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Monday, September 10, 2012

Blog Post 3- Simulations and Games

Simulations and games are a great part of the e-learning process.  With the obvious lack of face-to-face instruction time, a simulation or game can mean the difference between exciting a learner and presenting information in black and white text with little or no benefit of fishing for the learner's interest.

Because active play teaching uses body mechanics to teach concepts to a variety of ages and stages, simulations and games are a critical aspect of helping teachers understand the importance of movement in learning. After lecture methods were proven inconsistent, and absolutely ineffective methods of teaching, the newer generations have begun to understand the importance of activity accompanying learning.  This new teaching method is gaining momentum, but without opportunities to practice the method, active learning can become stagnant and teachers can ultimately approach the teaching style in an inappropriate way.

However new, active learning teaching with a storyboard would definitely benefit from simulations and games to practice, adhere to, and present learned information relating to the teaching method.  As the teacher's become more and more familiar with active play learning through simulations, they will be better able to take risks in the classroom. Ultimately, these risks will produce much more solid outcomes in learning, regardless of age and ability.

Blog Post 2- Research Based Guidelines

Research Based Guidelines for E-learning includes the ability to get information across to an audience in a complete way, while creating opportunities for activity and critical thinking to occur with learning. Some of the research based guidelines I included in this e-learning storyboard include

  • usability
  • structure of presentation
  • clear, visible headings
  • limited clutter on page
  • practice opportunities
  • concise instructions accompanying activities
  • proper use of white space
As the learner becomes increasingly familiar with storyboard activities and lessons, it will be apparent whether the information is presented in an appropriate way. The techniques applied to this storyboard enhances the learner's experience because the presentation is neat, laid out by importance, reviewed, practiced, and re-taught by the learner to acknowledge complete understanding of the material presented. Without these research based guidelines in effect, learners could potentially key into non-essential information and become confused by formatting or structural issues. Using proven e-learning strategies and principles, the learner will navigate and retain the knowledge with success.

Blog Post 1-Elearning Principles

The active learning storyboard contains many e-learning principles to include:


  • Multimedia- visually stimulating graphics and audio/video that is used to extend learning, allow for concrete understanding of concepts, and pull the learner in with interesting presentation.
  • Contiguity- Text and audio/video complement one another and provide the learner with convenient information in good proximity to each other.
  • Modality- Graphics coincide with audio and video to initiate learner understanding rather than simple glitzy, distracting, busy appearance.
  • Personalization- The storyboard is created with conversational tone that a learner can relate to, rather than business tone which would turn a learner's interest elsewhere.
  • Coherency- The graphics, visuals, training modes, activities, and information all work together to solidify learner comprehension. Each aspect of the storyboard is presented with specific purpose and placed in an area of the lesson that builds on the last. This provides a strong foundation of learning.
  • No redundancy- In order to review and encourage learner understanding, activities and presentations vary. Concepts are not repeated, but are built on through a variety of methods.
As the learner decides the most important aspects of active learning, uses the main aspects during practice exercises and worked examples, presents the information as a group to their peers, and brainstorms various points of progress, critical thinking is absolute. The learner is presented with information using these six principles of e-learning, and is further expected to extend and present a level of understanding that requires research, outlining main objectives and presenting in a way that is understandable to a group of their peers.