In this webinar, Ethan Edwards covers the concept of instructional interactivity, and demonstrates how it can transform the learning experience for learners working independently through an e-learning program. Get specific real-world examples that give meaning to the four essential components of instructional interactivity, CCAF, which include: Context, Challenge, Activity, and Feedback.
Objectives:
• the value of true instructional interactivity for creating engaging, effective e-learning
• the four essential design components of instructional interactivity which include: Context, Challenge, Activity, Feedback
• to design engaging contexts, motivating challenges, appropriate activities, and instructional feedback into interactive design
• the critical elements of any authoring tool used to create instructional interactivity
13. •Learners don’t read extended text very effectively online
•Learners’ top priority is often just to get finished
#customelearning
14. •Learners don’t read extended text very effectively online
•Learners’ top priority is often just to get finished
•Testing questions are not a particularly effective teaching tool
#customelearning
15. •Learners don’t read extended text very effectively online
•Learners’ top priority is often just to get finished
•Testing questions are not a particularly effective teaching tool
•Mindless arbitrary actions (press a,b,c,d) become meaningless
#customelearning
16. •Learners don’t read extended text very effectively online
Provide a reason for the learner to NEED to read before
presenting text information.
•Learners’ top priority is often just to get finished
•Testing questions are not a particularly effective teaching tool
•Mindless arbitrary actions (press a,b,c,d) become meaningless
#customelearning
17. •Learners don’t read extended text very effectively online
Provide a reason for the learner to NEED to read before
presenting text information.
•Learners’ top priority is often just to get finished
Hold learners accountable, design consequences so that
“correct” route is also the most efficient route.
•Testing questions are not a particularly effective teaching tool
•Mindless arbitrary actions (press a,b,c,d) become meaningless
#customelearning
18. •Learners don’t read extended text very effectively online
Provide a reason for the learner to NEED to read before
presenting text information.
•Learners’ top priority is often just to get finished
Hold learners accountable, design consequences so that
“correct” route is also the most efficient route.
•Testing questions are not a particularly effective teaching tool
Pose challenges to encourage exploration (and encourage
mistakes) to build knowledge.
•Mindless arbitrary actions (press a,b,c,d) become meaningless
#customelearning
19. •Learners don’t read extended text very effectively online
Provide a reason for the learner to NEED to read before
presenting text information.
•Learners’ top priority is often just to get finished
Hold learners accountable, design consequences so that
“correct” route is also the most efficient route.
•Testing questions are not a particularly effective teaching tool
Pose challenges to encourage exploration (and encourage
mistakes) to build knowledge.
•Mindless arbitrary actions (press a,b,c,d) become meaningless
Actions need to have real-world significance
#customelearning
20. interactivity that actively engages the
learners mind to do those things that
improve ability and readiness to perform
effectively.
#customelearning
21. Training for safe rail crossings for truck drivers:
#customelearning
22. When approaching a rail crossing, which
is NOT one of the six steps in safe rail
crossings?
a. Slow down
b. Roll down windows
c. Look both ways
d. Obey controls and signage
e. Turn on headlights
#customelearning
23. Drag each sign to its meaning.
Crossing to Rail crossing
left Stop at track Tracks ahead
#customelearning
28. Less Effective Contexts:
Generic
Academic (Book, lessons)
e-Learning defined
Corporate
Better Contexts:
Specific
Visual
Related to application
Tap into emotions
Personal
#customelearning
29. Less Effective Challenges:
Passing Score
Compliance
False Games
Tricky Wording
Better Challenges:
Purpose
Progressive difficulty
Real-life
Multi-step
#customelearning
30. Less Effective Actions:
Rooted in mechanics
Meaningless
Accomplished thoughtlessly
Unobservable
Better Actions:
Require effort
Suggest application
Elicit meaningful behaviors
Direct manipulation
#customelearning
31. Less Effective Feedback:
Focused only on judgment
Immediate judgment
Generic
Falsely encouraging
Better Feedback:
Intrinsic
Delayed judgment
Content-rich
Honest
#customelearning
32. 1. Designing for interactivity
2. Building interactivity
#customelearning
36. Tools
•Most tools structured around a Tell-then-Test approach
•Tools have sacrificed utility for simplicity
•Start from ill-thought out content sources (classroom PowerPoints)
•Supported actions are generally meaningless
•Template-based approaches ignore context
#customelearning
37. Tools
•Most tools structured around a Tell-then-Test approach
•Tools have sacrificed utility for simplicity
•Start from ill-thought out content sources (classroom PowerPoints)
•Supported actions are generally meaningless
•Template-based approaches ignore context
#customelearning
38. Design Approach
•Storyboards do not represent interactivity well
•Classic ADDIE does not support exploration in design
•e-Learning viewed as “amnesty” pill
•Generally forces content into pre-existing designs
•Experimentation rarely happens
#customelearning
39. Expectations
•Unreasonable rapid e-learning expectations
•Developing e-learning requires no special skills
•Failure to account for the role of the instructor in training
•Interactivity assumed to always be costly
#customelearning