felix
herbst
cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards cards

Around the time of my web design certification, I started designing cards to
visualize concepts from learning theory, gamification, and motivation.
The collection grew organically as I worked through these topics.
It's been sitting unchanged since 2023, but the principles still hold.

|

DISCO
VERY ONE
The first phase of a player’s journey start when the player first discovers and learns about your product or service.

||

ONBOAR
DING TWO
During the onboarding phase, you train the users to become familiar with the rules of the game, the options, the mechanics, and the win-states.

|||

SCAFF
OLDING THREE
The third phase of on-going and regular activity of the game is where players use all the rules and options they learned during onboarding to try to achieve as many Win-States as possible.

||||

END
GAME FOUR
The Endgame is when players believe have done everything there is to do at least once and are starting to feel like there are no longer unexplored Win-States.

chou yu-kai: actionable gamification. beyond points, bdages, and leaderboards. octalysis media. 2014-2016.




preparation phase

background

gather information and get all the background knowledge

iterative design phase

project planing additional design

rotating through design, prototype, and review.

Iterative Development phase

design proof | Alpha | Beta | Gold.

rotate through development, implementation, and evaluation

https://www.alleninteractions.com/services/custom-learning/sam/elearning-development




one
remember

recognizing (identifying) recalling (retrieving)

two
Understand

interpreting (clarifying, paraphrasing, representing, translating) exemplifying (illustrating, instantiating) classifying (categorizing, subsuming)

three
Apply

executing (carrying out) implementing (using)

four
Analyze

differentiating (discriminating, distinguishing, focusing, selecting) organizing (finding, coherence, integrating, outlining, parsing, structuring) attributing (deconstructing)

five
Evaluate

checking (coordinating, detecting, monitoring, testing) critiquing (judging)

six
Create

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/




| CONTEXT |
Provide a meaningful framework that identifies how this task or information is relevant and essential to the real world of the learner.
| CHALLENGE |
Motivate the learner to engage with authentic intention through establishing meaningful risks, significant outcomes, and the potential for success.
| ACTIVITY |
Use gestures that correspond and evoke the real-life activities at the heart of the desired performance.
| FEEDBACK |
Reflect back to the learners not only indicators of correctness but, more importantly, intrinsic and extrinsic indicators of how they can improve.

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




implicit knowledge
is knowledge which people are often not even aware of. cannot be passed on - or only be passed on with difficulty.
explicit knowledge
is knowledge that is explicitly available and accessible, e.g. formulas or operational procedures

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




sensory memory
... information is detected by the sense organs and enters the sensory memory ...
short-term memory (STM)
... if attended to this information enters the short term memory.
long-term memory (LTM)
... information is transferred to the long-term memory only if that information is rehearsed (i.e. repeated).
if maintenance repetition does not occur
... then information is forgotten, and lost from short term memory through the processes of displacement or decay.
the memory stores | encoding
... is the way information is changed so that it can be stored in the memory. there are three main ways in which information can be encoded (changed): 1. visual (picture),
2. acoustic (sound),
3. semantic (meaning).
the memory stores | capacity
... capacity concerns how much information can be stored and duration refers to the period of time
the memory stores | duration
... refers to the period of time information can last in the memory stores.

m. neelen and p.kirschner: evidence-informed learning design. creating training to improve performance. koganpage. 2020




start with the perfomance problem
task or processes who creates struggle within the comapy but are required within the company. confirm you probelms and prove your assumptions.
determine if learning can help
consider that performance problems can pop up by many factors (e.g. lack of support, motivation problems) ask yourself if training the right solution.
clarify how success looks like
measurement is key as you need to know if users achieved or improved their performane. it is a crucial part.
determine learners' needs
understand your learner. waht knowledge do they need, what skills are required and lack, challenges tehy have, what prior knowledge do they have etc.

m. neelen and p.kirschner: evidence-informed learning design. creating training to improve performance. koganpage. 2020




corrective feedback

single loop

providing the what was wrong and provide correct answer

directive feedback

double loop

providing direction on how to carry out a task or process even better

epistemic feedback

tripple loop

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




data as the basis for predictions and forecasts
predicting and intervening
data as the basis of learning recommendations
recommendations
data as the basis to design individualized and adaptive learning environments
personalization
data as a basis for reflection on feedback gained in the learning environment
reflection and iteration
data as the basis to identify weaknesses and for analyzing appropriate methods
benchmarking

m. ebner: learning analytics – eine einführung. bildung und beruf. ausgabe februar 2019. S.46-49. via researchgate.




