• Recognising and characterising the main types of digital teaching resources.
• Identifying ideal use cases for these digital teaching modalities.
• Understanding the pedagogical drivers to guide decision-making.
• Understanding the technologies, tools and skills used to produce these digital modalities.
• Quantifying the costs associated with the different teaching modalities.
Discovering and implementing digital teaching tools
OBJECTIVES
PROGRAMME
INTRODUCTION
• Evolution of the training ecosystem and teaching resources,
• Challenges for the training system.
Presentation of the main use case for the morning session.
INSTRUCTIONAL DESIGN
• What are we talking about?
• Key stages,
• Justifying a teaching resource.
Practical workshops based on the use case.
TEACHING RESOURCES
• Enhanced in-person set-ups and 2D visuals,
• Graphics,
• Types of e-learning (scripted, immersion, gamification, etc.),
• Different types of videos (procedural, descriptive communication, motion design, etc.),
• Different types of 3D animations (descriptive, procedural, realistic, animated film),
• Virtual tours (3D, photo, 360° video and 360° 3D video),
• Virtual reality,
• Augmented reality,
• Serious games,
• Specific applications.
Use case, cost estimates, advantages, disadvantages, required resources.
SYNTHESIS AND OUTLOOK
• Introduction to developing an external production capability,
• Reflect on daily practices,
• Introduction to developing an external production capability.
RESOURCES PROVIDED AT THE END OF THE TRAINING
• Sheets detailing teaching resources,
• Videos or examples of each teaching resource hosted on a secure LGM web server.
Advanced practical workshops.
PROFILE
ILS/ DOC Project Manager, Instructor, Digital Learning Manager, Training Project Manager / Learning Manager, HR Director, Academy / Training Organisation Manager.
PREREQUISITES
None.