Control
Control refers to how the learner moves through the course, in terms of:
- the sequencing of the content
- how the content is presented
- whether the tutor, a computer or the learner controls their progress.
In computer-based training, research shows that learners like to be able to control their routing through material, although in practice it may not be good for them! Giving learners control over what and when they study is most effective when:
- learners have a high prior knowledge of the subject
- learners are aware of how they learn and are learning
- it is used later in a learning programme
- it is used for providing knolwedge rather than skills
- a topic is fairly straightforward
- does not have logical interdependencies
High degrees of learner control are often associated with learning materials designed from a constructivist perspective.
Adaptability to individuals
Learning should adapt itself to the needs of each individual. Experienced classroom teachers do this instinctively, but distance learning does not do this so well.
One issue to consider within this is that of learning
styles.
Perception
Perception is the ability to pick out important features and information. Training can use various techniques to help with perception, such as colour, graphics, audio, page and screen design, etc.
Once the learner has perceived the important information, the course must make sure that it keeps their attention.
Time is an important issue. Nobody can concentrate on one thing for very long, and our attention quickly begins to fade. Then, as we realise that we are approaching the end we start to pay more attention. Our learning is therefore most effective at the beginning and at the end of the training session. This graph shows how someone's concentration varies during a 60 minute training session. Clearly they are much less efficient learners during the middle part of the session. |
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If, however we break the session up into four separate blocks, this
happens. It is therefore good practice to design training in small chunks and to present important information at the beginning and at the end of sessions. |
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The design of the training must make it easy for the learner to move information from short-term memory into long-term memory. Think about these figures. If we:
- read we remember 20%
- hear we remember 30%
- see we remember 40%
- say we remember 50%
- do we remember 60%
- see, hear, say and do we remember 90%
Courses that allow the learner to read, here and see
will therefore be more effective at helping somebody to remember something
new. This is made easier by:
- efficient organisation of the information (such as by task analysis)
- repetition, for example by answering several questions about the same subject
- using memory enhancing (mnemonic) techniques, such as acronyms or stories
For example, many people instinctively think of Richard of York Giving Battle In Vain or the nonsense word ROYGBIV when trying to recall the colours of the rainbow.
All new information we come across is interpreted by reference to what we know already. Good learning designs therefore start by presenting information that the learner is familiar with, and then move on to the new and unknown.
Analogies and metaphors relating to familiar subjects help considerably with comprehension.
People learn primarily by doing something. The design of a course should therefore make sure that learners regularly and frequently have to make some considered and thoughtful interaction.
Workshop design should make sure that the participants regularly have to do something meaningful.
In distance learning, aim to make this happen at least once a page in paper-based materials and every other screen in those that are computer-based. 'Click on Next to continue' is not a thoughtful interaction!
A training course should make people want to carry on and learn more. Various theories have been put forward regarding what sorts of things motivate people in a learning situation. These include:
- challenge, not too easy and not too hard
- curiosity about something new
- control over what they are doing
- fantasy, the learner being able to leave their reality temporarily
- relevance to their work or lives
- confidence that they can learn this material
- satisfaction that the training is useful
One golden rule in designing learning materials is to make them as close to the real performance as possible, as this helps the learner to transfer what they have learned into the actual workplace.
If, therefore, the performance involves dealing with people, you should consider using media that can simulate this. Workshops and role-plays are ideal solutions, but if these are not possible then think about CBT solutions using video and audio elements.
If the performance does not seem to suggest that video or audio is needed, you may decide not to use it unless there are other good reasons for doing so.
You can also encourage transfer of learning by trying
to integrate training with work-based activities. Provide training activities
that make the learner go and find something or talk to somebody.
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(C) Bryan Hopkins, 2005

