Introduction to eLearning Design
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Back to Home
Show interactive content
Introduction
Back to Index
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically.
Back Page
Next Page
Objectives
01
You would be able to state the elements of instructional design and also tell the difference between instructional design and elearning design.
02
You would be able to describe adult learning principles.
03
You would be able to differentate between learning formats.
04
You will be able to list different learning design processes and discuss explain the different stages of the ADDIE model
Assessment Checklist
HOW DO YOU FEEL ABOUT YOUR ELEARNING DESIGN SKILL?
ASSESS YOUR LEARNING DESIGN SKILLS HERE
Index
Lesson 2
Learning Objectives
Lesson 1
Introduction
Learning Principles
Module Learning Outcomes
Lesson 3
Lesson 4
Quiz
Knowledge Check
eLearning design Processes
Learning Formats
Lesson 1: Introduction
Introduction
eLearning
eLearning also known as Digital Learning encompasses education facilitated through the utilization of technology. eLearning can be formal (structured) or informal (community based and social learning).
eLearning Formats
There are different learning formats namely synchronous and asychrounous. Synchronous learning involves scheduled, instructor-led learning happening simultaneously in a structured manner. Asynchronous learning relates to self-managed flexible and independent learning. A combination of both formats is known as Blended learning
Introduction
Instructional Design VS eLearning Design
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically. eLearning Design also known as Digital Learning Design however leverages technology in Instructional design processes to develop a learning solution. There are several tech tools available for use at different stages of learning design.
Elements of Instructional Design
- Learning objectives: The Who, Why and What.
- Learning experience: The how i,e,. Activities and Content
- Assessment of learning Impact: Evaluation
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically.
Introduction
Digital Learning Tools
The choice of learning tools ought not to be the first consideration for a digital learning solution. The selection of digital tools and technology is contingent upon the learning goals and outcomes relating to design and implementation of learning experiences, taking into account objectives such as content development, assessment, delivery methods, social learning, technical need, technological competency, motivation for learners, budget, etc. Select the titles below for examples of tools to be choosen based on learning goals and outcomes.
Live Demonstrations
Reporting Tools
Pedagogy
Others
Collaboration
Lesson 2: Learning Principles
Learning Principles
In this Lesson we would explore
- The 2 categories of Learning Theories
- Adult learning Theories
- Brain Science
Select the buttons below to continue your learning
Adult Learning Theories
Learning Theories
Brain Science
Learning Principles
There are two categories of learning principle namely Pedagogy and Andragogy
Click images below to learn more.
Andragogy
Pedagogy
Learning Theories
Brain Science
Adult Learning Theories
Learning Principles
It is essential to have an understanding of adult learning principles to have a grasp of how adults prefer to learn. This would help in designing appropriate learning experiences for them.
Social Learning
Connectivism
Constructivism
Cognitivism
Click images above to learn more.
Adult Learning Theories
Brain Science
Learning Theories
Learning Principles
Cognitism also known as Brain science We learn when we engage the hippocampus, a specific region of the brain which functions effectively through active engagement with materials. Lets explore the AGES model to understand how the brain stores, retains and recalls knowledge.
Emotion
Spacing
Attention
Generation
Extra resources
Click images above to learn more.
Brain Science
Adult Learning Theories
Learning Theories
Learning Principles
In summary, the AGES Model explains a learning style that encourages individuals to concentrate on content, actively engage with it, foster positive emotions, and space out lessons with breaks.
Be mindful of accessibility for neuro diverse people by avoid cognitive overload by applying UXL UXDL theories. Digital body language can be used to measure emotion engagement using xAPI.
Brain Science
Adult Learning Theories
Learning Theories
Lesson 3: eLearning Formats
eLearning Formats
Categories of eLearning Formats
Synchronous: Live scheduled, instructor-led learning happening simultaneously in a structured manner.Asynchronous: Self-managed flexible and independent learning. Social: Collaborative, peer-to-peer learning which involves experience sharing, knowledge sharing, reflections, etc Blended: A combination of synchronous, asynchronous and social learning. Select the buttons below to continue your learning
Synchronous
Blended Learning
Asynchronous
Social Learning
Lesson 4: eLearning Design Processes
eLearning Design Processes
Instructional design models explain the procedures employed to design and develop instructional materials. Various models cater to diverse contexts; among the most renowned are the following
SAM
ADDIE
Others
eLearning Design Processes
The ADDIE model is the most popularly model, laying the foundation for all other models. It is similar to the water fall methodology of project management.
Design
Implementation
Evaluation
Development
Design
Analysis
Click the letters of ADDIE above to learn more.
