PRESS INFORMATION ISSUED ON BEHALF OF:
The eLearning Network
c/o Thrift Cottage, Common Road, HADLOW, TN11 0JE
tel 01732 850650; email
info@elearningnetwork.org
14th May
2009
The eLN debates the secrets of building engaging e-learning
Methods and media; learning strategies; design processes, and
personality, values and culture, are the four stages in creating
effective and engaging e-learning, believes e-learning designer 'guru',
Patrick Dunn. Addressing the issue of 'designing engaging e-learning',
Dunn explained his view at a meeting, in London, of the eLN - a
non-profit organisation run by the e-learning community for the
e-learning community.
Dunn's presentation was one of seven presentations on this theme to eLN
members. Held in London, these meetings offer members not only a chance
to become informed about, and discuss, the latest tips and techniques
in the e-learning world but also to network with other users and
developers of e-learning.
Membership of the eLN now stands at over 1,500 - and, after some 20
years of being a 'UK-only' organisation, it now numbers several members
who are based outside the UK. The meeting at which Dunn spoke, for
example, attracted delegates from Germany, Norway and the Czech
Republic as well as from the UK.
Dunn who, among other things, has worked for e-learning companies in
the US and UK as well as for PricewaterhouseCoopers, holds an MBA from
Warwick Business School, an MSc in Networked Learning and a music
degree from Oxford University. As someone who has been designing,
producing and thinking about various forms of learning technology since
the early 1980s, he explained that, in the search for increased
interactivity, learning designers tend to build pictures, animation and
so on into their programmes.
He observed: "Although we seem to know the answers to making e-learning
more engaging we aren't applying them. That's probably because there
aren't enough trained, experienced learning designers and because
designers lack simple practical tools to help them."
Dunn proposed an acronym - 'CREAM' - to cover the key features building
engagement with learning materials: control, relevance, emotion, action
and 'multi-sensory environment' (using a combination of video, audio,
graphics, animation and so on). He said: "If you give learners control
of their learning, you make the learning experience relevant to them -
enabling them to answer the question 'what's in it for me?' at every
level of the learning.
"You need to be aware of the value of emotion - using drama and
stories, humour, surprise and 'controlled safe failure' to engage with
learners on an emotional level," he continued. "You need to get
learners to take action - but getting them to click a button to get
more information does not count as 'action'.
"Engaging e-learning is about the appropriate use of methods and media
- but it's only a small part of the answer," he said. "For example,
learning strategies - high level plans, based on the principles of
learning, about how to change people and solve learners' performance
problems - cause people to change. Methods and media may be the tactics
used but following a learning strategy is important to developing
engaging e-learning because learners are intolerant of badly designed
learning materials that waste their time.
"The design processes are also key," he continued. "A great deal of
e-learning is rubbish is because those who produce it think of it as
'engineering' rather than 'art'.
"We need to design 'experiences' not content - because people learn
from experiences, not from content. Designers need to understand the
learning problem; how learners need to change; what experience may
bring about this change, and what content is needed to support this
experience.
"Designers are supposed to begin with performance objectives; use these
to derive learning objectives; then devise the learning strategy,
finally, the learning tactics," Dunn explained.
"However, many designers often reverse this process. That is 'good
design': it's iterative and fluid.
"It can be a real help to begin by developing a prototype," he said.
"This provides something 'concrete' for analysis and around which to
form opinions.
"This is about culture and values, not just the process associated with
producing learning materials. Prototype-driven cultures are better able
to make what other people need and want.
"So, engaging e-learning is built using fluid, iterative user-focused
processes," he stated.
Finally, Dunn introduced the issue of 'culture and personality'. He
explained that corporate cultures exist on several levels, including
'representations and symbols', 'norms and behaviours' and, at the core
of the organisation, 'beliefs and assumptions'.
"If an organisation's beliefs and assumptions don't support 'fun',
engaging e-learning, it won't produce or use it - regardless of what it
says," Dunn observed. "So, as a designer, you need to understand the
organisational characteristics that encourage or prevent developing
engaging e-learning.
"So, engaging e-learning is build by organisations with appropriate
cultural values - and by people with a 'design orientation'," Dunn
said.
For further details of the eLN visit
www.elearningnetwork.org
End
Notes for Editors:
About the eLearning Network
Formed - as The Association for Computer Based Training (TACT) in 1987
- the eLearning Network (eLN), which adopted this title in 2000, is the
UK's foremost professional association of users and developers of all
forms of e-learning. It is a non-profit making body that exists to
promote information and best practice among all those who are involved
in the e-learning world, as well as act as a networking medium for its
members.
For more information about the eLN and eLN events, call 01992 634244 or
visit
www.elearningnetwork.org
Further information from:
Clive Shepherd, The eLearning Network, +44 (0)1273 561714
Bob Little, Bob Little Press & PR, 01727 860405