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Design Principles

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Created on July 19, 2024

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Learning Experience Design

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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.

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.

Introduction

Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered.

LXD

Introduction

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Objectives

You will learn Visual Design Principles

03

You will learn Universal Design Principles

02

You will learn Instructional Design Principles

01

Module Learning Outcomes

Index

Learning Objectives

Quiz

Assessment

Lesson 3

Universal Design Principles

Lesson 2

Instructional Design Principles

Lesson 1

Learning Design Principles

Introduction

Lesson 1: Learning Design Principles

Select the topics below to continue your learning

SMART

Learning Design Principles

Blooms Taxonomy

ABCD Structure

Kirk Patricks

Lesson 2: 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

Instructional Design Principles

Lesson 3: 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

Universal Design principles

COGNITIVE OVERLOAD:

  • Descriptions
  • Consistency
  • Avoid long texts
  • Limit inscreen text with image

CRAP:- Synonymn for

  • Contrast:
  • Repetition
  • Alignment
  • Proximity

Info

ELEMENTS:

  • Fonts
  • Photos and Icons
  • Colours
  • White Space

Visual Design for Digital Learning

Result

Behaviour

Knowledge

Kirk Patrick Evaluation Strategy

Reaction

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),

Universal Design Principles for Learning

KOLB'S LEARNING CYCLE
Fit in what you just learnt into what you already know
Step back from doing to reflect and review
Concrete experience. DO it yourself for learning to occur
Active experimentation Consider how to put into practice what you have learnt
ACT
THINKING
REFLECTION
EXPERIENCE
DO
THINK
WATCH/ OBSERVE
FEEL

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

D: Degree

C: Condition

B: Behaviour

ABCD Structure

A: Audience

close

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.

INTEGRATION: Application of learning to their actual jobs through reflections, self-review, etc

APPLICATION: Progressing through feedback real tasks engaged in.

DEMONSTRATION: Real life activity like simulation.

ACTIVATION: Recollect prior knowledge before learning something new.

Activation
Application
Demonstration
TASK CENTRED
Integration

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:

S- SpecificM- Measureable A- AttainableR- Realistic/Relevant T- Time bound

SMART Outcomes

Learning outcomes ought to be SMART which is an acronymn for the following:

6. Eliciting Performance: Give room for learning without assessment e.g., answering questions in class, matching sentences, etc.

7. Providing Feedback: Constructive feedback is necessary to help learners improve.

8. Assessing Performance:Assess learning with materials like quiz, essay, and worksheet..

9. Enhancing Retention/transfer: Provide self study activities like assignments & group work to help them understand learning.

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

3. Recalling Prior Learning:Knowledge check exercise to help learners remember prior knowledge of the topic.

2. Stating Objectives: Manage learner's expectations by stating learning outcomes.

1. Gaining Attention: Get learner's interest by introducing the course e.g., watch a video, brainstorm

GAGNE'S 9 EVENTS OF LEARNING

Create

Evaluate

Analyse

App ly

Understand

Remember

HOTS

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

MAYER'S PRINCIPLES

  • Multimedia
  • Coherence
  • Spatial Contiguity
  • Temporal Contiguity
  • Redundancy
  • Pre-Training
  • Modality
  • Signalling
  • Segmenting
  • Image
  • Voice
  • Personalisation

INSTRUCTIONAL DESIGN PRINCIPLES: Based on Gagne's 9 events

  • Hook
  • Stimuli
  • Guided Practice
  • Assessment
  • Closing

ELEMENTS OF MMD

  • Video
  • Audio
  • Imagery
  • Voice Over
  • On-Screen Text
  • Supporting Resources

Info

TYPES:

  • Elearning Resources
  • Scenario Based Learning

Multimedia Design for Digital Learning