602 Practical Guidelines from Cognitive Science for Creating Awesome Learning
3:00 PM - 4:00 PM Thursday, October 25
Instructional Design
Bermuda AB
A lot is known about how people learn and develop skills. Cognitive science research on learning, behavior change, and development of expertise has provided a wealth of information. Unfortunately, much of that wisdom is locked in journal articles and dense books, so designers of learning experiences often rely on traditional methods that may or may not be supported by science.
This session will provide you with seven practical guidelines that have been distilled from the research for designing excellent learning experiences. For each guideline, you will find out how it was derived from the research and theory, see examples of how it has been implemented in the workplace, and discuss how it can be applied to improve your own designs. You’ll leave with solid takeaways that you can use to create truly awesome learning experiences that really get results.
In this session, you will learn:
- Seven research-based guidelines for learning experience design
- How these guidelines can be used to create learning activities that get results
- How these guidelines apply to formal, on-the-job, and social learning experiences
- Things to stop doing because they are NOT supported by the research
Audience:
Designers, developers, and managers.
Technology discussed in this session:
eLearning, mobile, simulations, and performance support systems.
Marty Rosenheck
Chief Learning Strategist
Cognitive Advisors
Marty Rosenheck, PhD, CEO and chief learning strategist at Cognitive Advisors, provides talent development, learning experience design, and learning technology ecosystem consulting. He is a thought leader and sought-after consultant, speaker, and writer on the application of cognitive science research to learning and performance. Marty has over 30 years of experience. He has created award-winning learning experiences, designed learning ecosystems, developed cognitive apprenticeship programs, built performance support systems, conducted needs assessments, specified learning paths, constructed virtual learning environments, and developed formal, informal, and social learning strategies for dozens of nonprofit and for-profit organizations.