Learning Experience Design
Start Learning
Introduction
Learning Experience Design
Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered. It blends instructional design, user experience (UX) design, and educational theory to craft learning environments that meet the needs and goals of learners.
LXD involves understanding the target audience, defining learning objectives, and utilizing various media and technologies to deliver content in interactive and meaningful ways. The aim is to facilitate a positive and impactful learning journey, ensuring that learners are motivated, retain information, and can apply what they've learned in real-world contexts.
Navigation
Back to Home
Show interactive content
Introduction
Back to Index
LXD
Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered.
Back Page
Next Page
Objectives
01
You will learn Instructional Design Principles
02
You will learn Universal Design Principles
03
You will learn Visual Design Principles
Index
Lesson 1
Learning Objectives
Learning Design Principles
Module Learning Outcomes
Introduction
Lesson 2
Lesson 3
Quiz
Assessment
Universal Design Principles
Instructional Design Principles
Lesson 1: Learning Design Principles
Learning Design Principles
Select the topics below to continue your learning
Blooms Taxonomy
Kirk Patricks
SMART
ABCD Structure
Lesson 2: Instructional Design Principles
Instructional Design Principles
In this lessons we will be unpacking 3 Instructional design Principles2. Gagne's Nine events of Learning3. Merril's first Principle
Experiential Learning
Gagne 9 events
Merril's First Principles
Lesson 3: Universal Design Principles
Universal Design principles
For Learning Design it is essential to comply with the universal design principles for learning UDL and Visual design principles for learning design Select the buttons below to continue your learning.
UDL
Multimedia Design
Visual Design
Visual Design for Digital Learning
COGNITIVE OVERLOAD:
- Descriptions
- Consistency
- Avoid long texts
- Limit inscreen text with image
CRAP:- Synonymn for
- Contrast:
- Repetition
- Alignment
- Proximity
ELEMENTS:
- Fonts
- Photos and Icons
- Colours
- White Space
Info
Kirk Patrick Evaluation Strategy
Reaction
Knowledge
Behaviour
Result
Universal Design Principles for Learning
PERCEPTION: Refers to auditory and visual processing of information to ensure accessibility (considering learners with varying abilities)IMAGERY: Ensure to give description to images e.g timelines, graphs, etc LANGUAGE: Use simple terms easily understandable by all. Refrain from using jargons, provide definition of terms (glossary) and provide a means for learners to understand diagrams, formulas, etc COMPREHENSION: Add instruction to online activities, micro learning (chunck content),
Experiential Learning
Experiential Learning refers to how learners prefer to learn as opposed to what they need to learn (learning outcomes). There are certain questions you should consider to answer in order to understand their preferences Kolbs reflective learning cycle: is an experiential learning cycle that argues that we learn through our experience. the Kolb's learning cycle has 4 stages of action (experience, reflect, act and think) Experience/feel- e.g., storytelling, simulations, breakout, role play. Reflection/observe/watch- chats, polls, brainstorming, group discussion. Thinking- Connect new learning with previous e.g., online classroom presentation, rewatching recorded training, do more research to gain more understanding. Acting/Doing- Practicing and applying learning to real life scenarios.e.g., case study, etc
Concrete experience. DO it yourself for learning to occur
KOLB'S LEARNING CYCLE
FEEL
REFLECTION
EXPERIENCE
Step back from doing to reflect and review
DO
Active experimentation Consider how to put into practice what you have learnt
WATCH/ OBSERVE
ACT
THINKING
THINK
Fit in what you just learnt into what you already know
ABCD Structure
A: Audience
B: Behaviour
C: Condition
D: Degree
Subject Matter Expert is a design role. The elearning designer takes charge of the project and keeps record of deliverables agreed upon. Empathy, success and feedback are required to ensure effective collaboration with a SME. SMEs have domain knowledge and credibility in a field. Google docs, MIRO, calendar are examples of tools for effective communication.
close
Merrils's First Principle
The Merril's First Principle of Instructional Design focuses on people who learn best by being involved in real-life activities. It follows 4 principles namely:
ACTIVATION: Recollect prior knowledge before learning something new.
