Key Takeaways
1. E-learning design requires a systematic approach to create effective learning experiences
Design starts with a goal.
Clear objectives are crucial. E-learning design begins with identifying the organizational goal and how the project will contribute to it. This ensures alignment between learning objectives and business outcomes.
Follow a systematic process. The design process involves:
- Analyzing learners' needs and abilities
- Setting specific, measurable learning objectives
- Identifying prerequisites and related objectives
- Creating learning objects to accomplish objectives
- Designing tests to measure achievement
- Selecting appropriate learning activities
Iterate and refine. E-learning design is cyclical, not linear. Designers should continually analyze results, redesign, rebuild, and re-evaluate to improve the learning experience.
2. Absorb activities inform and inspire learners through presentations, stories, and readings
Absorb activities inform and inspire.
Presentations convey information. Effective presentations:
- Communicate visually with graphics and animation
- Provide clear narration and instructions
- Include active examples and immediate practice opportunities
Stories make concepts relatable. Compelling stories:
- Demonstrate real-world application of concepts
- Engage emotions and create memorable experiences
- Can be told by instructors or learners to connect with personal experiences
Readings provide depth. Well-designed reading activities:
- Offer a variety of document types (textbooks, articles, case studies)
- Provide easy access through online libraries or curated resources
- Include active learning elements like guided analysis or reflection questions
3. Do activities engage learners through practice, discovery, games, and simulations
Doing begets learning.
Practice activities reinforce skills. Effective practice:
- Provides authentic challenges that mirror real-world application
- Offers immediate feedback and opportunities for improvement
- Includes varied formats like drill-and-practice, guided analysis, and teamwork
Discovery activities promote exploration. These can include:
- Virtual laboratories for experimenting with concepts
- Case studies for analyzing complex situations
- Role-playing scenarios for applying knowledge in context
Games and simulations create immersive experiences. Well-designed learning games:
- Have clear learning objectives tied to course goals
- Provide intrinsic feedback within the game context
- Balance challenge and accessibility for learners
4. Connect activities link learning to real-life applications and prior knowledge
Connect activities help learners close the gap between learning and the rest of their lives.
Ponder activities encourage reflection. These can include:
- Rhetorical questions to stimulate critical thinking
- Meditation exercises to internalize concepts
- Evaluation tasks to assess relevance and importance
Job aids support practical application. Examples include:
- Glossaries for quick reference of terminology
- Calculators for applying formulas and concepts
- E-consultants for guided decision-making
Research activities develop information literacy. Designers can create:
- Scavenger hunts to locate relevant resources
- Guided research tasks to analyze and synthesize information
- Original work assignments to apply learning in authentic contexts
5. Well-designed tests and assessments are crucial for measuring learning outcomes
Tests gauge accomplishment of the objective.
Align tests with objectives. Ensure that assessments measure the specific skills and knowledge outlined in learning objectives.
Use varied question types. Consider:
- Multiple-choice for factual recall
- Short answer for comprehension
- Performance tasks for skill demonstration
- Essays for critical thinking and analysis
Provide meaningful feedback. Effective feedback:
- Identifies correct and incorrect responses
- Explains the reasoning behind correct answers
- Offers guidance for improvement
6. Topics and lessons should be structured as reusable learning objects
A topic is the lowest-level learning object in a course or other knowledge product.
Design self-contained units. Topics should:
- Accomplish a single learning objective
- Include necessary context and prerequisites
- Be accessible in any order within a course
Create reusable components. Learning objects can be:
- Combined to form larger lessons and courses
- Shared across multiple courses or curricula
- Easily updated and maintained
Follow standardized formats. Consistent structure helps with:
- Navigation and learner orientation
- Content management and organization
- Compliance with accessibility standards
7. Strategic decisions shape the overall course design and delivery approach
As a designer, you must decide at what levels you will reuse content.
Choose the right e-learning format. Consider:
- Instructor-led vs. learner-led approaches
- Synchronous vs. asynchronous delivery
- Class size and interaction levels
Plan for technology and access. Decide on:
- Target devices (desktop, mobile, tablet)
- Learning environments (office, home, on-the-go)
- File formats and technical requirements
Consider blended learning approaches. Blend different types of:
- Learning activities (online, classroom, self-study)
- Media formats (text, audio, video, interactive)
- Assessment methods (quizzes, projects, peer evaluation)
8. Virtual classrooms recreate classroom experiences in an online environment
Virtual classrooms bridge the gap between the medieval classroom and the World Wide Web.
Leverage collaboration tools. Utilize:
- Video conferencing for face-to-face interaction
- Chat and discussion forums for ongoing communication
- Whiteboards and screen sharing for collaborative work
Design interactive sessions. Include:
- Presentations for content delivery
- Breakout rooms for small group activities
- Polls and quizzes for engagement and assessment
Manage the virtual environment. Consider:
- Technical setup and support for participants
- Facilitation techniques for online discussions
- Time management and pacing of activities
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Review Summary
e-Learning by Design receives mixed reviews, with an average rating of 3.87/5. Many readers find it a valuable resource for instructional design, especially for beginners. Strengths include its systematic approach, practical examples, and breakdown of learning activities. Some praise its comprehensive coverage, while others criticize it as overly simplistic or outdated. The book is often used in college courses and as a reference for e-learning professionals. Readers appreciate its insights on course design, testing methods, and learning activities, though some suggest it could benefit from updating.
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