In this blog, we will look at how learning theory helps us when designing eLearning for adult learners. We will learn about Knowles’ five assumptions of adult learners, personalised learning pathways, gamification and lifelong learning.
Andragogy
Malcom Knowles, a key figure in adult learning theory in the second half of the 20th century, popularised the term ‘andragogy’. Andragogy is a learning theory that is rooted in the characteristics of adult learners.
Knowles outlined five assumptions about adult learners:
- Self-concept: Adult learners are independent and self-directed.
- Experience: An adult’s life experience is a resource for learning.
- Readiness to learn: Adults want to learn when they have a reason, such as for work.
- Orientation to learning: Adults want to learn what they can apply to their everyday life, so learning should be problem-based rather than content-based.
- Motivation to learn: Adult learners are motivated to learn for their own reasons – such as the desire to advance at work or to solve a problem.
Every learner is unique, but Knowles is providing a general overview of an adult learner.
How can this be reflected when designing eLearning for adult learners?
All great training puts the learners at the centre. To do this, we can reflect on questions, such as:
- What do the learners already know about this topic?
- What experience and skills do they already have?
- What content, activities, scenarios or examples would be most relevant and useful for them?
- Why do the learners need to know this?
- How will the learners apply this new knowledge or skill?
- How can I give learners an active learning experience in this course?
- At the end of the course, what kinds of problems should the learners be able to solve?
- Will this be relevant and useful for the learner?
Personalised learning pathway
A personalised learning pathway is a popular approach for adult learning. It is a great example of self-directed learning.
- First, learners identify their needs or gaps in learning.
- Then, they set personal learning goals.
- Next, they source materials, resources or courses to help them reach their learning goals.
- Finally they reflect on and evaluate their learning.
Designing eLearning for adult learners with personalised learning pathways in mind
- Set up a reflective or self-assessment task at the start of the eLearning.
- Allow learners to choose the modules or activities that will help them reach their learning goal.
- Give learners feedback and provide them with assessments to demonstrate their learning.
Lifelong learning
Throughout our adult lives, we continue to grow, learn and develop our skills at all stages and ages. We might do this for professional development and growing our skillset for work. But we might also do this for personal development, such as taking up a new hobby or doing an evening class.
How can eLearning cater to lifelong learning?
- Provide the learner with links to additional resources and further learning at the end of an eLearning course.
- Allow learners to earn micro-credentials in the form of digital badges or digital certificates.
- Consider a wide range of topics, including professional courses as well as personal development courses.
Designing eLearning for adult learners using gamification
Gamification is when game elements are brought into the training or eLearning design. Although it’s nice to think that all adult learners will meet work training or compliance courses with enthusiasm and will be internally motivated, the reality is this isn’t always the case! Even when learners are made aware of how the training is going to benefit them at work, you may still need a little extra something to motivate them. Elements of game theory can help with motivation and bring out learners’ competitive nature.
How can gamification be used in eLearning?
- Games, fun and competitions are not just for children. Gamification can be used effectively in adult learning to engage learners, when used appropriately.
- Simple gamification strategies, such as earning points or prizes, can lead to a sense of reward and achievement in achieving learning goals.
- Gamification elements brought into your eLearning course should enhance learners’ motivation and engagement and not distract them from the learning content.
- Use this approach skilfully and always consider whether it will work for the learners.