E-learning can and should be engaging

E-learning can and should be engaging

This article was originally published on a blog at www.edelweiss-group.com

E-learning should not be a click-through-slides experience. E-learning can and should be engaging, practical and impactful. 

E-learning can and should incorporate the same principles for engaging learning that we use for creating immersive and engaging in-person facilitated learning programs. The technology side of creating engaging e-learning does not have to fall into custom coded, long development time, expensive projects. Existing authoring tools like Articulate and Adobe Captivate that support interactivity and logic are excellent for creating engaging e-learning.

It is not in the tools we use, it is in the approach we take. It is not about creating a fancy 3D game, it is about creating a functional product that is meaningful and impactful, a product that is flexible to modify without incurring additional high development cost.

Let’s imagine that we have completed the mapping out of the desired learning outcomes aligned with business goals. How can we create an engaging e-learning that will help us achieve these desired learning outcomes and, in turn, will support our business? 

Here, I will share key principles and elements of creating engaging e-learning that we apply in our work .

Understanding the learner

  • Initial level of intrinsic motivation
  • Obstacles to learning (external: no time, internal: fear of failure)
  • Professional/functional mindset

Understanding the organization

  • Culture (current and desired future)
  • Business goals
  • Constraints

Balancing external motivation elements

  • Points, badges, leaderboards work, but without the “heart” of the experience, they will work only for so long.
  • Combination of competitive and cooperative “rewards”: points by individual, team, cohort - reaching for a common goal.

Reaching to and increasing internal motivation

  • A simulation, scenario based approach with a bigger story, bigger purpose
  • Immersive experience instead of an observer experience (even quizzes can be immersive)
  • Game elements to overcome fear of failure (in a natural way)
  • Interactive elements that engage the learner in meaningful actions
  • Sense of mastery (challenge, sense of grasp and progression)
  • Learner-based challenge level (meeting the learner at their level and helping them grow)
  • Practice and application
  • Relevant and appealing theme
  • Visual appeal and emotional connection

All of the above can well be implemented with the existing authoring tools that support interactivity and logic. Some of the cooperative elements such as points by team, cohort and organizations will require some effort outside of the authoring tool and depend on the point of delivery of e-learning.


Anna Samorukova is the founder of Edelweiss Group. Her passion is in creating innovative immersive learning and change facilitation experiences for personal and organizational growth and impact. E-mail Anna at [email protected].

Connect with us to explore how we might work together to bring your learners and organization to the next level: [email protected], www.edelweiss-group.com

Bill McClain

Intersectional Futurist. Best selling Writer. Non-traditional Strategic Planning businessman. Author of "Strategic Planning In This Age Of Disruption" and "The 4 Horsemen, Envisioning 2030" (Amazon #1 Business Planning).

7 年

Thank you Anna for this. Ever consider writing a book? I live in an adjacent world that doesn't think about this much and would benefit from your guidance.

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