logo Wed, 25 Dec 2024 04:53:48 GMT

Design for How People Learn


Synopsis


Products, technologies, and workplaces change so quickly today that everyone is continually learning. Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.

 

In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.

Julie Dirksen

Summary

Chapter 1: Learning Theories

Summary: This chapter introduces the major learning theories and explores how they can be applied to instructional design.

Real-world example: A teacher uses a constructivist approach to teach a science lesson, encouraging students to actively participate in building models and conducting experiments to construct their own understanding.

Chapter 2: Designing for Different Learners

Summary: This chapter discusses the importance of understanding the characteristics and needs of different learners and how instructional design can be tailored to meet those needs.

Real-world example: A website designer creates an accessible interface that accommodates learners with disabilities, such as providing closed captions for videos and alternative text for images.

Chapter 3: Motivation and Engagement

Summary: This chapter explores the factors that influence motivation and engagement in learning and provides strategies for designing engaging and motivating learning experiences.

Real-world example: A game designer incorporates challenges, rewards, and a sense of progress into an educational game to keep learners motivated and engaged.

Chapter 4: Media and Technology in Learning

Summary: This chapter discusses the role of media and technology in enhancing learning and provides guidance on selecting and using appropriate media and tools.

Real-world example: An online course platform utilizes interactive simulations and videos to provide learners with immersive and engaging learning experiences.

Chapter 5: Assessment and Feedback

Summary: This chapter emphasizes the importance of assessment and feedback in supporting learning and provides strategies for designing effective assessments and providing meaningful feedback.

Real-world example: A teacher uses formative assessments throughout a lesson to monitor student understanding and provide individualized support and scaffolding.

Chapter 6: Social Learning

Summary: This chapter explores the role of social interactions in learning and provides strategies for fostering collaborative and peer-to-peer learning environments.

Real-world example: A classroom teacher uses group work and peer review activities to promote social interaction and enhance student learning.

Chapter 7: Learning Environments

Summary: This chapter discusses how the physical and digital learning environments can impact learning and provides guidelines for designing effective learning spaces.

Real-world example: An architect designs a school building with open and flexible spaces that can be reconfigured to support different learning styles and activities.

Chapter 8: Emerging Trends in Learning

Summary: This chapter explores emerging trends in learning, such as artificial intelligence, personalized learning, and virtual reality, and discusses their potential impact on instructional design.

Real-world example: A training company uses machine learning algorithms to analyze learner data and personalize training programs to meet individual needs.