A 6-part online course with a live instructor aiming to equip attendees with all basic knowledge required for designing, managing, implementing and evaluating result-oriented elearning initiatives.
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 learning content into content suitable for elearning
- Anyone who will review and evaluate vendor proposals for the development of elearning
- Anyone who will manage an elearning project or make decisions regarding style, tone, structure, technology, delivery and evaluation of an elearning program


What will I learn?
At the end of the course, 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 and be able to use 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, and be able to implement them in content design
How does it work?
- Elearning done right is an online course delivered by a live instructor.
- It consists of 3 sessions lasting 4 hours each.
- Participants are not expected to do work outside the seminars, but are provided with resources for further study.
- The instructor is available for consultation and guidance over email for the whole duration of the course and for an additional 2 weeks after the end of the course.
- All seminars conclude in a hands-on workshop for knowledge activation.

The Course
Implementation models and learning needs analysis
- Introduction to the course
- Course goals
- What is Instructional Design?
- Implementation models for elearning programs
- The ADDIE model
- Successive Approximation
- Rapid elearning
- Introduction to learning needs analysis
- Mager & Pipe learning gap analysis
- Working with trainee personas
- User, content, and context analysis
- Learning goals vs learning objectives
- Hands-on workshop
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
- Hands-on workshop
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 directness
- Managing screen real estate
- Interactivity
- When we need interactivity
- Interactivity for low-end tech specs
- Quizzes and tests
- Teaching vs assessment
- Balancing difficulty
- Adaptive testing
- Interpreting results
- Hands-on workshop
elearning technologies
- Overview
- Content creation tools
- LMSs and other elearning management
platforms - Communication protocols
- Evaluating technologies: maintainability,
compatibility, usability, modularity and
accessibility - Hands-on workshop
elearning program evaluation
- The importance of evaluation
- Formative and summative evaluation
- Kirkpatrick’s 4 levels of evaluation
- Principles of evaluation
- The Kirkpatrick business partnership model
- Hands-on workshop
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
- Simulation
- Designing a learning game: the game design document
- Hands-on workshop
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.
Major Clients








The instructor
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.