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    2 min read

    More tips for choosing e-learning software

    By Pacific Blue on Mon, Dec 18,2023

    Looking for e-learning software or e-learning authoring tools, can be a pretty time-consuming process. There are many tools out there, and nowadays most of them are pretty sophisticated. 

    Apart from the obvious criteria of budget, it can be hard to know how to choose. As I noted in a previous post, focusing relentlessly on feature comparison of selected tools is not necessarily going to get you anything other than a headache!

    Let’s be clear, understanding the features and capabilities of the authoring tool you ultimately choose is a very important part of the selection process; but it’s not the only part.

    Here are some more tips for avoiding ‘feature-itis’. They apply to both businesses and individuals and are particularly pertinent to anyone looking at using e-learning software for the first time.

    1. Consider who in the organisation will be using the software

    I’ve already mentioned that most e-learning authoring tools are pretty sophisticated and many offer a very similar feature set. But not all are created equal when it comes to user interface and general ease-of-use.

    I won’t name names but I can think of several tools which all more or less offer the same features. Yet the experience of  using them can be like the difference between night and day.

    Why is this important? If your users are hard-core techies who work out how to use whatever you throw at them, this isn’t a particular issue (although in my experience even hard-core techies appreciate a good user interface).

    But if you r users are less technically adept, a poorly designed piece of development software could dramatically slow development, de-motivate users and cost you a good deal of extra time and money in remedial coaching and training. 

    2. Know your initial instructional design capabilities

    Everyone in the e-learning and training world claims to be an expert in instructional design. Yet if this were true, we’d only ever attend fantastically useful training courses or take brilliantly developed e-learning modules.

    The reality is very different.

    We’ve all been on (or taken) far too many mediocre courses and e-learning modules. So honestly, how good are your instructional design skills? Are you truly original, creative and forward-thinking and, therefore, looking for software that will enable you to push the envelope?

    Or are you a little unsure of what e-learning development requires from you and, therefore, need software that in the early stages of use might provide a bit of structure or support before you spread your instructional design wings and get more creative?

     

    Looking for help using Articulate Storyline? Check out our available course options.

    Topics: e-learning e-learning software
    1 min read

    E-Learning games and gamification - avoid the 'weakest link' syndrome

    By Andrew Jackson on Mon, Oct 16,2023

    One big problem with games and learning: our first experience of them is usually part of play.

    We generally watch or take part in games for pleasure. Playing games is not something we typically associate with 'serious' activities such as work or learning.

    Understandably, many learners struggle with the idea of games for learning. The reason? Often, their only experience of games for learning is an attempt to replicate a well-known game or game-show format in a classroom or e-learning setting.

    I recall a head of L&D telling me about one of the highlights of his tenure at a big-name corporate was setting up a Mastermind-style competition for a big chunk of employees, as a way fo teaching them new-product information. No expense was spared. A set was built, the same lighting and music was used as on the TV series.

    A memorable event, no doubt. But not in the right way.

    Would it have markedly increased product knowledge? For the finalists in this pretend 'game show' maybe. But for everyone else? I'd be surprised.

    To me, this is a perfect example of someone wanting L&D to make a big impact but going about it in entirely the wrong way. Which begs the question why would you consider an approach like this?

    Probably because it’s a well-intentioned attempt to make learning more effective and enjoyable. But it rarely works. It moves the learners far, far away from a context that is relevant for and authentic to how they might actually use their learning back in the workplace.

    If you are teaching your learners about money laundering regulations, don't be surprised if a version of The Weakest Link designed to reinforce their knowledge of money laundering concepts seems trivial or irrelevant to them.

    In reality, the key to successful gamification of your learning is about identifying the components of a game that are most relevant for your learners (see my previous email for link to a summary).

    Once you have identified appropriate elements, don’t rely on using them within a generic, well-known game. Rather, use your creativity and design skills to create a relevant and authentic game-based context and activity.

    One that will make sense to your learners and really enable them to practice and reinforce their learning.

