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e-Learning by Design

e-Learning by Design

by William Horton 2006 640 pages
Education
Reference
Academic
Listen
7 minutes

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

Last updated:

Review Summary

3.87 out of 5
Average of 100+ ratings from Goodreads and Amazon.

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.

About the Author

William Horton is an expert in e-learning and instructional design. He has authored several books on the subject, with "e-Learning by Design" being one of his most notable works. Horton's approach focuses on practical, systematic methods for creating effective online learning experiences. His expertise spans course design, learning activities, and assessment techniques. Horton's writing style is generally considered accessible, making complex concepts understandable for both novices and experienced professionals in the field. His work has been widely used in academic settings and by instructional designers in various industries. Horton's contributions have significantly influenced the development and implementation of e-learning strategies and best practices.

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