BACK TO ELEARNING DESIGN PROCESSES
ADDIE
Extra Resources
Quiz: Assessment
Quiz 1/5
Experiential learning
Combination of in-person and virtual class
What is blended learning?
Combination of Synchronous and Asynchrounous learning
Quiz 2/5
Adult learning principle for designing appropriate learning experience
Digital Learning Design
What is Instructional Design
A procedure for developing an educational or training programme, curriculum or courses sequentially or systematically.
Quiz 3/5
Attention, General, Emphasy, Spacing
Attention, Generation, Emotion, Spacing
What does the AGES MODEL stand for?
Action, Generate, Emphasize, Sort
Quiz 4/5
elearning design principle
A sequential processes of instructional design
What is the Addie model?
multimedia principle
Quiz 5/5
Constructivism
Behaviourism
Which of the following is not a learning principle?
ADDIE
Quiz
Not quite!
Quiz
Good work!
Next Steps
Assignment Research Learning roles & ID models
Implementation
Implemention stage is about the roll-out of digital learning courses. It is important to consider the type of platform (LMS) for the roll out, how to do the marketing, monitor learning engagement, support the learners during the course.
Required roles for the implementation stage are LMS Administrator, Instructional designer, subject matter experts and Instructional designer, project manager and tester.
Synchronous Learning
This involves Live online learning in which learners have access to their trainers and peer-to-peer learning. It is engaging and interactive and typically done with web conferencing tool or instant messaging. Find examples below
Spacing
Retention of knowledge over the long term occurs when we learn over multiple sessions. Repetition helps to retain and recall knowledge, just as we remember better what we engage with regularly
Consider helping learners to remember prior knowledge in elearning modules.
Next
Blended Learning
Blended Learning is a combination of any two of Asynchronous, Synchronous. Social learning and Immersive learning can be combined with both to enhance understanding and retention.
BLENDED LEARNING
Immersive
Social
Synchronous
Asynchronous
Asynchronous Learning
Self-managed learning can be delivered in form of interactive learning, videos or learning aids.
Learning Aids
Videos
Interactive
Design
The design stage is when you get to make the decision about the learning experience that helps achieve the learning outcomes. The learning experience includes the storyboard, flow, touch points, digital resource to build, the design decision to ensure engagement. The storyboard is the blueprint of the learning experience design to be shared with stakeholders and developers for them to have a sense of the proposed design.
The output of design stage are the scripts, storyboard, wireframes, screen plan. Required roles for this stage are subject matter experts and Instructional designer
Social Learning
This is typically collaborative with participants sharing their knowledge, resources and experiences. They engage in discussions and ask questions
Andragogy
Involves how adults learn. Examples of adult learning principles are:
- Constructivism
- Cognitivism
- Social Learning
- Experiential Learning
Evaluation
Evaluation happens through all the stages of the ADDIE process.
Evaluating if
ADDIE Stage
Required roles for this stage are Isubject matter experts and Instructional designer.
Pedagogy
Pedagogy explains how students in educational institutions learn and it is related to a learning theory known as Objectivism and Behaviourism. Objectivism: The lecturer delivers facts, principles and arguments expecting students to understand from the information delivered. This method is instructor-focused with learners passive and involved in a linear structured and scheduled programme. Motivation for learning comes from passing a test and getting a certificate.
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Collaboration
Brainstorming: These are tools for problem solving, summarizing and drawing conclusions e.g., Padlet, MIRO, Mural, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Generation
Generating insight takes time. Learning is a journey and so people should be given time and opportunities to make their own meaning. Consider helping adult learners to be able to relate learning to real life scenarios as well as our existing web of knowledge.
Connectivism
Objectivism: The lecturer delivers facts, principles and arguments expecting students to understand from the information delivered. This method is instructor-focused with learners passive and involved in a linear structured, scheduled and synchronous programme. Motivation for learning comes from passing a test and getting a certificate. Applications are in compliance and procedure training, repititionin graphs and visuals, tests, quizzes and gamification.
Cognitivism
Cognitivism refers to cognitive approach of learning. It states that people learn best through action-based or experiential learning adopting scaffolding where learners are exposed to information starting from the simplest to the most difficult. Bemjamin Bloom's taxonomy of knowledge is a useful application that breaksdown learning into manageable chunks . Applications involve projects, role play, simulations, scenario-based learning, interactive videos, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Live Demonstrations
Tools for live performance of tasks, instructional video recordings and screen cast recording of such demonstrations. For example, Zoom, Camtasia, Teams, and Screepal.
