Want to create interactive content? It’s easy in Genially!

Get started free

INTRODUCTION TO DIGITAL LEARNING DESIGN

oyinda

Created on March 22, 2024

Start designing with a free template

Discover more than 1500 professional designs like these:

Math Lesson Plan

Primary Unit Plan 2

Animated Chalkboard Learning Unit

Business Learning Unit

Corporate Signature Learning Unit

Code Training Unit

History Unit plan

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
  • 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 sum​mary, 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