You are on page 1of 18

WHITE PAPER

CREATING e-LEARNING
THAT MAKES A DIFFERENCE

T CHA
X LL
TE
N

EN
CO

GE
FEE

TY
VI

BA I
D

CK C T
A

by Ethan Edwards
chief instructional strategist
allen interactions
CREATING e-LEARNING THAT MAKES A DIFFERENCE
Table of Contents

An Interaction is a Terrible Thing to Waste. . . . . . . . . . . . . . . . . . . . . . . . . . 2


The Failed Opportunities of Online Learning. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Obstacles to Designing Online. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Instructional Interactivity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Typical Example of the Failure of the Content-Centered Approach. . . . . . . . . 3
Engage the Learner – One Possible Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Context. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Add Visual Appeal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Build a Relevant Contextual Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Tell a Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Create Suspense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Challenge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Consequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Difficulty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Risk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Outcome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Activity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Limited Range of Learning Activities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Practice Makes Perfect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Two e-Learning Approaches Compared . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Drag-and-Drop Interactivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Value in Creating Effort Around User Response . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Feedback. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Judgment vs. Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Feedback as a Tool for Content Presentation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Using Intrinsic Feedback. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Delaying Judgment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Presenting Consequences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Bringing it All Together. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Creating e-Learning that Makes a Difference 1


CREATING e-LEARNING THAT MAKES A DIFFERENCE

An Interaction is a Terrible The Failed Opportunities of Online Learning


Thing to Waste
It’s easy to point out what’s wrong with blind transfer of
instructor-led training to online learning. It’s somewhat
e-Learning provides well-documented advantages to harder to know precisely what to do instead. There
the corporate learning arena: reduced costs, improved are three really important capabilities of e-learning
tracking, global access, immediacy of updates, etc. Given that unfortunately are missed in many online lessons,
the attractiveness of these benefits, it is not surprising greatly reducing the impact they should have.
how little attention is paid precisely to the training that
is being delivered via the web. Learning requires more 1. e-Learning can provide an individualized experience.
than access and simplistic measures of comprehension This is a powerful idea that goes well beyond the
to have any lasting effect. The real benefit of e-learning simplistic ideas of individuals working alone, working
will come to those who can design learning that actually at a time of their own choosing, or working at their
changes learners’ skills while still achieving the opera- own pace. Certainly, these are all important features,
tional advantages that e-learning offers organizations. but the idea of “individualization” means much more
Yet much e-learning is composed of largely wasted than this. It means that each student gets precisely
opportunities for useful interactivity. This article provides the instruction he or she needs. This is largely impos-
a framework to guide the design of e-learning that has sible in group learning environments. To achieve
some chance to achieve lasting performance change. this, the instruction needs to adapt to individual
differences, providing more practice for those who
e-Learning modules need to be intentionally designed need it, and less for those who demonstrate mastery.
for online delivery. Training designed for other delivery Such adaptability has to be part of the design.
channels and simply transferred to the online environ-
ment fail to take advantage of the opportunities made 2. e-Learning can provide a safe harbor for learner mistakes.
possible with online technology. Learning has a difficult time happening unless the
learner is free to make mistakes. When in a class of
Here are a couple things that instructional designers seem to one’s peers, a lot of activity (or more often, inactiv-
forget when designing e-learning: ity) is spent trying to NOT make mistakes so as to
not look stupid in front of the teacher of classmates.
1. The mere presence of technology in a learning en- e-Learning has the potential to create an environment
vironment does not change the essential aspects that encourages exploration (and the consequent
of how people learn. We know with little doubt that mistakes) and vital learning. Of course this is defeated
learning does not occur passively. In live teaching, when every single online interaction is immediately
lecture formats with minimal activity on the part of judged, scored, and reported.
the learner do not work very well. Yet somehow de-
signers create e-learning lessons that are little more 3. e-Learning can be a continuing source of reference infor-
than exercises in sitting and listening or reading. mation. Training rarely happens at the time that skills
will be needed. Sometimes success depends on the
2. Learners need to be intellectually engaged for learner re-learning course content weeks or months
learning to happen. Lasting change requires mean- later when it becomes useful. When a classroom
ingful and compelling mental engagement and experience is finished, learners rarely have access
interaction with one’s surroundings. to the instructor for follow-up, and the materials are

