Instructional Design
400 TopicsAn Introduction to SAM for Instructional Designers
The ADDIE model is probably the most well-known approach for mapping out the course design process. But it isn’t the only game in town these days. One popular alternative is SAM: the Successive Approximation Model. Created by Allen Interactions, SAM offers an instructional design approach consisting of a few steps that you repeat as many times as necessary. These iterations address common instructional design pain points like meeting timelines, staying on budget, and collaborating with Subject Matter Experts (SMEs). So what is SAM? And how is it different from ADDIE? Is one better than the other? Let’s dig in and uncover some answers to these questions. What’s the difference between ADDIE and SAM? ADDIE and SAM are two different approaches for crafting learning solutions that share some similar language. To better see where they differ, it’s helpful to understand how each of them works. Let’s start with ADDIE. ADDIE ADDIE stands for Analyze, Design, Develop, Implement, and Evaluate. It’s a linear approach—like a production line—with each step depending on the successful completion of the previous one. To borrow some terminology from project managers, ADDIE is a “waterfall approach.” And in a traditional waterfall method, analysis, design, development, implementation, and evaluation are all treated as ordered steps in the overall development process. While this model is preferred in many organizations, some folks say this sequential approach contributes to many of the challenges faced by instructional designers, including: Prolonged development cycles: Have you ever had your project come to a screeching halt in the development phase? It’s not uncommon for new training or technology requirements to emerge in the project development phase, bogging down your productivity with re-work. Communication challenges with SMEs and stakeholders: Even the most thorough explanations and storyboards are still open to interpretation. And with a sequential approach, SMEs and stakeholders typically don’t get to try a hands-on version of the project until well into the development phase. This can mean it’s not until you’re near the end of the project—when you’re out of time and money—that you discover your vision doesn’t match theirs. No time for testing: When projects run out of time or money, what’s the phase of the process we tend to skimp on? In my experience, it’s testing. Shortchanging this step may save you time, but with risky downsides like a training product that doesn’t work—or work effectively—to address a critical performance gap. Successive Approximation Model (SAM) SAM, on the other hand, is considered to be an “agile approach” that can be scaled from basic (SAM1) to extended (SAM2) to suit your needs. Both SAM models use iterative cycles to create the end product right from the start—all while continually analyzing and refining your work as it’s being produced. Proponents of using agile methods for creating e-learning claim that models like SAM can alleviate many of the challenges discussed above—in particular, improving the project team’s visibility into the instructional design process and reducing development time frames. The basic process—SAM1—can be a good fit for smaller projects or teams. This flavor of SAM is a simple model with three iterations of the familiar instructional design steps of evaluation, design, and development. Using this approach, everyone’s ideas and assumptions can be discussed, prototyped, and tested early on, bringing you closer to a usable product more quickly. And what if your project is more complex? That’s where SAM2 comes into play. SAM2 is an extended take on SAM1. It consists of eight iterative instructional design steps spread across three project phases: Preparation, Iterative Design, and Iterative Development. In addition to the incremental cycles, another notable feature of the SAM2 model is the preparation phase. It consists of two steps to help you prepare for your design and development work fast: gathering information and then holding a brainstorming and prototyping meeting known as a “Savvy Start.” Which is better—ADDIE or SAM? When it comes to evaluating which design model is a better fit for you and your team, it really boils down to what you’re trying to achieve and what your work environment will support. When applied in the right situations and fully committed to by everyone involved, SAM’s flexibility can get you to a successful final course fast. Its iterative approach both helps you use prototypes to get stakeholder buy-in quickly and also makes it easy to pivot should your course requirements change. However, many instructional designers work in organizations that have embraced agility in theory but not so much in practice. Applying an agile approach like SAM can be difficult when your environment doesn’t encourage rapid feedback or flexible processes. In those cases, ADDIE’s waterfall model may be a better choice. Because ADDIE is a waterfall method that’s been used for years, it might make clients, stakeholders, and even team members more comfortable. And while it’s still not as flexible as SAM, many people find an adapted version of ADDIE that includes some iterative loops does a good job of splitting the difference between both