april '21
2016 yu-kai chou published the octalysis framework. This includs the 4 phases of a user journey, mentioning that "Most people see a product or service as one summed up experience – the product is good, bad, interesting, easy to use, funny or boring. That seems to be intuitive – after all, it is one product. However, when it comes to user engagement design, I believe that’s a big mistake."
#gamification #ux #framework #product
chou yu-kai: actionable gamification. beyond points, bdages, and leaderboards. octalysis media. 2014-2016.
april '21
2012 M. W. Allen outlined the SAM model in his book Leaving ADDIE for SAM. SAM is one of the most popular is learning design methodology challenging ADDIE. it is a instructional design approach that addresses the performance need through iterations, repeated small steps, rather than with perfectly executed giant steps. SAM challenges the notion of moving through a linear process, like in ADDIE, from Analysis to Evaluation as an effective strategy for designing learning events intending to produce greater performance.
#instructionaldesign #samvsaddie
gather information and get all the background knowledge
rotating through design, prototype, and review.
rotate through development, implementation, and evaluation
https://www.alleninteractions.com/services/custom-learning/sam/elearning-development
march '21
2001, a group of experts published a revision of Bloom's taxonomy. It draws attention away from the somewhat static concept of “educational goals” in Bloom and points to a more dynamic conception of the classification. So-called “action words” describe the cognitive processes through which users encounter knowledge and work with it. In total, they identified 19 specific cognitive processes that illustrate the limits of the six categories.
#learningobjectives #evaluation #analytics #id
recognizing (identifying) recalling (retrieving)
interpreting (clarifying, paraphrasing, representing, translating) exemplifying (illustrating, instantiating) classifying (categorizing, subsuming)
executing (carrying out) implementing (using)
differentiating (discriminating, distinguishing, focusing, selecting) organizing (finding, coherence, integrating, outlining, parsing, structuring) attributing (deconstructing)
checking (coordinating, detecting, monitoring, testing) critiquing (judging)
generating (hypothesizing) planning (designing) producing (construct)
Iowa State University
Center for Excellence in Learning and Teaching
https://www.celt.iastate.edu/teaching/effective-teaching-practices/revised-blooms-taxonomy/
february '21
2016 M. Allen created The CCAF Design Model framework for instructional interactivity. an instructional design model that is learner-centric and establishes 4 components—Context, Challenge, Activity, and Feedback—as the essential pieces of effective learner interactions.
#experiencedesign #interactivity #framework
e-book:Using Instructional Interactivity to
Improve e-Learning Design
by Ethan Edwards, Chief Instructional Strategist.
https://www.alleninteractions.com/resources/ebook/using-instructional-interactivity-to-improve-elearning-design
february '21
1997 prost described 'knowledge' as the set of skills and expertise - knowlegde - that enable people to solve problems. the value for a company is only visible if the knowledge about the WHAT is converted into a skill- the HOW - that ends up in appropriate actions. but, the ability is only specifically demonstrated and implemented when there is a motivation or drive to do so.
#knowledge #behavior
k. north, k. reinhardt, b. sieber-suter.
kompetenzmanagement
in der praxis.
mitarbeiterkompetenzen
systematisch
identifizieren, nutzen und entwickeln.2., überarbeitete und erweiterte Auflage. springer gabler. 2013
february '21
1968, so over 50 years ago, atkinson and shiffrin described a concept of a cognitiv model, named the 'multistore model of memory'. in this our memory consisted of three stores: a sensory register, short-term memory (stm) and a long-term memory (ltm). the model is simplified, but one strength of is that is gives a good understanding of the structure and process of the stm. the model has been criticized for being a passive/one way/linear model.
#memory #cognitivism #overcomemodel
m. neelen and p.kirschner: evidence-informed learning design. creating training to improve performance. koganpage. 2020
january '21
2020 m. neelen and p. kirschner puplished their approach on how to design a holistic learning experience. all parts of it should focus on authentic learning tasks, means learning based on extisiting workplace problems. physical and social context, as well as authentic learning assessments are an essential part of a holistic design approach.
#experiencedesign #ux
m. neelen and p.kirschner: evidence-informed learning design. creating training to improve performance. koganpage. 2020
january '21
2020 m. neelen and p. kirschner puplished some techniques of nuanced design to support leanring: feedback and direkt direct instruction. mentioning that feedback is the most important technique they describe is as part of a process instead of a one thing in learning. poeple learn in phases from novice to expert knowledge, means the feedback needs to differ too. as it posivly effects the outcomes and motivations, it is worth looking at the three types to reduce the knowlegde gap.
#feedback #loops
providing the what was wrong and provide correct answer
providing direction on how to carry out a task or process even better
encouring to to think about the why in relation to the task
m. neelen and p.kirschner: evidence-informed learning design. creating training to improve performance. koganpage. 2020
january '20
2019 m. ebner considers the overall goal of collecting learning analytics to compare and contrast values to optimize learning as well as the learning experience. the data collection is done in different ways, characteristics as well as activities.
#learninganalytics
m. ebner: learning analytics – eine einführung. bildung und beruf. ausgabe februar 2019. S.46-49. via researchgate.
december '21
2007 j. hart began conducting a survey on learning tools that is updated every year. the results not only relate to the most popular learning tools but also take into account how and why people learn today. from the results, she developed the four types of learning, so called the four d's.
#adulteducation #learning
informal learning
social learning
formal learning
experiential learning
https://www.modernworkplacelearning.com/cild/mwl/5-features-of-ow-modern-professionals-learn/
december '20
1984 knowles pushlished 4 principlis which apply to adult learning.
#adulteducation #learning
https://elearninginfographics.com/adult-learning-theory-andragogy-infographic/
november '20
2016 yu-kai chou published the octalysis framework describing 8 core drive to support the creation of gamified environments. the core drives are useful dividing things up between the logical and the emotional aspect.
#gamification #motvation #behavior
core drives:
result and
goal
focused
core drives:
process and
journey
focused
chou yu-kai: actionable gamification. beyond points, bdages, and leaderboards.
octalysis media. 2014-2016.
icons from www.flaticon.com
october '20
2016 yu-kai chou published the octalysis framework dscribing certain motivations - core drives - and techniques which trigger them and are either categorized as "white hat" or "black hat" gamification.
#gamification #motvation #behavior
core drives: 1 - 3
elements that make people feel powerful, fulfilled, and satisfied.
make people feel in control of behavior our own lives and actions.
core drives: 6 - 8
make people feel obsessed,
anxious, and addicted. very strong
in motivating our behaviors - and can make people feel
losing the control of their behaviors.
chou yu-kai: actionable gamification. beyond points, bdages, and leaderboards.
octalysis media. 2014-2016.
icons from www.flaticon.com
october '20
1959 kirkpatrick published the first version of 4 level of the training evaluation model. each level is an measurement of evaluating and increasing the effectiveness of a training program.
#evaluation #analytics #behavior
https://lapaas.com/kirkpatrick-model/
https://annalangheiter.com/kirkpatrick/
september '20
2012 duhiggs' published the so called 'habit loop'. in a nutshell: "...the cue triggers us to start a routine, which motivates an action, which provides a reward, which then satisfies the craving and, ultimately, becomes associated with the cue." research shows that we also have so-called “keystone habits” that trigger a range of reactions and that it is in our interest to make changes to the way we work.
#habits #behavior
the cue that signals us to start the routine
the habit itself, both good or bad
the positive feedback that we eventualy seek
https://newtothepost.wordpress.com/2019/03/04/habits-why-we-need-change-them/
august '20
2006 schlutz published 6 didactial questions for the processes of teaching and learning. the key questions take this into account: target group, content, planning, implementation, evaluation and reflection. based on this, further questions can be derived, e.g. about the prior knowledge of the learner and the analysis of success.
#didactics #instructionaldesign
different usage situation
target group
needs
learning objectives
qualifications
content
organisational
methode
media
learning locations
e. schlutz: in didaktik der erwachsenenbildung der die-wissensbaustein für die praxis online-erstveröffentlichung. 2015
august '20
2000 asleitner published the feasp model which supports instructional designers strategically in the creation of holistic and emotional-based elearning environments. In a nutshell, the goal is all about avoiding negative emotions and foster positive ones as the concept assumes a beneficial impact on the learning process.
#emotions
h. astleitner: designing emotionally sound instruction. the feasp approach
instructional science. 28. in:
reinmann g: instructional design. kultur- und sozialwissenschaften.
fernuniversität hagen. 2015.15.
july '20
2015 erpenbeck und sauter defined 8 elements of effective blended learning systems.