2 Creating e-Learning that Makes a Difference


often created to really only make sense in conjunc-
tion with classroom presentations. e-Learning, on Instructional Interactivity
the other hand, can provide continuous access to
learning content for learners to review, access as The idea of instructional interactivity (as opposed to just
reference, relearn, etc. as their own needs dictate. interactivity) is an important design focus to capitalize
on the potential presented by e-learning technologies.
If we as designers would embrace the challenges Instructional interactivity is defined by Dr. Michael W.
offered by these three amazing capabilities, e-learning Allen as “interactivity that actively engages the learner’s
could begin to live up to the grand expectations that mind to do those things that improve ability and
have grown up around the field. readiness to perform effectively”. While this definition
is direct and complete it may not be precisely clear
what it means to a designer. It means that the interac-
Obstacles to Designing Online tivity we design for e-learning must require the learner
to do something that is cognitively demanding, and
Unfortunately, we are at a severe disadvantage when leads to improved performance. At a practical level,
trying to design instruction to be delivered online via then, this means we need to begin designs at a point
computer. Training is all about communication, and different than most designers are accustomed to. Most
effective communication relies on a rich network of designs begin with content — what the learner needs
tools to exchange information between mentor and to know. Instead, design needs to center around what
learner. A live teacher has a wide array of mechanisms the learner needs to DO.
to convey information to the learner: speech, gesture,
proximity, inflection, pacing, humor, improvisation, This is a significant but crucial paradigm shift. We are
body language, and all sorts of classroom media, such easily misled by our subject matter expert colleagues
as printed materials, video, audio, etc. The learner has to focus almost exclusively on getting the content right
a similarly rich menu of ways to send information back and complete. That is not enough. We have to create
to the teacher, making it possible for the teacher to an opportunity for the learner to apply the content to
monitor the learning process. solve some problem or achieve some meaningful end.

But consider when instruction is separated from


face-to-face contact and placed in the context of com- Typical Example of the Failure of the
municating through the limited methods available via Content-Centered Approach
computer. The “telling” part is still reasonably rich, with
text, audio, graphics, animation, and video available to Many organizations have adopted SMART objectives
deliver a message. But the return channel is ridiculously in their performance evaluation process. SMART is an
limited. Except for the rare cases where specialized acronym to indicate five key qualities of performance
control devices are available, the only communication objectives:
paths available to the learner are pointing at, clicking on, S pecific
or dragging an image, or pressing keys on a keyboard. M easurable
This is a considerable disadvantage to overcome. Only A chievable
a small portion of what we try to teach via e-learning R elevant
actually involves pointing at images or pressing keys. T ime-bound
So our real challenge as designers of e-learning is not I have seen a number of e-learning lessons that provide
so much how to best convey information (that part thorough definitions of these elements (including
is relatively easy), but rather, it is in designing experi- snazzy graphical presentations of the concepts) and
ences that engage learners in meaningful activities then assess the learner’s ability to restate these qualities.
— activities in which the otherwise trivial activities of Success in the lesson may indicate gained knowledge,
pointing and pressing of keys take on a significance but there is little reason to feel confident that the result
that represents meaningful thinking. will be significantly better objectives because there is

Creating e-Learning that Makes a Difference 3


so little attention paid to what the learner must do. The • The learner could be required to specifically identify
result is something like the useless trivial interactivity the five required components in each objective (by
displayed below (Figure 4.A). dragging the five letters to words or phrases or tabbing
through the sentence and pressing the corresponding
letter to indicate functional relevance), demonstrating
Figure 4.A

The “S” in SMART objectives stands for:


comprehension of the applied meaning of each of the
five requirements.
A. Successful
B. Specific • For objective statements lacking one or more of
C. Simple the key elements, the learner could be asked to add
D. Scalable phrases to transform the objective into one that
satisfies the SMART definition.
Typical trivia recall interactivity
• After this application practice, it would be entirely
In a good class experience, a learner would be expected fitting to then ask the learner to create a personal-
to write some sample SMART objectives and then get ized SMART objective and type it online. The learner
some specific coaching from the instructor. This is what could then apply the same judgment process used
the learner must do in performance environment, so previously to meaningfully assess the completeness
learning will be incomplete unless the task of writing a of the objective and fix it. Ideally the learner could
SMART objective is actually included. Unfortunately, this print these personalized objectives to take away
is not a practicable approach in most e-learning systems from the e-learning.
due to the challenges in judging free-form responses
from the learner. Abandoning the desirable, though, does • With network connectivity, the learner could finally
not mean we must revert to the trivial. There are a num- submit the objective for review by a live instructor or
ber of ways to engage the learner in meaningful tasks that even for posting in a group bulletin board where the
will lead toward skillful writing of SMART objectives. work of cohorts could be shared.

These simple activities provide meaningful engagement


Engage the Learner – with the core challenges associated with the learning
One Possible Approach task in a way that parroting back the literal meaning of
SMART will never accomplish. But also, this plan does not
• First, the lesson could provide a range of pre-written require any especially challenging technical obstacle. All
objectives and let the learner judge whether each the literal interactivity could be created simply with stan-
statement satisfies the SMART criteria or not. The dard interactivity styles: buttons, hot spots, key-presses,
power in this teaching moment comes when the option drag-and-drop, and text entry formats.
learner must justify his answer. This would be done in
a number of successive steps of graduated complexity The beauty of an approach such as this is that it takes the
(Figure 4.B). learner right up to the performance level that is required
Figure 4.B

Is this a SMART objective? Press the letter of the SMART


component that is missing.

Reduce telephone expenses within the first Reduce telephone expenses within the first
half of the fiscal year. half of the fiscal year.