methods. More Learning Whatever design model you follow—whether it’s ADDIE, SAM, or another one entirely—weighing your options for more thoughtful, responsive development practices can be a great way to build collaboration and grease the wheels for smoother training rollouts. Start by digging into these related articles from the archives. An Introduction to ADDIE for Instructional Designers What’s the PADDIE Model of Instructional Design? Best Practices for Effective E-Learning Project Management How to Manage E-Learning Project Scope Creep What design model is closest to how you really work? What are your thoughts on ADDIE vs. SAM? We love hearing from you, so share your thoughts in a comment. Follow us on Twitter and come back to E-Learning Heroes regularly for more helpful advice on everything related to e-learning.1.7KViews0likes19CommentsBuilding E-Learning Games: Concept & Storyboard #470
Game Show Design: Storyboards#470: Challenge | Recap How in the world did you build that? A common challenge for new course designers is seeing polished e-learning projects and having no clue how they came together. I hear from folks all the time that they want to do the weekly challenges, but it feels too advanced for beginners. So, for this challenge, we're going to pump the brakes and spread the build over four weeks. We’ll follow a linear development model so we can really dig into and focus on common development steps. I realize experienced designers will prefer a more iterative approach for real-world projects. And that's fair. But using a progressive, step-by-step approach should help new users follow the evolution of an e-learning challenge project from concept to deliverable. Plus, it gives us something tangible to show each week. Week 1: The Concept & Visual Storyboard This first week, we’ll focus on the initial game show theme or concept. Your task will be to create a wireframe, flowchart, or visual storyboard that captures the flow of your game. For new users, this helps you work intentionally through your ideas before jumping into development. And for you pros, this might seem like extra work, but slowing it down will help others visualize how polished interactions come together. Here’s a breakdown of the four-week schedule: Week 1: Concept & Storyboarding Week 2: Prototype Development Week 3: Development & Review Week 4: Final Testing & Project Submission 🏆 Challenge of the Week This week, your challenge is to develop an e-learning game show concept and present a visual, non-interactive storyboard or flowchart of your game’s mechanics and visual elements. You can either create something new or take an old project and break it down with us over the four weeks. This way, everyone can see how it all comes together. Week 1: Concept & Storyboarding Goal: Choose a game show concept and design theme Deliverables: Choose a game show concept, theme and design style Create a visual storyboard, flowchart, or static mock-up of the game Share a link to your static design concept Week 2: Design & Prototyping Week 3: Production & Development Week 4: Final Testing & Project Submission ✨ Share Your E-Learning Work Comments: Use the comments section below to link your published example and blog post. Forums: Start a newthreadand share a link to your published example. Personal blog: If you have a blog, please consider writing about your challenges. We'll link to your posts, so your great work gets even more exposure. Social media: If you share your demos on Twitter or LinkedIn, try using#ELHChallengeso your tweeps can follow your e-learning coolness. 🙌 Last Week’s Challenge: Before you get started on this week’s design concept, check out last week’s examples to see what e-learning designers do and how they got started in the industry. What Instructional Designers DoRECAP#469:Challenge|Recap 👋 New to the E-Learning Challenges? Theweekly e-learning challengesare ongoing opportunities to learn, share, and build your e-learning portfolios. You can jump into any or all of theprevious challengesanytime you want. I’ll update the recap posts to include your demos. Learn more about the challenges in thisQ&A postand why and how to participate in thishelpful article. 📆 Upcoming Challenges Challenge #471 (07.26): Week 2: Prototype Development Challenge #472 (08.02): Week 3: Production & Development Challenge #473 (08.09): Week 4: Final Testing & Project Submission1.3KViews0likes50CommentsPost-Course Evaluations for E-Learning: 60+ Questions to Include
If you're designing e-learning, you might want to include a post-course evaluation for learners to complete once they finish the training. The post-course evaluation is a survey-style questionnaire that gauges participants’ reactions to the e-learning they just took. The information and feedback you gather through post-course evaluations will help you improve your course and future training materials, so it's definitely an important step. You might be wondering which questions to include in a post-course evaluation survey. It's a common dilemma for course creators—which is why we’ve compiled a helpful list of over 60 potential questions. You likely won’t use every question but can pick and choose the ones that are most relevant to your project and subject matter. Course Expectations Rate your understanding of course expectations and assignments. Did the course cover the content you were expecting? Why or why not? What topics would you have liked to see addressed that were not covered? Course Structure and Content Rate your understanding of the course structure. Rate the consistency of the course content with the objectives. Rate the relevance of the subject matter or course content. Rate your confidence level for completing the knowledge or skill presented. Rate the amount of material covered. Rate the quality of the examples presented in the e-learning. Rate the availability of the instructor via email or online discussion. Rate your enjoyment of the course. Rate the course workload. What are the strengths and weaknesses of this e-learning course? What part of the e-learning course did you find most useful and interesting? What additional material would you like presented in the course? Was the content arranged in a clear and logical way? Why or why not? Did the content adequately explain the knowledge, skills, and concepts it presented? Quizzing Rate the relevance of assignments, quizzes, and tests. Rate the quality of the questions asked in the quizzes. Rate the variety of the types of quizzes. Was the quiz feedback timely and relevant? Why or why not? Did the quiz feedback present new knowledge? Were the quizzes presented at adequate intervals? Did the quizzes cover and test the material presented in the course? How could the exams be improved? Were the review sections before the quizzes useful? Did the practice questions make good learning tools? Timing How much time did you spend on this e-learning course? How many hours did you spend completing activities related to the course? Was the amount of time it took to complete this course appropriate? Why or why not? E-Learning Pace and Navigation Rate the pace at which the e-learning course advanced. Rate the ease of navigation. Did the e-learning unfold in a clear direction? Did you understand where you had to click to move forward? If not, why not? Rate the e-learning access setup or LMS setup. Visual Design Rate the overall visual design of the course content and materials. Rate the legibility of the text and fonts in this course. Rate the amount of corporate branding (logos, corporate colors) used. Rate the quality of the photography used in the course. Rate the use of animations in the course content. Multimedia Rate the amount of multimedia used in the course. Rate the quality of multimedia used in the course. Rate the amount of photography used in the course. Rate the amount of audio used in the course. Rate the quality of audio used in the course. Rate the amount of narration used in the course. Rate the voice and quality of the narration used in this course. Did the narration add value to this e-learning module? Why or why not? Interactivity Rate the amount of opportunities for interactive learning. Was the interactivity suitable for the content? Why or why not? If you did some group work, did you enjoy working with your group? Did you utilize any links to external websites? Did any of the activities help you gain a clearer understanding of the subject? Did case studies and scenarios help you gain a clearer understanding of the content? Rate your opportunity to interact with other virtual students. Rate how isolated you felt from other students. Rate how much you missed direct, in-person interaction with other students. Overall Experience Rate the technical quality of the course materials. Rate how confident you feel about your knowledge on the subject. Rate the availability of technical support. Identify three important concepts or ideas that you learned in this course. Identify three ways you will change how you do your job based on what you learned in the training. Identify three ways to improve this e-learning course. Make two suggestions to improve understanding of the course content. Would you prefer to take this course online or in the classroom? Why? Based on this experience, would you take another e-learning course? Why or why not? Did you encounter any technical problems during the course? If yes, elaborate. In Sum Obviously, this is just the tip of the iceberg! There are many other questions you might want to ask depending on the subject matter and purpose of your training. Can you think of any big ones we've left out? If so, please feel free to share them in the comments. And if you want to learn more about post-course evaluations, check out these helpful articles: Tips for Creating Effective Post-Course Evaluations Post-Course Evaluations: What E-Learning Designers Need to Know Follow us on Twitter and come back to E-Learning Heroes regularly for more helpful advice on everything related to e-learning. If you have any questions, please share them in the comments.1.2KViews0likes44CommentsGet to Know The 4 Levels of E-Learning
If you work in e-learning or training, you’ve probably heard people refer to the levels of e-learning before. But what does that mean? In the e-learning industry, there are four generally accepted levels of e-learning that will, in turn, affect the learning experience, cost, and development time of your project. Today, you’ll get a high-level look at all four levels. Once you understand the key components of each level, you’ll be better equipped to estimate the time—and also cost—of future projects. Level 1: Passive Interactivity Level 1 e-learning is a passive experience, where the learner just consumes information. There’s little to no interactivity with the course and the learner mostly reads and moves forward by clicking Next. In fact, some refer to level 1 as the “click next” style of e-learning because of its low level of interactivity. These courses include static text and images, and little to no multimedia. Quizzes in level 1 courses are usually straightforward multiple choice and true-or-false questions. Level 1 e-learning, while simple, does have its place: it can be a quick way to cover simple rules or procedures. Check out these examples to get a better understanding of what level 1 courses look like: View Example View Example Level 2: Limited Interactivity At level 2, e-learning courses start to incorporate some multimedia. Courses at this level can contain audio, some video, basic animations, and a few simple transitions. This level of content is often accompanied by narration and click-and-reveal interactions. Level 2 quizzes start to incorporate drag-and-drop interactions and matching activities. If you’re looking for a nice middle ground with a richer learning experience without too much development time, level 2 e-learning is probably a good fit. Here are some examples of level 2 courses: View Example View Example Level 3: Complex Interactivity With level 3 e-learning courses, the interactions become even more sophisticated. In this level, you can expect to include extensive audio, video, transitions, animations, and more. Quizzing can involve branched, scenario-based questions that allow learners to explore multiple paths and feedback levels. Level 3 e-learning is usually a good fit if you’re looking to teach learners more complex skills, for example, if you’re creating a course for new nurses on patient care. Here are some examples of level 3 e-learning: View Example View Example Level 4: Full Immersion Level 4 e-learning uses all of the components in levels 1, 2, and 3, plus gamification or simulation. These courses may incorporate 360° images, games or complex gamification, scenarios, avatars, or interactive videos. These courses are more immersive than other levels of e-learning. As learners interact with the course, they receive feedback on their choices. And in some cases, their choices might even impact the content they’re presented with next. This makes level 4 e-learning excellent for learners who need to practice real-time decision-making skills. Although these courses take the longest to develop, the learner experience makes it well worth the effort. Take a look at a few examples: View Example View Example Wrap-Up Now that you know about the four levels of e-learning, you’re ready to identify which one a new project falls under! This will help you appropriately estimate the time and assets needed to create the course. Are you looking to learn more about e-learning development? Check out these helpful resources. What You Need to Know to Create Amazing E-Learning 6 Easy Ways to Make More Compelling Interactions for Your Online Courses Here’s How I Transformed This Static E-Learning Content What level of e-learning is your favorite to create? Let me know in the comments below. Follow us on Twitter and come back to E-Learning Heroes regularly for more helpful advice on everything related to e-learning.1.2KViews0likes24CommentsAn Introduction to Bloom's Taxonomy for Instructional Designers
Learning objectives are at the very core of the instructional design process, and rightly so. Without them, how would we know what content and activities to include in our courses? Unfortunately, the learning objectives are often poorly defined, making it hard to determine if learners are meeting them. Enter: Bloom’s Taxonomy! Benjamin Bloom, the creator of Bloom’s Taxonomy, specifically designed this classification system to help instructors, and instructional designers, clearly define learning objectives—and, in turn, create courses that meet learners’ needs. Let’s take a closer look at how this instructional design principle applies to e-learning. What Is Bloom’s Taxonomy? In their original work, Bloom and a committee of educators identified three domains of learning: cognitive (mental), affective (emotional), and psychomotor (physical). However, when most people think of Bloom’s Taxonomy, they think only of the cognitive domain. The cognitive domain is divided into six categories, each representing a cognitive skill level. Each category is associated with a set of verbs, or cognitive processes, that describe what learners should be capable of doing: Knowledge: recognize, recall, list, name, memorize, define, locate, identify Comprehension: interpret, illustrate, summarize, explain, match, paraphrase Application: apply, choose, organize, draw, generalize Analysis: analyze, differentiate, classify, categorize, distinguish Synthesis: create, plan, produce, construct Evaluation: evaluate, judge, criticize, compare, appraise Using Bloom’s Taxonomy to Write Learning Objectives Once you know the expected cognitive skill level for learners to achieve and the specific knowledge or skills the course covers, you’re ready to write your learning objective. How? Simply combine the subject (the learner), the verb (what learners must know how to do), and the object (the knowledge they need to acquire). For example, “At the end of this course, learners will recognize the five cognitive skill levels in Bloom’s Taxonomy.” Using Bloom’s Taxonomy to Design Activities As you’re designing your course activities, it’s important to refer back to the learning objectives and let the expected cognitive skill level guide your choices. If your learners need to take the course content and apply it to their jobs, you could build a scenario that allows them to practice doing that. If they simply need to recognize a list of terms, a multiple choice question could be just the thing. Let’s look at the six cognitive skill levels again, this time with an example of a suitable learning activity: Knowledge: a multiple choice question asking learners to identify the correct answer from a list of terms. Comprehension: a free-response question asking learners to explain their understanding of something. Application: a scenario in which learners need to make decisions based on the information they learned. Analysis: a sorting question where learners classify terms or concepts into the appropriate category. Synthesis: a free-response question that asks learners to outline a plan of action. Evaluation: a scenario where learners compare and contrast the options available. As you can see, you can use certain activity types for more than one skill level. It all depends on how you design those activities. And this is only the beginning—there are many more activities that you can design to help your learners achieve each of these cognitive skill levels. Resources Hopefully, this article has you thinking about how you can apply Bloom’s Taxonomy to your instructional design process to create clear, concise learning objectives and design activities to support those objectives. Want more instructional design tips? Check out these articles: An Introduction to Instructional Design Personalization Principle: Speaking to Your Learners Instead of at Them Multimedia Principle: Adding Graphics to Words Improves Learning Contiguity Principle: Keep Graphics and Related Text Together Redundancy Principle: Should You Duplicate Narrated Text on Screen? Coherence Principle: Less Material for Better Learning How to Match Question Types with the Skills You’re Testing How do you use Bloom’s Taxonomy to design e-learning? Share your ideas in a comment below! And remember to subscribe to our newsletter to get the latest e-learning inspiration and insights directly in your inbox. You can also find us on LinkedIn and X (Formerly Twitter).1.1KViews0likes33CommentsE-Learning Storyboard
Do you need help organizing content and resources into a slide-based e-learning course? Before you start developing, download and customize this Microsoft Word Storyboard template to clearly outline the learning content for your Subject Matter Experts. If you found this document helpful, then check out:Make Working With SMEs a Breeze with These 3 Downloads1.1KViews1like28Comments15 Examples of Interactive Prototypes for E-Learning Games #471
Interactive Prototypes in E-Learning RECAP #471: Challenge | Recap This week’s challenge asked course designers to share an interactive prototype of their game show designs. This is the second week of our four-part game design series. Phil Mayor Example | Phil Mayor | Website | @philmayor David Davis Example | David Davis Jonathan Hill Prototype | Working Demo | Jonathan Hill | Website | @DevByPowerPoint Ron Katz Prototype | Ron Katz | Website Jesse Wu Prototype | Jesse Wu | Website Jodi M. Sansone Prototype | Jodi M. Sansone | Website | @jodimsansone eLearn Dev Prototype | Learn more | eLearn Dev Samuel Apata Prototype | Samuel Apata | Website | @afrostem Arron Walker Prototype | Learn more | Arron Walker | Website Thierry EMMANUEL Prototype | Thierry EMMANUEL | Website Kate Golomshtok Prototype | Kate Golomshtok | Website Lisa McDonald Prototype | Lisa McDonald Angela Thomas Prototype | Angela Thomas Shelby Breece Prototype | Shelby Breece Mara Buggenthin Prototype | View progress | Mara Buggenthin New to the E-Learning Challenges? The weekly challenges are ongoing opportunities to learn, share, and build your e-learning portfolios. You can jump into any or all of the previous challenges anytime you want. I'll update the recap posts to include your demos. If you have a blog, please write about your challenge example. I'll add links to your blog post so your examples get even more exposure. And for those who share your demos on Twitter or LinkedIn, please include #ELHChallenge so your network (and Articulate!) can track your e-learning coolness. Share Your Working Prototype Examples! The game show prototype challenge is still open! If you have one or more ideas you'd like to share, please jump over to the original challenge and post your links in the comments section. I'll update this recap page to include your examples.999Views0likes0Comments20 Ways to Present E-Learning Game Design Concepts & Storyboards #470