Integration
Activation
TASK CENTRED
DEMONSTRATION: Real life activity like simulation.
APPLICATION: Progressing through feedback real tasks engaged in.
Demonstration
Application
INTEGRATION: Application of learning to their actual jobs through reflections, self-review, etc
SMART Outcomes
Learning outcomes ought to be SMART which is an acronymn for the following:
S- SpecificM- Measureable A- AttainableR- Realistic/Relevant T- Time bound
GAGNE'S 9 EVENTS OF LEARNING
2. Stating Objectives: Manage learner's expectations by stating learning outcomes.
3. Recalling Prior Learning:Knowledge check exercise to help learners remember prior knowledge of the topic.
1. Gaining Attention: Get learner's interest by introducing the course e.g., watch a video, brainstorm
6. Eliciting Performance: Give room for learning without assessment e.g., answering questions in class, matching sentences, etc.
5. Providing Guidance: Provide support to learners with enough information, hints, navigation screen, etc,.
4. Presenting Stimulus: This is the presentation of content in multiple formats like text, image, etc
8. Assessing Performance:Assess learning with materials like quiz, essay, and worksheet..
7. Providing Feedback: Constructive feedback is necessary to help learners improve.
9. Enhancing Retention/transfer: Provide self study activities like assignments & group work to help them understand learning.
Learning Outcome
In developing the learning outcome, the following learning principles are helpful: Blooms Taxonomy LOTS- Lower order thinking skill and HOTS Higher order thinking skills are considered in developing the blooms taxonomy
Evaluate
Analyse
App ly
Remember
Understand
Create
HOTS
Multimedia Design for Digital Learning
ELEMENTS OF MMD
- Video
- Audio
- Imagery
- Voice Over
- On-Screen Text
- Supporting Resources
MAYER'S PRINCIPLES
- Multimedia
- Coherence
- Spatial Contiguity
- Temporal Contiguity
- Redundancy
- Pre-Training
- Modality
- Signalling
- Segmenting
- Image
- Voice
- Personalisation
TYPES:
- Elearning Resources
- Scenario Based Learning
INSTRUCTIONAL DESIGN PRINCIPLES: Based on Gagne's 9 events
- Hook
- Stimuli
- Guided Practice
- Assessment
- Closing
Info
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Transcript
Learning Experience Design
Start Learning
Introduction
Learning Experience Design
Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered. It blends instructional design, user experience (UX) design, and educational theory to craft learning environments that meet the needs and goals of learners.
LXD involves understanding the target audience, defining learning objectives, and utilizing various media and technologies to deliver content in interactive and meaningful ways. The aim is to facilitate a positive and impactful learning journey, ensuring that learners are motivated, retain information, and can apply what they've learned in real-world contexts.
Navigation
Back to Home
Show interactive content
Introduction
Back to Index
LXD
Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered.
Back Page
Next Page
Objectives
01
You will learn Instructional Design Principles
02
You will learn Universal Design Principles
03
You will learn Visual Design Principles
Index
Lesson 1
Learning Objectives
Learning Design Principles
Module Learning Outcomes
Introduction
Lesson 2
Lesson 3
Quiz
Assessment
Universal Design Principles
Instructional Design Principles
Lesson 1: Learning Design Principles
Learning Design Principles
Select the topics below to continue your learning
Blooms Taxonomy
Kirk Patricks
SMART
ABCD Structure
Lesson 2: Instructional Design Principles
Instructional Design Principles
In this lessons we will be unpacking 3 Instructional design Principles2. Gagne's Nine events of Learning3. Merril's first Principle
Experiential Learning
Gagne 9 events
Merril's First Principles
Lesson 3: Universal Design Principles
Universal Design principles
For Learning Design it is essential to comply with the universal design principles for learning UDL and Visual design principles for learning design Select the buttons below to continue your learning.
