There’s nothing rapid about Rapid eLearning

The term ‘rapid elearning’ has befuddled me for some time. Beth's reference to "Rabid eLearning" in her recent blog post got me thinking about this topic once again. Given that I came from one of the pioneers in the industry (eHelp) which brought RoboDemo, now Adobe Captivate, to market (which btw we purchased from a guy selling the previous incarnation out of his garage in Australia), you would think that I am a true believer in the concept. The fault merely lies in the interpretation – not the tools themselves. These tools have created a massive disruptive change in our field, and other tools today will continue to do so.

Rapid eLearning has seen a 7 or 8 year maturation that sometimes amuses me quite a bit. Why? Because many of the young developers have probably never had the experience of working within a large multimedia development team consisting of designers, storyboard teams, Flash developers, and creative artists. They are reduced to storyboarding in PowerPoint or Post-its, developing in Captivate or Articulate, and using iStockPhoto to fill in for their illustrative work.

Thus, I believe that rapid is only relative if you compare development to the ‘old days’ – which consisted of fairly large teams with fairly specialized talent (not excluding the folks using Director or Authorware!). Interestingly, when eHelp released their first version of RoboDemo, and even though it was a brand new tool in a new market, there was a high degree of difficulty selling people on the value of going to our training classes. Hey, this is easy! I can crank out training in no time!

Not so fast Sparky! The people who attended training came out of the classroom blown away by the functionality of the product but more importantly, the need to understand the bigger picture of storyboarding, user experience, and level of interactivity. This was core to the teams of long ago. With so much effort riding on a large team, the development was treated as a PRODUCT. The problem of course, was the cost of the team, and the time to market. So tools like RoboDemo and Articulate Presenter were indeed rapid – slimming the team to sometimes a single person and being faster by half or more.

However, in today’s times, it’s worth understanding that rapid just isn’t what it says it is.

As a testament to this, I did some quick research and found four studies over the past seven years to demonstrate the reality of the situation. Interestingly, the findings are very similar (see below for details): the time to create one full hour of an intermediate level, Captivate/Articulate style elearning product is around 200-250 hrs. This includes some basic level of testing and interactivity. Higher orders of assessment and interactivity take this number up another 100+ hours of development per hour of content. That is one person working 6-8 weeks to create one hour of elearning!

My key takeaway from this is - rapid elearning does not exist, especially in the hands of an untrained developer.

Therefore, eLearning development is still an expensive and costly proposition, "rapid" or otherwise. You still need to ensure that you understand the business need, goals, and expected outcomes before commissioning any work.

And most importantly:

Tie your development to outcomes and measurable results (actionable metrics), in order to prioritize what content gets built, and have a clear gameplan that gives you the clarity to build it out, or the ability to put your outsourcing vendors on a fixed bid to control costs and ensure accountability without fingerpointing.

Benchmarking data:

ASTD (August 2009)

Limited interactivity; no animations
Low 118 High 365

Moderate interactivity; limited animations
Low 90 High 240

High interactivity; multiple animations
Low 136 High 324

Bryan Chapman (March 2007) (also has links to all of the studies)

• 34:1 Instructor-Led Training (ILT), including design, lesson plans, handouts, PowerPoint slides, etc.
• 33:1 PowerPoint to E-Learning Conversion. Not sure why it takes less time than creating ILT, but that’s what we discovered when surveying 200 companies about this practice
• 220:1 Standard e-learning which includes presentation, audio, some video, test questions, and 20% interactivity
• 750:1 Simulations from scratch. Creating highly interactive content

eLearning Guild (July 2002)

Asynchronous vs Synchronous
Simple 117 vs 86
Average 191 vs 147
Complex 276 vs 222

Experienced Captivate Consultant/Developer (my own data)

Assumption of existing template, style guide – otherwise, add 20-40
hours for preparation

• Given that 1 captivate = 1 lesson = 5min --> course --> curriculum
• 1 course is usually 1 hour, 12-15 Captivates
• It takes 8-10hrs of development per CP, so 1hr course = 120-150 hrs
of development which includes production, recording, edits and QA,
testing, etc

• Add another 80 hrs for writing (= scripting)
• Add another 100 hrs for audio if needed (professional audio/voiceover)

This leads to a conservative total of 300-350 hours for one hour of
elearning with ‘intermediate’ levels of interactivity (or 200-250
without audio).

~ posted by Jon Lloyd on 5 Oct 09
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12 Responses so far. Add Your Own.

Jon,

Great post and thank you for bringing some benchmarks to the table.

The ASTD number look a bit off. It appears Limited Interactivity has a low that is higher than the Moderate Interactivity. It questions their accuracy. However, it's apparent that good rapid e-learning takes time.