YES NO S M A R T

Simple yet effective use of judgment and justification

4 Creating e-Learning that Makes a Difference


in the job. Transfer is the degree to which skills learned in Instead, he wrote about a small boy encountering a
the learning environment carry over to the performance mysterious, threatening, escaped convict in a cemetery,
environment. The closer the training tasks are to and created the context for Great Expectations that carries
real world, the greater the likelihood of transfer. The the reader through hundreds of pages of “content,” and
traditional content-bound approach leaves an enor- in doing so, makes the moral lesson at the heart of the
mous gap between its limited learning tasks (identify work, unforgettable.
definitions) and performance tasks (write a complete
SMART objective). In the engagement-focused approach, Most people recall successful learning experiences
the lesson at least approximates what the learner will do not so much by the content learned, but rather by the
on the job — transfer is likely to be much greater. circumstances in which it was learned. So when all
e-learning looks the same, an important teaching tool
So the first step in maximizing the effectiveness of is effectively neutralized for the designer. When the
e-learning is to find those tasks that enable proficiency immediate impression of an interface or presentation is,
and then build interactivity that focuses attention there. “This is exactly the same as everything else you’ve already
If the real world environment is too complex, then been bored with,” it’s no wonder that learners tune the
simplify or create an alternative context in which to message out. Relying on the content itself to engage
practice the skill. But as you simplify, always ensure that the learner is usually too little, too late. By the time the
the performance tasks are retained as other elements content message is delivered, learners have already
are streamlined. decided if the piece is going to be interesting or not.

Achieving instructional interactivity in a lesson requires So how does one create compelling context? It is a fine
a holistic view of the design. Rather than just stringing balance. Context can easily overpower content. I’ve
standard questioning formats together in a logical seen this when an intricate game framework is super-
sequence, the design must create a meaningful imposed on top of content without regard to meaning
experience in which the learner operates. That or relevance, or when the complexity and accuracy of a
experience requires four integrated components: simulation obscures and complicates the delivery of a
Context, Challenge, Activity, and Feedback. simple message. The more common problem, though,
is simply the lack of any meaning or memorable context
for delivering the message and creating interest. While
there is an art to creating good context, it is not particularly
Context difficult. The discussion that follows outlines four simple
ways to establish context.

Context is the first element that a learner encounters in


a lesson. The message conveyed by the context begins Add Visual Appeal
in the first seconds of exposure and very quickly sets
the learner’s attitude for the learning that will proceed. Long before words or content can have an impact, the
At a very basic level, the learner decides if a lesson is visual impact of the piece communicates interest or lack
going to be boring or interesting based on immediate thereof. Half of our brains are focused on processing
impressions. The value of starting out with relevance, visual imagery as opposed to verbal information. Using
pleasure, or even suspense, cannot be underestimated. shapes, color, and images quickly draws us in. Look at
Great writers know this. One of my favorite writers, the screen shots on the next page regarding (Figures
Charles Dickens, was a master of this. Not unlike authors 6.A and 6.B) two lessons that teach the same banking
of e-learning, he had a strong intent to teach his readers. content. You don’t even need to be able to read the
Dickens’ learning objectives just happened to be moral screen text to feel an immediate attraction to one as
messages rather than skills. But unlike e-learning authors, opposed to the detached neutrality of the other.
he knew enough to not expect his readers to be intrigued
by statements like, “After reading this book, the reader Many authoring tools and productivity add-ons to script-
will be able to act selflessly in human relationships.” ing systems attempt to simplify by creating a uniform,

Creating e-Learning that Makes a Difference 5


Figure 6.A

Figure 6.C
Figure 6.B

Figure 6.D

completely neutral context in which to dump all content. Tell a Story


Templates, which suggest that e-learning is best devel-
oped this way, are really only useful if context is irrelevant The context should create an environment that the
to learning. Even if time and skill constraints force you to learner doesn’t wish to leave. Too often, e-learning
use standard, linear lesson structures as a starting point, copy is written in the style of documentation. Technical
figure out how to create distinctive context through writing is measured a success if it is accurate and
adding custom backgrounds and visual elements. complete. But accuracy and completeness are of little
value if the text is never even read. Creative narrative
writers and storytellers know that the success of a piece
Build a Relevant Contextual Setting depends on how information is carefully delivered (and
even withheld) from the reader.
It’s a cliché to state that “A picture is worth a thousand
words,” but the statement is no less true just because it’s The same ideas need to be applied to writing e-learning
overused. Creating visual representations of the perfor- copy. Just as in a good story, an e-learning piece needs
mance environment can make an enormous difference in to lead the learner through a compelling journey. Some
quickly immersing the learner in a real situation. The visual basic tools in storytelling are plot and characters. These
cues will be more appealing, but more importantly, they elements can be easily added to content just by describing
will convey information more quickly and fully. Consider situations with real details. Consider the example on the
the two treatments (Figures 6.C and 6.D) of the same next page (Figure 7.A) that teaches a corporate diversity
content. The task is to evaluate 5 possible statements policy. An unengaging treatment would state the policies,
made by employees and select the one that represents explain them, and ask comprehension questions. In
the greatest threat to workplace security. The content is the example (Figure 7.A), the same policies are taught
identical, but the degree of engagement is worlds apart. compellingly by presenting an email from a specific

6 Creating e-Learning that Makes a Difference


context to present an environment of mildest but still
Figure 7.A

effective suspense. The learner has to create an attrac-


tive and nutritious fruit tray. This could easily have been
a tedious set of true/false questions. It still is at its heart
seven true/false questions, but the empty tray presents
a tantalizing challenge for the learner to fill and learners
feel suspense, or at least enhanced anticipation, to see
what will happen when the tray is full.

Sounds simplistic? Indeed it is, but using these contextual


design tools — appeal, real situation, story details, and
suspense — create the groundwork on which interactions
that are compelling, satisfying, and effective can be built.
named colleague with a juicy problem. The teaching
lessons are identical, but the contextual factors create a
presentation that is hard to resist.
Challenge

Create Suspense
The great benefit of creating a powerful and meaningful
Closely related to storytelling is the creation and context is that it creates an opportunity for engaging the
resolution of suspense as a way to draw in the learner. learner in a compelling and non-trivial challenge.
It may seem in some ways ironic, but a great way to get
people to continue to listen is to withhold information When we talk about challenge in the context of an
from them. As long as there is something that the e-learning course’s instructional design, we’re considering
learner values that the lesson promises to deliver, the the part of the experience that creates in the learner
learner is unlikely to disengage. This can be as complex some desire, some urgency, some willingness to perform.
as actually creating a mystery of sorts where the lesson The e-learning simply provides visual (and sometimes
works toward some kind of true resolution, or it can be auditory) stimuli to which the learner must respond.
as simple as grouping tasks together and delaying the But we want our learners to be actively engaged in
time that judgment is finally given. carrying out the most successful responses to the tasks
presented. And this is mainly a function of the sense of
The example below (Figure 7.B) deals with something challenge embodied in the e-learning.
as simple as teaching kitchen workers the fresh fruits
that should be dipped in lemon juice before serving to The common reaction to most e-learning as being boring
prevent browning. That doesn’t seem like a topic rich is more about the lack of a challenge than some intrinsic
with suspense! But the simple interaction below uses boring quality of content. Learners need to know that
there’s something personal at stake in the training. They
Figure 7.B

need to know that what they do actually matters. When


the learner makes forward progress equally, whether
an answer is correct or incorrect, he or she learns that it
does not really matter what one gives as an answer. If
appropriate tools are not available to help learners reason
out an answer, learners assume (correctly) that more or less
random guessing is as reasonable a strategy for success
as thinking out the answer. If there is no real chance for
the learner to fail, then failure or success is a matter of
indifference. And if the performance required of the

Creating e-Learning that Makes a Difference 7


learner seems pointless or irrelevant, there will be little

Figure 8.B
motivation to work toward that end.

Designing meaningful challenges, then, is a critical skill


in creating instructional interactivity in e-learning. The
challenge can be overt or just implied. The main thing is
that the learner knows that success is possible, but that
it is not necessarily guaranteed without some exertion
of mental effort and personal investment. Consequence,
difficulty, risk, and meaningful outcomes are four
specific elements that designers can manipulate to add
challenge to interactivity.

Figure 8.C
Consequence

Consequence is simply the dependence of an outcome


on what has come before it. We are all generally tuned to
heeding consequences, and in almost all cases, try to do
those things that result in better consequences, avoiding
negative impacts. When no consequence to a choice
exists, there’s no real reason to invest any time pondering
the options. Below (Figure 8.A) is an example of typical
e-learning interactivity that provides no meaningful
consequence, even though each question is judged. The
same thing happens whether the learner is correct or not.
soda versus baking powder. The initial question is an
Figure 8.A

easily-guessed true/false variation: look at the recipe and


choose if it calls for baking soda or baking powder.

The instructional consequence becomes apparent,


though, in the follow-up question: What makes this a
baking soda recipe? The learner must identify those
ingredients that contain acid ingredients and thus
indicate that baking soda is required. Guessing is no
longer a viable strategy. The challenge requires that
the learner very specifically pay attention to the critical
aspects of the content.

One effective way to build consequences without


punishing the learner is simply to have them justify Difficulty
their answers. When the learner knows that he or she
will have to demonstrate why a particular answer is A common strategy to add challenge to e-learning is
correct or incorrect, it is unusual for answers to be given just to make the questions harder. If the answer is not
thoughtlessly. “If I am going to have to do the work to figure obvious, learners will think harder and learn better, right?
this out eventually anyway, I might as well do it now,” is the Well, not exactly. It’s really difficult to write good test
way the thinking goes. This is illustrated in the example questions in a standard multiple choice format. Often
to the right (Figures 8.B and 8.C), a culinary techniques irrelevant rules, such as “Always choose the longest
e-learning series that teaches the different use of baking answer,” or “Always choose ‘All of the above’,” or even

8 Creating e-Learning that Makes a Difference


“Always choose ‘C’,” can be surprisingly effective ways to ics, game boards, avatars, and scoreboards don’t create
pass many e-learning assessments. lasting urgency on their own. What gives a game its
drawing power is the fact that the player could actually
But many attempts to make the questions harder lose. Creating the possibility of failure, while still making
just vary the irrelevant aspects of how the question is sure that success is possible, will keep learners involved
constructed to make it difficult. I’m thinking of those for as long as it takes to achieve success.
questions starting, “Which one of the following is NOT

Figure 9.B
true:” and then present options laced with negatives and
complex conjunctions. Questions of this ilk so often test
reading comprehension and test taking instincts more
than actually assessing performance gains.