     

    Topics: Instructional Design e-learning
    2 min read

    E-learning games and gamification - part 2

    By Andrew Jackson on Mon, Sep 11,2023

    Following on from Part 1 of this post, where I identified three key challenges for e-learning designers when thinking about games and gamification, here's a summary of some key game elements you could include in your learning design and their relevance to your learners:

    • Creating an abstract of reality: actual reality is messy. Providing an abstraction of reality is a great way to minimise complexity, focus your learners on what's really important and help them understand cause and effect in a given situation – with much greater clarity than is usually possible in real life.
    • Setting goals: including a clear goal in a game adds purpose, focus and the ability to measure outcomes.
    • Setting rules: these can range from simple operational rules (i.e. how you play the game) through to implicit behavioral rules. In a learning context, you can also include instructional rules that relate specifically to the knowledge or skills being learnt.
    • Working with or against others: others here can include the game itself, not just other players. Working with or against others, provides plenty of opportunity for conflict, competition or co-operation.
    • Working against the clock: time can spur your learners into action and apply additional pressure to their environment. Additionally, time can be used as a resource that learners need to use with thought and care.
    • Giving rewards: you may decide to make getting rewards and points easy - as a way of hooking people into your game early on. Alternatively, you may decide to make rewards and points hard to achieve, as a means of increasing motivation
    • Providing feedback: there is plenty of opportunity to build in intrinsic feedback. In other words, your learners can immediately see or feel the consequences of their actions and decisions.
    • Enabling different levels of engagement: you can vary the level of challenge and difficulty available to your learners as a way of building motivation.
    • Telling a story: this always helps provide context and meaning.
    • Keeping flow and sequence: a good flow and sequence helps 'hook' the learners early on and maintain their interest throughout – this is sometimes referred to as the 'curve of interest'.
    • Thinking about visual design: this definitely doesn't have to be about realism, but your game should be visually appealing and recognisably authentic.
    • Providing a replay option: this provides a very important opportunity for your learners - the opportunity to fail. This enables your learners to re-consider their actions and decisions - particularly important when you are teaching principles or approaches that can be applied in several different ways.
    •  

    If you are looking for some help in incorporating these elements into your e-learning design, consider taking some of the modules in our instructional design training programme.

    Topics: Instructional Design e-learning
    2 min read

    E-learning games and gamification - part 1

    By Andrew Jackson on Mon, Aug 14,2023

    "Good game, good game", was the regular catch phrase of the late Bruce Forsyth when he hosted the popular TV programme The Generation Game, way back in the 1970s.

    No wonder it was so popular. Most people love to either watch or take part in games of some kind. We do so from childhood and the allure of a good game rarely weakens as we move into adulthood.

    And with the popularity of games in general and computer games in particular, it's no wonder that gamifying learning is something many people believe is a must.

    But what is gamification exactly? No surprise, perhaps, that different people have different definitions. But for the purposes of this article, let's call it, applying game-based elements or components to your learning to promote effective outcomes.

    And applying these elements and components is about much more than awarding badges or points to increase motivation and participation - although all these are, without question, important components of game-based activity.

    One important aspect of gamification for learning that is often overlooked? It is not new. If your view of learning is "chalk and talk" or good old page-turning e-learning, then gamification of your learning might seem like a new (and possibly scary) addition to your world view.

    However, for skilled and knowledgeable instructional designers and trainers, gamification is old news. They have been adding elements of games to their learning for decades.

    The challenge ahead is not about whether adding gamification is something your learners will enjoy. First-hand experience and anecdotal evidence suggest that when done right (and 'done right' is an important caveat) learners are pretty satisfied with it. Nor is the challenge about whether gamification works. There's a fairly substantial body of research to suggest it does.

    The real challenge is threefold:

    First, until there is a massive shift in the availability of cheap and easy technology to produce so-called 'serious games', most L&D professionals will never be able to consider the fully-fledged computer gaming experience advocated by some. For most of us the issue will be about whether we can apply the benefits of gamification without busting our budget.

