Is eLearning Dead? Is Instructional Design Dying with It?
JANUARY 31, 2017
Death of Self-Pace eLearning. In a report published in August 2016 by Sam Adkins of Ambient Insight a declaration is made that self-paced eLearning is in a death spiral: The worldwide five-year compound annual growth rate (CAGR) for self-paced eLearning is distinctly negative at -6.4%; global revenues for self-paced courseware are dropping fast. billion, down slightly from the $46.9 billion.
2016 Reflections on Games and Gamification for Learning
DECEMBER 20, 2016
In my work with games and gamification I have the opportunity to travel around the globe talking to folks who are working on various aspects of games and gamification from vendors to practitioners to consultants. During this year, I’ve seen a number of universal trends that are worth noting. Continued Strong Interest in Gamification and Game-based Learning. growing to $11.10 billion in 2015.
Struggling = Learning
JANUARY 24, 2017
The other day, an online colleague of mine, Peter G. Shea, introduced me to the term “disfluent” from the book Smarter, Faster, Better by Charles Duhigg. The term means “harder to process at first but stickier once it was really understood.” Most times a player must struggle at first and then, slowly, the game makes sense and mastery is obtained. What do you do?”
Principles for Creating a Successful Virtual Reality Learning Experience
JANUARY 7, 2017
In a recent article 3 Instructional Design Strategies For Virtual Reality Learning , I discussed three (among many) instructional design strategies for VR: Conceptual Orienteering, Critical Incident and Operational Application. In this article, I step back and look at seven fundamental principles that need to be designed into any VR experience. Karl Kapp venturing into a VR learning experience.
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What Happens in a Story…Happens in Your Brain
JANUARY 8, 2015
We all intuitively know that when we hear or read a story, we often will mentally “act out” various aspects of the story and vividly visualize what is happening within the story. Research Study. These results suggest that readers dynamically activate specific visual, motor, and conceptual features of activities while reading about similar activities in the context of a narrative. Citation. 2009).
Conversation with Kevin Kruse–Best Selling Author
MARCH 14, 2017
I’ve known Kevin Kruse for many years. He and I met at a meeting of the Society for Pharmaceutical and Biotechnology Trainers (now L-TEN) over a decade ago. Kevin is great, always friendly, focused and willing to share his knowledge and ideas. He has recently authored a new book and has even started an interesting concept called LEADx. 1) Any advice for graduates going into the workforce? .
2015 Reflections on Games and Gamification for Learning
JANUARY 4, 2016
It seems to me that the year 2015 was the year that gamification got “real” for learning and development. It still has a way to go but a number of instances seem to point to a more concrete and focused effort on making gamification work in learning and development and the spreading of the concept. billion USD by 2018. The global market for gamification is projected to grow to USD 5.5
Create Your Own Board/Card Game Resources
OCTOBER 6, 2016
Many people ask me for some good resources or supplies for creating their own instruction or learning oriented board game or card game. There are several resources you can use. Here is a partial list. If you want to create your own prototype board game with some cards and a board, try the DIY: Do It Yourself kit. The Game Crafter, LLC. MakePlayingCards.
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Gamification is about Design, Not Technology
JUNE 2, 2014
Gamification should be thought of as a design sensibility. It is a thought process and a methodology to think about engaging and motivating learners. Gamification is not bounded by technology or the need to be delivered online; it doesn’t have to be digital. Instead, gamification is a design sensibility. Think about it. The same has been true for every type of learning design from the beginning.
Game Element: Balance
AUGUST 18, 2015
The concept of “balance” in a game experience encompasses many ideas. Everyone wants to create a balanced game…it’s just…what is a balanced game? Is it the idea of not too challenging but not too difficult? Is it creating an experience that is completely fair with each person having an opportunity to win every time they play. So, how is balance achieved? Design Games
Six Ways Innovation is Stifled in the Learning Field
DECEMBER 2, 2014
To have break through innovation in the field of learning and development, we must first think about how innovation is stifled in the field. I think is is stifled in many ways: Old Models. We all have been through a traditional learning model at early, impressionable age. From Kindergarten to high school, to college. We’ve been “trained” how to be a good learner. I am human.
Six Ways to Foster Innovation in the Learning Field
DECEMBER 4, 2014
The other day we considered elements in the learning and development field that stifle innovation in the post Six Ways Innovation is Stifled in the Learning Field. Today let’s consider six ways that we can foster innovation in the learning field. Juxtaposition. When two seemingly different things are placed together, innovation can occur. Two items that don’t seem to go together.
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A Conversation with Michael Allen–ADDIE, SAM & the Future of ID
OCTOBER 1, 2012
For those of you who may not know, Michael W. Allen is a leader in the field of design, developing and delivering online instruction. He is the author of seven book including a best-seller on creating effective e-learning and in has received ASTD’s Distinguished Contribution to Workplace Learning and Performance Award in 2011. So my first question is “what’s wrong with ADDIE?”. MA: Sure. Design
A Conversation with Louise Pasterfield, Managing Director/CEO of Sponge UK
NOVEMBER 23, 2015
When I was at Learning2015 , I met some wonderful people and one of the people I had the privilege of spending some time with was Louise Pasterfield of the UK company Sponge, UK. Louise showed me some wonderful elearning solutions they’ve developed, shared with me her secrets for hiring good talent and provide great insights into the design and development of engaging instruction.
