User-focused writing: how to speak to all your readers

Imagine this situation: Sandra is back at work from an overseas holiday of three weeks. She meets the department manager in the corridor. “Morning Sandra.” he says. “You’re back. How was your holiday? Did you go away?” Sandra tells him she had a great holiday and went to Italy with her family. “Sounds amazing!” he replies, and continues to his meeting. When she joins her team, her colleague Ella asks about her holiday too. Ella knows Sandra went to Italy and is planning a holiday herself. She asks lots of questions about the hotel, the travel and the food and

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Write one, get one free: well structured job aids support training and daily work

We’ve all completed or created software or procedure training, some is very tedious, some is pretty and more engaging with clickthrough exercises – but the big question always is, what do you do want employees to do when two months later they are faced with a certain task and don’t remember how? Would they go back to a 20 minute learning module and search for a solution? Of course not. Job aids to the rescue A clear task-based step by step, or a quick video, easy to locate and easy to use – that is what learners need to support

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Using principles to give feedback on writing

A number of years ago I worked with a very talented senior elearning designer who delivered brilliant work themselves, but could drive juniors to tears with feedback on their work. Project documents, storyboards would be returned after review with track changes in Word – full of red lines and changed words and sentences. Separate from the fact that this was very discouraging, it did not help junior designers to grow in their abilities. The changes were all made for them, improving the work but with little explanation on how they could improve that work themselves the next time. Subjective vs

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Does writing style change how learners perceive choices in a branched scenario?

An important aspect of my PhD research is to try out different ways of writing choices (in branched scenarios) and see if it changes the way learners ponder the options. I recently tested a pilot questionnaire with participants of a webinar on storytelling, as an informal mini-prototype for my real study, and it produced some interesting results even though it was only a small group (34). So I decided to share them here. The scenario The participants were presented with variations of framing (information about the choices) and choices in a mini learning scenario. The scenario presents a tour guide

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Read, watch, listen and play your way to writing better interactive stories for learning

At a recent webinar on game writing techniques for learning some attendees asked me for recommended books. Well, this list has some books, but in my world even more comes from interesting talks, blogs and playing inspiring games. READ Emily Short’s Interactive StorytellingEmily is the absolute authority on interactive fiction and game storytelling. She done has deep research on conversation design and flow, review of writing in all types of games, and is an award-winning game writer and designer of interactive storytelling tools. Indispensable reading – and, play her games too.https://emshort.blog/ Short Sims by Clark Aldrich (2020)A highly practical approach

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Playing with choices: framing and options

I’ve recently read some really interesting research by Peter Mawhorter et al. about ‘choice poetics’ (Mawhorter, Mateas, Wardrip-Fruin, & Jhala, 2014). The authors look at a choice structure in interactive stories as composed of three elements: framing, options and outcomes. The framing is the content provided when a choice is presented. It can influence how a player/learner interprets the choice. Options are the “clickable” elements that lead to outcomes or consequences (presented when an option is chosen). Options can give rise to expectations about the outcomes, depending on how they are written. Framing and options can interplay and possibly influence

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Write better elearning scenarios: active or descriptive choices

The most important aspect of branching scenarios and interactive stories are the choices presented to the player/learner. Choices are what make interactive stories different from other creative writing outputs such as novels, plays and movies. Writing choices for e-learning scenarios is not easy, and contrary to many examples I see out there, not an alternative way to present a multiple choice quiz! As always, I take my cue for this narrative technique from game design narratives. Your learner’s choices have to fit in a story, in the general feel and the style of writing, and actually reflect much more than

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Write better elearning scenarios: subtext

Last year I embarked on a big journey. At the immature age of 50, I decided to start a PhD! It’s, to say the least, a very busy venture on top of work, but I’m really enjoying the challenge and the learning. Over the next three years, I’m going to concentrate on bringing together three of my favourite topics: creative writing, instructional design and story-based games. This blog post explores some initial ideas on how I want to apply the power of narrative writing for games to scenario-based learning and simulations. Game writers have tried and tested ways to engage

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Using Twine for complex video scenario design

For a recent scenario-based course in health care, my client was very keen to work with video scenarios. After a deep needs analysis, we established that the scenarios would provide the learner with conversation simulations. The learner would make a choice of ‘what to say’ and a video of the patient’s reaction would provide a consequence driven feedback. In a previous blog post, I described how I constructed these scenario stories to align with the learning outcomes. The next piece of work was actually writing out the full interactive stories and conversations. Each conversation choice made by the learner would

