3 Tips for Creating Effective eLearning

eLearning

 

eLearning can be a very successful training medium if executed well. The rollout of eLearning programs can save organizations on training costs, with the added benefit of faster delivery and the reach of a wider scope of employees. Creating eLearning that is both effective and engaging however, can sometimes be challenging.

Here are three tips I have found to be useful when working on eLearning projects.

Learning Objectives

Having a clear idea of what your learning objectives are helps to shape the content of your course. When writing objectives, be specific and focus on connecting these goals with what you want learners to take away at the end of the learning. By making objectives clear and concise, I find that I am better able to focus in on creating targeted evaluation pieces.

1

The Importance of Great Images

Images can truly help bring life to learning. That being said, not all images are created equal. When selecting images, try to include those which help to connect content to the real world. Learners tend to grasp information more easily when presented with a quality visual.

Also be mindful of including the right image size and provide the correct placement to match the content being presented. Choosing images that really connect to the subject matter can help make concepts more relatable to learners.

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Create Engaging Learning

Because eLearning cannot necessarily cater to learners in the same manner as classroom training would, it is important to incorporate activities that are engaging and can keep learners interested in the subject matter. Since adults learn by doing and are most engaged when all senses are utilized, creating activities that appeal to multiple senses can be highly effective.

An example that uses a learner’s visual, auditory and kinaesthetic senses for instance can be a game. If done well, games can serve to positively affect the learner’s ability to understand and retain complex material. The advantage of activities such as these is that the content can seem less daunting and more fun, as learners are rewarded for their participation.

This list is by no means exhaustive but provides a few key guidelines to consider when conceptualizing and designing eLearning. To learn more about the work that we do at Pathways please visit our website at http://www.pathwaystrainingandelearning.ca/.

3 Tips for Creating Effective eLearning

How to Avoid Filler Graphics In Your eLearning

choosing graphics

Graphics are an essential part of eLearning. Graphics help us recognize and recollect eLearning content more effectively, as well as retain interest when the graphics are appealing and well composed.

However, just because graphics are important doesn’t mean they can be used in every case. It is just as important to make sure that the graphics support the content in a meaningful way, and aren’t put in just to fill space. If you remove the text from a page with graphics on it, will the learner still be able to understand something about the material, or otherwise engage with the page? If not, then you need to find another image. The last thing you want is to confuse or mislead your learner with incongruous imagery.

Remember, there are lots of ways for graphics to represent your information. A graphic doesn’t necessarily have to be a literal image of something your content is talking about if that doesn’t help convey your ideas. A graphic could represent a step in a process, a part of a concept, an interaction between people or things; the possibilities are endless!

Infographics are one very useful way to present a lot of data. For more on how to design an effective infographic, check out our article on Good Infographic Design.

How to Avoid Filler Graphics In Your eLearning

THE LIMITS OF STORYLINE, OR WHY WE CAN’T USE IT FOR LEARNING GAMES

WHAT CAN STORYLINE ACCOMPLISH?

The short answer to the question of Storyline’s capabilities as they relate to anything outside of pre-packaged eLearning, is… not much. A bold statement, to some, but as an experienced gamer, programmer, and eLearning developer it’s a hard truth. With that said, I’ll give more detail as to why exactly that is, and shed some light on the issue.

Regardless of industry, we all want to promote our skills, and really flex the muscles of our software. To that end, I’ll begin with what’s possible in the Storyline sandbox and give credit where it’s due. A good starting point is that if you want a templated eLearning module, or a series of them, there’s really no substitute for Articulate Storyline. With it, you’re able to create a template and package any number of effects in the program. Storyline seems to me like someone took PowerPoint’s user interface and was told to keep adding features until they ran out of ideas. Seriously, compare the two. It’s shocking. Here are a few pros to Storyline:

  • Pre-packaged
  • Quick
  • More powerful then PowerPoint
  • Comes with SCORM on export

WHAT STORYLINE CAN’T ACCOMPLISH

 

Now that we’re done with our praises, we’ll review the other side of things. Earlier I compared Storyline to PowerPoint, which is a more important comparison than you may think. It’s due to the fact that you have the ability to make a functional learning program, but without the ability to do much more. It’s like having PowerPoint with a few more effects (on a timeline), a flash player, and a functional question bank feature for quizzing that simplifies the whole process. With that being said, once you cross the realm of a sequential learning program, all you’re left with is a web of slide linkages if you want to produce anything more exciting, such as a Jeopardy program. A program that, with time and preparation, on another platform such as Flash would give you much more flexibility. Here are a few cons to Storyline:

  • Pre-packaged (this also works against it for those who want more customization)
  • Too much like PowerPoint
  • Customization is possible, but it takes time and often requires more complex programming (individuals who are not programmers, may find it difficult to customize eLearning beyond what is offered in Storyline)
  • External calls (outside of the pre-packaged ones) require JavaScript
  • Lacks functionality for more engaging programs (i.e. mobile learning games, virtual simulations or gamification in eLearning courses).