A Conversation with Stephanie Nadda
OCTOBER 27, 2015
The other day I caught up with Stephanie Nadda. Stephanie is a consultant based in Chicago who has worked with large organizations like W.W. Grainger, Walgreens, the NCAA, the College of American Pathologists, Ace Hardware, Aon Hewitt, etc. over the last 12 years. Her niche is learning technologies and she has recently partnered with a company called Exult, based in Pune, India. How to store it?
A Conversation with Álvaro Mas of Hooptap
OCTOBER 31, 2015
The other day, I had a wonderful Skype conversation with Álvaro Mas, business developer at Hooptap. He showed me an interesting product to help gamify learning. He also provided some examples of how they are implementing Hooptap solutions in various organizations. Here is some of that interesting conversation. Kapp: What is Hooptap? Hooptap screenshot. Notice Gamification elements. Gamification
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Three Guidelines for Effectively Integrating Games in the Classroom
MARCH 19, 2015
A number of meta-analysis studies have been conducted in the field of game-based learning attempting to create generalizable findings that can be used to select and create meaningful educational and instructional game experiences. Here are three guidelines culled from research on the subject. The vast frozen wilderness faces the player as she learns about heat flow formula. References: Hays, R.
A Conversation with John Deligiannis of mLevel
SEPTEMBER 21, 2015
The other day I had a great conversation with John Deligiannis. John has been in the L&D space for his entire career, and joined a company called mLevel almost 2 years ago now. John had some really interesting things to say about the learning industry and what mLevel is doing to increase learner engagement. Don’t get me wrong, we will always have classroom training. What is the company about?
No Learning Professional Ever Got Fired for Bullet Points but…They Should
JULY 23, 2014
Whenever I talk about game-thinking or gamification or even interactive learning someone always asks the question: “What if people don’t like games?” ” or they ask “What do we do when people say ‘I just want the information, just tell me what I need to learn–I’ll get it myself.” Like challenge, action, continual feedback, story. The bottom line?
Game Element: Strategy
JULY 28, 2014
Strategy games are a popular type of games that require players to outwit and outmaneuver fellow players through careful decision making, planning several moves ahead and attempting to predict outcomes and consequences of both their moves and their opponent’s moves. Perhaps one of the best known strategy games is Chess. Chess pieces play an important role in determining a player’s strategy.
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Four Articles & Papers Defining this thing called #Gamification
OCTOBER 12, 2012
Here are four papers, articles, and/or chapters that discuss various aspects of gamification and what it means to education, learning and the public in general. WARNING–There is not a general consensus among these articles…that’s exactly why I collected these different views. The first article is from an online journal called GAME. Gamification and deGamification. Design Games
Testing Games vs. Teaching Games
JANUARY 22, 2013
There is an important difference between games that teach a learner how to do something and games that test what a learner already knows. Too often those two types of games are confused and an instructional designer or other person places the wrong type of game into the curriculum. Testing Games are games where the learner already needs to know the information to be successful. Games
Thinking about Badges and Learning
NOVEMBER 2, 2015
The other day some one asked me about badges and learning. Here are some thoughts on the subject. 1) Badging is good for indicating non-linear knowledge acquisition. Leveling tends to build upon the previous skills. 2) Badging can serve two purposes. One is to micro-credential a person. This means that the badge certifies that someone can do what they need to do. BadgeOS. – Mambo.io.
Playing with the Definition of “Game Thinking” for Instructional Designers
APRIL 16, 2014
Soon I will be presenting at the ASTD International Conference in Washington, DC. My title for the presentation is Three Mysterious Keys to Interactive Learning: Game-Thinking, Game-Elements, and Gamification. I am presenting Wednesday morning so, if you can make it—it would be great to have you in the session. And check out his blog , he has some good ideas about games and gamification.
Four Videos on Instructional Design
MAY 8, 2013
Here are four videos that can help you to think about instructional design for online learning. They don’t all specifically describe instructional design but they do all have insightful ideas if you just listen and apply. This one describes how too much focus on “information” for courses is the wrong focus. Think about how these ideas apply to the design of instruction. Design
Top 10 +1 Instructional Game Design Best Practices
SEPTEMBER 5, 2013
Here are the top ten best practices for instructional game design. Plus a bonus) Practice #1 – Design the learning game to meet specific instructional objectives. Seems obvious but it gets overlooked more times than one would think.). Practice #3 – Keep rules, scoring and leveling simple. Complicated games confuse and frustrate learners. And/or create a short video explaining how to play the game.
Summary of a Literture Review on The Effectiveness of Instructional Games by Robert Hays
JANUARY 14, 2013
In 2005, Robert T. Hays, of the Naval Air Warfare Center Training Systems Division published the results of an extensive literature review on games for instruction. It is an expansive look at the literature on the effectiveness of games for learning up until the year 2005. Here is a link to the technical paper. The literature includes research on different tasks, age groups, and types of games.
Using Games and Avatars to Change Learner Behavior
FEBRUARY 14, 2013
A recent article in Wired presented an interesting research finding. Flying around a virtual world as a superhero made subjects nicer in the physical world. The subjects were then directed to either join a tour of the city or to save a lost diabetic child in dire need of insulin. After the game was over, participants waited as the researcher then “accidently” spilled a cup of pens a few feet away.
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ASTD DC Metro 2013 Presentation Resources:Gamification of Learning
MARCH 22, 2013
Had a great time last night with the wonder folks from the ASTD DC Metro chapter, a full house with lots of great questions and interactions. Met a number of new friends, saw an old college classmate, Dara Nicholls, and ran into Richard Blunt, author of Do Serious Games Work? Here I am with Erik. I had a great time and congratulations to Team B, the “winner” of Fact or Fishy. Game On!