For example, his team designed a course to teach laptop users how to hook up to the network. Learners can go straight to the practice if they think they know it, or go to the beginning if they don't. Design the environment to mimic the workplace. Putting the user in a familiar scenario will bridge the learning to the work environment, says Hodell. It also shows learners how information applies on the job.
Design lessons that compel users to apply their new knowledge.
Memorization of information is pointless if learners don't know how to use it, says Piper. He uses graphics interactively to bring information into real-world settings. A game format with the learning objective as the game's goal is an effective way to apply real-world information. For example, ELF designed a course for Red Cross Disaster Preparedness training in which the learner helps a family survive a series of disasters, helping them escape a fire and respond to a tornado warning. Reprinted with permission from Technology for Learning newsletter, 800.707.7749.