#blendedlearning
individually control of the learning processes within the framework of agreed principles.
coaches and trainer plan and control formal and support informal learning processes. feedback for the continuous optimization of learning processes.
integrated transfer tasks and real problems for process-based emotional conflict reduction.
coordination of obligatory agreements for the design of the self-directed self-learning phase.
feedback on the learning process and achievements on two levels: standardized tasks (automated via a system) and open tasks (via a learning community).
online availability of work results for collective discussion and presentation. individual identification of the performance among other participants.
integration of tandem-based work fostering emotional, motivational, and strategic learning support for learners.
supporting tandem work through the use of small groups to increase competence development through further motivation and correction options.
j. erpenbeck s. + w. sauter: e-leanring und blended learning. selbstgesteuerte lernprozesse zum wissensaufbau und zur qualifizierung. springer. 2015.
july '20
1980er sweller published the cognitive load theory. it conducts that our short term memory, or working memory, can only retain a certain amount of information simultaneously - and that learners can absorb and retain information effectively only if the content is presented in a way that it does not “overload” their mental capacity. keeping information simple, the presentation vaious, and the lessons small can reduce it.
#instructioanldesign #cognitivload
complexity an difficulty of the material
generated by the manner in which information is presented. non-relevant, unimportant elements.
helps bulidung new complex schema, successive from novice to expert effort to learn and memorized information learned.
https://www.slideshare.net/elearningindustry/cognitive-load-theory-and-instructional-design
Andrea Jakop 2010. Die Cognitive Load Theory als Erklärungsmodell für den
Lösungsbeispieleffekt und ihre Grenzen. https://www.grin.com/document/200615
june '20
2020 neelan und kirschner determined five ingredients for effetive learning strategies.
#learningdesign
m. neelen and p. kirschner:evidence-informed learning design. creating training to improve performance. koganpage.2020
june '20
2019 jane hart introduces 5 principles of modern resource design.
#learningdesign #workplacelearning
r. m. branch: instructional design: the addie approach. springer. 2009.
d. clark: nwlink. history isd and addie. 2015.
may '20
2019 jane hart summarized what is wrong in the usage of the word "learning".
#learning #rightterms
j. hart: modern workplace learning. a framework for continous improvement, learning and development at work. 2019.
may '20
2012 the 'behavioural insights team' developed the EAST framework. after initial testing in different environments with members of the team with uk civil servants they outlined four simple principles for applying behavioral insights.
#behaviour #motivationdesign
behavioural insights team. EAST: four simple ways to apply behavioural insights. 2015.
april '20
2015 marczewski created a user type hexad for the design of gamified environments based on motivational attributes of each player type.
#gamification #playertypes
marczewski, andrzej. user types hexad.2015
april '20
2001 r. mayer stated that people learn better from words and pictures than from words alone. Or, more specifically, that people learn more or more deeply when appropriate pictures are added to text. It is supported by empirically derived theory suggesting that words and images evoke different conceptual processes and that perception and learning are active, constructive processes.
#multimediadesign
use a combination of text and illustrations instead of only text
use voice-over to explain graphics or animations instead of written text
place related images and written text together
don't present written text and voice-over toghether
use relevant and related content to engage
use authentic design, a more colloquial style and pedagogical guidance
r. arnold + m. lermen: elearning-didaktik. Schneider. 2006.
r. clark and r. mayer: e-Learning and the science of instruction, 4th ed.
hoboken, nj: wiley. 2016.
april '20
2014, d. peters determined three layers of interface design. depending on thesort of project a learning designer operates in one or a combination of three levels.
#multimediadesign #ux #ui
graphics, video, audio, animation
objects; info and interaction design.
course architecture and navigation
information design
look and feel, interface elements,
customization skins and themes,
information design.
information architecture,
interaction design,
default interface elements,
and look and feel.
d. peters: interface design for learning.
design strategies for learning expereinces. new riders. 2014.
april '20
1965 robert gagné proposed a series of events which are general considerations to think about when designing learning environments.
#instructionaldesign
r. heinich and m. molenda: instructional media and technologies for learning.merril prentice hall. 2002.
northern illinois university center for innovative teaching and learning.
gagné’s nine events of instruction. 2020.
april '20
1975 the florida state university created an instructional design model for the us army. the program was researched to implement an instruction model for military training.
