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Lessons on Instructional Design from…my Dog

By Carly Yuenger, Senior Instructional Designer 

For the last two-and-a-half years, I’ve been the primary trainer to my dog, but for some reason, my mind has kept this task separate from my daylighting work as an instructional designer. Most days, I’d venture to say that I’m a better instructional designer than dog trainer, so the reason may be simple ego-protection.

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Four Instructional Design Lessons Inspired by the Lord of the Rings

By Kody Jackson, MA, Instructional Writer Intern

Instructional design is a lot like The Lord of the Rings. This isn’t the most obvious of comparisons, I’ll admit. Everyone in Middle Earth, after all, rides around on horses. We certainly don’t get to do that here at Allen Interactions...at least not until the Culture Committee puts in that petting zoo I’ve been begging for. We also don’t have swords. The pen may be mightier, but it definitely lacks the same “cool” factor.

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Pokémon Go: 3 Lessons for Instructional Designers

By Edmond ManningSenior Instructional Strategist

Surely you’ve heard the news stories.

Pokémon Go players lured to robberies or stepping blindly into traffic. On Facebook, I read a friend’s post describing how her car was rear-ended at a stoplight. Yes, the driver was playing Pokémon Go. Yes, he confessed this to the police, alleviating my friend from any responsibility. A Florida news anchor walked right into the live weather forecast, too busy catching imaginary animals to pay attention.

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Gameful Design

By Edmond ManningSenior Instructional Strategist

I want you to read every line of this blog post, so here’s what I’m going to do. I will give you 50 points, and you can use those points to buy an avatar and accessories. No, wait—

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Dear Savvy

Remember Dear Abby? Well, here is her counterpart in the Instructional Design field… 

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Five St. Patrick's Inspired Instructional Design Traditions

By CARRIE ZENS, Director of Marketing

Happy St. Patrick's Day everyone! In celebration of this religious and cultural holiday here's a blog Ethan Edwards, chief instructional strategist, wrote last year about five instructional design traditions inspired by its celebratory customs and green-filled festivities.

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The Power of “Test Then Tell” in e-Learning Design

By Ethan Edwards, Chief Instructional Strategist / @ethanedwards 

One of the most powerful design ideas for creating good e-learning also seems to be the one that designers find hardest to accept and adopt. It is the “test then tell” approach at the heart of learner-centered design. Simply put, “test then tell” encourages us to begin an instructional sequence, not with content, but by presenting the learner with a challenge—some specific task or test of performance—and then provide content by way of feedback based on how learners did.

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Creating The Best e-Learning Design Ever!

By Richard Sites | Vice President - Training & Marketing | @rhillsites

This is the holy grail of Instructional Design. The creation of the best design. One that achieves all of the performance outcomes, addresses all of the objectives, engages the learners and changes the performance of the entire organization.

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11 Instructional Design Truths According to Cat .gifs

By Edmond ManningSenior Instructional Strategist

If the Internet has taught us anything over the last twenty-five years, it’s that every single event in the history of all humanity can somehow be represented by adorable cat videos. Why fight it? We present some common instructional design truths best illustrated by, you got it—those furry little monsters.

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5 Lessons for Designing Engaging e-Learning Interactions from Project Runway

By Ethan Edwards, Chief Instructional Strategist / @ethanedwards 

Earlier this month, I had the honor of speaking at the ATD TechKnowledge Conference in Las Vegas. At the conference, I talked about sketching and prototyping as a design methodology for designing effective e-learning. I’m always on the lookout for new ways to explain or illustrate a novel approach to a familiar task. While I am firmly convinced that sketching is far and away the best method for coming up with ideas for new engaging interactions, the tradition of detailed storyboarding as the design tool of choice for instruction is so deeply entrenched in our field. Thus, I think it may be helpful to refer to something unexpected to make sense of new ideas.

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