AI for learning’ in which I explained the massive role that AI has already played in learning and how it will shape the learning landscape of the future. In that book I explained how learning experience designers will have to upskill to deal with the new world of AI, data, learning analytics and the complexities of new AI interfaces such as voice, AI mediated and adaptive content. The technology is about to become much smarter and much more complex. Learning designers will have to understand how AI will shape interfaces and content.
This new book, Learning Experience Design, sees learning design as grounded in learning theory and evidence, so that appropriate experiences are selected, then professionally designed. This moves us from the old to the new, seeing experiences as more than just flat pieces of media but a whole world of learning experiences that motivate and result in lasting change to long-term memory.
The book is about the sheer range of possible learning experiences, as well as what media and learning theory lies behind their use.
Chapter 1 looks at what Learning eXperience Design is through each of those three words – ‘Learning’, ‘eXperience’ and ‘Design’.
Chapter 2 looks at who LXDs are, where they come from and what they do. It digs into the design process and the practical challenges LXDs have to face.
Chapter 3 covers the learning theory behind LXD and looks at emotion, attention and motivation, what you need to know to design learning experiences. Not all experiences are optimal learning experiences and without a knowledge of the science of learning, it is too easy to design the illusion of learning.
Chapters 4 to 7 deal with interfaces, text, graphics, audio, video and animation. Learning Experience Design needs knowledge of the media and technology through which learning takes place.
Chapter 8 shifts gear into engagement, questions and feedback. Good learning experiences need to push into effortful learning.
Chapters 9 to 12 takes effortful learning to another level through scenarios, simulations, AR, VR, games, gamification and social learning.
Chapters 13 and 14 bring everything together through practice, transfer, workflow learning, curation and data.
It has a ton of learning experiences, based on evidence-based research and practice, as well as lots of DOs and DON"Ts.
Available here on Amazon.
Also some recent podcasts...