Attention
It is crucial to be focused when learning and avoid multitasking which disengages the brain region, known as the hippocampus, responsible for memory. Device a way to gain and keep learner’s attention as the average attention span is 5 second.
Other Considerations
Other factors for evaluating determining learning tools are as follows
- Technical- Consider if tool is easy to use, secure, requiring registration, can work across devices and tech browsers.
- Budget- What is the pricing model, integration possibilities, and licensing structure? Is it scalable?
- Motivation- Is the tool ccesible, fun and motivating learners to engage?
- Pedagogy: Does the tool cater for synchronous and asynchronous learning, flexible learning. Does it enable assessments, feedback, support and foster online community through communication and interaction?
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Constructivism
Argues that people learn best by constructing knowledge through rather than being told what to do. Constructivism is research and reflection-based . The teachers plays advisory role while learners are active and independent
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Social Learning
Relates to peer-to-peer or group learning. Learners are able to learn form one another's knowledge, skill and experiences. This is achieve through group discussion, assignments and projects.
Pedagogy
Content Production tools: Google doc, microsoft word Access to information: Instructional videos, infographics.
Other Learning Design Models
Merrill’s Principles of Instruction
Gagne’s Nine Events of Instructions
Bloom’s Taxonomy
Dick and Carey Model Kemp Design Model
Action Mapping by Cathy Moore Kirt Patrick's Model
Assignment: Conduct research to explain 3 of the Instructional Design models above.
Reporting Tools
This involves tools for creating slide deck, data, visuals, timelines, research or lab reports. Examples are Google slides,Powerpoint, Genially, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHO
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Emotion
Emotion enhances learning as it increases our attention to a given topic and also signals the hippocampus that the information is significant and worth encrypting as memory. The stronger we feel the right emotions such as joy and excitement creating a sense of anticipation, the more and better we learn. Storytelling and gamification are powerful tools to invoke emotions.
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Successive Approximation Model SAM
The SAM model focuses on three simple stages. preparation, design and development
Development
Design
Preparation
Design
Prototype
Review
Develop
Evaluate
Implement
Rollout
Background
Development
This is the point where authoring tools and softwares are used to bring the storyboard to life. The stage involves rapid prototyping, user testing, video production, etc.
The output of this stage are prototypes and learning resources like instructional videos. Required roles for this stage are videographers, elearning developers, graphic designers, voive over artists, etc
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Transcript
Introduction to eLearning Design
Start Learning
Navigation
Back to Home
Show interactive content
Introduction
Back to Index
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically.
Back Page
Next Page
Objectives
01
You would be able to state the elements of instructional design and also tell the difference between instructional design and elearning design.
02
You would be able to describe adult learning principles.
03
You would be able to differentate between learning formats.
04
You will be able to list different learning design processes and discuss explain the different stages of the ADDIE model
Assessment Checklist
HOW DO YOU FEEL ABOUT YOUR ELEARNING DESIGN SKILL?
ASSESS YOUR LEARNING DESIGN SKILLS HERE
Index
Lesson 2
Learning Objectives
Lesson 1
Introduction
Learning Principles
Module Learning Outcomes
Lesson 3
Lesson 4
Quiz
Knowledge Check
eLearning design Processes
Learning Formats
Lesson 1: Introduction
Introduction
eLearning
eLearning also known as Digital Learning encompasses education facilitated through the utilization of technology. eLearning can be formal (structured) or informal (community based and social learning).
eLearning Formats
There are different learning formats namely synchronous and asychrounous. Synchronous learning involves scheduled, instructor-led learning happening simultaneously in a structured manner. Asynchronous learning relates to self-managed flexible and independent learning. A combination of both formats is known as Blended learning
Introduction
Instructional Design VS eLearning Design
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically. eLearning Design also known as Digital Learning Design however leverages technology in Instructional design processes to develop a learning solution. There are several tech tools available for use at different stages of learning design.
Elements of Instructional Design
Instructional Design is a procedure of developing an educational or training programme, curriculum or courses sequentially or systematically.
Introduction
Digital Learning Tools
The choice of learning tools ought not to be the first consideration for a digital learning solution. The selection of digital tools and technology is contingent upon the learning goals and outcomes relating to design and implementation of learning experiences, taking into account objectives such as content development, assessment, delivery methods, social learning, technical need, technological competency, motivation for learners, budget, etc. Select the titles below for examples of tools to be choosen based on learning goals and outcomes.
Live Demonstrations
Reporting Tools
Pedagogy
Others
Collaboration
Lesson 2: Learning Principles
Learning Principles
In this Lesson we would explore
- The 2 categories of Learning Theories
- Adult learning Theories
- Brain Science
Select the buttons below to continue your learningAdult Learning Theories
Learning Theories
Brain Science
Learning Principles
There are two categories of learning principle namely Pedagogy and Andragogy
Click images below to learn more.
