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Micro-eLearning is an outcome of a well designed training experience. When much consideration is taken as to the audience, what they should be prepared to do after the experience, and the approach you defined, the length of the course happens the way it should. You don’t want to have a course too long, but you also don’t want a course too short to engage, educate, and prepare the audience for what they need. Check out our companion video on micro-eLearning:
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Less Steps is More Learning
We always liked Einstein’s quote, “Everything should be made as simple as possible, but not simpler”. When educating a learner on something they need to apply, the less you present to them, while still covering what is necessary, the better the learner performance. Let’s take, for instance, a learning module where we need to train an employee at a warehouse on how find and take packages off the shelf. There may be four specific steps an employee will need to take, including reading and moving to the location listed on a hand scanner, then scanning the location bar code, scanning the package bar code, and checking and listing the quantity still on the shelf if less then five. There may ten exceptions to this process. The products may be too high on the shelf, too heavy, missing, broken, mislabeled, etc. As you can see, the more steps and exceptions, the more time it takes to learn and the less the employee will be able to remember. Create a spreadsheet of these steps and exceptions and define what is necessary and common and what is less important or less common. You can teach the four steps and two of the most common exceptions and then teach the employee where to find information on how to handle additional exceptions.
Every time we start a new eLearning project, there are plenty of question we ask. Most are are pretty obvious but here is a short list of questions to consider when starting your next project:
- What is the end goal of your project and how would you recognize the project as being a success?
- Who are the audiences that will interact with this project? Remember to include facilitators, administrators, and future content editors.
- What is the engagement level for this project? How interactive should this project be? What should be the audiences reaction to using this project?
- What type of training is this? Examples are new hire training, compliance training, sales and marketing training, medical device showcasing, management/leadership training, safety training, CME and CE accreditation, and process training.
- What delivery method would your audiences use? This includes PC, Mac, iPads, Android based tablets, phones, etc.
- What technologies are preferred? Examples include a custom Flash or HTML5 project, Adobe Captivate, Articulate Storyline, Articulate Presenter, Lectora, a video based project, or a custom app.
- What is the estimated seat time? This is the general length of time a learner should spend going through the material.
- What compliance is required, if any. Does the LMS require SCORM (1.2/2.4) , AICC, TIN CAN API, or a custom method?
- What requirements would test the learner’s understanding and ability to perform after using this project? This might include multiple choice questions, knowledge checks, simulations, interactive decision trees, etc.
- What is the culture and brand of the company or product and how can that be integrated into the project?
- How would audio narration, videos, animations, and interactives better express the material to the learner?
- How often does the content change? This may factor into how the project is built so that it is easy to edit and manage.
- What […]
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Illumen Group is proud to have been mentioned in the three volume book: Gaming and Simulations: Concepts, Methodologies, Tools and Applications.
Research on the development, design, use, and evaluation of electronic games and simulations is essential to the understanding of their numerous roles and applications.
Gaming and Simulations: Concepts, Methodologies, Tools and Applications unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels. This three-volume reference explores all facets of game design and application and describes how this emerging discipline informs and is informed by society and culture.