Tuesday, 11 October 2011
Thursday, 22 September 2011
Designing e-learning for maximum motivation
What follows is a series of notes from a Designing e-Learning for Maximum Motivation webinar by Ethan Edwards of Allen Interactions.
Introduction
“The goal of e-learning is to create meaningful performance change in the learner.”
Organisations choose e-learning for other reasons (cost, access etc.), but Learning Designers should remain focused on the performance change.
Learner motivation
Most learners aren’t intrinsically motivated.
- Media/animation isn’t enough.
- Learners want the shortest, least painful way through a course. They look for shortcuts.
- Traditional path: read text without purpose, unhelpful feedback, memorise trivia, long unbroken narratives.
- “Expedited” path: Hit next without thinking, random actions, guessing without consequence. Most people will pick this path in traditional e-learning.
LDs need to create experiences where learners won’t aim for the expedited path. We want active involvement in meaningful tasks (task-oriented, not content-oriented). We need tasks that require attention, where guesses are unproductive, and failure leads to a dead end rather than default completion.
Six rules to create motivation
1. Just say less
- Learners are motivated by tasks, not being recipients of lectures
- We need formal objectives, but we don’t need to tell learners what they are
- Make content-heavy resources available, but only when users choose
- Don’t include things just because they matter to the SME
2. Make it more challenging
- Include achievable challenges with appropriate risks
- This isn’t just about making it harder, but providing something that makes the learner think
- Withhold information until learner asks for it; ambiguity isn’t always bad
3. Delay judgment
- Contrary to what we usually think, give learners time to think and correct before providing feedback e.g. include an “I’m ready” button
4. Content-rich feedback
- Wait until they are engaged and interacting before providing content
- Put content in feedback instead of up front e.g. to see the consequences of their actions
- Naturally chunks content based on actions
- Safe failure – learners are most motivated when they’ve just made a mistake. Interest is high after you make a wrong choice; you want to know where you went wrong
5. Create levels of difficulty
- Increase challenges as their skills develop
- Vary how much help is provided
- Learners need a sense of accomplishment
6. Give more control to learners
- Prevents the feeling that learners are the “victims”
- Give learners responsibility - pace, sequence, help, choose when to be tested etc.
Wednesday, 14 September 2011
10 relevant facts about the brain
Connie Malamed’s top ten facts about the human brain to keep in mind when designing any learning event:
Top Ten
- Our perceptions are influenced by what we know, what we expect and what we want to achieve.
- Our brains like to organise perceptions into meaningful units and patterns.
- Events in our brain happen rapidly and are measured in milliseconds.
- We can quickly shift our attention to whatever is most important in the environment.
- We pay attention to information that is meaningful and disregard what is not meaningful.
- Working memory is our online space for figuring things out in the moment.
- Because working memory can manipulate 3 to 5 items at one time, and because it has a short duration, it is considered a bottleneck in the learning process.
- The advantage of a limited working memory is that it gives us the flexibility to quickly shift the focus of our attention and information processing.
- Long-term memory is essentially infinite. No one knows its limits.
- The knowledge, skills and experiences stored in long-term memory can be retrieved with the appropriate cues. Without the right retrieval cues, the information is difficult or impossible to access.
Thursday, 25 August 2011
The Top 10 “Top 10”
In his blog, Inspire 2 Learn, Richard Watson has created a top ten “Top 10″ list regarding learning and development topics.
- Top 10 things you should NOT DO when designing e-learning
- Top 10 tips for new trainers
- Top 10 qualities of an instructional designer
- Top 10 trends for 2010
- Top 10 steps for boosting creativity
- Top 10 tips for distance learning success
- Top 10 ways to engage digital learners
- Top 10 ways social media will impact employee development
- Top 10 visual design ideas
- Top 10 things to consider before choosing a LMS
Monday, 15 August 2011
Practical guides for digital learning content
On his Onlignment blog, Clive Shepherd has been posting a series of practical guides for digital learning content designers:
Also in the pipeline are guides to creating quizzes and reference documentation.
All of these guides are also available as PDFs to download.
The guides will ultimately find a home in a book due for release later this year called Digital Learning Content: A Designer's Guide.
Wednesday, 10 August 2011
The future of learning & technology
A 25-minute presentation on the future of learning and technology posted by Nick Shackleton-Jones.
The 6 Ps of a mobile strategy
Float Mobile Learning has posted a set of 6 articles on the process of developing a mobile technology strategy: