1. People prefer videos for learning new information. High quality, Streaming video is ideal for conveying reality, such as the subtleties of interpersonal communications. This particular example shows what happens when coworkers fail to take into account each others Social Style. A brief, example of a knowledge check follows the video. The knowledge check lets learners verify that they understand fundamental concepts of identifying a person’s Social Style.
E-learning quiz game. Can you beat Germy Hand to the finish line?
2. To keep learners engaged, the learning needs to be interactive, useful, and, when possible, fun! This e-learning game, produced for AORN*, quizzes learners on their knowledge of hand hygiene when working in an ambulatory surgical care center.
* ©AORN, Inc., All Rights Reserved, posted with permission. www.aorn.com. AORN and AORN logo are registered trademarks of AORN, Inc. AORN does not endorse any commercial company’s products or service.
| || 3. Getting people up to speed means getting them to think and to make informed decisions. This example asks learners to analyze and compare two advertisements that were field tested to examine their assumptions about consumer preferences. Along the way, the lesson shows how different presentations of textual information can affect customers’ behavior. |
| || 4. This pyramid engages learners by providing an interactive way of exploring the hierarchical relationship of concepts related to what makes a website highly usable. Learners click to learn at their own pace. |
| || 5. In this interaction learners explore, compare, and contrast different methods of testing websites usability. |
| || 6. Objective tests are good way of determining a learner’s knowledge at the conclusion of an e-learning module. Multiple choice, true-false, and fill-the-blank items can also be used to determine “threshold knowledge” to verify that learners are ready for the next step in their training. All tests can be made AICC and SCORM 1.2 or 2004 compliant. |
| || 7. Sometimes, all that a learner needs is a refresher, or only has time for a quick overview. This example allows users to review the key points from a longer, more interactive e-learning module. |
| || 8. Learners can check their own understanding, and check complex responses for themselves, with this Q&A presentation. Learners self-select questions that students may ask in a class, think about the answers, and then check to see what a master facilitator would say. This is an ideal way to let learners test their knowledge and practice what they have learned in a safe environment. |
| || 9. We feel that the best way to learn history is chronologically. We don’t assume that all learners feel the same way. This example engages learners by laying-out a brief history of the Internet in left-to-right, timeline order and allowing learners to discover key events in either chronological or random order. |
| || 10. An interactive circle diagram allows learners to see core topics at a glance and the relative importance of critical surrounding topics. Learners can then explore each topic in the order they choose. |
| || 11. Reader’s Digest made this kind of “Rate Yourself Quiz" popular. This particular example heightens the learners’ awareness of the need to shop smart while allowing them to assess whether or not they are a “smart shopper.” |
| || 12. At last, an interactive e-book that is actually readable online! A separate PDF file of the e-book can be made available to learners who wish to print out a copy. This kind of e-book can reside on a central server as handy review tool after learners have completed a workshop or e‑learning module |
| || 13. Podcasts enable learners to get up to speed while they work at their desks. Optionally, podcasts can be made downloadable as MP3 files and played back on iPods and other MP3 devices. |
| || 14. Learners appreciate a diversion, especially if they are taking a “content heavy” lesson. A learning game can break up pace and provide some relief while learners check their learning. |
| || 15. Learning by example gives learners a chance to learn by exploring a “best case” example. This labeled image allows users to identify the key elements of either a photo of a real image or captured screen shot (as shown in this example.) |
| || 16. The web site tour allows users to step through a series of related images to learn about different ways that businesses are using the web to make money by providing online services. The tour could also have included or even Flash animations or even streaming video. |
| || 17. This interactive page guides learners through different example websites, showing how businesses attract users and then monetizes them. Arrows appear to guide the learner through key elements to which they should be paying attention. |
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18. A good glossary allows users to quickly look-up definitions of words, terms, and phrases related to an e‑learning module. Glossaries like this one can either be presented as stand-alone items or embedded as tabs in an e‑learning module.
Podcast Plus! Your audio combined with your PowerPoints--after the fact!
19. Podcast Plus! We take the audio of your live presentation, combine it with your PowerPoint slides, trim the audio, add some Flash, and voila... you have an interactive marketing or customer-education presentation.