Andragogy
Pedagogy
Learning Theories
Brain Science
Adult Learning Theories
Learning Principles
It is essential to have an understanding of adult learning principles to have a grasp of how adults prefer to learn. This would help in designing appropriate learning experiences for them.
Social Learning
Connectivism
Constructivism
Cognitivism
Click images above to learn more.
Adult Learning Theories
Brain Science
Learning Theories
Learning Principles
Cognitism also known as Brain science We learn when we engage the hippocampus, a specific region of the brain which functions effectively through active engagement with materials. Lets explore the AGES model to understand how the brain stores, retains and recalls knowledge.
Emotion
Spacing
Attention
Generation
Extra resources
Click images above to learn more.
Brain Science
Adult Learning Theories
Learning Theories
Learning Principles
In summary, the AGES Model explains a learning style that encourages individuals to concentrate on content, actively engage with it, foster positive emotions, and space out lessons with breaks. Be mindful of accessibility for neuro diverse people by avoid cognitive overload by applying UXL UXDL theories. Digital body language can be used to measure emotion engagement using xAPI.
Brain Science
Adult Learning Theories
Learning Theories
Lesson 3: eLearning Formats
eLearning Formats
Categories of eLearning Formats
Synchronous: Live scheduled, instructor-led learning happening simultaneously in a structured manner.Asynchronous: Self-managed flexible and independent learning. Social: Collaborative, peer-to-peer learning which involves experience sharing, knowledge sharing, reflections, etc Blended: A combination of synchronous, asynchronous and social learning. Select the buttons below to continue your learning
Synchronous
Blended Learning
Asynchronous
Social Learning
Lesson 4: eLearning Design Processes
eLearning Design Processes
Instructional design models explain the procedures employed to design and develop instructional materials. Various models cater to diverse contexts; among the most renowned are the following
SAM
ADDIE
Others
eLearning Design Processes
The ADDIE model is the most popularly model, laying the foundation for all other models. It is similar to the water fall methodology of project management.
Design
Implementation
Evaluation
Development
Design
Analysis
Click the letters of ADDIE above to learn more.
BACK TO ELEARNING DESIGN PROCESSES
ADDIE
Extra Resources
Quiz: Assessment
Quiz 1/5
Experiential learning
Combination of in-person and virtual class
What is blended learning?
Combination of Synchronous and Asynchrounous learning
Quiz 2/5
Adult learning principle for designing appropriate learning experience
Digital Learning Design
What is Instructional Design
A procedure for developing an educational or training programme, curriculum or courses sequentially or systematically.
Quiz 3/5
Attention, General, Emphasy, Spacing
Attention, Generation, Emotion, Spacing
What does the AGES MODEL stand for?
Action, Generate, Emphasize, Sort
Quiz 4/5
elearning design principle
A sequential processes of instructional design
What is the Addie model?
multimedia principle
Quiz 5/5
Constructivism
Behaviourism
Which of the following is not a learning principle?
ADDIE
Quiz
Not quite!
Quiz
Good work!
Next Steps
Assignment Research Learning roles & ID models
Implementation
Implemention stage is about the roll-out of digital learning courses. It is important to consider the type of platform (LMS) for the roll out, how to do the marketing, monitor learning engagement, support the learners during the course.
Required roles for the implementation stage are LMS Administrator, Instructional designer, subject matter experts and Instructional designer, project manager and tester.
Synchronous Learning
This involves Live online learning in which learners have access to their trainers and peer-to-peer learning. It is engaging and interactive and typically done with web conferencing tool or instant messaging. Find examples below
Spacing
Retention of knowledge over the long term occurs when we learn over multiple sessions. Repetition helps to retain and recall knowledge, just as we remember better what we engage with regularly Consider helping learners to remember prior knowledge in elearning modules.
Next
Blended Learning
Blended Learning is a combination of any two of Asynchronous, Synchronous. Social learning and Immersive learning can be combined with both to enhance understanding and retention.
BLENDED LEARNING
Immersive
Social
Synchronous
Asynchronous
Asynchronous Learning
Self-managed learning can be delivered in form of interactive learning, videos or learning aids.
Learning Aids
Videos
Interactive
Design
The design stage is when you get to make the decision about the learning experience that helps achieve the learning outcomes. The learning experience includes the storyboard, flow, touch points, digital resource to build, the design decision to ensure engagement. The storyboard is the blueprint of the learning experience design to be shared with stakeholders and developers for them to have a sense of the proposed design.