    Second, we need to better understand the components and elements that make up a game. Then we can make informed, intelligent decisions about which components or elements to apply to a given piece of learning.

    Finally, we need some practical, realistic and cost-effective ways to use the game elements we identify within our existing delivery mediums, such as classroom and e-learning courses.

    Looking for help with incorporating 'game' elements into your e-learning, then check out our instructional design training.

    Topics: Instructional Design e-learning
    2 min read

    Choosing an e-learning authoring tool: more than just feature comparison

    By Pacific Blue on Mon, Jul 17,2023

    There are plenty of websites and articles providing advice about how to assess and choose an e-learning authoring tool that’s right for you, your team or your organisation.

    I’ve looked at many of them. One thing I've noticed time and time again? They only focus on comparing the software features of selected tools. Understanding the features and capabilities of the authoring tool you ultimately choose is hugely important; but it’s not the only consideration.

    It’s easy to lose sight of the bigger picture. What about the people? What about the content you want to write and publish? These are all important elements that play a pivotal role in the development of e-learning. Elements that are easily forgotten in the rush to understand the detail of what a piece of software can or can’t do.

    Leaving aside feature comparison, there are 3 broad areas you might want to focus on when you assess and select authoring tools: people and costs; content, design and quality; publication and distribution. In this blog post, I’ll cover just the first of these three points.

    People and costs

    A good starting point, clearly. Authoring tools vary so greatly in cost, that you need to be clear about what your limits are from the outset. At the very bottom end of the scale, you could go free or spend under a £100 on a single copy of a desktop tool; at the high end you could pay as much as £100,000 a year for a collaborative system available to hundreds of people.

    Whatever your starting budget, is there some flexibility in what you can spend? I ask this because as you assess your requirements you may find you need something more than your original budget can handle. Equally, you could start off thinking you’ll need something sophisticated and expensive, only to discover less is more.

    Some authoring tools are available by annual subscription (as opposed to owning the software outright). As a rule of thumb, subscription models tend to be more attractive to teams with bigger budgets, while standalone desktop tools are more attractive to individuals and small teams. There are pros and cons to both models but both are valid ways of getting hold of what you need.

    Who's involved? This is a critical question. You need to take a couple of things into account. First, what job roles will be included as part of your team. Will it just be just instructional designers or will you have a range of other roles, and therefore, skills? 

    Will the people using the tool be adept at learning it or are they going to need quite a lot of training and coaching? Are they the kind of people who embrace change and new ways of working or will there be an uphill struggle to get them involved? Finally, will you have the resource and budget to provide technical support to your team if needed?

    Will people developing the learning be experts in the subject matter or will they need to get this information from someone else? Do they have the right skills to do this? If they are the SMEs will you be in danger of getting a brain dump? In other words, do they understand the importance of audience analysis and shaping their content around the audience, rather than simply telling the audience everything they know?

    Linked to this is the question of instructional design. Even if your SMEs are good at scoping content for their intended audience, do they understand the importance of good instructional design and the specific do’s and don’ts that apply to e-learning?

    If you are new to e-learning, you may have people brilliant at developing classroom courses, but no real experience of instructional design for e-learning. Some of their existing instructional design skills will be transferable, but their existing knowledge alone probably won’t be enough.

    Topics: e-learning e-learning software
    2 min read

    The trouble with PowerPoint

    By Andrew Jackson on Mon, Jun 12,2023

    I've done more than my fair share of PowerPoint-bashing in the past. And with good reason. Because there's no getting away from it. Misuse of PowerPoint is responsible for some truly awful e-learning content. 

    But today, I want to present a more balanced view of PowerPoint's plus and minus points.

    Because the fact of the matter is, e-learning created using PowerPoint doesn't have to be awful. When used well, PowerPoint can be a very versatile tool.

    PowerPoint sits somewhere in between a free-form rapid authoring tool and a form-based one. And this is its great strength. 