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Write better elearning scenarios: constructing stories from learning objectives

Scenario- and story based courses are a powerful medium to immerse learners in situations where they can practice their skills. Writing engaging stories, with learner choices that encompass everything that you want the learner to experience is not an easy job. So how do you make sure your scenario situations are realistic, the choices are nottoo obvious AND make sure everything you wanted to be covered in the learning – the ‘learning objectives’ – is actually in there? For a recent course on smoking cessation conversations I was confronted with this issue, as the elements to be covered were very

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How to run a SME meeting with Cathy Moore’s action mapping model

Anyone who has run SME meetings using Cathy Moore’s action mapping model or plans to to so after reading her blog, will have discovered that it is the clearest of models, but not as easy to implement as it seems. It requires some experience and techniques to guide your SME team to the core of what their training needs are. What do they want to see happen after the training? How can that be expressed in a measurable goal, which behaviours are needed to achieve that goal, and can these behaviours actually be trained? When I was recently asked to help other instructional

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Can the learner journey be the learning outcome?

I was listening to a Game design podcast in the car this morning, the Game Design Round Table, and something was said that challenged my thinking around learning outcomes. A question was sent in by a podcast listener about victory in games, whether there are no victory or fuzzy victory options. At a certain point in the discussion one of the speakers said something along the lines of ‘sometimes the journey can be the outcome’. Needless to say that this immediately sparked some thoughts around learning for me. As a strong advocate of Cathy Moore’s action mapping model, where you start by identifying a measurable

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A classification of game thinking in learning design

Reading Andrzej Marczewski’s (@daverage) excellent and very engaging book “Even Ninja Monkeys Like to Play” has made me analyse more deeply how we try (and succeed or fail) to enhance learning design with elements of game design (#learningworlddesign). How do we gamify learner experiences and on what level do they connect to learners? How do we design learning worlds that incorporate the best and most relevant elements of game design? Based on Marczewski’s classification of game thinking I have endeavoured  to develop a similar classification for Game thinking in learning design. The MDA framework (Hunicke, LeBlanc, Zubek, 2004) which introduces Aesthetics, Dynamics and Mechanics as three interconnected layers in games helped

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Can we break free of slide thinking in e-learning modules?

Corporate e-learning is moving along on a changing path. We see instructional designers trying to avoid information dumps, write up scenarios, work with action based models for design, and ditch storyboards for agile development. OK, I admit, there’s still a lot of information dump out there, but let’s just concentrate on the e-learning that’s trying to move beyond that… Even with all those efforts, and really cool examples as shown on the great E-learning Heroes site, I constantly feel like I am working within boundaries to my creative thinking. I use Cathy Moore’s action mapping model extensively to uncover measurable outcomes and come up with well-designed real

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Inner gamification techniques for elearning. Part 2: Telling a story

In a previous blog post I introduced the term ‘Inner gamification’ to indicate the use of game development features to enhance elearning that do not use ‘outer features’ like scores or badges. I since came across another term I like – game inspired design in a diagram shared by @daverage on Twitter. This second part handles some of the storytelling techniques we can learn from games and shares some opinions on good storytelling.   A story does not make itself, the learner makes it More and more instructional designers move to scenario based learning, which is a great evolution. Doing this well however is

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Inner gamification techniques for elearning. Part 1: onboarding the learner

‘Inner’ and ‘outer’ gamification? Just terms I came up with to describe my thoughts. Other people have probably invented better terminology, but it works for me. Let me clarify. Inner and outer gamification My definition of outer gamification is the visible use of techniques and mechanics from games to enhance your course. The amazing Amy Jo Kim talks about the ‘outer trappings’ of a game: badges, points, earning levels and rewards. I would add to this the look and feel of your learning module – make it look like a board game, a virtual world, cards, or even use a TV gameshow

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Why Jane Austen would have been a brilliant instructional designer

The art of storytelling is so much part of good instructional design, that it makes a lot of sense to seek brilliant examples across media, even if they are over 2 centuries old. When reflecting about better scenario writing for elearning, it suddenly struck me that I should look at my favourite author, Jane Austen, and learn from how she works a story. A strong start is half the work ‘It is a truth universally acknowledged that a single man in possession of a good fortune must be in want of a wife’. This famous introduction from Pride and Prejudice (P&P) tells you immediately what the book is

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