e-Learning Done Right:

Fundamentals and beyond

A 2-day on-line crash course with a live instructor designed to equip your team with all essential knowledge for successfully designing, implementing and evaluating result driven e-Learning initiatives.

Working on existing or new e-Learning projects?

Maximize your ROI by making sure you achieve your learning goals and business aims.

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Discover the Path
to Successful e-Learning

e-Learning Done Right: Fundamentals and Beyond
is a 2-day virtual hands-on course in modern e-Learning best practices, future-proofed for the post-pandemic work environment.

  • Designed as an actionable workshop for immediate knowledge activation by solving a key learning problem.
  • Focused on helping you apply what you learn step-by-step on an existing or upcoming e-Learning 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 e-Learning.
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Who is this for?

  • Anyone who is (or will be) a stakeholder in e-Learning 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 e-Learning.
  • Anyone who will review and evaluate vendor proposals for the implementation of e-Learning.
  • Anyone who manages e-Learning projects or makes decisions regarding style, tone, structure, technology, delivery and evaluation.

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 various content creation techniques.
  • Be able to assess technological requirements and limitations.
  • Be able to identify and present the value of an e-Learning initiative.
  • Understand concepts related to gamification and game-based learning, and be able to implement them in content design.

The Course

Implementation models and learning needs analysis

  • What is Instructional Design?
  • Implementation models
    • 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 activity

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 activity

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 activity

elearning technologies

  • Overview
    • Content creation tools
    • LMSs and other elearning management
      platforms
    • Communication protocols
  • Evaluating technologies: maintainability,
    compatibility, usability, modularity and
    accessibility
  • Hands-on activity

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 activity

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 activity

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.

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.