    If it's a familiar tool to you already, it wouldn't take that much extra time or effort to learn its more advanced features. This would give you the option to build graphics, audio and animations onto your slides, as well as linking those slides in a non-linear sequence.

    So PowerPoint's big strength? You can achieve quite a lot without any specific programming knowledge, but you have more freedom than if you were using a form-based authoring tool. 

    If that all sounds like too much trouble, quite a few authoring tools allow you to create a basic framework of slides in PowerPoint, import them into the authoring tool and develop something more sophisticated from there. However, this approach comes with a big health warning. Plenty of really bad e-learning has been produced this way, too.

    Which brings me to the other side of the argument. Because PowerPoint is so widely used and because its basic features are relatively easy to learn, lots of people with little or no instructional design knowledge or experience end up 'designing' e-learning courses. In many cases, very, very badly.

    This is made worse because many of these courses started off as (bad) presentations. They hardly get altered in their transition to 'e-learning' and so end their life as truly dreadful online slide shows which consist of nothing more than slides of text, brightened up by a few cheesy graphics here and there.

    If you care about creating effective e-learning that improves performance, it's easy to hate or demonise PowerPoint.  And in demonising PowerPoint, it's also easy to lose sight of the real problem which is not the tool, but the lack of instructional design knowledge and experience of the people using it. 

    So the perennial challenge is not so much about how to get better at using the tools themselves (although that's important). The challenge is how to apply good instructional design while using those tools.

    Get the balance right and you can create quality e-learning that embeds knowledge and skills and improves performance over time.

     

    Creating Boredom-Busting E-Learning focuses on e-learning instructional design, not the point and click of the authoring tool. Take a day out of your schedule to dramatically shift the way you think about e-learning.

    Topics: PowerPoint and Visual Communication Instructional Design e-learning
    1 min read

    Saving lives with an e-learning team of two?

    By Pacific Blue on Mon, May 15,2023

    I know, the title sounds a bit dramatic, doesn’t it? But Tom Kuhlmann (who writes Tom's Blog for Articulate users) tells an inspiring story of a piece of e-learning created over a weekend. Rapid e-learning, indeed. 

    And it was rapid with good reason. The company producing it had several manufacturing facilities working 24/7. On this particular weekend, there was a serious accident at one of the facilities and an employee died. 

    The safety team (of two) quickly got to work, creating pieces of content (including video footage), to highlight the sequence of events that led to the loss of life and remind people of the safety rules they needed to follow to avoid a recurrence. 

    12 hours later, the site safety manager had pulled this all together into a piece of refresher e-learning, distributed to all manufacturing facilities across the company. 

    Imagine how long that could've taken with the involvement of a large, corporate e-learning development team?

    The final output from the site safety manager may not have been perfect, but it met the organisation's needs at a critical moment.

    This story brings home a hugely important point it's easy to forget - especially if you work in a large organisation

    Organisations are not interested in creating a piece of e-learning, per se, but in meeting a specific organisational goal. E-learning is simply one way of helping achieve that goal. 

    So at the very start of your e-learning development process, it's always a good idea to step away from the solution and focus on the organisational goal. This gives you the opportunity to assess the best learning solution to meet the goal. 

    This simple assessment can potentially save you many hours of wasted effort and many thousands of pounds of mis-directed budget.  Use your resources as and when appropriate. Not all pieces of learning need to be created equal!

     

    If you need help with designing your e-learning, check out our e-learning design options.

    Topics: Instructional Design e-learning Rapid e-learning
    3 min read

    Is rapid e-learning just a myth?

    By Andrew Jackson on Mon, Mar 13,2023

    Go round any learning technology-focused trade show or exhibition and you  won't be able to move for them. Who am I talking about? The sharp-suited sales people hanging around on those flashy, expensive stands, of course. 

    These are the people promoting their latest rapid e-learning application. You know, the one that's going to help you build e-learning courses in no time at all, with no required programming. All your e-learning problems will be solved. All your Christmases will come at once.

