A one-day seminar with a live instructor designed to equip your team with all essential knowledge for successfully designing, implementing and evaluating result driven eLearning initiatives.
eLearning Done Right:
fundamentals and beyond
Working on existing or new eLearning projects?
Maximize your ROI by making sure you achieve your learning goals and business aims.
Discover the Path
to Successful eLearning
eLearning Done Right: Fundamentals and Beyond
is a one-day seminar in modern eLearning best practices, future-proofed for the post-pandemic work environment.
- Focused on helping you apply what you learn step-by-step on an existing or upcoming eLearning initiative.
- Suitable for executives, learning managers, and subject matter experts.
- Fully customizable on your team’s attributes and company’s needs and requirements.
- Delivered live by Christos Anthis, a learning strategist with 20 years of experience in instructional design and tech-based education.
- For teams of 3 to 10 participants who are ready to take on a guided, intense, hands-on virtual journey to result-oriented eLearning.
Who is this for?
- Anyone who is (or will be) a stakeholder in eLearning projects, whether they will be involved in actual design and implementation or not.
- Anyone who will engage in transforming existing (or author new) learning material into content suitable for eLearning.
- Anyone who will review and evaluate vendor proposals for the implementation of eLearning.
- Anyone who manages eLearning projects or makes decisions regarding style, tone, structure, technology, delivery and evaluation.
What will I learn?
At the end of the seminar, participants can expect to:
- Know how to implement a learning needs analysis .
- Have a clear understanding of the components of instructional design.
- Be able to apply major eLearning implementation models.
- Understand content creation techniques
- Be able to assess technological requirements and limitations.
- Be able to identify and present the value of an eLearning initiative .
- Understand concepts related to gamification and game-based learning
Implementation models and learning needs analysis
- Introduction and goals
- What is Instructional Design?
- Implementation models for eLearning initiatives
- Introduction to learning needs analysis
- Mager & Pipe learning gap analysis
- Working with trainee personas
- User, content, and context analysis
- Learning goals vs learning objectives
Content design models
- Bloom’s taxonomy of educational objectives
- The cognitive domain
- The affective domain
- The RLO model
- Concept, fact, procedure, process and principle
- Gagne’s 9 events of instruction
Working with pre-existing content
- The need for transforming pre-existing content
- Principles of authoring learning content
- Connection with objectives
- The 4 functions of content: Presentation, controlled practice,open practice, production
- Ensuring clarity and correctness
- Editing and rewriting existing content
- When we need interactivity
- Interactivity for low-end tech specs
- Content creation tools
- LMSs and other eLearning management platforms
- Communication protocols
- Evaluating technologies: maintainability,compatibility, usability, modularity and accessibility
elearning program evaluation
- The importance of evaluation
- Formative and summative evaluation
- Kirkpatrick’s 4 levels of evaluation
- The Kirkpatrick business partnership model
Gamification and game-based learning
- Introduction to gamification
- Goals of gamification
- Motivational theory and gamification
- Successful gamification case studies
- Werbach’s 5 stages of gamification design
- The Octalysis framework
- Introduction to game-based learning
- Why and when to use games to teach
- Major archetypes of game-based learning
- Visual novels for training
- Board games
- Designing a learning game: the game design document
CCS are an award-winning international provider of learning solutions and services, working with clients to produce business results by harvesting the power of knowledge.
Christos Anthis is a learning strategist with 20 years of experience in the field of instructional design and tech-based education.
His expertise spans a wide range of related topics, from behavioral design for learning to game-based training and motivational design.
He is a member of the American Association for Talent Development.