Design Principles
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Created on July 19, 2024
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Learning Experience Design
Introduction
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.
Learning Experience Design
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.
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Introduction
LXD
Learning Experience Design (LXD) is the process of creating educational programs that are engaging, effective, and learner-centered.
01
You will learn Instructional Design Principles
02
You will learn Universal Design Principles
03
You will learn Visual Design Principles
Objectives
Subject Matter Expert is a ______ role. The __________________ takes charge of the project and keeps record of deliverables agreed upon. Empathy, success and ________ are required to ensure effective collaboration with a SME_____ have domain knowledge and credibility in a field. Google docs, MIRO, calendar are examples of tools for effective ____________.
Drag the concept to its corresponding gap
Knowledge Check
eLearning Designer
Design
SMEs
check
Communication
Feedback
Introduction
Learning Design Principles
Lesson 1
Instructional Design Principles
Lesson 2
Universal Design Principles
Lesson 3
Assessment
Quiz
Learning Objectives
Index
Module Learning Outcomes
Lesson 1:Learning Design Principles
Kirk Patricks
ABCD Structure
Blooms Taxonomy
Learning Design Principles
SMART
Select the topics below to continue your learning
Lesson 2:Instructional Design Principles
Instructional Design Principles
Merril's First Principles
Gagne 9 events
Experiential Learning
In this lessons we will be unpacking 3 Instructional design Principles2. Gagne's Nine events of Learning3. Merril's first Principle
Lesson 3:Universal Design Principles
Universal Design principles
Visual Design
Multimedia Design
UDL
For Learning Design it is essential to comply with the universal design principles for learning UDL and Visual design principles for learning designSelect the buttons below to continue your learning.
Quiz:Assessment
Curriculum Developer
An instructor
A person with domain knowledge, expertise and credibilty in a field.
Who is a SME?
Quiz 1/5
Which of the following is not correct about building a successful relationship with a SME?
Honor the SME's content
Recognise your partnership and communicate willingness to collaborate for a common goal.
Call SME anytime you want to show familiarity.
Quiz 2/5
Development roles.
Mnagement roles.
Authoring roles.
One of the following is not a category of learning roles.
Quiz 3/5
Sequence
Record
Schedule
It is essential to create a work ________ to outline the tasks and manage the learning project to ensure timely delivery.
Quiz 4/5
Setting clear goals and deliverables.
Resolution and collaboration
Empathy and Feedback
What is required to motivate a SME to engage in building a content?
Quiz 5/5
Goodwork!
Quiz
AssignmentCome to the Virtual class 2 with your learning project topic (if available)
Next Steps
Not quite!
Quiz
Visual Design for Digital Learning
ELEMENTS:
- Fonts
- Photos and Icons
- Colours
- White Space
Info
CRAP:- Synonymn for
- Contrast:
- Repetition
- Alignment
- Proximity
COGNITIVE OVERLOAD:
- Descriptions
- Consistency
- Avoid long texts
- Limit inscreen text with image
Reaction
Kirk Patrick Evaluation Strategy
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, etcLANGUAGE: 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, etcCOMPREHENSION: Add instruction to online activities, micro learning (chunck content),
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
Experiential Learning
FEEL
WATCH/ OBSERVE
THINK
DO
EXPERIENCE
REFLECTION
THINKING
ACT
Active experimentationConsider how to put into practice what you have learnt
Concrete experience. DO it yourself for learning to occur
Step back from doing to reflect and review
Fit in what you just learnt into what you already know
KOLB'S LEARNING CYCLE
A: Audience
ABCD Structure
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.
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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:
Merrils's First Principle
Integration
TASK CENTRED
Demonstration
Application
Activation
ACTIVATION: Recollect prior knowledge before learning something new.
DEMONSTRATION: Real life activity like simulation.
APPLICATION: Progressing through feedback real tasks engaged in.
INTEGRATION: Application of learning to their actual jobs through reflections, self-review, etc
Learning outcomes ought to be SMART which is an acronymn for the following:
SMART Outcomes
S- SpecificM- Measureable A- AttainableR- Realistic/RelevantT- Time bound
GAGNE'S 9 EVENTS OF LEARNING
1. Gaining Attention: Get learner's interest by introducing the course e.g., watch a video, brainstorm
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.
4. Presenting Stimulus: This is the presentation of content in multiple formats like text, image, etc
5. Providing Guidance: Provide support to learners with enough information, hints, navigation screen, etc,.
9. Enhancing Retention/transfer: Provide self study activities like assignments & group work to help them understand learning.
8. Assessing Performance:Assess learning with materials like quiz, essay, and worksheet..
7. Providing Feedback: Constructive feedback is necessary to help learners improve.
6. Eliciting Performance: Give room for learning without assessment e.g., answering questions in class, matching sentences, etc.
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
Learning Outcome
C
HOTS
Remember
Understand
App ly
Analyse
Evaluate
Create
Multimedia Design for Digital Learning
TYPES:
- Elearning Resources
- Scenario Based Learning
Info
ELEMENTS OF MMD
- Video
- Audio
- Imagery
- Voice Over
- On-Screen Text
- Supporting Resources
INSTRUCTIONAL DESIGN PRINCIPLES: Based on Gagne's 9 events
- Hook
- Stimuli
- Guided Practice
- Assessment
- Closing
MAYER'S PRINCIPLES
- Multimedia
- Coherence
- Spatial Contiguity
- Temporal Contiguity
- Redundancy
- Pre-Training
- Modality
- Signalling
- Segmenting
- Image
- Voice
- Personalisation