    When money's tight and everyone is finding it harder to make a buck, the promise of rapid e-learning is a deeply attractive one. Especially if you are the stressed L&D professional constantly trying to achieve more for less.

    But what is rapid e-learning exactly? Is it an urban myth? And if it does exist, does it actually improve learning and performance? 

    Put a bunch of e-learning practitioners together in a room and I'm not convinced they'd be able to come up with a definition of rapid e-learning they could all agree with. But let's live dangerously and see what we can come up with here.

    For some people rapid e-learning is all about the software. In a software-driven paradigm, it's all about tools that allow just about anyone to create and publish e-learning courses with little or no programming knowledge. It's about the change from the early days of e-learning when you needed significant programming skills to achieve anything of worth.

    For others, rapid e-learning is defined by the ease of the production process. In this view of rapid e-learning, just one or two people can wear many hats. Gone are the days of huge development teams and endless production cycles.

    Whatever your definition, rapid e-learning needs an authoring tool of some description. And broadly speaking, development tools fall into two broad categories: free-form and form-based.

    Free form: the name gives it away, really. Free form tools start with a blank screen which allows the e-learning author to create a structure s/he wants. Inevitably, this still requires some setting-up and choosing functionality.

    Form-based: in a form-based authoring tool, the software does pretty much everything. All you have to do is add the content. The negative here, of course, is the forms. They only give you what they are designed to. If you want anything outside of this, you are back to needing programming skills.

    But whatever tool you use (whether you consider it 'rapid' or not), there's no getting away from one central question: Just because you can create a course rapidly, should you? And one central problem: not everyone given an authoring tool (and the training to operate it) is going to develop a great course. In fact many will (and have) built truly awful ones.

    The answer to the 'should you' question has to be answered by individual organisations. Only people in that organisation can best work out if e-learning is really the most suitable solution for them.

    In answer to the second point, I'd say this. When the technology is new and exciting, all the focus is on the technology. This has been the problem with e-learning for too long now. 

    In the software-driven paradigm I mentioned earlier, rapid e-learning was meant to democratise development. In many cases, all it did was empower lots of people to create online slideshows with little or no value or effectiveness. 

    But now we seem to be moving into an era when technology is evolving again. It probably won't be that long before almost no programming skills are required to create sophisticated e-learning

    For me, this moment can't come fast enough.  This could be the moment when we can finally shift from what I call 'point and click' thinking to instructional design thinking. Finally we can shift the focus to where it's needed to be all along:  not about how to programme, but about how to build better courses and more effective learning experiences.

     

    If Articulate Storyline is your authoring tool and you need some training for yourself or your team, take a look at our in-house and publicly scheduled training options.

    Topics: Instructional Design e-learning e-learning software
    3 min read

    Which is most typical of your e-learning: inform or perform?

    By Pacific Blue on Mon, Feb 13,2023

    Not all e-learning is created equal, that's for sure. If you are a 'big guy' with a team of designers and developers and a fairly sizeable budget, the e-learning you produce will look markedly different from the courses produced by a team of two with an authoring tool and not much else.

    If you're the team of two (and that's much more typical that you'd imagine), it might not feel ideal. But, in fact, with good instructional design approaches, the team of two are just as capable of producing really effective e-learning as the big guy.

    (And let's not forget, the big guys get so distracted by all the clever things they can do, they frequently end up creating a flashy looking course that seems impressive, but is largely ineffective).

    Regardless of your available resources or the size of your team, the most important question for everyone developing e-learning - what are you wanting to achieve with your course?

    Once again, not all courses are created equal. If you need to make a big difference to some aspect of your organisation's performance, the kind of course you create will need to be different from the one that is just updating people on changes to their working conditions.

    The former is about changing behaviour and thinking. The latter is about sharing information. Which brings us to that all-important distinction that many e-learning courses fail to make: inform or perform.