WRAPPING UP

 

Having said what I have about Powerpoint err… Storyline, I’ve seen many people out there trying to create eLearning programs that seem to have more complex logic with Storyline, but simply do not. To create the most engaging eLearning courses or mobile learning games, Storyline does not have the capabilities in most cases, to do what we need it to do. Custom programming is required to create truly engaging on-line experience.

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/ . We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

THE LIMITS OF STORYLINE, OR WHY WE CAN’T USE IT FOR LEARNING GAMES

REPLAY VALUE IN GAMES

By: Paolo Faieta

Generally, when we buy a game, we aren’t really thinking about the second or third time we’ll play it. We’re focused on the immediate goals of exploring our environment and seeing what things are available to us. We like to test out controls and get a sense for how difficult the game may be. What I’ll be focusing on is the time you spend in the end-game. While focusing on the end-game certainly eliminates some types of games from our scope, it’s still a vast subject. To that end, we’ll be looking at anything with a main storyline (or objective) that allows you to continue playing after that.

A lot of popular games today combine a few ideas into their gameplay, but we’ll look at a couple of the broader ones. Firstly, there will be some sort of character that’s guided on a (mostly) linear quest, story, mission, or however you’d like to refer to it. Secondly, there will be content following the conclusion of that story meant to keep the user occupied. Either of these things can be used as a hook to bring a user back to play anything repeatedly, and how that’s accomplished greatly affects how a game ends up being received.

Storytelling

Storytelling has been an increasingly bigger part of what games are over time. It started out being a very minor (and usually non-existent) component. A good example is something like Pac Man. The player knew what role was theirs, and who were the ‘bad guys’ but nothing more than that. Now we’re seeing stories that carry the player through their entire experience and shape how the game is carried out. An example where the story was the main driver is a series like BioShock. These games take the user through an immersive city with a clearly explained history. This process has been compared to making a movie, but with much more immersion because the user is allowed to decide the outcome. Despite these two vastly different games, there’s a key difference in their end-game.

With Pac Man, the user experiences the chain of levels and can immediately repeat the experience with tiered difficulty. Inversely, with the more story-driven games in the BioShock series, only the most committed fans would go through the same sequence of events again.

End-Game Content

With the above in mind for storylines, we get to the point where the user usually asks themselves: Now What? In most cases, this question was answered with an underwhelming “Nothing, really”. The rest of the time, the extremes exist where there’s little emphasis on end-game or high emphasis. The examples in this case are too lengthy to list, and there’s many ways that end-game content is utilized. The most common of those, however, are as follows:

  • Micro-transactions
  • Achievements
  • Leaderboards
  • Multiplayer
  • Downloadable Content (DLC)
    • More playable characters
    • Extra missions

 

Wrapping Up

The replay value of games is an effect I’ve had the pleasure of studying myself in the past with the accompaniment of a Blog. Through that time, I chronicled my progress and thoughts on Call of Duty and EVE Online for a period of two weeks. It’s always interesting to see what features keep your attention and what others may have adverse effects on your desire to continue playing.

If you would like to learn more about Pathways and our continued commitment to gaming and eLearning, feel free to check out our website at http://www.pathwaystrainingandelearning.com/ . We are always looking for innovative ways to combine the excitement of games with the satisfaction of learning!

REPLAY VALUE IN GAMES

FIVE WAYS TO MAKE GAMES EDUCATIONAL

After a long absence, I am happy to bring you a new article on the topic of educational gaming. I apologize for the delay, but in my defense I must say that our company was busy creating new educational games, and as a result I have gained new experience to share with our valued readers.

Today’s topic is about how to best put the “educational” into “gaming” without ruining the fun of it. As I often stated before, educational games have a sour reputation of being utterly boring! A learner retains best the information and experience which they find exciting and interesting. Therefore, it is worth the effort to look at ways of injecting the education into games in ways which do not ruin the experience for the learner.

Without further delay, I present to you five effective ways – in no particular order – of making games educational.