Difficulty — at least difficulty that enhances learning and


engagement — can be used very effectively if it focuses
the learner’s attention on critical aspects of the skills
being taught. A basic multiple choice question is used
in Kaiser Permanente’s Motivating Change for Pediatric
Weight Management course below (Figure 9.A). The
“content” of the course is to teach health care counselors
Visit alleninteractions.com/e-learning-demos to view this course.
to use open-ended questioning and a collaborative
conversation style when speaking with young people. There are a number of simple ways to create this risk. One
The questions are hard, not because of some trick of of the simplest is to demand error-free performance. In the
writing, but because the learner must read very carefully Union Bank of California Front Line Loss Prevention curricu-
to make correct choices. The differences in the choices lum, each module ends with a ten-item test. The learner
are exactly those things that characterize open-ended must earn 100% or do the assessment over again (Figure
questions or collaboration. 9.B). What helps, of course, is that the test is composed
of real-life performance challenges presented in a
Figure 9.A

visually stimulating context. But the risk of failure based


on even a single mistake heightens the concentration
and active learning undertaken by the learner.

It is vitally important when introducing risk into a


learning environment to build in varying degrees of
risk. Risk should change based on the learner’s skills.
There are sophisticated models of adaptive testing that
can be difficult to implement, but a simple strategy to
achieve a similar end is the technique of leveling: start
Visit alleninteractions.com/e-learning-demos to view this course.
with easier levels and work up to higher levels with
greater risk. This technique was used in the training to
Risk teach cooking times to restaurant short order cooks. Early
levels practice with relatively simple challenges (Figure
Risk sounds like a bad thing, but in the context of creat- 10.A); later levels present much more difficult tasks (Figure
ing a spirit of involvement in an e-learning activity it 10.B). Keeping all activities at the entry level would fail,
is one of the most effective tools available. Designers because the training fails to account for the challenge in
often admire the appeal that games hold over their the real world. But starting at the hard level would not
users and dream of building that level of dedication in work because most learners would have no chance of
users of their e-learning applications. Designers often success. Leveling adjusts the level of risk as the learners’
get it wrong, though, in inserting only the superficial competence grows.
game-like aspects into an e-learning piece. Cute graph-

Creating e-Learning that Makes a Difference 9


Figure 10.A

Figure 10.B
learning activities is the key to making a difference in
Outcome expanding learner’s skills through engaging interactivity.

A final and slightly unexpected way to add a compelling


challenge is simply to have the learner work toward an
outcome that has some meaning and offers some sense
Activity
of completion when accomplished. Learners rarely
abandon a process in midstream if they are involved in
completing a challenge in which they are engrossed. Activity in an interaction is defined by the physical respons-
The Corning Substance Abuse module of a larger es and actions that the learner is required to perform to
Supervisor Effectiveness curriculum involves negligible achieve success. Unfortunately, most personal computers
risk, yet creates a challenge that never fails to capture at- provide a ridiculously restricted range of possible activities
tention. It’s a simple challenge: Someone on your team for the learner to engage in. The two activities relied on
is inappropriately using alcohol at work; figure out who most frequently are reading and listening — activities
it is (Figure 10.C). Learners will not abandon the activity which the e-learning program has no effective way of
until the outcome (identifying the likely guilty party) monitoring whether they are even being done! Learners
is achieved, even though no other scoring or reward know this full well, and so, in many cases, they choose to
structure is in place. skip these activities and simply move through lessons,
neither reading nor listening in any particularly productive
Figure 10.C

way. It’s hard for learning to occur when the primary


designed learning activities are being skipped.

Limited Range of Learning Activities

Recognizing this, most e-learning designers realize


that specific questioning must be inserted into
the learning modules. One of the challenges in
designing activities for online learning, is that most
learning workstations provide such a limited range of
possible activities for the learner. Without specialized (and
We’ve talked about the importance of context, but the often expensive) auxiliary input devices, an application
real value of establishing a context is to build the environ- can really only tell if the user has pointed at something,
ment in which a meaningful challenge will seem natural moved it on the screen, or typed some letters on the
and motivating to the learner. Intelligent manipulation keyboard. These activities on their own have very little
of consequence, difficulty, risk, and the outcome of relation to actual behaviors in the target performance