I think the "rapid" part is more for awareness or knowledge dumps that's called training. There is nothing wrong with this and sometimes, that's all that's needed. But lets face it, there is nothing rapid about building a simulation where it is a matter of life and death – regardless of the tool that one uses.

Thanks for the benchmarks again. It helps us estimate our time and convince our clients just a little bit better.

Scott

 

Hi Scott, thanks for the additional contribution! I noticed the anomaly too and wondered about the data set and validity. I wonder though, if it is a function of skill with the tools, newbies (or SMEs) taking longer to create the lower-level content, and becoming more efficient as they transition into moderate. Overall, I think the best bet is to look at the trends which are surprisingly consistent over quite a period of time in the maturation of those tools.

jon


posted by Jon Lloyd
October 7th, 2009
 

Kia ora e Jon!

I agree with all that you bring forward here.

The Hawthorne Effect is another that contributes to the delusion of (possible) success through (rapid) elearning. There is also the common culture that smacks so much of postmodernism, referred to in Shelley Gare's book, The Triumph of the Airheads . . .

I have lived and worked through the times you mentioned of proper storyboarding, user experience, and level of interactivity etc. What we are seeing being celebrated today is a delusion that "this is all that's needed".

 

Thanks Ken - well spoken and true to every word. Hmmm, maybe I should come down to discuss further - NZ is absolutely my favorite place on earth. Our dear friend and colleague, Wayne Hodgins is currently on his way there via Learnativity. You can read about his experiences in the recent tsunami and making his way toward your beautiful country here - http://learnativity.typepad.com/


posted by Jon Lloyd
October 8th, 2009
 

[...] BONUS: Don’t let the term “Rapid E-learning” fool you.  While it is possible to build quality e-learning quickly, Jon Lloyd at VMG doesn’t believe so. He outlines why in his post, There’s nothing rapid about Rapid eLearning. [...]

 

Regardless of the data and as a matter of survival, we should not reject what's happening before our very eyes as less than effective. Using filters from the past can color what you see. I think Darwin can guide us in helping to evolve what we do for clients. What good does lamenting over old models do?

When the barbarians are at the gate, and the CLO and instructional design staff are gone, a bright, adminastrative staffer with Articulate can respond to the moment of need and push out simple training that tells you how to shoot the arrow.


posted by Rick Koskinen
October 12th, 2009
 

We at CommLab India, a company that specializes in online custom courseware development for the past 9 years has a different experience. For a typical 1 hour of learning, we take about 4 weeks from creating storyboard to final production.

As far as Rapid elearning is concerned, it requires 3 things - one a clear process in place and - two - good and trained professionals - be it Instructional designers, graphic designers, programmers, quality etc. and three a library of reusable components, which will help reduce time and cost.

 

Excellent post, Jon. A point that I would like to add is that maybe we've got the development model all wrong. For example, should a typical company really have a large multimedia development team consisting of designers, storyboard teams, Flash developers, and creative artists? Instead, perhaps we should be upskilling our Subject Matter Experts in developing their own e-learning courseware? In the organizational sense, then, development is "rapid" because you have multiple people across the company publishing training solutions at any one time, with the support of qualified e-learning consultants of course.

 

Ryan - you are spot on! Glenn and I covered this in our "Do Less with Less" webinar a few weeks ago with TrainingIndustry.com (links to the "less with less" slides/recording are here http://bit.ly/ZNixl). When you have your 'manufacturing' process standardized, you can easily pull needed content into the plant and push into production. You might have to make a few adjustments to the 'assembly line' but by creating a templated approach, you can absolutely put the technology, the templates and the wrappers in the hands of the SMEs for their content production.

 

Another great blog post Jon. Enough said. You did a great job breaking down the complicated pieces. Interesting information. Looking forward for your next post.

 

Thanks Jon for sharing - got me thinking alot, especially the perspective you gave on the last 10 years, and the view from now if your just joining the field. Development of Serious Games and Immersive Learning Simulations appear to be following this same path.

For the last few years it has been big, multi disciplinary teams, using quite difficult and complex processes to deliver the immersive sim. Now, we have the advent of new tools just entering this field and eating away at this complexity. This is changing the development process to more agile and iterative approaches; enabling designers to do many of the other jobs; and introducing parallel workflows. Still, even with these tools and processes, to create something rich and effective requires 300 development hours per 'learning hour'. Its much faster and easier than before, buts its not going do be done over a weekend. I have also noticed that it demands greater levels of skill from the instructional designer - in the past they would be one person in a big team, now, they run the show; design, development and even project management.

 

Hello from Russia!
Can I quote a post "No teme" in your blog with the link to you?

 

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