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exploring
100000 years ago  ago
1990 1970 2010 2000 1980 A UK history of corporate e-learning or every dog has its day
era of instructional design 1990 1970 2010 2000 1980
1990 1970 2010 2000 1980 era of instructional design era of video
1990 1970 2010 2000 1980 era of instructional design era of programming era of video
1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design
1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management
1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management Connectivity IT literacy Easy-to-use tools New expectations
1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management era of the user
“ When the rate of change outside exceeds the rate of change inside, the end is in sight.” Jack Welch
A new model
TOP DOWN BOTTOM-UP The e-content pyramid Source: Nick Shackleton-Jones
The long tail
The long tail of e-content Learning needs Jobs for specialists Jobs for subject experts Jobs for enthusiasts
The nature of e-content
 
Selling an idea Learning Providing information
 
TOP DOWN BOTTOM UP Tutorials Demos Guides Games / sims Assessments Presentations Interviews White papers Blog postings Wiki content Forum postings Presentations Case studies
Who needs rapid content?
“ Courseware (live or self-paced) developed in less than three weeks, where SMEs act as the primary development resource.” LTI Magazine “ Web-based training programmes that can be created in a few weeks and which are authored largely by SMEs.” Bersin & Associates Rapid e-learning
“ 72% of all training challenges are time-critical.” Bersin & Associates (2005) “ 78% of trainers in US are under pressure to    develop e-learning more rapidly.” eLearning Guild (2005)
 
 
Who needs bottom-up content?
 
 
 
 
 
 
 
1% 9% 90% The 90:9:1 rule Creators Synthesisers Consumers
Who has the skills?
Using a digital camera Editing photos Using a camcorder Editing movies Writing textual content Laying out textual content Creating graphics Building presentations Recording audio Editing audio Professional Enthusiast Improver Beginner Virgin At what level are you? At what level are your children (or your friends’ children?) At what level are your direct reports?
What skills are needed?
If you had just 60 minutes to convey the absolute essentials of e-content design, what key messages would you include?
The 60-minute masters
Module Key points Prepare Set a realistic goal Consider the content from the learner's point of view Inform Hook learners in emotionally Present your material clearly, simply and in a logical order Illuminate your material with imagery Use audio appropriately Consolidate Put your material into context with examples, cases and stories Engage users with challenging interactions End with a call to action
http://www.learning15.net/wiki/index.php?title=The_60-minute_masters The wiki The course http://www.kineolearning.com/60minutemasters/ http://www.learning15.net
Where does that leave the professionals?
…  producing materials that incorporate a degree of intelligence or personalization
…  creating challenging scenarios using rich media
…  creating simulations with enough functional fidelity that they almost seem real
…  introducing elements of game play that up adrenaline levels a bit
…  creating 3D models of interesting objects that can be manipulated and explored
…  creating virtual worlds with enough physical fidelity that they become immersive
So, if you’re a professional developer, what proportion of  your  work is like this?
A reality check
the means What every criminal (and every e-content designer) really needs: the tools the skills the motive the interest the incentive the opportunity the time the authority
100000 = 32 years
exploring [email_address]

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Exploring the new e-content pyramid

  • 3. 1990 1970 2010 2000 1980 A UK history of corporate e-learning or every dog has its day
  • 4. era of instructional design 1990 1970 2010 2000 1980
  • 5. 1990 1970 2010 2000 1980 era of instructional design era of video
  • 6. 1990 1970 2010 2000 1980 era of instructional design era of programming era of video
  • 7. 1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design
  • 8. 1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management
  • 9. 1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management Connectivity IT literacy Easy-to-use tools New expectations
  • 10. 1990 1970 2010 2000 1980 era of instructional design era of programming era of video era of graphic design era of project management era of the user
  • 11. “ When the rate of change outside exceeds the rate of change inside, the end is in sight.” Jack Welch
  • 13. TOP DOWN BOTTOM-UP The e-content pyramid Source: Nick Shackleton-Jones
  • 15. The long tail of e-content Learning needs Jobs for specialists Jobs for subject experts Jobs for enthusiasts
  • 16. The nature of e-content
  • 17.  
  • 18. Selling an idea Learning Providing information
  • 19.  
  • 20. TOP DOWN BOTTOM UP Tutorials Demos Guides Games / sims Assessments Presentations Interviews White papers Blog postings Wiki content Forum postings Presentations Case studies
  • 21. Who needs rapid content?
  • 22. “ Courseware (live or self-paced) developed in less than three weeks, where SMEs act as the primary development resource.” LTI Magazine “ Web-based training programmes that can be created in a few weeks and which are authored largely by SMEs.” Bersin & Associates Rapid e-learning
  • 23. “ 72% of all training challenges are time-critical.” Bersin & Associates (2005) “ 78% of trainers in US are under pressure to develop e-learning more rapidly.” eLearning Guild (2005)
  • 24.  
  • 25.  
  • 27.  
  • 28.  
  • 29.  
  • 30.  
  • 31.  
  • 32.  
  • 33.  
  • 34. 1% 9% 90% The 90:9:1 rule Creators Synthesisers Consumers
  • 35. Who has the skills?
  • 36. Using a digital camera Editing photos Using a camcorder Editing movies Writing textual content Laying out textual content Creating graphics Building presentations Recording audio Editing audio Professional Enthusiast Improver Beginner Virgin At what level are you? At what level are your children (or your friends’ children?) At what level are your direct reports?
  • 37. What skills are needed?
  • 38. If you had just 60 minutes to convey the absolute essentials of e-content design, what key messages would you include?
  • 40. Module Key points Prepare Set a realistic goal Consider the content from the learner's point of view Inform Hook learners in emotionally Present your material clearly, simply and in a logical order Illuminate your material with imagery Use audio appropriately Consolidate Put your material into context with examples, cases and stories Engage users with challenging interactions End with a call to action
  • 41. http://www.learning15.net/wiki/index.php?title=The_60-minute_masters The wiki The course http://www.kineolearning.com/60minutemasters/ http://www.learning15.net
  • 42. Where does that leave the professionals?
  • 43. … producing materials that incorporate a degree of intelligence or personalization
  • 44. … creating challenging scenarios using rich media
  • 45. … creating simulations with enough functional fidelity that they almost seem real
  • 46. … introducing elements of game play that up adrenaline levels a bit
  • 47. … creating 3D models of interesting objects that can be manipulated and explored
  • 48. … creating virtual worlds with enough physical fidelity that they become immersive
  • 49. So, if you’re a professional developer, what proportion of your work is like this?
  • 51. the means What every criminal (and every e-content designer) really needs: the tools the skills the motive the interest the incentive the opportunity the time the authority
  • 52. 100000 = 32 years