10 Creating e-Learning that Makes a Difference


of most training programs. (Probably the most common times, the learner identifies each section to read about
testing activity in e-learning is the standard multiple choice through the stars placed on the context-setting image
question in which the learner presses on the keyboard or of the car lot. This breaks the unnecessary linearity of
clicks on the screen buttons labeled “a,” “b,” “c,” and “d.” the traditional page-turner, disrupts the monotonous
Virtually nowhere in life is this useful behavior — except in reflexive action of clicking the same button repeatedly,
other e-learning programs.) There’s very little to be done and provides user control of sequence and review.
about these technical constraints, but it does mean that
we need to be particularly dedicated to a smart design Of course, most activity should be focused on
approach that creates value around these potentially demonstrating mastery rather than on navigation, but
meaningless core actions. it is important to be mindful of exactly what the learner
is to master when devising activities. People tend to
There will always be portions of training where the remember what they do more than what they read or
primary focus is simply the delivery of information to hear — so it is important to have learners do those things
the learner. Traditionally, these are the highly-criticized that are most important. Most traditional activities
page turning applications where the activity is chiefly direct the learner to remember content, when the
limited to clicking the “Next” button. This is particularly focus should really be on using the information to
problematic because it is tempting for the learner to perform successfully.
mindlessly click to advance without reading anything.
In desperation, designers add narration, hoping that the
voice will be more compelling, and then even disable the Practice Makes Perfect
navigation functionality until the narrative is complete.
This rarely accomplishes the goal of gaining the learner’s The most basic approach is the make the learner
attention. Instead, it encourages the learners to check perform the same activity, or a close simulation of the
out until the “noise” stops before clicking “Next.” In fact, activity in the learning module. For example, a major
it actually makes it more convenient to be multi-tasking, car manufacturer wanted to use e-learning to teach
reading email or surfing the Web, while waiting for the technicians how to diagnose faults in automotive
e-learning to proceed on its way, unheeded. electrical systems. This is done in the real world using
a digital volt-ohm meter and placing the probes. The
A simple strategy that can add significance to these learning module shown below (Figure 11.B) provided for
situations is simply to incorporate the navigation the learner to perform precisely that activity — dragging
functionality into the information being presented, probes and placing them in meaningful test locations.
rather than keeping it completely unrelated in some sort The greater the fidelity of the learning activity is to the
of arbitrary navigation shell. This technique is apparent performance environment, the greater the likelihood of
in the car loan learning module shown below (Figure lasting transfer to on-the-job performance.
11.A). The learner is to read about seven components
of the car dealership. Instead of clicking “Next” seven
Figure 11.B
Figure 11.A

Creating e-Learning that Makes a Difference 11


is looking at an actual representation of a check to be
Two e-Learning Approaches Compared evaluated in terms of negotiability and must select the
element that is missing. There are no artificial cues to
Of course it is not always possible to create such a faithful pre-digest the content; the learner must pick out the six
representation of the target performance behaviors. requirements from the myriad other features of a check
A core concept in bank teller performance is ensuring (in this case, the cursor doesn’t even change to a hand
the negotiability of monetary instruments presented in cursor to provide unrelated hints as to possible answers).
exchange for cash. A typical e-learning activity associated The real behavior that the lesson is to teach is for the teller
with this content would be to ask the learner in some way to visually investigate every check that passes across the
to validate a listing of the six requirements. One approach desk (including physically turning each check over). The
is shown below (Figure 12.A). lesson activity is to point to the part of the check that is
missing for negotiability. Does the teller on-the-job actually
Figure 12.A

have to point to the check components? Of course not.


We really just want the teller to look carefully at each
check. But the beauty of this meaningful pointing is that
the learner can’t do it without looking at the checks. So
we take the measurable but otherwise arbitrary action of
“pointing” to indicate the more vital behavior of “looking”
that we’re interested in. When the learners succeed at
this activity, we know that they have done exactly what
we want them to do on the job — visually inspect every
check for the requirements of negotiability.

The activity, clicking check boxes, has nothing to do with Drag-and-Drop Interactivity
ultimate successful performance. The question format,
itself, by cuing the desired target items, ignores the fact Designers often think that simply creating actions of
that the learner could be nursing a large number of greater complexity, the learning will be improved.
“alternative” misconceptions that are not even addressed. Actually, the reverse is often the case. Drag-and-
Further, the only item in the list not to be checked (the drop interactivity is frequently hailed as a “better” or
second option) is really more of a “trick” question to “advanced” action around which to build a question.
trip up the student for carelessness rather than actually True, drag-and-drop does require more senses and a
helping the learner internalize this content. higher level of attention, but that challenge can backfire
if misused. For example, the screen below (Figure 12.C)
Compare this approach with the activity illustrated in the illustrates a common matching exercise. The user must
alternative approach below (Figure 12.B). Here the learner drag letters from the right to the empty boxes on the
Figure 12.B

Figure 12.C

Visit alleninteractions.com/e-learning-demos to view this course.

12 Creating e-Learning that Makes a Difference


left. While matching activities can be a useful method the preferred first strategy. Finally, more complex actions
of testing knowledge, this format actually creates an make it reasonable to delay judgment, thereby giving the
unnecessarily difficult challenge. Placing the letter in learner a chance to think about his or her answers, and
the relatively small target box requires such mental self-correct when needed. The example below (Figure
and motor control that the actual content is almost 13.B) illustrates this principle. The content is a content
immediately forgotten.

Figure 13.B
This is not to say that drag-and-drop functionality can’t
be really effective. In the example below (Figure 13.A), the
learner is to identify security breaches in a workplace setting
by dragging the magnifying glass to the offending images.
Again, the visual-spatial nature of the task reinforces
the visual focus desired in the ultimate performance
behavior, but it also creates an immersion in the context
and the challenge that is very engaging. Put more
simply, it makes the action fun while still maintaining
appropriate attention to the core lesson objectives.
Figure 13.A

quiz in a culinary techniques lesson about identifying the


components in the types of flour encountered in a typical
question. The interaction manufactures a whimsical flour
mill mechanism where the learner manipulates concrete
controls to select the contents of each bag of flour. This
makes the choices of the learner far more intentional and
memorable than would be possible with a purely verbal
format that tested this same content.