The output of design stage are the scripts, storyboard, wireframes, screen plan. Required roles for this stage are subject matter experts and Instructional designer
Social Learning
This is typically collaborative with participants sharing their knowledge, resources and experiences. They engage in discussions and ask questions
Andragogy
Involves how adults learn. Examples of adult learning principles are:
Evaluation
Evaluation happens through all the stages of the ADDIE process.
Evaluating if
ADDIE Stage
Required roles for this stage are Isubject matter experts and Instructional designer.
Pedagogy
Pedagogy explains how students in educational institutions learn and it is related to a learning theory known as Objectivism and Behaviourism. Objectivism: The lecturer delivers facts, principles and arguments expecting students to understand from the information delivered. This method is instructor-focused with learners passive and involved in a linear structured and scheduled programme. Motivation for learning comes from passing a test and getting a certificate.
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Collaboration
Brainstorming: These are tools for problem solving, summarizing and drawing conclusions e.g., Padlet, MIRO, Mural, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Generation
Generating insight takes time. Learning is a journey and so people should be given time and opportunities to make their own meaning. Consider helping adult learners to be able to relate learning to real life scenarios as well as our existing web of knowledge.
Connectivism
Objectivism: The lecturer delivers facts, principles and arguments expecting students to understand from the information delivered. This method is instructor-focused with learners passive and involved in a linear structured, scheduled and synchronous programme. Motivation for learning comes from passing a test and getting a certificate. Applications are in compliance and procedure training, repititionin graphs and visuals, tests, quizzes and gamification.
Cognitivism
Cognitivism refers to cognitive approach of learning. It states that people learn best through action-based or experiential learning adopting scaffolding where learners are exposed to information starting from the simplest to the most difficult. Bemjamin Bloom's taxonomy of knowledge is a useful application that breaksdown learning into manageable chunks . Applications involve projects, role play, simulations, scenario-based learning, interactive videos, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Live Demonstrations
Tools for live performance of tasks, instructional video recordings and screen cast recording of such demonstrations. For example, Zoom, Camtasia, Teams, and Screepal.
Attention
It is crucial to be focused when learning and avoid multitasking which disengages the brain region, known as the hippocampus, responsible for memory. Device a way to gain and keep learner’s attention as the average attention span is 5 second.
Other Considerations
Other factors for evaluating determining learning tools are as follows
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Constructivism
Argues that people learn best by constructing knowledge through rather than being told what to do. Constructivism is research and reflection-based . The teachers plays advisory role while learners are active and independent
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Social Learning
Relates to peer-to-peer or group learning. Learners are able to learn form one another's knowledge, skill and experiences. This is achieve through group discussion, assignments and projects.
Pedagogy
Content Production tools: Google doc, microsoft word Access to information: Instructional videos, infographics.
Other Learning Design Models
Merrill’s Principles of Instruction Gagne’s Nine Events of Instructions Bloom’s Taxonomy Dick and Carey Model Kemp Design Model Action Mapping by Cathy Moore Kirt Patrick's Model
Assignment: Conduct research to explain 3 of the Instructional Design models above.
Reporting Tools
This involves tools for creating slide deck, data, visuals, timelines, research or lab reports. Examples are Google slides,Powerpoint, Genially, etc
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHO
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Emotion
Emotion enhances learning as it increases our attention to a given topic and also signals the hippocampus that the information is significant and worth encrypting as memory. The stronger we feel the right emotions such as joy and excitement creating a sense of anticipation, the more and better we learn. Storytelling and gamification are powerful tools to invoke emotions.
Analysis
In the analysis stage, you get to answer 3 main questions i.e WHY, WHO and WHAT. Analysis is done to gather information about the business, audience and content.
Understanding the learners' gap and business objectives results in determining the appropriate learning content to deliver to your audience.
What business need is to be met through your learning solutions? Understanding why you are designing learning htheir elps you to craft the right learning objectives.
Analyzing your audience is essential to knowing their learning gap, need, profile, and preferences.
WHY
WHAT
WHY
The output of analysis stage are scope document and training specifications or curriculum. Required roles for this stage are Instructional designer and project manager and program manager
Successive Approximation Model SAM
The SAM model focuses on three simple stages. preparation, design and development
Development
Design
Preparation
Design
Prototype
Review
Develop
Evaluate
Implement
Rollout
Background
Development
This is the point where authoring tools and softwares are used to bring the storyboard to life. The stage involves rapid prototyping, user testing, video production, etc.
The output of this stage are prototypes and learning resources like instructional videos. Required roles for this stage are videographers, elearning developers, graphic designers, voive over artists, etc