Learner apathy is there to stay!
Millions spent on setting up an LCMS for
global delivery of e-courses and a couple
of hundreds sign up!
1000 licenses bought for a specific course
and a handful go through it in a year!
Custom-built courses created at huge costs
and there are no takers!
Are these just one-off horror stories or
ground reality? For every successful e-Learning
case study there are many more that don't
make the grade! And, what's more, even after
making it mandatory, it is difficult to
get 100% sign-up. Or even worse, get more
than 50% completion of the course.
Rather than play the blame-game, e-Learning
customers and vendors globally have come
to the conclusion that learner apathy is
there to stay. Drastic ideas have been thought
up and radical changes brought about - to
gain some successes. Continuous innovation
based on a deeper understanding of "what
will tickle the learner's fancy", is expected
to help reduce learner apathy as we go along.
Before getting into how advertising can
help, let's recount the reasons for learner
apathy, from two different angles: first,
the learner as a corporate employee and
next, as an adult.
The Corporate e-Learner: The missing
WIIFMe
Research indicates that the typical corporate
e-Learner doesn't own up to e-Learning,
for he or she believes that:
- This is all additional work to be done, for no pay and no benefit
- They have been doing well so far without
this, and can continue to do so
- They can't find time to do this on top of their jobs
- Bosses will get upset with their taking time away from the job on hand to learn something that "may be useful"
- That these courses are anyways "boring"
To tackle these issues of W hat's
I n I t
F or Me
(or WIIFMe), most corporate have adjusted
their reward and recognition mechanisms
to promote e-Learning. They have run awareness
campaigns to educate the learners and their
bosses about the power of e-Learning and
the benefits that can accrue to the individual,
the team and the corporate. The "boring"
part has been tackled by jazzing up the
delivery and deploying more and more technology
to make e-Learning interesting. However,
this has at best, worked in fits & starts.
The Adult e-Learner: The "Y" Generation
The global ICT explosion has changed forever
the way we receive, process and act upon
information. Reading habits are down and
viewing habits are up - a host of TV channels,
thousands of video games and the Internet,
itself has changed the way adults basically
think, assimilate information and learn.
- The expectation is one of action
learning in an online
context - not just learning from
the course, but from others on the course
about their experiences & learning
- they are comfortable with e-mail more
than mail, voice chats over the web than
teleconferences and collaborative document
creation online than working on task-forces
- The expectation is one of highly
interactive learning - being
used to action-oriented video games that
call for hair-trigger responses, anything
that is static, such as page-turners or
pop-up-quizzes is seen as boring. Even
simulation without successive challenges
thrown in is not seen as engaging beyond
a certain point
- The expectation is one of learning
by experiencing - no more will
just presentation of facts and concepts
do - these need to be experienced and
have to dovetail into past experiences
to make fresh learning
- Finally, the expectation is one of
learning by fooling around -
highly regimented and structured
learning is typically rebelled against
and they expect to figure things out for
themselves by trying out things and experimenting
So, what's missing from current generation
of e-Learning? Let's see if our marketing
brethren have some answers.
Can we learn from our Marketing
brethren?
We cannot expect most learners to own-up
a course right away. A chain of increasing
interaction and engagement needs to take
place, along the lines of:
- Attracting them to the course
- Interesting them to explore the course
- Creating a desire in them to get on
with the course, and finally
- Getting them to own-up the course sufficiently
to complete it
This is not very different from what our
marketing friends need to do to get customers
hooked to their products.
All marketing activities fall in line with
the 4 Ps of marketing, originally propounded
by Kotler:
- Product - designed to satisfy customer needs and also includes another P or packaged aesthetically
- Price - offering value for money
- Place - made available at the right place at the right time in the right format
- Promotion - making customers know about the product, selling the benefits and not features or attributes and attracting customers to buy now - including offering freebies, tasters etc.
Quite a few of the key principles that
marketers deploy to cover these 4 Ps is
deployed in e-Learning too. To list a few
of these:
- Course design based on learner needs
- Aesthetically designed courses
- Various pricing options to ensure that the deal does not falter on price
- Being online, distribution is never an issue
- Free tasters to get learners to sample first
- Technology driven marketing of courses
to the target audience and many more such
activities
But, there is a lot to learn from our marketing
friends, especially about " emotionally
connecting to the customer ". This
will become the key to engage the apathetic
learner and make him or her into a motivated
learner.
As it is, e-Learning suffers from low information
levels, since it is adjusted to what a learner
consciously can absorb or accommodate at
any given point in time. This is partly
offset by giving the learner access to a
vast amount of content or courses that normally
gets published. But there is little to no
emotional connect with the learner, which
is the basic minimum must to engage - if
you ask any marketing person.
A number of lessons are available from
advertising for incorporating in course
development. Advertising communicates to
the target customer, what a particular brand
is all about. It either entices and encourages
the customer to start-off an engagement
or solidifies a pre-existing relationship.
e-Learning is about communicating too and
some of the principles of advertising can
easily be adapted to make effective &
engaging content.
Learning
from the Science of Advertising: AIDA model
The key learning from the various models
used to explain a buy decision is that the
decision is not instantaneous. The process
of how an ad works is said to be sequential:
Awareness - the ad must
first gain the target consumer's attention
Interest
- the ad must next arouse the consumer's
interest for the product or service
Desire - the consumer
must then desire the product or service
Action - finally leading
up to a purchase by the consumer
AIDA is a very elementary model that has
been expanded and modified to explain better
how ads work and help draw up guidelines
for ads. For instance, John Caple (a great
copywriter) recommends following a sequence,
when writing advertising copy:
- Get attention
- Hold attention
- Create desire
- Make it believable
- Prove it's a bargain
- Make it easy to buy
- Give a reason to buy now

These principles are not true of only product
advertising. They are the same for any from
of advertising, as clear from a recruitment
advertising case that we have worked out
in the past.
If we look at the recruitment ad above,
that is looking to hire a team of software
engineers, the copy, visual treatment, and
headline - all of them individually may
seem out of place. However, the project
had to do with launching a new software
tool before the competition did. The
deadline was just over a month for 40+ engineers
to deliver something a "sane" company would
probably take half a year. The hires
therefore had to be "insane" engineers if
you could call them that - those who would
probably work 20 hours out of 24 everyday,
those who thrive on crazy challenges and
those who felt stifled in existing software
houses which go about doing things methodically.
The ad worked very well indeed - 42 engineers
were hired the same day that the ads were
released across India; the team came on
board soon and delivered the product well
ahead of competition to become the first-movers
in the space. This ad had all the components
of AIDA -
- The visual and headline got instant
attention due to the shock-value
- The overall treatment got the "right"
targets interest ed in the company for
it was different
- The copy highlighted that it was a
difficult but exciting job and provoked
desire by challenging only the "fittest"
to apply; and
- The deadlines brought about a sense
of urgency to act today
We have attempted to build in some of these
principles learnt from our advertising practice
into designing the content for the electronic
courses that we create for our customers.
The following case studies will help highlight
our 4E model - Entice - Enamour - Engage
- Enable, which is patterned after the AIDA
model.
Deploying AIDA in e-Learning: 4E
Model
The 4E model, similar to AIDA, is a sequential
model to engage a learner.
- Entice - First, hook
the attention of the
learner and entice him or her to start-off
the engagement process
- Enamour - Next, make
them experience something different from
what they expect to typically learn from
an online course; so that they become
interest ed in going
forward
- Engage - All the content
that follows in the learning hour has
to create a desire in the learner to continue
further and take them to completion
- Enable - All content
deployed has to have an action-orientation,
i.e. be linked to the learner's job; allow
the learner to experiment, fool around
and learn from it. This again reduces
chances of a drop-off midway during the
course
It is not always possible to achieve all
4 steps in one hour, especially so if the
course is very packed or the learning objectives
for the hour are too complex. Our experience
shows that by sticking close to the model,
we get far better responses from learners
- in terms of enrolment and completion rates
for voluntary programs and feedback such
as "the course was useful" instead of "course
was interesting".
Case: Problem Solving
Tools & Techniques course for India's
marquee software services firm
Step:
Entice - software engineers are
extremely comfortable with online learning.
But they hate to enrol for any course, which
does not increase their skills in coding
or learning a new software language. In
corporate environments where continuous
education is voluntary and employees are
expected to be self-actualised enough to
enrol on their own, this can be a challenge.
To hook such difficult learners, we challenged
them to start-off on an animated game of
helping a fish made up of matchsticks escape
from a crocodile under time pressure. All
they had to do was move three or four matchsticks
to get the fish to face away from the croc.
It would then escape. They were given three
chances to solve it.
Step
2: Enamour
If the first task set was one of
action-oriented problem solving, the next
one was a mental challenge - or an "orientation"
challenge, as shown below. At the end of
this SCO, the learner was sufficiently challenged
and interested in knowing more about the
course and was proceeding to hit the next
SCO in sequence.
Step
3 & 4: Engage and Enable
Every problem solving tool or technique
was treated a little differently; but the
underlying principle was one of allowing
the user to learn to use the tool or provoke
thinking by challenging and by connecting
to their job. Some examples:
In a SCO on Covey's Quadrant that helps
to prioritise problems, learners were encouraged
to enter their own data on screens and allowed
to publish a Covey's Quadrant. This way
it connected to their daily job, showed
them how to use such a tool and the importance
of using such a tool instead of intuitively
prioritising their problems.
To get the learners appreciate and accept
"Is / Is-not Matrix" as a useful tool that
they could deploy on the job, we put up
an interesting but silly problem with seemingly
no logical answer. Most learners enjoyed
this challenge and could not figure out
how to solve it. More importantly they could
connect the technique to their daily job
of de-bugging software code.
Many hundreds of engineers have been through
the course and the feedback has been excellent,
to get us a preferred e-Learning partner
status.
Case: Course on Motion
Pictures for MBA students of a Middle East
based University
Step:
Entice - since it had to do with
movies, we worked on using a sequence of
cinema posters to get them to start-off
on the course.
Step:
Engage
Activities were embedded within
the course that allowed them to pick up
key learning in an interesting format that
also ensured that they would remember. A
case in example is a Crossword that we built
in to the course.
Some other examples:
- To engage learners of a 100-hour mandatory,
online Insurance Agents Training course,
we deployed a mascot in the form of an
"oldish" looking agent. He turned out
to be a mentor, a coach and a facilitator
at various points of time during the course.
This was a must from the course design,
since the target learners were spread
across the breadth and width of India,
with most coming from small locations.
The typical learner was High school pass,
minimal English skills and culturally
from the backwaters of India. Over 5000
agents have successfully completed the
course with most of them now as certified
agents after passing an offline certification
exam conducted by a Government body
- For a course on business basics for
managers of a corporate, we created a
story-telling format for the course. We
created a story with three friends from
different companies getting together to
form a new company and working their way
through building up their business over
4 learning hours. This directly linked
to the aspirations of most target learners
since all of them dreaming of a unit of
their own, sometime in the future. And
got us motivated learners!
In conclusion:
There is a lot to learn from good
advertising that pulls customers towards
the product or service on offer. Similarly,
good e-Learning must draw the learner towards
the course. Adapting shamelessly from advertising
can help, especially to emotionally connect
to target learners. The 4E Model - Entice
- Enamour - Engage - Enable is one such
model to achieve the Big E - Educate learners! |