The Beauty Issue
Using multimedia elements to create engaging learning experiences.

Face it. We live in an iPod/YouTube/Twitter world. It’s safe to say that most e-Learning courses today are developed for jobs commonly held by employees between the ages of 18 – 34. Gaining ground are the programs designed for professionals who have already scaled a corporate ladder rung or two. While these employees tend to be…well, let’s call them more experienced (after all, age is just a state of mind, right?), many 30-, 40- and 50-year-olds actively participated in the technology boom that formed the interactive communications and entertainment world we know today.

People have a huge array of media available at their finger tips. They can access specific information whenever they want—at home, in cars or on a trip two continents away. With so many members of the workforce part of the media-rich generation, shouldn’t e-Learning experiences take advantage of employees’ familiarity with and even addiction to multimedia gadgets and on demand information?

The answer is yes.

The point here is simple. Employee expectations are high. Don’t rely on text-only training to capture and hold learner attention. Remember, engaged learners typically retain more information than those who are bored.

To improve learner engagement, e-Learning courses should be interactive. Incorporating components like on-demand animation, video, audio, images and simulations can actually better communicate many concepts and processes. While eye-catching, well-designed graphics and navigation menus can be used to grab learner attention, access to appropriately placed vignettes, sounds clips, Flash presentations, interactive components and simulations can effectively bring the training content to life.

Of course, adding pretty pictures or impressive video demonstrations for no good reason may distract from the learning experience. When developing e-Learning projects, it’s important to find a balance between the media components that make the course engaging, and those that are most appropriate for teaching the training material.

When presenting new material, it might be best to offer text onscreen with supplemental charts, graphs or animations to provide additional details or real-world examples. When comparing or contrasting important information, text coupled with audio and interesting visual images (such as interactive timelines or image montages) allow you to teach to multiple learning styles. Finally, for training that requires learners to practice new skills, the most effective method is the immersive learning simulation. Sims that recreate real-world environments and processes make it easier for learners to transfer their training experience to their daily responsibilities.

It is also critical to understand your targeted learners, the computer or hand-held devices they’ll use to take the training, and potential delivery constraints. Nothing frustrates a learner more than taking a media-rich training course that constantly freezes up because they’re using inadequate network or hardware. And nothing frustrates a developer more than creating a media-rich training piece that sits on a shelf because no one is properly equipped to take the course.

While rich graphics and well-designed media components are great tools for helping you develop engaging and interactive e-Learning experiences, always remember to use multimedia elements wisely.

 

BlogBites


The blogging this month has been fairly light, due to end-of-summer travels, but do not despair—we still managed to find some good ones. This month, many e-Learning bloggers talked about the need to migrate to systemic change in education.

http://www.infinitethinking.org/2007/08/call-for-textbook-purchasing-moratorium.html
This month, Wesley Fryer writes on his conviction to issue “A Call for Textbook Purchasing Moratorium.” Fryer wishes that schools would stop purchasing textbooks and instead use the funds to purchase, “more relevant and flexible curriculum resources and tools for learners: Namely, wireless, mobile computing devices (laptops) and digital curriculum materials.” George Siemanns comments on his blog site saying, “I'm not convinced that technology is deterministic - i.e. that we must inexorably trudge the path down which it leads. The real call is one of systemic change - what needs to change to better prepare our students for tomorrow's world?”

http://www.elearnspace.org/blog/archives/2007_08.html
Speaking of George Siemanns, he has been busy assuring his readers that the words “students,” “video games/simulations,” and “education,” CAN be put together in the same sentence. He says that whether the games are simple takes on Jeopardy or Solitare, or more complex games and simulations, students will get more out of the learning experience by becoming “more involved, active, and even excited.”

http://internettime.com
Jay Cross also wrote an interesting blog about a change in the models used to that constrain thinking. The old way of process-oriented thinking: Analyze, Design, Develop, Implement/Deploy, and Evaluate, provides too much thought constriction. He is now adopting “open ended constructs that enable me to pursue opportunities wherever they may appear.” This means that he is willing to adopt models that allow for flexibility in his thinking, which will help explain our “multidisciplinary, interconnected world.”

His last thought in the blog, which was elaborated on by Clark Quinn was “I prefer to make meaning with small models, loosely joined.” Mr. Quinn goes on in his blog, http://blog.learnlets.com/wp/, to say that “…these are great curriculum goals, as well. Understanding the societal context, including economics and business, understanding technology systems, and how people think and interact, are critical components of an ability to meet the coming needs. Also having systematic processes of information gathering, design/problem-solving, and execution, driven again by a conceptual understanding of where and how they work (so you can adapt them to the situation) is a component.”

If you have a great blog (or know of one) that you want to share, send us the link. We just might include it in a future Simpact edition. Expert

 

Podcast

This month, listen to a roundtable discussion featuring NexLearn’s design team. The group talks about do’s and don’ts when it comes to incorporating media components into the e-Learning experience.

Video Version
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Audio Version
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September Survey

Where do you typically get the graphic elements for your e-Learning programs?

In-house designers
  
 
Outsourced designers
  
 
Stock images
  
 
Our e-Learning vendor creates all graphics
  
 
Last Month’s Survey Results

What do you find most challenging when developing or integrating e-Learning programs?

LMS requirements
  
 
Operating system requirements
  
 
User skills and knowledge
  
 
Delivery bandwidth
  
 
Ask the Expert

Question:
I’m currently developing an outline for an e-Learning course for our employees. I want to make it interesting and interactive, so I plan to incorporate some media elements. I’ve heard other developers talk about “making sure the media supports the learning objectives.” What does this mean?

Answer:
Great question. In too many instances, e-Learning developers (or those that control the training purse strings for an organization) try to cram too many media components (or cut back so much on development that interactive resources are barely noticed) that the completed course fails to meet it’s ultimate objective: to educate users. Making sure media supports the learning objectives means matching characteristics of each medium with the learning material and skills being addressed.














For example, if you want your e-Learning course to help employees develop physical skills or practice decision making, video and immersive learning simulations are ideal. If you want to convey theory or instructional process, material presented primarily as text with audio and supporting animations can explain the information effectively. If your learners need to communicate with experts, instructors or peers, you might consider adding social networking capability, such as blogs, chat rooms, wikis or podcasts. Of course, the media elements you use may also depend on where your learners are located, their computer skill levels and their individual learning styles.

Have a question about e-Learning or Simulation-based Learning? Send it to Expert.

 

Brandon Hall Innovations in Learning Conference


If you’re planning to attend the Brandon Hall Innovations in Learning Conference in Santa Clara September 24-26, don’t miss Andrew Peterson’s presentation: How to Write a Thesis: A Social Simulation (September 25 at 3:15). NexLearn worked closely with Dr. Peterson (who, by the way, is president of the Reformed Theological Seminary/Virtual campus) and the RTSV staff to develop a one-of-a-kind course simulation to guide students through the entire process of writing a quality thesis—from refining their thesis statement to reviewing their finished paper.

Pssst…there’s a secret being circulated by those in the know that NexLearn is set to receive a major award during the conference. Be sure to attend the awards ceremony after Dr. Peterson’s presentation to find out more!