Too many instructional designs rely on a relatively small set


of arbitrary activities as the core of their instruction without
realizing how critical the specific activities the learner will
perform are to the ultimate outcomes of a training piece.
Value in Creating Effort Around User Response Creating activities that focus the learner on the content,
mirror the real world, require the learner to engage in
Finally there is value in creating effort around a user the expected outcomes, add a level of physical challenge
response. One of the weaknesses of many traditional matching the anticipated outcome, and require a level of
e-learning activities is that they are simply too easy. There thoughtful effort, will greatly enhance the engagement
is virtually no physical effort required in producing the and long-term effectiveness of e-learning modules.
responses for multiple choice questions and so it is easy
to understand how so many users exert no corresponding
mental effort in choosing a response. An interaction that
requires user effort accomplishes several important goals.
Feedback
First, it simply slows things down a bit. In most training
situations (except those involving pure rote memoriza-
tion) we want the learner to pause and engage in critical OK, we’ve got the learner actively involved in a context-
thinking, something that doesn’t happen when the learner rich challenge. This is just the right place to communicate
is simply clicking buttons at whim. Second, an interaction effectively with the learner through FEEDBACK. Feedback
that requires effort usually creates a much larger set of is the wide range of messages and information given
possible responses for the learner, which in turn makes back to the learner in response to some user action.
it much less attractive for the learner to use guessing as

Creating e-Learning that Makes a Difference 13


to determine the relative importance of new content.
Judgment vs. Feedback Often they do not pay much attention to what they read
until the questions that highlight what the designer
Before exploring the way in which feedback can teach, it is thinks is important are encountered (and then they de-
important to be clear about the distinction between judg- cide whether it is worth going back and actually reading
ment and feedback. Judgment is an evaluative assessment or if they are just as likely to be successful by guessing!)
of the correctness of a user’s response — whether it was
correct or incorrect. Judgment usually signals some scoring Learner-centered design puts challenges in front of the
and reporting. Feedback includes judgment, but also learner as an initial step in teaching. Then, based on
includes any other messages, text, or media that provides how the student performs, the instructional content is
useful information back to the learner. Most e-learning provided to each learner through feedback based on
tends to focus more on judgment than on feedback. demonstrated need. This tends to make the instruction
more relevant, motivating, and quicker.

Feedback as a Tool for Content Presentation In the Corning Inc. Employee Security course (Figures 14.A
and 14.B), the learner is asked to evaluate a situation
One of the biggest traps e-learning designers fall into is regarding what constitutes a “troubling situation.” The
the idea that their job is mainly to deliver content. The re- learner encounters the “definition” of a troubling situation
sults of this design focus are the tedious, content-heavy in the feedback, only after having reasoned through
page turners that no one wants but that everyone ends what is the most pressing security threat in the scenario.
up with anyway. This content-centered design approach
focuses almost entirely on the way to divide up content,
with interactions tacked on as accessories. Instead, the Using Intrinsic Feedback
best e-learning is created with a learner-centered focus,
in which primary attention is given to creating the learn- Intrinsic feedback is status information given back to
ing experience — letting the content flow through the the user that is naturally part of the task, or intrinsic to
activity and its consequences. In other words, get the the learning activity. The contrast to intrinsic feedback is
learner into a task quickly, and then provide content extrinsic feedback — feedback that is applied to judging
instruction through the feedback. or correcting the user without any particular specific
connection to the task at hand. A classic example of
Content-centered design is problematic for several extrinsic feedback is the statement, “Incorrect. Try again.”
reasons. The first is that all learners do not actually need It judges the response but is not connected in any
the same level of content delivery. Front-loading all specific way to the action or thinking the learner is
content to be read by all users, regardless of individual engaged in. It is completely extrinsic to the question.
differences, will always waste time for some portion of
the audience. Second, learners usually have little ability Intrinsic feedback is integrated seamlessly into the task
Visit alleninteractions.com/e-learning-demos to view this course. itself. A simple example of intrinsic feedback can be
Figure 14.A

Figure 14.B

14 Creating e-Learning that Makes a Difference


found in the Do the Dip exercise in Cooking with Flair, successfully without the coach feedback. In other words,
developed for the National Food Service Management the learner must perform using only intrinsic feedback
Institute (Figure 15.A). The task is to create a nutritious and elements. Since the intrinsic elements are also exactly the
attractive fruit plate. If the learner drags a fruit without same sources of feedback the learner will encounter in the
first dipping it in lemon juice, it may turn brown. In real world, this increases the likelihood that the new be-
the interaction, the primary feedback is that the fruit haviors will transfer to actual performance environments.
actually does discolor — intrinsic feedback. Intrinsic
feedback tends to be visual, context rich, and quick.
Delaying Judgment
Figure 15.A

