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(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
Miranda Verswijvelen's doctoral thesis on narrative design in branching scenarios (which she calls "interactive stories for learning" for clarity). Using techniques from game design, she created a framework for writing better scenarios.
The expert advice emphasised the pivotal role of emotions and player self-expression in crafting interactive narrative, along with the importance of designing believable characters and meaningful choices. A comprehensive heuristics framework to craft ISL was developed based on the insights from this phase. Through iterative prototyping and reflection, the heuristics framework was evaluated and refined, and subsequently applied to the recrafting of a virtual patient for compassion training
While no statistically significant differences for narrative transportation were found, the results from the playthrough data and open-ended questions demonstrated that incorporating emotional depth into virtual patient design significantly impacted learner engagement and empathy. Participants exhibited more compassionate care when interacting with the recrafted virtual patient, showing highly improved decision-making to promote patient outcomes.
·researchgate.net·
(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
Shifting Focus from Learning to Performance
Shifting Focus from Learning to Performance
Tom McDowall shares an overview of Thomas Gilbert's Behavior Engineering Model as a way to think beyond training and look at other interventions that support improved performance
BEM helps us shift our focus from learning to performance. Instead of just making sure people know stuff, we ensure they can actually do stuff.
BEM breaks down performance into six key factors. These are split into two categories: environmental supports and individual attributes or behavioural repertory. By looking at these factors, we can figure out what’s holding performance back and how to fix it.
·idtips.substack.com·
Shifting Focus from Learning to Performance
(PDF) Storifying Instructional Videos on Online Credibility Evaluation: Examining Engagement and Learning
(PDF) Storifying Instructional Videos on Online Credibility Evaluation: Examining Engagement and Learning

This study researched whether adding story elements to an instructional video affects motivation, emotional engagement, and learning. In the research, they explain that they did not find any difference between a well-produced instructional video and a storified instructional video.

However, the storified video feels very artificial to me. This isn't a story about a relevant character the learners can identify with who uses the concepts in realistic situations (or even slightly exaggerated ones). This is about a fake detective agency. I'd be cautious about assuming this research applies to realistic stories as well.

·researchgate.net·
(PDF) Storifying Instructional Videos on Online Credibility Evaluation: Examining Engagement and Learning
WorkWise Design | Instructional Design Subscription
WorkWise Design | Instructional Design Subscription
This is an interesting model for instructional design work. It's essentially a retainer, where you subscribe and get to make multiple requests per month (but only 1 or 2 at a time). This is focused on workshops and classroom training, not elearning, but you could use a similar model for selling elearning development as a subscription/retainer.
·workwisedesign.com·
WorkWise Design | Instructional Design Subscription
Cognitive Load, Student Attention and PowerPoint Presentations
Cognitive Load, Student Attention and PowerPoint Presentations
Results of an eyetracking study of PowerPoint slides with tips on how to design slides so the information attracts attention and is easy to scan.
<h2><strong>Our top 5 tips for PowerPoint presentations summarised</strong></h2> <ol> <li><strong><em> </em></strong><strong><em>Less is more</em></strong></li> </ol> <p>To optimise student engagement and comprehension, use minimal text per slide and present examples before explanations.<strong><em><br><br></em></strong></p> <ol start="2"> <li><strong> </strong><strong><em>Keep text with diagrams to a minimum</em></strong></li> </ol> <p>Minimising text on slides containing diagrams <a href="https://www.innerdrive.co.uk/blog/the-split-attention-effect/">focuses students' attention on the visuals</a>, facilitating better engagement and understanding of complex information.<br><br></p> <ol start="3"> <li><strong> </strong><strong><em>Focus on how you present information</em></strong></li> </ol> <p>Focus on delivery by breaking down content into key words, bullet points or simplified blocks to ensure student engagement and comprehension when presenting extensive information.<strong><em><br><br></em></strong></p> <ol start="4"> <li><strong> </strong><strong><em>Draw attention to key information</em></strong></li> </ol> <p>Vocally guide your students through the content of data-heavy slides to ensure focus on essential information and accommodate varied scanning habits.<strong><em><br><br></em></strong></p> <ol start="5"> <li><strong> </strong><strong><em>Use handouts</em></strong></li> </ol> <p>Providing handouts alongside PowerPoint presentations can significantly enhance your students' learning by emphasising key points and consolidating information, offering a more engaging and effective reference tool.</p>
·blog.innerdrive.co.uk·
Cognitive Load, Student Attention and PowerPoint Presentations
The Pesky Challenge of Evaluating AI Outputs – Usable Learning
The Pesky Challenge of Evaluating AI Outputs – Usable Learning
Julie Dirksen observes that lots of people (myself included) talk about the importance of making sure that any content created by AI is reviewed by a person. The task of evaluating the outputs of AI is a challenging one though, and it's one worth paying attention to as we continue to explore the possibilities of AI.
