At the 7 Learning Principles To Create Online Courses Infographic you will review Geri E. McArdle's 7 learning principles that you should become familiar with and apply them later to create online courses.
In this article I’ll present a framework that could help educators to make a shift from designing long, information based online courses to micro-learning, which is a result of content curation techniques and chunking information design strategy.
Learning experiences ideally should be a series of aligned supports designed to solve performance challenges tied organizational goals. Creating bite-sized chunks for reflection and reinforcement can be powerful. The challenge? Getting learners used to only accessing an LMS for their learning needs to see that micro-learning fits into their workflow and has a powerful WIFM.
There is a great deal of attention being paid to mobile health applications at the moment, especially in the context of wearable technology. For...
Although not specifically learning-related, this article about mobile health apps raises some interesting points for ID work as well. These apps are aimed at changing behaviors/performance, which is what we try to do as well. The point the authors make about an app having the right amount of connectivity --an ability to link to a supportive community is important.
"Subtext is a free iPad app that allows classroom groups to exchange ideas in the pages of digital texts. You can also layer in enrichment materials, assignments and quizzes—opening up almost limitless opportunities to engage students and foster analysis and writing skills. "
Would not limit the application of this to K12, think of the possibility for learner manuals for adult learners as well.
A lot of instructional design requires interviewing our target audiences and subject matter experts with empathy. A deep approach at this stage is critical so we can create authentic and useful learning experiences.
In this article I will highlight 10 creative ways to use free timeline makers in eLearning design and development that can help you boost knowledge retention, clearly convey core concepts, and appeal to your learners’ needs.
Possibilities for timeline tools in elearning outside of creating actual timelines.
To help our understanding of gamification, as related to e-learning, we conducted a survey on our users. These are the results.
Some interesting stats on gamification in elearning. "On the matter of rewards for e-learning engagement and achievements, most users seem to prefer discounts on new content/courses (69%) and access to exclusive content (78%). Rewards such as badges and score points are seen as more gimmicky compared to the above, but they still entice a 60% and 50% of the participants respectively."
Asynchronous eLearning is different from traditional classroom studying and requires strong motivation and self-discipline from learners. As there is no person-to-person contact and immediate reaction to problems emerging in the process of learning, eLearning professionals should pay special attention to eLearning course navigation and usability. To help you remove all the barriers to effective eLearning course design the article provides an idea of what eLearning usability is and how to improve it by applying common usability heuristics.
I occasionally say that as an instructional designer, I apply human factors thinking to learning.
Like any other product or service, elearning needs marketing to attract customers, get them to buy into it, and keep them coming back for more. Check out our free guide to find out how to do this in seven simple steps.
Points out that there are multiple stakeholders within an organization you have to market to/engage. A good marketing tip that's very transferable: Tie features to benefits
There's a spectrum of value creation. A good reminder from Jane Bozarth--The quality of interactions depends on trust, a willingness to ask for and offer help, and time invested in developing ties deeper than those purely at the surface.