of the scale is divided into three items: expression (3 questions), appreciation (3 questions), and practice (2 questions). Each question has a total of five options, with scores of 5, 4, 3, 2, and 1 from high to low, respectively. Expert validity was established for this scale, and rater reliability was established by the precise interpretation method and kappa analysis.
3.3.4. Level of the Assessment Tool
In this study, the quality of the digital learning materials, the animal conservation apps, was examined and assessed according to the 3-level checklist, which included A+, A, and B, and this was based on the ratings of the evaluation of the digital learning materials issued by the MOE [
25]. Level A+ indicated that the quality of the digital learning materials was found to be outstanding, and scored 104 points (inclusive) or above. Level A meant that the quality of the digital learning materials was found to be good, and scored 88 points (inclusive) or above. Level B meant that the quality of the digital learning materials was satisfactory, and scored above 72 points (inclusive).