Raptivity has conducted a webinar on online learner engagement, which has demonstrated some outstanding tricks and ideas to be a master at engaging learners.
3. If you cannot hear the audio:
1. Click the arrow icon at the upper right, in the webinar
panel
2. Expand the Audio section
3. Click the Audio setup
4. If necessary, choose the Use Telephone option to see a
phone number you can use
13. Learner-content interactivity can lead to increased
engagement and enhance learner control over the
content and process.
Game Based Learning can substantially help increase
learner engagement.
Study by The American Journal Of Distance Education
http://www.anitacrawley.net/Articles/Interactive%20Multimedia-Based.pdf
Learner Engagement is Paramount
Study by Stanford and HopeLab - http://news.cnet.com/8301-27083_3-57401003-247/gaming-can-inspire-
healthy-behavior-study-shows/
35. Special Offer for Webinar Registrants
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To avail, drop an email to info@raptivity.com with the code
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Hurry!
Offer valid only till 10th November, 2015
Notes:
Bullet Points (Just like this one and the ones that follow, and learners don’t surely find them fascinating)
Agenda (Well, that’s so typical and your learners are absolutely bored of it)
Course Plan (Really, you find that exciting??)
Learning Objectives
How have Learners changed:
Learners are now an easily distracted generation with short attention spans”. University students have average attention spans of just 10 minutes and many miss lectures because of the need for part-time jobs, research suggests. - http://news.bbc.co.uk/2/hi/uk_news/education/8449307.stm
Increased Use of Devices
Prefer Learning ‘On The Move’
Like to keep everything short
Lack of sleep
Part time jobs
A Pew Internet survey of nearly 2,500 teachers finds that 87% believe new technologies are creating an “easily distracted generation with short attention spans” and 64% say today’s digital technologies “do more to distract students than to help them academically.Cited From: https://plus.google.com/u/0/101796324413630088793#ixzz3YUzqaMiG
How has Learning Changed:
Micro Learning is in.
Learning on the go is the preferred way to learn, hence paving way for m-learning.
Learners prefer interactive stuff rather than just plain text.
Virtual reality is another phenomenon that is catching up.
When it comes to online learning than any other form of learning: we’re learning whilst using our laptops, mobiles and tablets, those very devices that are trying to distract us, ‘pinging’ us that we’ve got mail, have been Retweeted or that our favourite celebrity has just become involved in another scandal.
Let’s look at a study of doctoral students back in 1978, published in the esteemed medical journal The Lancet. The study examined students’ attention spans and concluded that students’ attention began to fade after 10 minutes. The researchers also suggested that college lectures be cut down to 30 minutes instead of the traditional hour (or longer). - See more at: http://rapidlearninginstitute.com/training-insights/attention-spans-modern-learner/#sthash.mq937lGH.dpuf
Of course, that’s not to say we are incapable of watching an action movie or reading a novel. We can pay attention in these situations because the content is fun – and fun things capture our attention.
All monuments are misplaced in this image to catch attention.
[Jamaica] added this point
[Isha] Jamaica, we are thinking of merging this with the previous point ‘Lie to your audience’. Lying also challenges the learners in a way and hence this thought.
[Jamaica] agreed, let’s keep this slide and I will mention the lying aspect in this point
[Isha] We aint putting up any additional samples specifically for this one and the previous tip. You can talk about both of them and then relate it to the trivia slide. Essentially, you can convey that you could either challenge your learners or present some unknown/interesting facts in a way that it forces them to think.
[Isha] When you show the YB activity, relate it to this point.
Why do infants and toddlers grow so quickly intellectually? It’s because they get to play (all the time)! They try different things, they fail, they learn from the mistakes, and they grow. Then why treat your students any differently. When you create interactive content for your students, don’t just give them the content and walk away. Let them play and explore, better yet, provide them with feedback that helps them grow and learn. The best way to engage the Gen Y learners is not only providing them with the opportunities to fail, but also the opportunities to get up and try again.
When we add gamification features like badges, points and leaderboards to our eLearning, we find that engagement shoots up like Jack’s magic beanstalk. The whole point of gamification is to make difficult tasks more palatable, and research has found that if things are more fun, we’re more likely to do them.
So we add gamification to our eLearning modules. We award badges for starting the online learning unit, badges for getting questions right and badges for downloading the extra resources we provide to supplement the learning content. We give learners points for progressing through the unit, points for filling out their ‘personal experience’ data sections and a whole humongous heap of points when they complete the unit.
When you reward your learners for paying attention and doing some pretty demanding work, you’ll find they are much more engaged in their learning and will be motivated to do more.
