1-Day Creating Boredom-Busting E-Learning Course and Optional 1-Day Workshop

Public course and optional workshop: in-person and live online dates are currently scheduled

REVOLUTIONISE YOUR E-LEARNING...

One course. One optional workshop. Five popular modules from our in-house learning impact and instructional design programme.

In-Person: £595 per person, per day, plus VAT

Live Online: £545 per person, per day, plus VAT

GET DISCOUNTS ON MULTIPLE BOOKINGS...

Book two places on any course or workshop combination and get a 10% discount: use coupon code 10off at checkout

Book three or more places on any course or workshop combination and get a 15% discount: use coupon code 15off at checkout

UPCOMING IN-PERSON DATES...

UPCOMING LIVE ONLINE DATES...

PRACTICAL DETAILS...

Use the tabs below to discover key practical information:

WHAT YOU WILL COVER DURING THE 1-DAY COURSE...

The Creating Boredom-Busting E-Learning 1-day course covers these three popular modules from our learning impact and instructional design programme:

EID01: Creating Boredom-Busting E-Learning

Page-turning e-learning is easy to create. But churn it out at your peril. Your learners won’t thank you. And when performance doesn’t improve, nor will your boss.

 

This module turns the standard, content hierarchy-driven view of e-learning on its head. It introduces a holistic, three-pronged approach to development which always focuses you on:

 

  • using a learner-centred, context-driven approach to your design
  • creating relevant, meaningful practice activities for your learners, and
  • providing timely support and feedback within those activities.

EID02 From Sketch to Storyboard to Prototype

This module goes into the process and mechanics of creating a piece of e-learning. The module:

 

  • Uses an example project to introduce our recommended design flow for creating a piece of e-learning
  • Explains two simple review frameworks to use at key points in the flow to keep your design on track
  • Provides detailed worksheets to enable you to capture key information and decisions through the design flow, and
  • Explores two different aspects of interface design for your e-learning.

EID03 More Than Multiple Choice

Practice activities need to be about more than just multiple choice, true-false and abstract drag and drop. For that reason, this module focuses on:

 

 

  • The key underpinning principles and approaches involved in creating, relevant, and realistic practice activities and scenarios
  • The different ways to provide meaningful feedback which actually consolidates learning and encourages transfer
  • Using extended, worked examples to embed skills and knowledge, and
  • Providing meaningful, context-driven test-questions when formal evaluation and testing is required.

WHO IS THE COURSE FOR?

The 1-day Creating Boredom-Busting E-Learning course is ideal for anyone:

  • new to instructional design.
  • with existing, but limited instructional design experience.
  • with lots of experience, but no previous formal training in instructional design.

HOW YOU WILL BENEFIT

The 1-day course will help you to:

  • Avoid page-turning e-learning which bores your learners to death and fails to transfer skills and knowledge.
  • Apply a dramatically different, success-driven approach to your e-learning.
  • Improve uptake and completion of e-learning, and (most importantly) improve learner performance
Effective Learning Solutions 3 copy

WHAT YOU WILL COVER DURING THE 1-DAY WORKSHOP

The optional Creating Boredom-Busting E-Learning 1-day workshop covers these two popular modules from our learning impact and instructional design programme:

EID04: A Design Blueprint for High Impact Practice Activities

This module extends and consolidates the key ideas and concepts already introduced and explored in modules EID01-03 and digs deep into the practical steps and the ‘how to’ of implementing design tools and principles previously introduced. 

The module is split into three segments and covers the following:

 

A.  Under the hood

This segment covers:

  • The anatomy of a typical high impact practice activity
  • How to define and/or validate the specific procedures and/or strategic skills for inclusion in your activity
  • How to ensure your activity aligns with your objectives/outcomes

 

B.  Defining and setting the scene

This segment covers how to:

  • Establish an authentic and job-realistic context for your practice activity
  • Identify a relevant event trigger to start the activity and motivate your learners to engage with it
  • Define and apply a suitable visual style
  • Use a blend of visuals and descriptive text to help bring your activity to life

 

C.  Designing your core activity

This final segment covers how to:

  • Build out an appropriate narrative/event sequence from your previously identified setting
  • Define an appropriate success path (or paths) through that sequence
  • Profile and create authentic and relatable characters into your activity, if appropriate
  • Identify and approximate the use of any job specific tools and/or skill-based techniques
  • Identify and build in any required data or other inputs
  • Manage and reflect real-world timespans within the constraints of your activity to increase authenticity and realism
  • Build in valid and reliable testing of both procedural and strategic skills

EID05 A Design Blueprint for Effective Feedback and Supporting Knowledge

This module completes the design blueprint started in EID04 by answering questions about when, where and how frequently the following should be provided:

  • Help
  • Feedback
  • Reflection, and
  • Supporting knowledge

Central to the approach we cover in all of the EID modules is the concept of ‘guided discovery’. 

This is absolutely not about learning by random trial and error but it is about carefully calibrating a preferred success path through a practice activity, while still allowing room for your learners to make errors and to learn from their mistakes.

In this kind of ‘guided discovery’ environment the effective and appropriate use of help, feedback, reflection and supporting knowledge is critical.

 

This module covers the specifics of how to:

  • Calibrate feedback by working within 4 key feedback parameters
  • Apply a consistent, success framework for providing your instructional feedback
  • Embed appropriate opportunities for learner reflection on feedback received
  • Encourage learners to apply critical thinking to skills and knowledge being practised
  • Use a coach or other support avatars to enable and encourage guided discovery and reflection
  • Embed the right levels of supporting knowledge in the right places, within your practice activity
  • Apply clear and consistent placement and visual styles, when presenting learners with help and support options

WHO IS THE WORKSHOP FOR?

The optional 1-day Creating Boredom-Busting E-Learning Workshop is ideal for anyone:

  • new to instructional design.
  • with existing, but limited instructional design experience.
  • with lots of experience, but no previous formal training in instructional design.

HOW THE WORKSHOP WILL BENEFIT YOU

The 1-day optional workshop will help you to:

  • Explore in detail the tools, techniques and principles covered in the 1-day course.
  • Apply the tools, techniques and principles to an actual case-study project
  • Improve and enhance your expertise and skill in developing effective, performance-improving e-learning
Effective Learning Solutions 3 copy

GET DISCOUNTS ON MULTIPLE BOOKINGS...

Book two places on any course or workshop combination and get a 10% discount: use coupon code 10off at checkout

Book three or more places on any course or workshop combination and get a 15% discount: use coupon code 15off at checkout

UPCOMING IN-PERSON DATES...

UPCOMING LIVE ONLINE DATES...

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ALL UPCOMING COURSE AND WORKSHOP DATES

See a list of all upcoming in-person and live online scheduled public courses and workshops: