In Designing e-Learning Motivation Makes all the Difference — from Allen Interactions

What was deeply personal to one group was irrelevant and pointless to another.

This is exactly the problem we face so often as designers of e-learning.  Our subject matter experts or project owners live and breathe the content we are to teach. And they expect that the same values that have given significance to the content for them over many years can be directly transferred to the learners.  Unfortunately, that’s impossible.  To get learners engaged in understanding new content and performing new skills, we as designers need to tie the content to some motivation existing in the learner, or to manufacture an urgency (using game design, networking, or simulation aspects) that the learners buy into.  This is important in all learning, but particularly so in e-learning where learners are, for the most part, working entirely on their own.

So equal to the task of analyzing content and designing instruction is the challenge of understanding our learners and designing interactivity that will provide personal motivation.

Here are some ideas for designing for motivation:

  • Ensure learners are aware of meaningful consequences
  • Develop a sense of risk
  • Ensure the learner benefits from adaptive content and branching
  • Draw the learner in by expert storytelling and creation of suspense
  • Appreciate the aesthetic appeal of graphics and media
  • Engage in meta-thinking with questions whose importance is elevated through multiple-step tasks and delayed judgment

Influence Education Through Design Thinking — Robert Jacobs

I have been thinking and reading a lot about Design Thinking. In his book Change By Design, author and IDEO CEO Tim Brown says that a prerequisite for creative cultures, “…is an environment—social but also spatial—in which people know they can experiment, take risks, and explore the full range of their faculties.”

He goes on to say that, “They physical and the psychological spaces of an organization work in tandem to define that effectiveness of the people within it.”

12-13 years sitting in a chair. Do you think the type of chair students spend the majority of their youth influences behavior? It is possible that the type of chair might impact the approximately 13,000 to 14,000 hours spent sitting in it?

The pinnacle of educational design seems to be the plastic chair. Does that chair say something about our educational system?

From DSC:
I post this because I do think that the learning environments that our students are in affect their motivation, creativity, performance and more. However, being a part of a smart classroom team, I realize that budgets don’t always allow us to create the “Google” (or other types of) working environments that we might seek to create. Nevertheless, if you are reading this posting and you have a chance to do something creative, fun yet classy/professional, I say “Go for it!”

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