Learn how you can enhance your instruction by incorporating Merrill's First Principles of Instruction into your eLearning course designs.
For questions or more information, follow the International Institute for Innovative Instruction on Twitter @i4_FranklinU or on our website http://www.franklin.edu/international-institute-for-innovative-instruction.
This presentation provides a brief introduction to Instructional Design and touches upon; History of Instructional Design, some popular Learning theories, and Instructional Design Models among some additional, related useful information.
Learn how you can enhance your instruction by incorporating Merrill's First Principles of Instruction into your eLearning course designs.
For questions or more information, follow the International Institute for Innovative Instruction on Twitter @i4_FranklinU or on our website http://www.franklin.edu/international-institute-for-innovative-instruction.
This presentation provides a brief introduction to Instructional Design and touches upon; History of Instructional Design, some popular Learning theories, and Instructional Design Models among some additional, related useful information.
It is a challenge to engage learners and keep them awake during online training programs. Here is a presentation on "How do you keep learners awake?". In this presentation, we explore different ways in which interactivities can be used for making eLearning programs interesting and engaging.
Compare and Contrast the ADDIE Model to Dick and Carey Model. What is fundamentally the same with each model and likewise, what is different? Identify at least one advantage and one challenge that each ID model presents when compared to each other
Basic Instructional Design Principles - A PrimerMike Kunkle
This is a very basic primer I once created to teach a staff of technical writers about instructional design. It was not designed for non-verbal delivery, but it will give you an idea of basic ISD concepts.
The European Maturity Model for Blended Education is a framework which can help educators and institutions to take the next step in blended education.
The framework consists of 3 levels (course, programme, and institution) and for each level dimensions and indicators have been developed. This can be used to self assess the maturity of a blended course, programme or institution..
The EMBED implementation guidelines offer support for educators, course teams, instructional designers and management to mature in blended education. For each of the 21 dimensions guidelines have been written to reach the next maturity level. The guidelines include educational models, articles, research, and tools. Use them and take the next step toward mature blended education.
For more information, take a look at https://embed.eadtu.eu.
The slides are from a webinar I facilitated on January 27, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars. Also, read the webinar recap at http://www.training-pros.com/newsroom/learning-highlights/instruction-principles-webinar.
Instruction should be engaging, effective and efficient. The First Principles of Instruction, from Dr. David Merrill, provide a framework for designing instruction that moves beyond the rote, information-based instruction that commonplace in corporate learning and all levels of education. Learning should be problem-centered, require activation, include demonstration, require application and incorporate opportunities for integration. Attend this webinar to discover the First Principles of Instruction and practice applying them to one of your learning designs.
It is a challenge to engage learners and keep them awake during online training programs. Here is a presentation on "How do you keep learners awake?". In this presentation, we explore different ways in which interactivities can be used for making eLearning programs interesting and engaging.
Compare and Contrast the ADDIE Model to Dick and Carey Model. What is fundamentally the same with each model and likewise, what is different? Identify at least one advantage and one challenge that each ID model presents when compared to each other
Basic Instructional Design Principles - A PrimerMike Kunkle
This is a very basic primer I once created to teach a staff of technical writers about instructional design. It was not designed for non-verbal delivery, but it will give you an idea of basic ISD concepts.
The European Maturity Model for Blended Education is a framework which can help educators and institutions to take the next step in blended education.
The framework consists of 3 levels (course, programme, and institution) and for each level dimensions and indicators have been developed. This can be used to self assess the maturity of a blended course, programme or institution..
The EMBED implementation guidelines offer support for educators, course teams, instructional designers and management to mature in blended education. For each of the 21 dimensions guidelines have been written to reach the next maturity level. The guidelines include educational models, articles, research, and tools. Use them and take the next step toward mature blended education.
For more information, take a look at https://embed.eadtu.eu.
The slides are from a webinar I facilitated on January 27, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars. Also, read the webinar recap at http://www.training-pros.com/newsroom/learning-highlights/instruction-principles-webinar.
