by Jane Bozarth
In the classroom, a good trainer can adjust instruction on the fly if it isn’t working for the employees, but this is a luxury not available to the eLearning designer. Here are some common issues in converting classroom training to online, and ideas that will help you make the online version realistic and relevant to the needs of workers.
by Faith Brill
Does everyone define “learning” the same way? Do all the tools we use support optimal learning, given your definition? In this article, the author asserts that we don’t really have a clear, shared objective of what learning is and how it should occur, and she offers a concrete suggestion for an effective approach to resolve this dilemma.
Last week, Guild Research published a new case study in the Research Insights Library about the use of interactive video to better educate and communicate with employees on health care plans, well-being programs, and retirement options. This overview explains what Aon Hewitt’s Consumer Experience practice did, why they did it, and the process they used to build the interactive video interface.
Sound and action—movement—drive our response to movies, including videos, even more than the character dialog does. Yet few of us have a conscious awareness of how movement affects learner perception and response. Effective eLearning video can be so much more than talking heads and simple demonstrations. Here is a very basic introduction to the psychology of movement.
by Jane Bozarth
Among trainers, a common approach to deficient outcomes is to focus on finding and fixing the causes of the deficiencies. Yet in most communities, even where most members fail, there will be individuals or groups that succeed. An effective alternative approach is to find out what those who succeed are doing and to help others do the same. Here is an introduction to techniques that work!
When selecting and implementing learning technology solutions, a proactive approach to identify stakeholders at all levels and involve them early and often in the process through an internal advisory council is one of the best strategies for success. Here is a complete guide and blueprint for the process!
Gamification is the use of game elements to motivate people to complete tasks. According to the Gartner Hype Cycle for Education, though, gamification is sliding into the Trough of Disillusionment, where interest wanes as experiments and implementations fail to deliver. Why? This article connects poor gamification implementation and poor eLearning design, and it suggests what we can do about both.
Instructional designers sometimes have a problem: we get hung up in the content and forget about what the content is supposed to do for the learners—prepare them for something on the job. That’s how we get solutions that are only surface- level knowledge transfer, also known as knowledge dump. Here are four things you can do to stay out of that dump.