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Interactive Activities Done Properly: What the Science Actually Allows Us to Do | Learning Development Accelerator
Interactive Activities Done Properly: What the Science Actually Allows Us to Do | Learning Development Accelerator
Matt Richter dives deep into the science of how to align activities with the goals for learning and what people need to practice or accomplish.
When a metaphorical game succeeds, it succeeds because it creates structurally similar cognitive demands—not because it is fun, novel, or symbolic.
In other words, the brain doesn’t care about your metaphor. It cares about what it has to think about during the activity.
From a cognitive architecture viewpoint, activities are not designed to “create engagement,” “break up the session,” or “get people talking.” Those may be side benefits, but they are never the goal. The purpose of an activity is to create conditions where the learner must activate, retrieve, apply, or integrate the target schema.
When aligned to cognitive architecture, interactive activities can beautifully satisfy SDT’s psychological needs: Autonomy: choosing strategies, making decisions Competence: clear and informational feedback, achievable challenge Relatedness: coordinating, negotiating, helping But motivation is a multiplier, not a substitute
·members.ldaccelerator.com·
Interactive Activities Done Properly: What the Science Actually Allows Us to Do | Learning Development Accelerator
The Missing Feedback Problem: When Intellectual Knowledge Just. Isn’t. Enough.
The Missing Feedback Problem: When Intellectual Knowledge Just. Isn’t. Enough.

Julie Dirksen shares examples of the disconnect between what we know we should do and what are physical reality tells us. Delayed or absent feedback makes behavior change hard. Making progress, consequences, or feedback more visible and vivid can help.

"That’s interesting, because I’ve seen a consistent thread in most behavior change challenges: delayed or absent feedback. What it comes down to is that your intellectual knowledge is telling you one thing, but your physical environment is telling you something else. This has important implications for learning design. If we can’t just rely on intellectual knowledge, we need to give people the feeling of consequences or outcomes. That influences design choices—how visceral the experience is, how vivid the consequences are, and what kind of feedback people get."

·linkedin.com·
The Missing Feedback Problem: When Intellectual Knowledge Just. Isn’t. Enough.
Updated Template for Writing/Designing Scenario Questions
Updated Template for Writing/Designing Scenario Questions
Will Thalheimer has shared a free template for writing scenario questions. These are more in-depth than my typical examples of one-question mini-scenarios. I like how this template forces you to think about the context and about how to differentiate people who understand the topic from those who don't.
·worklearning.com·
Updated Template for Writing/Designing Scenario Questions
Supporting Learning with AI-Generated Images: A Research-Backed Guide - MIT Sloan Teaching & Learning Technologies
Supporting Learning with AI-Generated Images: A Research-Backed Guide - MIT Sloan Teaching & Learning Technologies
Suggestions and examples for using AI-generated images in meaningful ways to support learning, without adding confusing or distracting images. Consider cognitive load and the purpose of your images.
A study by Sung and Mayer (2012) suggests that any graphic in a learning experience will fall into one of these three categories: Instructive images: These visuals directly support learning and facilitate essential cognitive processing of core concepts. For example, a diagram illustrating Porter’s Five Forces can help students better understand this business strategy framework. Decorative images: These graphics enhance aesthetics but don’t influence learning. For example, an image of a business handshake can be visually appealing but won’t support or obstruct students’ understanding of negotiation strategies. Distracting images: Sung and Mayer call this category “seductive” images. While these visuals may relate to the topic, they impede learning because they require extraneous cognitive processing. As an example, consider a complex organizational chart of a full corporation in a lesson on team leadership. The image connects broadly to the lesson but also highlights a lot of irrelevant details, distracting students from the key concepts.
·mitsloanedtech.mit.edu·
Supporting Learning with AI-Generated Images: A Research-Backed Guide - MIT Sloan Teaching & Learning Technologies
The Human-AI Task Scale | Josh Cavalier
The Human-AI Task Scale | Josh Cavalier
Josh Cavalier shared his Human-AI Task Scale showing a continuum of how humans and AI can work together. This makes so much more sense to me than a simple binary of "do it all yourself" or "AI does everything." This reflects much more range and shows opportunities for different kinds of tasks and work.
·linkedin.com·
The Human-AI Task Scale | Josh Cavalier
Teamed Career Resources Board
Teamed Career Resources Board
Teamed has collected a number of resources for helping instructional designers and others in related roles develop their careers. This includes training, degree programs, resources, coaching, credentials, and more.
·teamedforlearning.com·
Teamed Career Resources Board
(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
growing changing learning creating: Building bridges to gamers
growing changing learning creating: Building bridges to gamers
You may have noticed three separate islands where you work. There's an island of senior executives with their top-down, bottom line, control-freak approach to the other islands. There's a far away island of gamers thriving on fun challenges and immersive gameplay. In between, there's an island of trainers, instructional designers and content developers struggling to reach out to both of the other islands.
·growchangelearn.blogspot.com·
growing changing learning creating: Building bridges to gamers