The Prime Directive Of 21st-Century eLearning Design: Part 1

Designing Engaging Learning Experiences: Part 1

Designing Engaging Learning Experiences: Part 1

Daring To Be Innovative Out Of Necessity

The relationship between learning designers and learning experiences is predicated on the assumption that we are up to date on how learning science has changed in the 21st century. From accurate knowledge of how adults in the 21st century learn, we derive principles of instruction which in fact then speak to how Instructional Designers create effective learning experiences for those who need to work on upskilling.

Traditional Role Of The Instructional Designer

If you were to ask the typical Instructional Designer what steps they would take in designing learning experiences, they would typically reply:

The question that arises from following this process is: "What happens if our understanding of how adults learn in the 21st century is inaccurate to the point that we can't follow these traditional steps to arrive at an effective learning experience?"

One of the greatest problems that we have as business organizations is our inability to adapt to change. Always doing things the way we have always done things leads us to the barrier of "habituation." This is where "paralysis by analysis" sets in when we need to change and innovate.

A Ted Talk conducted by Tony Fadell titled " The First Secret of Great Design" (below) highlights this trap that Instructional Designers can fall into in developing a learning product for business organizations that need to upskill employees for the future.

Principles Of Instruction Connection To Principles Of Instructional Design

Given the symbiotic relationship among Instructional Design, learning, and principles of instruction, it is vital that the relationship be harmonious in a time of great change.

In 2002, Dr. David Merrill introduced what he called "The First Principles of Instruction." In this article, Dr. Merrill not only points to what he called the "e3" (effective, efficient, engaging) but also how the application of the 5 principles he outlines are crucial as a guide to how Instructional Designers create important learning experiences that help employees of a business organization reach higher levels of performance.

In a recent interview with Dr. David Merrill conducted for ATD by Alexander Salas titled "Dr. David Merrill Importance of Instructional Science Off-the Cuff Episode #50" (below), Dr. Merrill points out how this speaks to today's Instructional Designer. It should be noted that these principles (as listed below) are prescriptive (design-oriented) instead of descriptive (learner-oriented).

Of interest to Instructional Designers in designing engaging learning experiences for employees in business organizations are:

Principle 1

Solving real-world problems clearly suggests that the past goal of the design to overload ("cognitive load") the minds of learners with just content is not only naïve but also does not work anymore. Content is not king in the 21st century. It means that in order for learners to learn what they need to learn, they need to be engaged through the use of interactive simulations or immersive scenarios. What this would look like is clearly demonstrated by business organizations such as Conducttr. I would encourage Instructional Designers who are interested in building such scenarios into their training to try out some of the demos they offer.

Principle 2

In business training, learners need to relate to what is being presented to them to engage in or it will be dismissed as irrelevant to their specific area of expertise. Many of us who have gone through the one-shot training session were either engaged at the start because we could relate to what was being offered or we were immediately saying to ourselves, "Why do they keep torturing us with these types of sessions?" The big question here is: "Are we shooting for incidental engagement or sustained engagement beyond the training session?" Online learning used in training has often received harsh reviews because too often it looks like compliance training. To bring relevancy to upskilling employees means that we need to individualize instruction. This means that within the organization, and not necessarily in the HR department, there needs to be an individual who is responsible for tracking the learning and skill development of employees. This leads us to some very valid, practical questions:

Principle 3 And 4

These two principles are connected. They depend on each other in order to function. If new knowledge can not be demonstrated, then it can't be applied. The question is: "What method can be used to demonstrate new knowledge to the learner that will be the most effective in that the learner will be able to apply the new knowledge to their particular area of expertise?" One of the main complaints against the typical training session is that it is often too disconnected from what the employee does and there is no opportunity to test real understanding and receive effective feedback at the point of work.

Principle 5

The idea of what is learned being integrated into the learner's world depends upon a number of factors such as daily reinforcement and feedback of the knowledge and skills learned at the actual point of work. Simply put, if my area of expertise involves working with setting up hybrid cloud storage for the company, then I need to see that my newly acquired knowledge and skills make this task much more understandable and that it is improving my overall performance at what I do. My understanding of the new knowledge and skillsets is also demonstrated and observable so that when confronted by an unusual problem that I need to solve, I can use the new knowledge and skillsets to adapt to arrive at a solution.

Having these principles not only speaks to our methods as Instructional Designers but also points to a very important question: "How do the new technological innovations fit into an evolving process of Instructional Design and how do I capitalize on them to make full use of their potential in designing engaging, collaborative, effective learning experiences for a business organization that is looking to the future?"

This is the focus of Part 2 of this article...

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