Login
 Home / Resources /
   What is Effective E-learning?

Does this look familiar?

 

It's widely accepted that e-learning requires interactivity to improve learners' skills and deliver results. What’s not well understood is that not all types of interactivity are equally effective. In fact, the least effective forms of interactivity are also some of the most popular because they are easy to implement using templates and wizards. Examples include:

  • Fact based quizzes dressed up as mini-games
  • Clicking glossy buttons to reveal more text
  • Interactivity that is over-produced and under-designed

Creating effective e-learning does require some creativity and knowledge of basic design principles, but that’s what makes it interesting. Design techniques that make e-learning truly effective include:

 
 

Learner-centric design

 

To produce training content, we usually turn to subject matter experts to provide our “raw materials”. However, subject matter experts will typically use a content-centric approach to design. In other words, they structure the content in a way that makes logical sense to them, but is less meaningful to novice learners.

Rather than focusing on “How can I present all the content to the learner”, a learner centered design begins with the question, “What must the learner be able to do upon completion of the training, and what challenges will they face along the way?” Exercises are then created that place the learner in realistic situations so that they can more easily relate to the content, and so that they are more likely to recall mistakes and avoid these mistakes in real-life situations.

 

Example:

  • Start by asking “what is the performance goal?” In this example, the answer is: “Improve the sales skills of customer service representatives.”
  • Determine what sub-tasks the learners must be able to perform to achieve this goal. One of these sub-tasks is: “Be able to match each customer with a specific customer profile by asking appropriate questions.”
  • Then, develop an exercise that helps the learners to practice this skill in a realistic context.
 
 
 

Intrinsic feedback

 

e-Learning often uses explicit feedback such as “That’s correct” or “No, the correct answer is…” Intrinsic feedback on the other hand shows learners how they are performing based on real-world measures such as sales won, or customer satisfaction. This increases motivation, and by encouraging students to learn from their mistakes, is more memorable than simply telling learners the correct answer.

 

Example:

  • In this sample, learners must help a colleague quickly set up a laptop for a presentation.
  • If learners make a mistake, they are not told explicitly that they are wrong. Instead, the wasted time is subtracted from the clock, the problem caused by the mistake is presented, and the colleague becomes visibly frustrated. Learners can try again, or go back and review the material.
 
 
 

Delayed feedback

 

Good tutors will alter the timing of their feedback rather than provide immediate feedback for each response, encouraging learners to reflect on their choices. An effective tactic with delayed feedback is to pose a follow-up question asking learners to justify why they have chosen a previous response. According to e-learning researcher Will Thalheimer, research suggests that, on average, delayed feedback is better than immediate feedback by about 10 to 25%.

 

Example:

  • In this sample lesson, the learners' task is to configure an enterprise software application.
  • Before configuring the application, learners must be able to determine key performance measures that will be used as inputs for the application.
  • When learners select a measure, they are not told immediately if it is correct or incorrect. Instead, they must justify why the measure was chosen. This helps the learners gain a deeper understanding of the relationship between performance measures and the end business goals.
 
 
 

Case-studies and branching scenarios

 

Case-based e-learning challenges learners to gather information from various sources in order to make meaningful decisions. Information can be structured in any format such as text, graphics, hyperlinks, audio, or video. The case format encourages students to look at an issue from multiple perspectives and helps to develop their decision making abilities. Branching scenarios can be included in the case to enable learners to see the consequences of their decisions, making the experience more memorable and effective.

 

Example:

  • In this sample, learners play the role of a doctor. To make a correct diagnosis and recommend appropriate treatment, learners must collect relevant information about the patient's history and current condition.
  • Learners must also weigh budget and cost considerations when making decisions. The impact of these decisions is reflected in the status bars at the bottom of the page.
  • The information resources are presented as simple text, but could easily be augmented to incorporate graphics, audio, video, or external resources, such as patient charts.
 
 
 

Motivation

 

Motivation is the most important design element for effective e-learning. In addition to the techniques listed above, motivation can be enhanced by :

  • Exaggerating the consequences of closing or not closing the performance gap
  • Linking the training to outcomes that the learner cares about (“what’s in it for me”)
  • Introducing content using stories or drama
  • Including elements of risk in the training exercises
 

Example 1:

  • In this example, the students must learn how to use a new application for supplying material to the army. To use the application more efficiently, they must learn the codes that are associated with the various transactions. This exercise helps learners to remember the transaction codes and their categories.
  • Here the elements of score: "Bullets remaining" and "Miles to supply drop-zone" appeal to real-world motivational factors of the learner.
 
 

Example 2:

  • This movie, which introduces an e-learning course, was developed by Allen Interactions. It is an excellent example of how drama can be used to motivate learners, in this case, flight attendants.
  • It encourages learners to focus on outcomes that they care about: their own safety and the safety of their passengers.


 
 
Sources
  The 30-minute masters
This is a well organized wiki page containing a curriculum to train subject-matter experts in the design of rapid e-learning materials for use in the workplace.
http://www.learning15.net/wiki/index.php?title=The_30-minute_masters
  Cognitive Approaches to Instructional Design
This is a chapter extracted from The ASTD handbook of instructional technology. It's objectives are to introduce some innovative methods for doing instructional design (ID), such as rapid prototyping, to survey some examples of training models based on cognitive learning principles and to offer a set of guidelines for designing cognitive-based training.
http://carbon.cudenver.edu/~bwilson/training.html
  8 Learning Principles
These 8 learning principles, written by Will Thalheimer, are a great resource for realistic and practical ways to ensure your e-leaning will be more effective.
http://www.work-learning.com/learning_factors.htm
 
 
 

What the Experts Say

Clive Sheppard
Brent Wilson
Will Thalheimer
Michael Allen
Reed et al.

 
 

Resources

What is Effective E-learning?
Active Learning
E-Learning Games
Recommended Reading
Other Resources

 
 

SmartBuilder

Examples
Features
Benefits

Competitive Comparison

Client Spotlight
FAQs
System Requirements

 
 

Next Steps

What is Effective E-learning?
Take a Tour

Request a Demo
Free Trial
Contact

 
     

       Home  |  SmartBuilder  |  Solutions  |  Services  |  Resources  |  Company  |  Contact  |  Privacy

       All Rights Reserved © 2006 SuddenlySmart, Inc.