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.