First of all, you need <em>the expertise to judge an output</em>, and second you need <em>the discipline to exert the effort </em>required to assess an output.
<p>More thoughts to come on this, but for now, I think there are a few questions we should be asking:</p> <ul> <li>Does this person have the knowledge and expertise to judge this output?</li> <li>Is it reasonable to expect this person has the discipline to evaluate the outputs in detail?</li> <li>What is the risk if output errors are not caught?</li></ul>
·usablelearning.com·
The Pesky Challenge of Evaluating AI Outputs – Usable Learning
2024 L&D Predictions: Insights from Industry Pros
2024 L&D Predictions: Insights from Industry Pros
IDLance asked me and several other L&D professionals what the biggest trend will be in 2024. Unsurprisingly, AI was the most popular answer, but it wasn't the only one. Read my response and how Will Thalheimer, Stella Lee, Craig McMichael, and John Findling answered the question of the biggest L&D trend for 2024.
·linkedin.com·
2024 L&D Predictions: Insights from Industry Pros
Masters' Q&A - Clark Quinn
Masters' Q&A - Clark Quinn
Clark Quinn answers 5 questions on simulations for training leaders and how they help provide practice opportunities. I appreciate the clarification on what he means by a simulation and the differentiation between "simulation" and "branching scenario," as those terms are often muddy.
Scenarios can be implemented in actual simulations (where the world is actively modeled, and the consequences are calculated), or in branching scenarios where the relationships are hard-coded in the consequences attached to a decision.
scenarios give us contextualized practice, which research shows leads to better retention and transfer. With the right choices, the scenario is engaging and provides meaningful practice, which leads to acquiring new abilities.
<div data-breakout="normal"><p class="-Zro6 -ZADH IjV6v AnCKd _57WYp" id="viewer-avnma"><span class="d0767"><span style="font-weight:700"><span>DAN: What makes learning through a simulation experience unique and meaningful?</span></span></span></p></div><div type="paragraph" data-hook="rcv-block26"></div><div data-breakout="normal"><p class="-Zro6 -ZADH IjV6v AnCKd _57WYp" id="viewer-d53db"><span class="d0767"><span style="font-weight:700"><span>CLARK</span></span><span>: As above, research says that contextualized practice (with feedback) is the best way to develop new abilities. They need to have a ’story’ setting: a context, then something happens that precipitates the need for a decision, and then the decision has consequences. That’s just a better-written multiple-choice question (please!), but if we drive the outcomes from a branching or simulation basis, this can lead to new decisions (they travel in packs!)</span></span></p></div>
·topfbusinesslearning.com·
Masters' Q&A - Clark Quinn
What is Cognitive Task Analysis? - Global Cognition
What is Cognitive Task Analysis? - Global Cognition
Understanding how experts approach problems and make decisions is challenging, but important for training people on complex skills. Cognitive Task Analysis isn't one approach to analysis, but rather a number of related methods to uncover information from SMEs.
Cognitive Task Analysis (CTA) is a family of psychological research methods for uncovering and representing what people know and how they think. CTA extends traditional task analysis to tap into the mental processes that underlie observable behavior, and reveal the <a href="https://www.globalcognition.org/cognitive-skills/">cognitive skills</a> and strategies needed to effectively tackle challenging situations.
Instead, the idea of the critical decision method is to get experienced professionals to describe some of the toughest challenges they faced. By using carefully crafted probes, the CTA interviewer teases out how these people assessed situations and made decisions in critical moments of their experience.
·globalcognition.org·
What is Cognitive Task Analysis? - Global Cognition
Recordings - From Instructional Design to Dungeons & Dragons
Recordings - From Instructional Design to Dungeons & Dragons
The recordings from the TLDC event "From Instructional Design to Dungeons & Dragons" are now available on their website and YouTube. This was a wonderful and deeply nerdy event. Early on in the planning, Luis wondered if there were really enough D&D players to make an event like this possible, and it's clear there were plenty of folks interested. If you're curious about the connection between games and learning, check it out, even if you've never played D&D before.