    It seems like a simple enough distinction but it's one that, in my experience, is largely forgotten or side-stepped. And there's good reason for this. Because if your e-learning really, truly needs to focus on perform, it raises a whole host of difficulties. 

    Creating perform e-learning is a real challenge. Thinking of ways to develop practice activities that move beyond predictable multiple-choice and true-false questions is hard. Especially hard with a basic authoring tool - but still problematic even with a high-end one

    And if your development tool really is basic, your budget and resources really limited and your timelines ridiculously short, then the challenge you face is even greater still.

    No surprise then that many people just throw in the towel at this point and go the conventional route - creating boring slides of content with a few tests and quizzes added along the way.

    If you then throw into the mix, subject matter experts with no previous experience of developing e-learning, deathly dull, page-turners are almost inevitable.

    A conventional approach might tick some boxes somewhere and satisfy the bean counters, but it's pretty much a disaster for the learners. Time and again, they are desperately in need of a course which helps them improve their performance, but they end up with something that just gives them lots of information. 

    So when you know your focus needs to be on perform, but you are tempted to just inform, you really need some kind of instructional design framework to guide you through. 

    A simple framework can shift you away from the default  present-then-test approach that most people take and that most authoring tools push you towards. It can focus you in a different, more task-focused direction. 

    Even if you are stuck with a very basic authoring tool, an instructional design framework can help you think imaginatively about how to harness the capabilities of your authoring tool to create more authentic, job-realistic practice activities.

    An instructional design framework isn't like a magic wand that you can wave at your content and your learners to miraculously solve all your e-learning problems. Applying a framework successfully requires some effort. You'll be finding ways to balance the needs of the learners against the limitations of your authoring tool, your own skills and available resources. 

    You'll almost certainly pursue a few ideas that lead nowhere. And you'll probably experience a few false 'eureka' moments. But it's almost always worth it. Because in the end, the result is a more-effective, more learner-centred approach. 

     

    If you'd like to find out more about a simple but highly effective instructional design framework you can apply to your e-learning, take a look at our Effective E-Learning Toolkit.

    Topics: Instructional Design e-learning e-learning software
    1 min read

    E-Learning? I'm a classroom trainer, get me out of here...

    By Pacific Blue on Mon, Jan 16,2023

    You might not be 10,000 miles away in the jungle. But maybe you feel like you've just been landed with your very own training version of a bush tucker trial.

    The one where they call you into their office and tell you the 'good' news. The news that starting next month, they're going to begin moving some of your training courses to e-learning.

    And the 'even better' news? They won't be making you redundant, but they will be expecting you to systematically turn your classroom courses into e-learning ones.

    And probably after that, you didn't hear much else. All the corporate L&D speak about the benefits, the technology and the systems. All just background noise, as your heart pounded and your head throbbed and you broke out in a cold sweat just thinking about the prospect of suddenly becoming an e-learning designer.

    When you are faced with a 360 shift in your world like that one, what do you do? Where do you begin? 

    Without question, you have to think differently. A new start. A new paradigm. Trying to take the classroom skills you've honed for years and graft them onto a computer screen simply won't work. And in your heart of hearts you know this.

    You've sat in front of those deathly dull e-learning courses that page turn their way like a user manual. The ones where they sometimes have you dragging things pointlessly across the screen. And set you insultingly stupid quizzes and tests every 10th screen. 

    So where do you start? To begin with forget about content. Sounds crazy, but it's not. You must shift from thinking about content first to thinking about context first. This is your new starting point. Where your learners are at. Their reality. Their environment. 

    This is the key shift in your thinking that will grab their attention. This is the key shift in your approach that will draw them in. This is the key shift in your learning design that will help them practice and retain new knowledge and skills.

    This is the shift that will break you free of the boring e-learning so many of us have been subjected to, for far too long.

     

    Need some help with the transition to designing for e-learning or remote learning? Take a look at our instructional design training options.

    Topics: Instructional Design e-learning