Game Show Design: Storyboards RECAP #470: Challenge | Recap This week’s challenge asked course designers to share a concept or storyboard for an e-learning game show activity. This is the first part of our four-part game design series, which highlights the major milestones in e-learning development. Week 1:Concept & Storyboarding Week 2:Design & Prototyping Week 3: Development & Review Week 4: Final Project Submission Mallory Frazier Example | Mallory Frazier | Website Phil Mayor Example | Phil Mayor | Website | @philmayor Julie LALAMEDIA Example | Julie LALAMEDIA David Davis Example | David Davis Thierry EMMANUEL Example | Thierry EMMANUEL | Website Sean Murray Example | Sean Murray Samuel Apata Example| Samuel Apata | Website | @afrostem Jonathan Hill Example | Jonathan Hill | Website | @DevByPowerPoint Ron Katz Example | Ron Katz | Website Jodi M. Sansone Example | Jodi M. Sansone | Website | @jodimsansone Jesse Wu Example | Jesse Wu | Website Maren West Example | Maren West eLearn Dev Example | eLearn Dev Shelby Breece Example | Shelby Breece Mara Buggenthin Example | Mara Buggenthin Angela Thomas Example | Angela Thomas Kirsten Ossa Example | Kirsten Ossa Arron Walker Example | Learn more | Arron Walker | Website Jayashree Ravi Example | Jayashree Ravi | LinkedIn Kate Golomshtok Example | Kate Golomshtok | Website New to the E-Learning Challenges? The weekly challenges are ongoing opportunities to learn, share, and build your e-learning portfolios. You can jump into any or all of the previous challenges anytime you want. I'll update the recap posts to include your demos. If you have a blog, please write about your challenge example. I'll add links to your blog post, so your examples get even more exposure. And for those who share your demos on Twitter or LinkedIn, please include #ELHChallenge so your network (and Articulate!) can track your e-learning coolness. Share Your Concept & Storyboard Examples! The e-learning game challenge is still open! If you have one or more ideas you'd like to share, please jump over to the original challenge and post your links in the comments section. I'll update this recap page to include your examples.999Views0likes0CommentsWhat is E-Learning?
Have you ever watched a YouTube tutorial or signed up for an online course? If so, then you've experienced e-learning. The term “e-learning” might sound intimidating, but it's just a fancy way of talking about the use of electronic devices (computers, tablets, or phones) for educational purposes. In this article, we'll explore a more detailed definition of what it is, why it’s valuable, and more. Sound good? Read on! How Do We Define E-Learning? Many people would recognize a basic e-learning course as a slide-based online activity that contains simple navigation buttons (such as Next and Back) and incorporates quizzes with true/false or multiple-choice questions. But not all e-learning courses share the same fingerprint. For example, it could be an inherently responsive web-based course that allows learners to have a great learning experience no matter what device they’re using to view their course. Or maybe it’s a software simulation that demonstrates the click-path through an application. Or an interactive course that features role-playing and complex decision-making. In this article we’ll take a deliberately broad view of e-learning, and appreciate its near-infinite and ever-evolving forms. Why Is E-Learning Valuable? E-learning offers many benefits that more traditional training options, such as facilitated sessions or lectures, don’t provide. For example, e-learning ... Can be either an asynchronous or synchronous activity: Traditionally, e-learning has been asynchronous, which means there is no predetermined time for the learning to take place. Everyone can go at their own pace, and take their time to learn what they need to know, when they need to know it. However, more synchronous e-learning is now being offered through web conferencing and chat options. The great thing about e-learning is it gives you the option to do either or both. Has a global reach: E-learning can simply be placed online and easily accessed by people around the world. There is no need for expensive travel or meetings across multiple time zones. Spans multiple devices/mobile: Online courses can work on computers as well as on mobile devices such as smartphones and tablets. This means e-learning courses can literally be in the hands of the people who need them at all times. Is just-in-time/needs-based: E-learning authoring software is so easy to use that anyone can create, publish, and share a course within a few hours, allowing you to provide people with resources and training they can access right when they need it. Is more efficient: With e-learning, you can develop a course that can be distributed electronically to thousands instead of having to organize in-person training sessions whenever people need to be brought up to speed. Reduces costs: All of the abovementioned factors result in a cost savings for organizations that use e-learning courses to replace some of their traditional instructor-led training. Allows for consistent quality and content: When you develop an e-learning course, you can deliver the same message to all learners consistently. In classroom training, the message, equipment, and other conditions can vary widely from one session to the next, which can affect the outcome of the course. And that’s just the beginning! As you can see, e-learning can be an extremely valuable asset to your organization. How Do You Create E-Learning Courses? In the early days, e-learning courses were typically custom creations, coded by