A commonly-held design principle among many


instructional designers is that immediate judgment and
feedback is a great benefit of e-learning. A more useful
position would be that e-learning allows appropriate
delay of feedback. When the subject matter is simple
fact learning that primarily involves memorization, it is
probably correct to give immediate judgment. There is
little instructional benefit to be gained by allowing the
learner to hold false information once that problem is iden-
tified. However, once learning objectives start requiring
conceptual, procedural, or problem solving learning,
Of course, there is also extrinsic feedback in the presence much can be gained by actually delaying judgment.
of the text that is displayed after each response. The
extrinsic feedback is important to provide early in the With multi-step, higher order skills, immediate judgment
sequence; but as experience grows, learners may tend to after every step can trivialize what could otherwise be an
skip extrinsic elements while they continue to attend to interesting challenge. This can be seen clearly in many
the intrinsic elements. e-learning programs built to teach software applications.
A common model is to give the description of what the
The Sales Training course created for Manpower com- next step is and then show a big arrow pointing to the
bines intrinsic and extrinsic feedback in a wonderful way target spot with the instruction “Click here now.” The user
(Figures 15.B and 15.C). Learners engage in a simulated clicks there and is judged (“Great job!”) and continues on
conversation and then get intrinsic feedback through to the next step. This effectively has changed the task
responses and body language from the client. Extrinsic from trying to manipulate the software to making sure
feedback in this e-learning course comes from a coach. the learner can click on arrows. The immediate judgment
To ultimately get full credit, learners must perform

With intrinsic and extrinsic feedback Intrinsic feedback only


Figure 15.B

Figure 15.C

Visit alleninteractions.com/e-learning-demos to view this course.

Creating e-Learning that Makes a Difference 15


has created a series of trivial, meaningless tasks out of the judgmental feedback. Unfortunately, very few performance
extended procedure that is intended to be taught. situations involve any of those characteristics. By building
e-learning with those traits, we encourage learners to
A better approach is to give the learner the necessary depend on artifacts of the learning that have no real coun-
information through instructions or demonstration terpart in the real world.
animations of an entire step or process, and then let
the learner try it, chaining together the steps, but with- If the learner is performing tasks in a meaningful context,
holding the judgment until a significant milestone has then it is relatively straightforward to provide feedback
been reached. This puts the responsibility on the learner embedded directly in that same context, usually in the
to self-assess his or her success before the lesson itself same way that proficient users get feedback from their
stops all critical thinking by an immediate judgment. performance surroundings to monitor their performance.
In the sales example depicted on the previous page
It is important to note that this does not apply to all feed- (Figure 15.C) the learner does not have arbitrary
back. Even when final judgment is delayed, immediate statements judging the correctness of their choices.
feedback through simulated actions and intermediate Instead, the learner monitors user responses, emotional
content rich messages is necessary for the learner to ben- responses, and body language to assess successful sales
efit from delaying judgment. Delaying judgment without strategies. These are exactly the same consequences that
also providing other immediate feedback and cues to an experienced expert salesperson uses on a daily basis.
assist the learner in continuing to perform would be plain
mean. But the interval between when the learner starts
performing and when the interaction is brought to a close Bringing it All Together
through judgment, is a critical time of immense mental
activity. When judgment is presented immediately, the Feedback completes the circle of design components
opportunity for that active mental engagement is lost. necessary to create instructional interactivity. FEEDBACK
is the best opportunity for communicating content to the
user — after the user has been placed in a meaningful
Presenting Consequences CONTEXT, presented with a relevant CHALLENGE, and
performed an ACTIVITY intended to meet that challenge.
A major goal of most training and e-learning is that Ideally, feedback contributes further to the meaningful-
the performance change created in the learning ness of the context, providing even more incentive for the
environment transfers to the performance environment. learner to be immersed in the instructional challenge pre-
This is possible when the most salient aspects of the sented. This cycle of engaging instructional interactivity is
performance environment are also part of the learning truly the unique role that e-learning can provide in mak-
environment. It is relatively easy to achieve success in ing a difference for both the learner and to the success of
e-learning by following simplistic, extrinsic, immediate the overall organization.

For more information about creating effective e-learning check out


Michael W. Allen’s e-Learning Library!

Learn more and purchase at: alleninteractions.com/michael-allens-books

16 Creating e-Learning that Makes a Difference


ABOUT THE AUTHOR
ETHAN EDWARDS | CHIEF INSTRUCTIONAL STRATEGIST

Ethan Edwards draws on more than 25 years of


industry experience as an e-learning instructional designer
and developer. He is responsible for the delivery of the
internal and external training and communications that
reflect Allen Interactions’ unique perspective on designing
and developing meaningful and memorable e-learning
programs. Edwards is the primary instructor for ASTD’s
e-Learning Instructional Design Certificate Program. In
addition, he is an internationally recognized speaker on
instructional design and e-learning.

ABOUT ALLEN INTERACTIONS

With our founder’s experience starting more than 40 years ago, we’ve been
shaking up the learning world with innovative approaches and solutions for
progressive organizations. Since 1993, Allen Interactions has been creating
interactive custom learning experiences that fit organizational and business
needs — engaging, challenging, fun learning events driven by the best
instructional design — that help people retain and apply what they’ve learned.

WHAT WE DO

Custom e-Learning Strategic Consulting


Blended Learning Authorware Conversion

PERFORMANCE LEARNING FILTER KIT

Visit alleninteractions.com and download the Performance Learning Filter Kit, for
access to our CCAF examples website and pre-recorded webinars.

custom learning design, development & strategic consulting


MINNEAPOLIS CHICAGO SAN FRANCISCO TAMPA DENVER ST. LOUIS
800.799.6280 customelearning Facebook alleninteractions.com

You might also like