Why do infants and toddlers grow so quickly intellectually? It’s because they get to play (all the time)! They try different things, they fail, they learn from the mistakes, and they grow. Then why treat your students any differently. When you create interactive content for your students, don’t just give them the content and walk away. Let them play and explore, better yet, provide them with feedback that helps them grow and learn. The best way to engage the Gen Y learners is not only providing them with the opportunities to fail, but also the opportunities to get up and try again.
When we add gamification features like badges, points and leaderboards to our eLearning, we find that engagement shoots up like Jack’s magic beanstalk. The whole point of gamification is to make difficult tasks more palatable, and research has found that if things are more fun, we’re more likely to do them.
So we add gamification to our eLearning modules. We award badges for starting the online learning unit, badges for getting questions right and badges for downloading the extra resources we provide to supplement the learning content. We give learners points for progressing through the unit, points for filling out their ‘personal experience’ data sections and a whole humongous heap of points when they complete the unit.
When you reward your learners for paying attention and doing some pretty demanding work, you’ll find they are much more engaged in their learning and will be motivated to do more.
Why do infants and toddlers grow so quickly intellectually? It’s because they get to play (all the time)! They try different things, they fail, they learn from the mistakes, and they grow. Then why treat your students any differently. When you create interactive content for your students, don’t just give them the content and walk away. Let them play and explore, better yet, provide them with feedback that helps them grow and learn. The best way to engage the Gen Y learners is not only providing them with the opportunities to fail, but also the opportunities to get up and try again.
When we add gamification features like badges, points and leaderboards to our eLearning, we find that engagement shoots up like Jack’s magic beanstalk. The whole point of gamification is to make difficult tasks more palatable, and research has found that if things are more fun, we’re more likely to do them.
So we add gamification to our eLearning modules. We award badges for starting the online learning unit, badges for getting questions right and badges for downloading the extra resources we provide to supplement the learning content. We give learners points for progressing through the unit, points for filling out their ‘personal experience’ data sections and a whole humongous heap of points when they complete the unit.
When you reward your learners for paying attention and doing some pretty demanding work, you’ll find they are much more engaged in their learning and will be motivated to do more.
When you develop your content, make sure you make learners interact with the content in a way different than they usually do. No one likes learning from the same type of slides or the same boring presentation. Bullet points are history. Don’t do that to your learners! Turn your content into an interactive flipbook or make it into a pyramid or circle diagram. Even when making the games for play time, change it up! Try a tic-tac-toe, or a spin the wheel, or even practice vocabulary with a hangman game. The key is to change the way learners can practice the skills so that they won’t get bored with the same thing all the time.
Gamification Sample to be displayed here. Since that cant be embedded, we will hyperlink it with an image.
http://www.invodo.com/resources/statistics/ - The average American spent more than 19 hours watching online video.
http://www.digitalsherpa.com/blog/25-amazing-video-marketing-statistics/
http://www.huffingtonpost.com/michal-tsur/research-confirms-video-i_b_5064181.html?ir=India&adsSiteOverride=in
Forrester Research estimates one minute of online video equates to approximately 1.8 million written words. In addition, 90 percent of information transmitted to the brain is visual, and visuals are processed 60,000 times faster in the brain than text. This indicates visual education aids like video can improve learning styles and increase the rate at which we retain information.
We will use another Linker sample here and hyperlink it – Work Ergonomics - http://www.raptivity.com/elearning-samples/Raptivity_Linker/Ergonomic%20-%20Linker/player.html
Nothing wins attention like a good joke. Students appreciate teachers who know how to incorporate humor into their material. Joke about yourself, the weather, the irony of a concept…anything can work.Cited From: https://plus.google.com/u/0/101796324413630088793#ixzz3YV1aQFfY
[Jamaica] add few other authoring tools logos and remove exaltive and Raptivity from this slide.
Can talk about authoring tools being used to create online courses, and how they have some interactive elements built in, showing that that interaction is a need, not an option
Talk about multiple tools that course creators can use in different scenarios and then move to talking about Raptivity mentioning that since you represent Raptivity, you will showcase that in detail
[Jamaica] include GoAnimate, Exaltive, CodeBaby – interactivity builders that are quite different then Raptivity (no eLearning Brothers…)
Talk about how interaction is so important there are tools specifically for creating it
[Jamaica] remove Zebra Zaps, add exaltive
[Isha] Poonam and I discussed it, we think that since Exaltive is not really an end to end interactivity builder, it might be a good idea to skip it.
And Zebra Zapps will be a good fit for this specific category of tools.
[Jamaica] we are going to focus on Raptivity
[Jamaica] we are going to focus on Raptivity
Talk a little about Linker aswell.
Please mention: For year end offers, visit our website
[j] add subtle Raptivity info, awards in footer, Need Raptivity and harbinger logos,