#instructionaldesign #addievssam
validate the performance gap.
determine ID goal.
confirm the indended audience.
identify required resources.
determine potencial delivery system.
compose a project management plan.
statement (goal): analysis summary.
conduct a task invetory
compose performance objectives
generate testing strategies
calculate return on investment
statement (goal): design brief
select or develop supporting media
develop guidance for the user
develop guidance for the teacher
conduct formative revision
conduct a pilot test
statement (goal): learning resources
prepare the teacher
prepare the user
statement (goal): implementation strategy
determine evaluation criteria
select evaluation tools
statement (goal): evaluation plan
r. m. branch: instructional design: the addie approach. springer. 2009.
d. clark: nwlink. history isd and addie. 2015.
april '20
1987 john keller published an instructional design model for designing and improving the motivational quality of instruction. it determines that the right conditions keep learners engaged and interested, and motivates them to continue - life long - learning.
#motivationdesign #lifelonglearning
process questions: how can i make this learning experience interesting and enjoyable for my user?
process questions: in what ways will this learning experience be valuable for my user?
process questions: how can i assist the user to achieve and allow them to control their success via instruction help?
process questions: what can i do to encourage the user to feel good about their experience and desire to continue learning?
john m. keller: motivational design for learning and performance. the arcs model
approach. springer. 2010.
h. niegemann et al.: kompendium mudlitmediales lernen. springer. 2008.
march '20
2018 dirk ifenthaler compiled four pillars of flipped learning to engage learners in the learning process. They are intended for adult education approaches to be utilized in the digital workplace.
#flippedlearning #workplacelearning
various learning modes, e.g. group work, individual study and, ubiquitous learning.
key element in adult learning. flexible environment.
knowing the purpose of learning. delivering minimized but sufficient time. achiving learning task and assignments in a brief but efective time.
need to be prepared for the use of educational content (approaches, leaner-centred methods). providing learning materials online. bring problematic issues to the classroom. create an atmosphare of discussion.
d. ifenthaler: digital workplce learning. bridging foral an informal learning with digital technologies. springer. 2018.
march '20
1999 heinrich and molenda developed a instructional design guide to support the integration of multimedia and technology to enhance the learning environment.
#instructionaldesign
identify your learners. specify and define your audience. analyze them by general characteritics, specific entry competencies, like (prior-)knowledge, skills and attitudes as well as learning styles.
objectives must be as specific as possible. objectives are focused on four pillars: labeled audience, behavior, conditions, and degree (abcd). set the conditions under the result is performed. describe how you measure it.
build connections between audience and objectives. choose your instructional methods, relevant media, graphics, text animations and videos that will appropriately meet the state objectives.
plan the use of technology, media and materials to implement your methods. choose appropriate materials by focusing learners approach to the selected media. preview the use of media and materials before.
let them practice what they have learned. facilitate instructions for practicing skills and knowledge with meaningful activities for participate in problem solving and discussions. create room for appreciated feedback
check you instructional impact for further improvements. evaluate the complete instructional process to get the big picture. in case of discrepancies revise your plan.
r. heinich and m. molenda: instructional media and technologies for learning.
merril prentice hall. 2002.
q. faryadi: instructional design models: what a revolution!. 2007.
a. salas: is the addie framework better than the assure model?. stylelearn.com.
2019.
march '20
1898 elmar lewis published a marketing strategy and described it as a targeted art of dialogue. known under the acronym aida it provides a simplified strategy to influence user behavior by using rational and emotional reasons. it illustrate all stages of the journey that people go through to become customers.
#marketing
get visibel, get in touch. start the user journey and create a brand awareness
or affiliation with your product or service.
step one: emotion
adress the special interest of the customer. present the benefits and solutions
of your product or service and keep their engagement.
step two: information
increase the motivation for the product or service. show your brand and
personality and move them from 'liking' it to 'wanting' it.
step three: emotion
plan a call to action. let the customer interact with your company and taking
the final step.
step four: action
k. moore and n. pareek: marketing the basics. routledge. 2006.
c. penn: marketing white belt - basics for the digital markter. 2011.
a. hanlon: the aida model. smart insights. 2018.