Instruction should be engaging, effective and efficient. The First Principles of Instruction, from Dr. David Merrill, provide a framework for designing instruction that moves beyond the rote, information-based instruction that commonplace in corporate learning and all levels of education. Learning should be problem-centered, require activation, include demonstration, require application and incorporate opportunities for integration. Attend this webinar to discover the First Principles of Instruction and practice applying them to one of your learning designs.
This presentation uses M. D. Merrill's (2007) first principles of instruction as a theoretical lens for understanding that librarians must lead the way to improving school enviornments using effective, theory-based design of problem-based instruction that includes acquistion of knowledge and information literacy skills. This is a presentation at the 2013 Kansas Library Association-Kansas Association of School Librarians annual conference in Topeka, KS.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
This slidedeck is from a 12/17/13 webinar.
Description: Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
Objectives:
-Define macro and micro instructional design
-Explore a micro instructional design model
-Consider how game-based learning can come from problem-based learning
Presentations, Day 1, by Tanya Joosten and Amy Mangrich on Blended Learning for the 1st Annual eLearning Conference in Riyadh, Saudi Arabia. Topics include backwards design, developing a learning module, managing your workload, managing student's expectations, evaluation, small groups, and more. Course demonstrations included as well.
Presents a model for building e-capability in organisations, based on our research into success factors in e-learning delivery projects in training providers and businesses.
eLearning - Is your training material ready? Read on for insights from CEO and Co-Founder of CommLab India. Learn how to build engagement by applying rich knowledge from SME inputs.
Why am I Negotiating with Aliens During Training?Andy Petroski
This slide deck is from a webinar held on 3/18/16. View the webinar recording at https://www.youtube.com/watch?v=J_uU6p8I6_0. Check out the book at http://www.amazon.com/Alternate-Reality-Games-Gamification-Performance/dp/1498722385.
Immersive learning through games, gamification and simulations is being used by a variety of institutions and organizations to transform the learning experience. Alternate Reality Games (ARGs) are immersive learning through a transmedia experience, designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Join this session to play a 5-minute ARG and explore the ways in which you can take advantage of Alternate Reality Games to transform the impact of training solutions.
Session Objectives:
Define ARGs for Employee Learning
Explore ARG Examples
Discover player interactions in ARGs
Identify opportunities for an ARG
Implementing an Online Learning InitiativeAndy Petroski
This is from a session at the e-Learning Revolution Conference at IU 13 on 6/24/15.
School districts creating their own online learning courses, with existing faculty and resources, often stumble with initial efforts as they try to apply existing models to a new learning environment. Join this session to explore strategies, tools, and processes that can support the transition to online learning and see
demonstrations of working models.
Play.Analyze.Create: Using Game in EducationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
The slides are from a webinar that I facilitated on March 30, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars
Micro ID for Problem-Based and Game-Based Learning
Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
This example documentation was created for students in the LTMS 636: Micro Instructional Design course in the Learning Technologies Master of Science program at Harrisburg University (www.harrisburgu.edu/learningtechnologies). This is an example of Pebble-in-the-Pond instructional design. I created the example documentation based on the information and examples presented by Dr. Merrill in his First Principles of Instruction book.
Maryland ATD 90 Minute Serious Game JamAndy Petroski
These slides are from a 90 minute serious game jam I facilitated for the Maryland ATD on March 12, 2015
Materials and resources can be accessed at http://apetroski.wikispaces.com/Serious+Game+Jam
Maryland ATD
Serious Game Jam
Thursday, March 12, 2015
Bring the learning objectives for your next performance improvement or behavior change effort and leave with a serious game design. In this serious game jam session participants will explore the major elements of serious game design (story, character, mechanics) and create a rough plan for a serious game. Small group or individual work will be an option. Bring your laptop or tablet to create your plan for a serious game.