programmers and developers using highly specialized apps. In those days, it could easily require an entire team to create a simple, linear e-learning course. E-learning design is now much more accessible. Today’s course development apps, also called authoring tools or authoring apps, are so advanced that anyone can create e-learning courses—without any programming or coding knowledge. There are many different types of authoring apps out there today, each with their own set of capabilities. Some apps, like Rise 360, have been specifically engineered to create e-learning courses that dynamically adapt to any screen size (also known as responsive e-learning courses). Other apps, like Storyline 360, are designed to create highly interactive slide-based courses. And of course there are also PowerPoint add-ons like Studio 360, which make turning PowerPoint presentations into e-learning courses a snap. Each app has a unique feature set, making it particularly well suited for a specific type of project. When you’re trying to decide which authoring app to use, always start by looking at your project requirements and objectives. If you’re having trouble figuring out which app is right for your project, here are a few articles that could help you decide: Overview of E-Learning Authoring Software Top 9 Considerations for Choosing the Right E-Learning Authoring App Why You Need the Apps in Articulate 360 and When to Use Them How Is E-Learning Shared? Once you’ve created an e-learning course, you need to distribute it to learners. There are many ways to do this, and—like everything else related to e-learning—those ways are constantly evolving and improving. Here, I’d like to look at two ways to share content: informal distribution and formal distribution. Informal Distribution Informal distribution of e-learning content typically means users are trusted to view the e-learning course, and their participation isn’t tracked or scored. One way to informally share an e-learning course is to put it on a web server, then send participants the link and have them view the course. You don’t really have a systematic way of knowing whether learners have completed the course, but sometimes that’s not necessary. Formal Distribution Sharing an e-learning course formally means there’s a need to track and record learner results. Most organizations that have a need for formal distribution of e-learning have specific systems and standards in place for this. Tracking is usually done in what is called a Learning Management System (LMS). An LMS allows you to administer, track, report, and document the delivery of your e-learning courses. Get up to speed on LMSs here. Certain standards are in place to report the information to the LMS, including AICC, SCORM,cmi5, and xAPI (Tin Can API).For a short overview of these norms, hop on over to this article. Starting to feel overwhelmed by all the acronyms? Make sure to bookmark the E-Learning ABCs so you can refer back to the definitions of the most commonly used e-learning terms at any time. What Makes an E-Learning Project Successful? Many factors contribute to a successful e-learning program, but the top two are: A production process that uses the right apps Solid instructional design Let’s take a closer look at these two essential elements. Apps Powerful apps let you create the functionality and interactivity that you want for your learners. They help you make e-learning that looks and works great, which goes a long way toward a successful e-learning course. The more user-friendly the app, the less time you’ll spend on technical issues. This frees you up to commit to the instructional design to craft a great learning experience. Instructional Design One way organizations measure the success of an e-learning project is by how much the learner’s knowledge and skills have improved after they’ve taken the course. To provide your learners with the best odds, you should have content that is designed in an instructionally sound manner. Instructional design is all about creating educational experiences that maximize learning and present content in the most effective way. If you’re new to instructional design, I recommend reading up on the basics to help you create instructionally sound courses with solid learning objectives. You can have the most fabulous-looking course in the world, but if the content quality isn’t top-notch, it won’t have the impact you desire. The Bottom Line E-learning course development is constantly evolving. Authoring apps will continue to improve; however, your focus should remain on using those apps to create the best e-learning possible. In its relatively short history, e-learning has come a long way, and offers immeasurable opportunities to help people learn better. I hope this overview of e-learning inspires you to push yourself to create engaging courses that will delight your learners. If you want to learn more, you should check out: An Introduction to Instructional Design Basic Elements of an E-Learning Course 4 Easy Ways to Organize Content for E-Learning This article is part of our E-Learning 101 e-mail course, a series of expertly curated articles that’ll help you get started with e-learning—delivered right to your inbox. You’re only a click away from becoming an e-learning pro! Sign up here to enroll.900Views0likes18Comments