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Ideas for Designing Rich and

Engaging e-Learning Experiences

This presentation, with audio narration, is available at
Learner Profile

Distracted learners:
- Blackberry and iPhones
- T.V., DS and X-Box for the kids

Concentration span is low

me t h i ng m y
“ email is so
dad uses 
“ Preference for bite-size info
n d s d on’t
“ if my f r
i e
i s n o t w o rth And if it is not on a screen it is hard to
‘DiggIt’ i
my while 
“ consume!
o l s earch
“ Yo uTube i s a co

eng ine 
On the other hand
Expertise requires deep knowledge of a

- 10,000 hours of deliberate practice to

become a world-class expert

- This for a set of learners that would

ideally like to learn one tweet a day!
Reducing the time to competence:

Is it possible to become an expert with less than 10,000

hours of practice?

Malcolm Gladwell -- it is possible, young tennis prodigies

prove this

You need:
- Enriched learning experiences
- Better Learning tools
- Appropriate feedback
How to enrich the e-learning experience

learn best practices from all things ‘addictive’

1. Art of Story-telling:
- Panchtantra, Arabian Nights
- Characters, plot, language
- Frames, irony, suspense
2. Learn from Game-Design Principles

- When skill is low & Challenge

is high: Anxiety, Worry, Give-up

- When skill is high & Challenge

is low: Relax, Bored, Apathy

- Optimal level of Skill &

Challenge: State of FLOW

- Games are addictive, they are

designed to keep us in a state of
Prof Mihaly Csikszentmihalyi’s Arousal or Flow
concept of ‘FLOW
Lessons for Pedagogy from Game-Design
Personalisation based on learning styles and type of
intelligence, and

Learning from games, personalisation based on

Skill-level or Prior Knowledge (PK)

- PK is low, Challenge is high = Anxiety, Worry,

- Learner needs Scaffolding

- PK is high, Challenge is low = Boredom
Game for Learning

Examples of Educational Games
Using Games in Schools

Learning Teaching Scotland
3. Cool Form Factor

- Delivery of learning on devices like game

consoles, mobile or smart phones
also makes the learning experience more engaging

- Especially for young or distracted learners
4. Social and Collaborative Learning

Participation in knowledge networks, Communities

of Practice & Learning Conversation platforms

- To gain ‘prior knowledge’

- To deepen understanding
We need enriched, engaging and participative
learning experiences for today’s distracted learners

We should learn from all things addictive to create

such enriched learning experiences

Glean best practices from story-telling, game-

designing and collaboration

Cool and funky delivery vehicles like game consoles

& mobile phones further enhance engagement
About the Author



re ad in g !
y o u f o r
Tha n k m e n t s.
y o u r c o m
om e
I welc
- Atul