·thetldc.com·
Recordings - From Instructional Design to Dungeons & Dragons
What is learning experience design? - Learning Experience Design
What is learning experience design? - Learning Experience Design
Niels Floor has updated his definition of learning experience design (LXD) to reflect the evolution of the field.
Learning experience design (LX design or LXD) is the process of creating learning experiences that enable the learner to achieve the desired learning outcome in a human centered and goal oriented way. <br> - Niels Floor
Focusing on the whole experience, requires a more holistic design approach. For example, emotion plays a vital part in how we experience things. We all have memories that are strong because of how they made you feel. In education there tends to be a clear emphasis on cognition while emotion is hardly part of the conversation. In LXD emotion is carefully considered. Designing for emotion and cognition is key to creating a powerful learning experience.
Learning experience design is not a science. While learning science can support your design decisions, most insights into the quality and effectiveness of your design come from developing and testing prototypes.
This focus on the learner also applies to the learning outcome. In the definition of LXD at the start of this article a “desired learning outcome” is mentioned. A learning outcome is desirable when it is relevant, meaningful, and valuable to the learner.
The logical thing is to start with formulating the desired learning outcome. Every step that follows in the design process, including the choice in technology, should be geared towards reaching that outcome.
·lxd.org·
What is learning experience design? - Learning Experience Design
Do’s and Don’ts of Scenario-Based Learning - The Upside Learning Blog
Do’s and Don’ts of Scenario-Based Learning - The Upside Learning Blog
This is really a list of common mistakes to avoid in branching scenarios: letting the branches grow without control, providing explicit didactic feedback after each choice, not having plausible situations or choices, etc. I like how Clark Quinn describes the nuance of having scenarios where the choices aren't actions--that's a problem I've seen in several examples this year.
One way to go wrong is to have the choices that learners choose between to be statements, not choices of action. It’s easy to set up a scenario, particularly a mini-scenario with a story, but then ask learners to determine if something’s one of several ‘things’, such as categorizing the situation. It’s a nuance, but the choices should reflect what learners should do, e.g., with such a categorization. Do you then invoke practice X, or do action Y? Make sure you’re having learners make choices that do things, not just think things.
·blog.upsidelearning.com·
Do’s and Don’ts of Scenario-Based Learning - The Upside Learning Blog
WIIFM: Beyond Traditional Learning Objectives — Arboth
WIIFM: Beyond Traditional Learning Objectives — Arboth
I appreciate how this post includes examples of how to grab learner's attention with stories and other tactics rather than just listing the full formal learning objectives. This article cites my blog post on learning objectives.
Next example: a training on "Cryogenic nitrogen and associated dangers". We started this training with an impactful image: An industry hall, exit door in the back and some materials obstructing the exit. All of a sudden, a cryogenic fog sets up, making it impossible to see the floor. Question to the learner was: Find your way out, without stumbling (and thus suffocating). Remember the materials? Remember you are dealing with nitrogen? Without explicitly listing learning objectives in the beginning of the e-Learning, we captured learners' attention, making them eager to learn more about other characteristics of nitrogen and the safety measures in such environments.
·arboth.squarespace.com·
WIIFM: Beyond Traditional Learning Objectives — Arboth
ID-Assist
ID-Assist
A Google Doc add-on for using AI and NLP to help with instructional design tasks. This is an interesting concept, and I can see the value for things like summaries or course descriptions based on content provided. However, even their provided example has significant problems (weak objectives, low-level multiple choice questions, a truly terrible scenario). It might be worth playing with it to see where it can be useful, like speeding up the process of first drafts or generating ideas.
·id-assist.co·
ID-Assist
Designing game-inspired narratives for learning
Designing game-inspired narratives for learning
Conference paper by Miranda Verswijvelen, Ricardo Sosa, and Nataly Martini on what we can learn from how game designers write narratives and apply that to scenario-based learning.
This study turns for guidance to the expertise of narrative designers for games, where storytelling for interactive narrative has a long history of testing, iterating and perfecting. A collection of proven techniques described by game narrative practitioners will inform creative writing efforts to craft prototypes to test the transferability of those techniques to interactive narratives in a healthcare education context.
·researchgate.net·
Designing game-inspired narratives for learning