UDL
Multimedia Design
Visual Design
Visual Design for Digital Learning
COGNITIVE OVERLOAD:
CRAP:- Synonymn for
ELEMENTS:
Info
Kirk Patrick Evaluation Strategy
Reaction
Knowledge
Behaviour
Result
Universal Design Principles for Learning
PERCEPTION: Refers to auditory and visual processing of information to ensure accessibility (considering learners with varying abilities)IMAGERY: Ensure to give description to images e.g timelines, graphs, etc LANGUAGE: Use simple terms easily understandable by all. Refrain from using jargons, provide definition of terms (glossary) and provide a means for learners to understand diagrams, formulas, etc COMPREHENSION: Add instruction to online activities, micro learning (chunck content),
Experiential Learning
Experiential Learning refers to how learners prefer to learn as opposed to what they need to learn (learning outcomes). There are certain questions you should consider to answer in order to understand their preferences Kolbs reflective learning cycle: is an experiential learning cycle that argues that we learn through our experience. the Kolb's learning cycle has 4 stages of action (experience, reflect, act and think) Experience/feel- e.g., storytelling, simulations, breakout, role play. Reflection/observe/watch- chats, polls, brainstorming, group discussion. Thinking- Connect new learning with previous e.g., online classroom presentation, rewatching recorded training, do more research to gain more understanding. Acting/Doing- Practicing and applying learning to real life scenarios.e.g., case study, etc
Concrete experience. DO it yourself for learning to occur
KOLB'S LEARNING CYCLE
FEEL
REFLECTION
EXPERIENCE
Step back from doing to reflect and review
DO
Active experimentation Consider how to put into practice what you have learnt
WATCH/ OBSERVE
ACT
THINKING
THINK
Fit in what you just learnt into what you already know
ABCD Structure
A: Audience
B: Behaviour
C: Condition
D: Degree
Subject Matter Expert is a design role. The elearning designer takes charge of the project and keeps record of deliverables agreed upon. Empathy, success and feedback are required to ensure effective collaboration with a SME. SMEs have domain knowledge and credibility in a field. Google docs, MIRO, calendar are examples of tools for effective communication.
close
Merrils's First Principle
The Merril's First Principle of Instructional Design focuses on people who learn best by being involved in real-life activities. It follows 4 principles namely:
ACTIVATION: Recollect prior knowledge before learning something new.
Integration
Activation
TASK CENTRED
DEMONSTRATION: Real life activity like simulation.
APPLICATION: Progressing through feedback real tasks engaged in.
Demonstration
Application
INTEGRATION: Application of learning to their actual jobs through reflections, self-review, etc
SMART Outcomes
Learning outcomes ought to be SMART which is an acronymn for the following:
S- SpecificM- Measureable A- AttainableR- Realistic/Relevant T- Time bound
GAGNE'S 9 EVENTS OF LEARNING
2. Stating Objectives: Manage learner's expectations by stating learning outcomes.
3. Recalling Prior Learning:Knowledge check exercise to help learners remember prior knowledge of the topic.
1. Gaining Attention: Get learner's interest by introducing the course e.g., watch a video, brainstorm
6. Eliciting Performance: Give room for learning without assessment e.g., answering questions in class, matching sentences, etc.
5. Providing Guidance: Provide support to learners with enough information, hints, navigation screen, etc,.
4. Presenting Stimulus: This is the presentation of content in multiple formats like text, image, etc
8. Assessing Performance:Assess learning with materials like quiz, essay, and worksheet..
7. Providing Feedback: Constructive feedback is necessary to help learners improve.
9. Enhancing Retention/transfer: Provide self study activities like assignments & group work to help them understand learning.
Learning Outcome
In developing the learning outcome, the following learning principles are helpful: Blooms Taxonomy LOTS- Lower order thinking skill and HOTS Higher order thinking skills are considered in developing the blooms taxonomy
Evaluate
Analyse
App ly
Remember
Understand
Create
HOTS
Multimedia Design for Digital Learning
ELEMENTS OF MMD
MAYER'S PRINCIPLES
TYPES:
INSTRUCTIONAL DESIGN PRINCIPLES: Based on Gagne's 9 events
Info