informal learning

DISCOVERY
| finding things out |

social learning

DISCOURSE
| interacting with others |

formal learning

DIDACTICS
| being taught |

experiential learning

DOING
| learning from working |

https://www.modernworkplacelearning.com/cild/mwl/5-features-of-ow-modern-professionals-learn/




bild
involvement
they need to be involvement in the planning and evaluation of their instruction.
bild
experience
their experience provides the foundation for their learning activities.
bild
problem centered
their learning is problem centered rather than content-oriented.
bild
impact
relevance
they are most interested in topics with relevance and impact on their job or personal life.

https://elearninginfographics.com/adult-learning-theory-andragogy-infographic/




left
brain
extrinsic
motivation
emotional

core drives:
result and
goal
focused

right
brain
intrinsic
motivation
logical

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




white
bild
gamification

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.

black
bild
gamification

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




level 1
reaction
respond on participation and relevance
level 2
learning
increase in knowledge, attitude and skill
level 3
behavior
skill improvement and behavior change on the job
level 4
result
experienced benefits in the organization.

https://lapaas.com/kirkpatrick-model/
https://annalangheiter.com/kirkpatrick/




1. trigger

the cue that signals us to start the routine

2. section

the habit itself, both good or bad

3. reward

the positive feedback that we eventualy seek

https://newtothepost.wordpress.com/2019/03/04/habits-why-we-need-change-them/




for
what ?

different usage situation

for
whom ?

target group
needs

what for?

learning objectives
qualifications

what?

content

how?

organisational
methode

by
which, where?

media
learning locations

e. schlutz: in didaktik der erwachsenenbildung der die-wissensbaustein für die praxis online-erstveröffentlichung. 2015




reduce
fear
usage of arcs
display success
failure as chances
critical thinking
positive orientation
reduce
envy
comparison by criteria
transparent learning
evaluation
openness
avoid privileges
reduce
anger
flexible perspectives
no aggressive content
problem solving
constructive feedback
encourage
sympathy
relationship
sensitive interactivity
partnerships
kooperation
promote
pleasure
well beeing
of the instructional
open learning
environments
humor
playful

h. astleitner: designing emotionally sound instruction. the feasp approach instructional science. 28. in:
reinmann g: instructional design. kultur- und sozialwissenschaften. fernuniversität hagen. 2015.15.




self-directed learning

individually control of the learning processes within the framework of agreed principles.

organization and support

coaches and trainer plan and control formal and support informal learning processes. feedback for the continuous optimization of learning processes.

problem-solving

integrated transfer tasks and real problems for process-based emotional conflict reduction.

structuring aids

coordination of obligatory agreements for the design of the self-directed self-learning phase.

ongoing feedback structures

feedback on the learning process and achievements on two levels: standardized tasks (automated via a system) and open tasks (via a learning community).

individual benchmarks

online availability of work results for collective discussion and presentation. individual identification of the performance among other participants.

learning path tandems

integration of tandem-based work fostering emotional, motivational, and strategic learning support for learners.

learning path
groups

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.




intrinsic cognitive load
inherently involved in learning tasks

complexity an difficulty of the material

extraneous cognitive load
under controlll of instructional design

generated by the manner in which information is presented. non-relevant, unimportant elements.

germane cognitive load
development mental ressources

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




bild
spaced practice
key words: nuggets, pause,
memory
bild
retrieval practice
key words: recall, transfer, ebbinghaus
bild
interleaving
key words: case study, overlap, jumble
bild
questioning
key words: challenge, explain, assimilation
bild
explain to self
key words: explain themselves, assimilation

m. neelen and p. kirschner:evidence-informed learning design. creating training to improve performance. koganpage.2020




shift
from courses to resources
provide
it in the most appropriate format
keep
it as short & simple as possible
ensure
flexibility & personalisation
make
it easily accessible in the workflow

r. m. branch: instructional design: the addie approach. springer. 2009.
d. clark: nwlink. history isd and addie. 2015.




you can't
design learning
you can't
deliver learning
you can't
transfer learning
you can't
manage learning

j. hart: modern workplace learning. a framework for continous improvement, learning and development at work. 2019.




E asy
harness the power of defaults. reduce the ‘hassle factor’ of taking up a service. simplify messages
A ttractive
attract attention design rewards and sanctions for maximum effect.
S ocial
show that most people perform the desired behaviour. use the power of networks. encourage people to make a commitment to others.
T imley
prompt people when they are likely to be most receptive. consider the immediate costs and benefits. help people plan their response to events.

behavioural insights team. EAST: four simple ways to apply behavioural insights. 2015.




