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The Accidental Instructional Designer

ATD 2014 Session: M209
Cammy Bean | May 05, 2014 | Video

Chances are, you didn't dream of becoming an e-learning designer when you grew up, did you? Most of the instructional designers in the e-learning business got here by accident. So now that you're here and doing this work, how can you become a more intentional practitioner? We'll take a look at four key areas to focus on in order to become a well-rounded e-learning designer, talk about ways that you can take your practice to the next level, and share some quick tips for better e-learning design.

Performance Support: Are We Missing a Huge Opportunity?

ATD 2014 Session: M302
Bob Mosher | May 05, 2014 | Video

Did you know that within the first 48 hours of your employees attending a traditional training or learning event, their knowledge retention drops to 33 percent? Did you also know that research now shows that nearly 80 percent of learning in the workplace takes place informally? So why are training departments still spending the vast majority of their budgets on formal training efforts? This session will address the methodologies behind performance support (learning while doing), and how it is now, more than ever, all around us!

User Experience Design for Learning

ATD 2014 Session: SU309
Julie Dirksen | May 04, 2014 | Video

Sometimes you use a technology product or a website and the experience is terrible. Other times you breeze through the experience and it's practically seamless to accomplish what you want to do. The difference is probably because the better experience was created following User Experience Design. User Experience Design is dedicated to understanding the end user. Through analysis techniques like field study observation and persona development, as well as user-testing methods, such as usability testing and heuristic evaluation, User Experience Design is dedicated to creating the best possible experience for each individual user. User Experience Design can help learning designers better understand their users' abilities, contexts, and constraints. Cost effective strategies like rapid usability testing can significantly improve learning design. Additionally, good usability can decrease a learner's extraneous cognitive load, thereby increasing the available attention for the actual learning content.

Four Ways to Use Digital Curation in Learning

ATD 2014 Session: SU117
Ben Betts | May 04, 2014 | Video

The world is full of rich content. We just need to put it to use. Digital curation could hold the key to how we deliver 'more for less.' We can curate content to help inspire our employees and our customers, or to help us design and deliver more formal learning experiences using a wide range of content that we didn't necessarily produce 'in-house.' In this session we will consider digital curation in four broad roles within L&D: inspiration, instruction, integration, and application. Inspiration is what we call curation that is done by other people on your behalf, outside of a formal learning environment. Instruction is the same thing, but done within a formal learning context. Integration is a more personal curation process; how individuals blend new learning experiences with existing thoughts. And finally, application is how individuals apply new insights in the real world; how we individually manage knowledge on a day-to-day basis. Using a blend of these techniques we will work together to understand potential strategies for using more digital curation within your L&D context.

Games, Learning Styles, and Engagement: An Evidence-Based Approach

ATD 2014 Session: SU301
Ruth Colvin Clark | May 04, 2014 | Video

How much time and money are wasted on instructional methods and learning environments that don't work? Are learning styles fact or fiction? Are games more effective than traditional methods for learning? What are 10 basic approaches to engagement regardless of delivery medium? Based on her forthcoming book, the speaker will update you on the latest instructional research you need to apply for an evidence-based approach to your training design and delivery. During the session we will separate fads from facts including learning styles, games, and media panaceas. We will overview a new chapter in the book on evidence on games by summarizing lessons learned from three streams of research on games. Engagement in learning will be a major focus of the session as we review evidence on 10 engagement strategies applicable to in-person classroom, virtual classroom, or asynchronous e-learning.

Immersive Learning

Chapter 3: Analysis: Identify the Problem
Koreen Pagano | December 23, 2013 | Book Chapter

When designing an immersive learning solution, critical information is often discovered during the analysis phase. Author Koreen Pagano walks you through a process for conducting a comprehensive analysis.

Learning On Demand

Chapter 2: Toward a New Design Imperative for Web-Based Learning
Reuben Tozman | October 16, 2012 | Book Chapter

In this chapter, you will learn about the principles for designing materials for the evolving, viral web.

Learning On Demand

Chapter 1: Training With the Evolving Semantic Web
Reuben Tozman | October 16, 2012 | Book Chapter

In this chapter, you will learn about the semantic web and what instructional designers need to know about the business world to succeed in today's fast-changing environment.


Roy Pollock, Andrew Jefferson | August 01, 2012 | TD at Work

This Infoline will show you how to improve the business impact of your training and development efforts.

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