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147 pages pdf - ICT Digital Literacy

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Content, Content (Not To Mention Content) … How To Best Design & Deliver It<br />

#252: Simple, But Not Trivial<br />

Ask yourself as a designer whether you are not trivializing e-Learning events by presenting<br />

images as cartoons. There is a whole set of discourses around the use of cartoons.<br />

Elizabeth Henning, Ph.D.<br />

RAU University, South Africa<br />

#253: Production, Production, Production<br />

Spend more money on "producing" content, not only on "creating" it. Content on TV or films or even computer games<br />

take very detailed pre-production, production and post-production efforts precisely so they can test the impact on the<br />

public and give a really engaging experience. The content for e-Learning needs a more complex development<br />

process than preparing a class or writing a book -- otherwise the outcome and user's impression will be poor.<br />

Angel Sancho<br />

Centro de Estudios Garrigues<br />

#254: What Tickles Your Audience's Fancy?<br />

Understand the demographics of your audience - as a marketeer would do. Understand what<br />

motivates, inspires and captivates them. In a corporate environment it is unlikely that the "best"<br />

course in terms of learning pedagogy will be the truly effective one.<br />

Paul Allman<br />

The Edgeworks<br />

#255: Consistent To The Core<br />

When developing e-Learning in-house, use a consistent navigational path. This enables the learners to<br />

focus on the material and not spend time trying to figure out how to navigate through the content. Also, use<br />

a consistent template to help "brand" the overall look and feel of the modules.<br />

Mark Hetrick<br />

Aetna, Inc.<br />

#256: Fit For A Purpose<br />

Content is king. Whizzy and interesting AND not just whizzy where the content is lost.<br />

Sue Cohen<br />

Grant Thornton<br />

#257: Real Estate Is Extremely Valuable - Don't Waste It<br />

Make sure you focus on substance not flash. There are many "cool" things that can be done. Make sure that<br />

you are including them for learning reasons, not for entertainment. Interactions need to add value. Don't let the<br />

interface get in the way of the interaction. In a "simulation, don't waste the learners time by having them press<br />

buttons to go up and down - everything must have a purpose. That purpose should be related to the education<br />

and your objectives. You must always focus on the objectives and outcomes, not the interface.<br />

Faith Fuqua-Purvis<br />

Deloitte Consulting LLP<br />

#258: Don't Give The Answers Away<br />

Provide several different levels of feedback and avoid giving the participants too many hints as<br />

this gives them motivation to self-correct their errors.<br />

Ikuko Kawasaki<br />

Randstad North America<br />

#259: Navigation Without Guessing<br />

Keep it simple, simple, simple . . . Make it easy, easy, easy . . Interactivity does not mean "Click Next!"<br />

Helen Mcgraw<br />

General Motors University<br />

701 e-Learning Tips by The MASIE Center www.masie.com 52

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