We’ve all been there. The course launches in two days. Your SME just gave you another laundry list of ‘essential’ revisions, and entire sections of the course need to be added. So, other than starting an intravenous drip of caffeine, how do you tackle rapid development without going insane? Here are four tips and tricks to help you meet your course development deadline.
Innovation in the digital world seems to move at the speed-of-light. As I wonder what the conversations around digital learning will center on in five years, I believe the lasting dialogue will be “personalized learning.”
Those of us in the world of educational technology know of the rhetoric around the term, but we do not seem to have a shared understanding of its meaning. Many use the omnipresent phrase to refer to efforts to tailor instruction to each student’s unique needs and preferences. Continue reading “Personalized Learning”
This week, I’ll continue our series on lessons that can be learned from game design and applied to the world of instructional design. We’ll keep exploring Mark Rosewater’s “10 Things Every Game Needs” for our comparison.
In my last post, I outlined how goals and rules clearly lay out the learner’s expectations to ensure they understand the structure and outcomes of the course. Today, we’ll focus on three design elements to retain and increase learner engagement throughout your course. I’ll also include a couple of practical tips for implementing these features in your course.
When our team started Model eLearning in January, we wanted to explore and share the eLearning theories, trends, and tools that excite us. One of the top instructional design skills is Googler—so we wanted to contribute to that growing body of knowledge and help the eLearning community.
Over the past year, we’ve shared our team’s practical tips for instructional designers (ID), subject matter experts (SME), and instructors. Now—in a time-honored December blog tradition—let’s review some of our favorite posts of 2017. Continue reading “A Year’s End Review”
“In addition to enhancing learning, video can also reduce training time. It’s easier and takes less time to watch a well-made video than it does to read through pages of dense text or complicated diagrams to grasp a concept.”
In my last post, we explored some benefits of using scenarios in eLearning. Today, we will examine the value of learning with interactive videos using PlayPosit. If you’re not familiar with PlayPosit, it’s an online environment used to create and share interactive video lessons.
According to Raptivity (2015), interaction occurs in an interactive video when “the learner is shown a video that pauses at set intervals to reveal either additional information or questions to test knowledge. It actively involves learners during a video and gives them feedback whenever required.”
Our team had the opportunity to create an interactive video for an eLearning module we developed for a presentation at the 2017 Michigan OER Summit. Our module used open educational resources (OER) to help learners discover the importance of APA style and how to apply it to their writing.
We used PlayPosit to build an interactive video. A library had shared the original video about APA Style under a Creative Commons (CC) License. The content was fantastic and covered the criteria that we planned to examine in our module. As a result, we were able to create the questions that we wanted to infuse in the PlayPosit to test learner’s knowledge.
After the video showed pertinent information about APA, the video prompted learners to pause and answer a question to test their knowledge.
Interactive Video and Learning Theory
Interactive video learning is anchored in two learning theories: Social Cognitive Theory (SCT) and vicarious learning. SCT is the foundation of interactive video learning and the basis of situated learning, which is where scenario based learning comes from. Vicarious learning means we observe a skill or watch information and then we have a chance to test our knowledge or apply the skill that we’ve learned.
As professionals committed to helping others learn, we want our learners to feel engaged with the content presented to them. We hope that learners will discover the need, value, and relevance of what they learn and then apply it to their lives.
These ideas are the focus of Malcolm Knowles’ Adult Learning Theory, which we applied in the eLearning example about interactive video. The following andragogic principles are also present in our example:
Learners have the opportunity to absorb information in the context of figuring out a problem.
Learners are immersed in activities that enable them to tie the subject matter to the application.
The benefits to using interactive video for learning, especially in higher education, include:
It facilitates active learning.
It engages by grabbing and retaining the learner’s attention.
It more clearly displays complex subject matter.
It supplies learners with immediate feedback.
It easily presents simulations.
It’s easier for learners to identify and discuss gaps/problems with peers.
Based on these advantages, it’s clearly valuable to use interactive video for learning.
Interactive Video Using PlayPosit
As an educator, you can sign up and take advantage of PlayPosit’s free options including Multiple Choice and Pause and Play. Here are a few ways that you can get started with interactive videos for learning:
Turn an existing static PowerPoint into an engaging narration. The narration can then be turned into an interactive video.
Search the Public Domain and OER repositories for content your learners need to know. Look for content with a CCO license, which allows you to modify the content.
PlayPosit is a great tool for creating your first interactive video. Why not give it a try?
Are you a learning theory addict? Do you use interactive videos in your eLearning? Have you ever used PlayPosit to engage your learners? Tell us about your experiences in the comments section below.
Cournoyer, B. (2017). 12 quotes on why video works for eLearning. Brainshark.
While significant research surrounds adding gamification elements to eLearning courses, implementing it means devoting a large amount of resources. What then, can we learn if we look at it from the flip side? What fundamental game design principles translate to Instructional Design? Continue reading “Apply Game Design Principles to Your Courses”
Instructional designers agree on one fundamental concept of course design: you must know your audience. This article focuses on an emerging audience and proposes a not-so-new strategy for designing eLearning that works for it.
WHAT WE KNOW
Today, we consult a large body of research dedicated to the design of online learning. We have come to know this audience of learners fairly well—including three distinct subgroups: K-12, adults working full-time, and post bachelor students. Research consistently points to interactivity and student engagement as key components for successful online learning—and instructional designers get that. A 2007 article states:
The success of an online course depends greatly on how actively engaged students are with the instructor, with their classmates, with the content, with technology, and with course management tools. (Mingsheng Dai, Online Cl@ssroom).
Businesses hire instructional designers to develop onboard training and incremental training that features libraries of topics designed to help employees do their jobs well. According to one eLearning blogger, for eLearning to be effective with an audience of employees, it has to “look and sound great,” “be real,” and “flexible.” (Young, Meghan, July 29, 2013, eLearning Industry).
Leaders recognize that eLearning has found momentum and led to an increase in material learned, retention rates, revenue, and savings. (Karla Gutierrez, 2016, April 7, SH!FT). Course designers have tailored eLearning to the student and employee audiences at a 900% growth rate since 2000. Are you ready to meet the needs of an even newer audience?
Early in 2017, Julie and Kenneth Kendall, Rutgers University, published an article stating that more and more executives are “being groomed to serve as organizational leaders.” Their study shows that executives make up a slightly different audience from the learner/employee audience that we see featured in most eLearning research. (p. 62). Now, the Kendalls are calling for a new kind of online learning, one that reaches an “executive” audience. These folks are seasoned professionals, rising to leadership roles in corporations, and have had success in their companies, with loads of real-life experience. Sounds like a new twist on what we understand the “learner” to be.
THEY HAVE STORIES TO TELL Taking what we already know about eLearning design and tailoring it to an executive audience, the Kendalls discover from their research that executives engage well with story. They have stories to tell. They know the ins and outs of how the business runs. They know how to set company standards, and can give you a list of best practices from memory (and experience).
The Kendalls propose incorporating storytelling to innovatively enhance executive education. By addressing the following elements in every great story, learners can engage by telling their own stories, while others discover new learning or validate their own experiences.
The call to adventure
By now you’re thinking: storytelling is nothing new! But incorporating story as a method/strategy for course design to reach professionals who have valuable experience strikes me as innovative and fresh. Kudos to the Kendalls for featuring this emerging audience and finding a strategy that works!
Can you even imagine what could be accomplished with story? I’m going to spend some time figuring that out. Be sure to come back here for more!
Have you been looking for a way to make executive education work for your client? Have you discovered strategies that work well? Do you expect to be designing executive education in the future? I’d love some feedback.
Kendall, J. E. & Kendall, K. E. (2017). Enhancing online executive education using storytelling: An approach to strengthening online social presence. Decision Sciences Journal of Innovative Education, 15, 62-81.