Innovative Instructional Design Strategies for Effective eLearning

This post is provided by guest blogger, Stephanie Lawrence, graduate student at University of St. Francis, MS in Talent Development program.

The article, Top instructional design strategies for effective eLearning highlights ten strategies to enhance eLearning experiences. These include microlearning, gamification, blended learning, and spaced learning. Other strategies outlined are the use of scenarios for practical application, learning personalization, and utilizing social learning for collaborative knowledge building. The article encouraged selecting strategies that align with learner needs and the subject matter. Conducting a needs analysis, leveraging existing content, reducing mental processing for the learners, and asking for feedback were additional suggestions given for making learning more meaningful (ELM Learning, 2025). ​

This source is reliable and provides instructional design strategies that align with current eLearning trends. It is useful for instructional designers and other learning professionals looking to enhance eLearning experiences. The strategies presented are best practices in increasing learner engagement and retention. However, the article is written as more of an introduction to instructional design strategies rather than an in depth look at their strategic use. The article could be followed up with a deeper examination of the effective use of each strategy as well as potential learning scenarios matched with appropriate strategies.

Reference

ELM Learning. (2023, March 7). Top instructional design strategies for effective eLearning. https://elmlearning.com/blog/instructional-design-strategies/

The Incorporation of Gamification into Instructional Design Strategies

The Incorporation of Gamification into Instructional Design Strategies

This post is provided by guest blogger, Gerald Edwards Jr., graduate student University of St. Francis, MS Training and Development program.

The emergence of e-learning tools is enhancing the training practitioner’s approach to instructional design (ID) and the implementation of effective teaching strategies in training and educational program construction. As technologies evolve the approach to the use of these technological tools also needs to evolve. There are several newer technologies that can be applied to the online, e-learning environment. These tools should be considered for use as part of functional teaching strategies and incorporated into the instructional design process. One of these e-learning technologies is gamification.

The article “Integrating gamification and instructional design to enhance usability of online learning”, Ghai & Tandon (2023), explores research into the idea of using the instructional design process as a method to tailor gamification, as an e-learning tool, to specific educational and training environments. By using parameters that are established for a particular learning proposal, as part of the instructional design process, gamification becomes a useful part of effective teaching strategies. Leaning outcomes, using a restrained, purposeful approach to the implementation of gamification as a teaching tool, have exhibited a positive correlation when this technology is incorporated into a training program’s teaching methodologies. This information is directed towards educators and instructional designers with the premise of encouraging them to use gamification as an effective information delivery tool.

Category: E-Learning, Gaming, Instructional Design/Program Development, Teaching Strategies

Reference:

Ghai, A. & Tandon, U. (2023). Integrating gamification and instructional design to enhance usability of online learning. Education and Information Technologies, 28, 2187-2206. https://doi.org/10.1007/s10639-022-11202-5

Emerging Technologies and eLearning-Raising the Bar

This post is provided by guest blogger, Danielle Victoriano, graduate student University of St. Francis, MS Training and Development program.

E-Learning is evolving to create the ultimate self-driven and self-paced yet interactive design. It is emerging into an interactive model that is intuitive for the learners’ needs. Is this what learners need and want? Will this aid them in achieving their goals? Mangalvedhe examines this in this 2023 article. The author examines how emerging technologies can influence and transform learning and development moving forward. In the article, the author examines how artificial intelligence, augmented and virtual reality, gamification, mobile learning and microlearning will change how we interact and respond within the learning model to a more profound level than we have in eLearning.

This is an excellent article for content creators and instructional designers that are seeking ways to provide interaction and take learning to an application level. The author examines in detail how each technology can be integrated into instructional design. Mangalvedhe (2023) also discusses how each technology can fulfill and appeal to the various needs of learners. Examples are provided to suggest how these technologies can be executed successfully in the created content. These examples will be a starting point to consider using these advanced technologies that workplaces are already utilizing to raise the bar of flexible and efficient learning while expediting the upskilling process.  

References

Mangalvedhe, A. (2023, January 12). The emerging technologies in Elearning. eLearning Industry. https://elearningindustry.com/the-emerging-technologies-in-elearning

Getting Trainees to be “In Their Element”

This post is provided by guest blogger, Sejdije Fejza, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

In this article from The Organization Management Journal, researchers Praveen Kulkarni, Prayag Gokhale, Y.M. Satish, and Basavaraj Tigadi (2022) evaluated the effectiveness of gamification and employee motivation or productivity in the workplace. They found that the technology is effective only if the trainer applies relevant elements. These elements include examples such as trainees earning badges, placements on leader boards, or advancing to higher levels of training digitally. Additionally, for participants’ productivity to increase in the workplace, the game and elements must resemble the qualities and tasks that consist in the workplace itself.

This resource would be useful for trainers that are considering implementing games in their sessions. This article is an asset in creating a method of training that will help workers recognize progress in their learning and achievement. This will also allow companies to better align their training curriculum due to the need for the games to simulate the workplace. Thus, organizations can track the correlation between employee motivation in the game-based training and productivity in the job setting. Although this research is exclusive to software-based companies, the concept can be implemented in most settings to enhance organizational development.  

Reference:

Kulkarni, P., Tigadi, B., Satish, Y. M., & Gokhale, P. (2022, March 31). An empirical study on the impact of learning theory on gamification-based training programs. Organization Management Journal, 19(5). https://www.emerald.com/insight/content/doi/10.1108/OMJ-04-2021-1232/full/html 

Gamification: Re-ignite Learning in Your Organization

This post is provided by guest blogger, Dawn Budreau, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

Employees get bored with constant training and the same old training content. Even in companies lucky enough to have employees that embrace life-long learning, motivation can be lacking when outdated training materials are the norm.  In the article “How does Gamification in Training Help Your Employees?” Nikos Andriotis (2020) offers a solution to training burnout. Andriotis provides eight benefits to using gamification at work that result in not only increased motivation and retention, but create collaboration and team spirit, while teaching your employees to become goal-oriented and engaged. Continue reading

To play or not to play that is the question…..

This post is provided by guest blogger, Kim Wilson, graduate student University of St. Francis, Joliet, Il., MS Training and Development program
Gaming has become one of the largest on-line interactive venues among our population. But, can it be used as a source of learning? In a recent article, author Jurica Picak (2017) provides the reader with some insight on why gamification is a great benefit to Continue reading

Is Gaming Crossing Paths with E-learning?

This post is provided by guest blogger, Victoria Kral, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

Universities have been using e-learning on learning management systems for years and now with the advancement of technology, they are able to branch out into training videos with gaming. We are a society that seeks instant gratification and with the Continue reading