Objectives:
- Identify ways in which elements of serious game design can improve existing learning solutions
- Increase the focus and achieve depth of learning by applying serious game design techniques
- Improve performance outcomes with serious game design
These slides are from the 2014 IU 13 Elementary Technology Conference
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Grounding Social Learning While Still Allowing it to FlyAndy Petroski
This slide deck is from a webinar on 10/27/14 - http://www.training-pros.com/newsroom/learning-insights/archive/view/listid-37/mailid-68
Organizations adding social media as an internal training and communication tool often do so to duplicate the success of the marketing department, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require activities grounded in strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
Avoiding the Pitfalls of Webinars & Virtual ClassroomsAndy Petroski
This is a handout that is distributed as part of Harrisburg University of Science & Technology's webinar and workshop series on webinars and virtual classrooms.
Technology for Physical Activity & LearningAndy Petroski
Lack of physical activity impacts students’ health and studies show that it impacts academic performance. Video games and technology are often blamed. Join this session to see how technology and Active Learning (physical movement in learning) can be combined to increase student engagement in learning, classroom behavior and academic performance.
Smarter Buildings Game Design for LTMS 531: Designing Serious Games & Simulat...Andy Petroski
This game design document was created by Charles Palmer, Jenica Jones, Cameron Spurlock and me as part of the LTMS 531: Designing Serious Games & Simulations course in the Learning Technologies Master of Science (LTMS) program at Harrisburg University (http://www.harrisburgu.edu/learningtechnologies). The course is in the Serious Games & Simulation concentration in the LTMS degree.
The students and the professors worked on the project together as a way to further explore and practice game design concepts introduced in class and through readings. The practice game design also supported the development of skills that students applied to their own game design projects.
We partnered with IBM to establish the game concept and communicated with IBM representatives throughout the semester to receive feedback and discuss game design strategies.
Gamification for Business, Training and EducationAndy Petroski
Gamification is the concept of applying game techniques to non-game environments. In the past few years, gamification tactics have expanded upon early customer loyalty programs and have applied techniques from games such as story, levels, competition, leaderboards, and challenges to increase customer and employee engagement. Beyond marketing, gamification is being used to motivate learners in education, impact behavior change in healthcare, and motivate actions and performance in business.
Good Webinars Gone Bad: Avoiding the Pitfalls of Webinars & Virtual ClassesAndy Petroski
This slide deck is from a 12-5-13 webinar.
We’ve all experienced them as attendees; the good, the bad, the ugly webinars. But, what makes a good webinar good and bad webinar bad? The presenter and the presentation material are a key to the experience, but so are many other little details. Attend this session to explore many of the before-and-after details of a webinar that can make or break the experience. What is your process and webinar preparation checklist? Have you considered time zone differences in your promotional message? Have you established the location from which the presenter will participate? What information will you provide the audience when they enter the webinar? There is no fee to attend this event.
Teaching the Common Core with Web-Based TechnologyAndy Petroski
Educators around the country are exploring innovative ways to teach the new Common Core standards. Innovative instructional strategies supported by technology integration will play a crucial role in the successful implementation of the Common Core.
-Explore the Common Core standards and some of the web-based technologies that will support the Common Core curriculum
-Investigate instructional strategies and web 2.0 integration to impact teaching and classroom dynamics
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
2. Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
apetroski@harrisburgu.edu
@apetroski
LTMS
CAELT
Harrisburg
University
3. connect training to Level 3 eval
connect training to business performance
Quality
Instruction
Macro vs. Micro
ID
First Principles
of Instruction
TE Connectivity
Integration
9. design considerations
Design Element Consideration
Content Discovery
Course Structure
Assessment
Event
Format
Uncover problem, not information
Problem progression, not modules
Consider the problem as an assessment or consider problem-
based assessments
Incorporate watch me, reflection and creation into the learning
experience to extend beyond the event (social learning)
A problem-based approach can apply to any training format
10. organizational considerations
Org Element Consideration
Culture
Learning and Manager
Expectations
Assessment
Technology
Methodology / Skills
Will the culture accept a change to problem-based learning?
How will you change learner/manager expectations and prepare
them for a different approach?
How is assessment currently viewed in the org and how will a
problem-based approach alter or challenge the current state?
Is you LMS prepared to track and report on problem-based
learning?
How can your learning team adapt to a problem-based approach
and what new skills will need to be developed?
15. Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
apetroski@harrisburgu.edu
@apetroski
LTMS
CAELT
Harrisburg
University