1.    Trivia

Trivia games present questions to the player either as the main aspect of the game, or as a way to gain extra points or bonuses. Trivia questions are often in the format of multiple choice, and pertain to the curriculum studied in the course. An effective use of trivia is to combine it with mini-games. For example, let’s consider a game such as “Candy Crush Saga” or “Bejeweled”. Trivia questions might pop up after completing a level, or when a special (rare) tile is matched. Correct answers might award a player with a point bonus, or give a special “power-up” which can be used in the game.

Be careful not to spam trivia questions too frequently, or the game will turn into a quiz. Trivia is a good way to reinforce material learned in a course through repetition in a fun way!

Pros:   Easy to program, can address any content, easy to combine as a bonus activity in various games.

Cons:   Overuse can quickly sour a fun game.

2.    Simulation

A simulation game involves creating scenarios or situations which simulate the activity you wish to train, often in a simplified manner. Many simulation games have a wide appeal among players. Some simulate the running of a business, such as a diner, a train company, or a zoo. Others simulate an activity, such as making sushi or fishing. If the material that you want to train can be presented as an activity, this kind of “hands-on” approach goes miles in helping the player familiarize and retain the information presented.

Pros: 
   Fun, can simplify a complex activity, hands-on approach aids retention.

Cons:   Must be designed carefully, can be difficult and/or time-consuming to program.

3.    Mission/Quest

A mission or a quest game involves getting the player to complete a variety of tasks. Usually, there is a reward for each completed quest or mission. Sometimes the reward involves improving the player character through accumulation of coins or experience (which can be used to improve various skills), or items which can be used in the game.

From an educational perspective, the quests or missions may involve course material, presented in a fun way. For example, to learn about the Periodic Table of Elements, the missions could require the player to travel to various places across the game world in search of each element. As each element is found, information about it could be presented and the element could be “collected”. This type of game coincides with the “Collecting” game described below in point 5. The same game mechanic could be used to learn about a variety of subjects, from geography to history, astronomy, physics, or material specific to your curriculum.

Pros:    Immersive, fun, excellent for retaining information in an interactive way.

Cons:   One of the most difficult and costly game types to program, especially if the world is a massively multi-player online role-playing game (MMORPG).

4.    Detective

A detective game involves the player finding and evaluating information to arrive at the correct conclusion. Some of us from the older generation may remember a game named “Where In The World Is Carmen Sandiego?” in which the player had to catch a thief who travelled around the world. Educationally, this game was a great way to learn about geography, as well as some interesting facts about various countries and cultures. A few years ago, a colleague and I made a modified version of this game for an Anti-Money Laundering (AML) module, in which the player attempts to track down a money launderer based on clues gathered at various locations. A similar game can be made in the style of Scotland Yard, or even as a “found object” game in which you search for items or clues in a picture. Your imagination is the key!

Pros:    Interactive, moderately easy to program, can be combined with puzzles and mini-games.

Cons:   This type of game may not fit every learning curriculum.

5.    Collecting

Collecting games rely on the player’s desire to collect beautiful or rare items, complete equipment sets, and decorate or personalize their virtual character, pets, or surroundings. Collecting games are often highly addictive, banking on the player’s desire to collect more, or to complete a collection set. Some games involve a virtual character or pet which you can outfit, buy a home for, decorate with furniture or wardrobe, and groom. Other games may involve outfitting a character with powerful items (such as weapons and armour), which have an effect on gameplay. However, often it is not necessary for collected items to be powerful or useable, as players love to decorate and personalize even if the item has no further use beyond the aesthetic. Making a collecting game multiplayer is additionally beneficial, as players love to show off their character and possessions to other players.

Involving curriculum into collecting games is very easy, as collectible items serve as a perfect reward system for passing quizzes and other course requirements.

Pros:    Addictive, implementable on a mobile platform, provides expandable reward system.

Cons:   Can be time-consuming to implement, especially as an online multi-player game.

In Summary

The above are only five ways to add educational value to games. If you use your imagination, you will discover many more. I would recommend combining various aspects together, for example you could make a Quest game with aspects of Collecting and Trivia. I hope that these ideas serve as an inspiration to you, and I am looking forward to a new generation of exciting and effective educational games. We have an opportunity to make an “Education Revolution” by introducing the medium of gaming into the equation. With a bit of imagination and a lot of hard work, we can make gaming a powerful and effective tool for education and training, for the young and old alike.

 

If you would like to explore more about gamification and eLearning, please look at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/ . We always look for fresh ways to engage the learner and to make the experience as fun as possible!

FIVE WAYS TO MAKE GAMES EDUCATIONAL