socializer

they are motivated by the social aspects of relatedness. they want to interact with others and create social connections.
more info

free spirits

they want self expression and autonomy and want to create and explore.
more info

achievers

they want to gain knowledge, learn new skills and improve themselves. they want challenges to overcome and want to be facilitated and be led to mastery.
more info

philanthropists

they feel that they are part of something greater and are motivated by purpose and meaning. they are altruistic and enrich the lives of others, with no expectation of reward.
more info

players

they are there to play the game and are motivated by extrinsic rewards. they like to get the achievements in the system and are in it for themselves.
more info

disrubtors

they generally want to disrupt the system and are motivated by change either directly or through other users to force positive or negative change.
more info

marczewski, andrzej. user types hexad.2015




multimedia

use a combination of text and illustrations instead of only text

modularity

use voice-over to explain graphics or animations instead of written text

continuity

place related images and written text together

redundancy

don't present written text and voice-over toghether

coherence

use relevant and related content to engage

personality

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.




multimedia content

graphics, video, audio, animation
objects; info and interaction design.
course architecture and navigation
information design

interface styling

look and feel, interface elements,
customization skins and themes,
information design.

system 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.




#attention

  • stimulate with novelty, uncertainty, and surprise.
  • pose thought-provoking questions.
  • have them pose questions to be answered by other.
  • lead an ice breaker activity.
  • #objectives

  • describe required performance.
  • describe criteria for standard performance.
  • establish criteria for standard performance.
  • include course objectives on the assessment scale.
  • #recall

  • ask questions about previous experiences.
  • recall understanding of previous concepts.
  • relate previous course information to the current topic.
  • have user incorporate prior learning into current activities.
  • #content

  • present a variety of versions of the content to engage.
  • incorporate active learning strategies to keep user involved.
  • provide access to content outside of class.
  • #guidance

  • provide instructional support as needed.
  • provide case studies for real-world applications.
  • support visual associations with analogies, visual images, and metaphors.
  • use familiar content to better connect with new concepts.
  • #practice

  • facilitate activities
  • let them collaborate with their peers.
  • facilitate practical laboratory exercises.
  • provide formative assessment opportunities.
  • design effective quizzes and tests (activities) not memorization and recall.
  • #feedback

  • provide feedback in a variaty of forms, e.g. evaluative feedback, descriptive or analytic feedback.
  • help users identify their learning gaps and performanc with peeer-evaluation and self-evaluation.
  • #assess

  • create pre- and post-tests to check for progression, and embed formative assessment opportunities.
  • implement a variety of assessment methods and multiple opportunities to demonstrate their proficiency.
  • #retention

  • avoid isolating course content.
  • associate concepts with prior and future concepts.
  • build upon prior learning to reinforce connections.
  • incorporate questions from previous tests in subsequent examinations to reinforce course information.
  • 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.




    analysis
    identify the probable causes for a performance gap

    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.

    design
    verify the desired performance and appropriate testing methods

    conduct a task invetory
    compose performance objectives
    generate testing strategies
    calculate return on investment
    statement (goal): design brief

    development
    generate and validate the learning resources

    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

    implementation
    prepare the learning environment and engae with the user

    prepare the teacher
    prepare the user
    statement (goal): implementation strategy

    evaluation
    assess the quality of the instructional products and processes, both before and after implementation

    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.




    A_TTENTION
    capturing the interest of learners; stimulating the curiosity to learn.

    process questions: how can i make this learning experience interesting and enjoyable for my user?

    R_ELEVANCE
    communicating the usefulness of the learning content for the achievement of personal goals and for the satisfaction of certain needs to effect a positive attitude.

    process questions: in what ways will this learning experience be valuable for my user?

    C_ONFIDENCE
    development of a positive expectation of success and competence measurement as well as helping the learners believe/ feel that they will succeed and control their success

    process questions: how can i assist the user to achieve and allow them to control their success via instruction help?

    S_ATISFACTION
    reinforcing accomplishment with rewards (internal and external), feedback and opportunities to assess performance.

    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.




    flexible
    environment

    various learning modes, e.g. group work, individual study and, ubiquitous learning.

    learning
    culture

    key element in adult learning. flexible environment.

    intentional
    content

    knowing the purpose of learning. delivering minimized but sufficient time. achiving learning task and assignments in a brief but efective time.

    professional
    educator

    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.




    a_nalyze
    learners

    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.

    s_tate
    objectives

    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.

    s_elect
    methods

    build connections between audience and objectives. choose your instructional methods, relevant media, graphics, text animations and videos that will appropriately meet the state objectives.

    u_tilize
    media

    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.

    r_equire
    learner

    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

    e_valuate
    impact

    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.




    a
    ttention

    get visibel, get in touch. start the user journey and create a brand awareness or affiliation with your product or service.
    step one: emotion

    i
    nterest

    adress the special interest of the customer. present the benefits and solutions of your product or service and keep their engagement.
    step two: information

    d
    esire

    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

    a
    ction

    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.