1 of 67

Workshop| Ian McCanless | February 7, 2024

1

Question Authoring for Trainers

Logo

2 of 67

Meet Your Designer

2

Logo

Ian McCanless

Senior Learning Designer

Salt Lake City, UT

3 of 67

3

Logo

Agenda

01

Session Introduction

02

Consider the Learning Objectives

03

Levels of Questions

04

Gamification of Learning

05

Formulating Accessible Content

06

Pulling it All Together

4 of 67

4

Logo

Session Guidelines

Be Present

Demonstrate

Respect

Ask All

Questions

Participate

5 of 67

Session Objectives

5

By the end of this session, you will be able to:

  • Explain the correlation between learning objectives and questions

  • Define the levels of questions

  • Determine the appropriate level of questions to use in gamified learning

  • Describe the impact of gamified learning

  • Apply accessibility constraints when authoring questions in our gamified tool

Logo

6 of 67

Parking Lot

6

Logo

7 of 67

7

Logo

Consider the Learning Objectives

8 of 67

8

Benjamin Samuel Bloom (February 21, 1913 – September 13, 1999) was an American educational psychologist who made contributions to the classification of educational objectives and to the theory of mastery learning. He is particularly noted for leading educational psychologists to develop the comprehensive system of describing and assessing educational outcomes in the mid-1950s. He has influenced the practices and philosophies of educators around the world from the latter part of the twentieth century.

Dr. Benjamin Bloom

Logo

9 of 67

Bloom’s Taxonomy

9

There are six levels of cognitive learning according to Bloom's Taxonomy. These levels can be helpful in developing learning outcomes and objectives because certain verbs are particularly appropriate at each level and not appropriate at other levels. A learner might list our funding models or recite our misrepresentation policy to demonstrate that they remember something they learned, but generating a list does not demonstrate (for example) that the learner can explain the funding model to a member or apply the misrepresentation policy to the verbiage they use with a member.

Logo

Remember

Understand

Apply

Analyze

Evaluate

Create

10 of 67

Remember

10

Recall facts and basic concepts

Logo

  • Define
  • Duplicate
  • List
  • Memorize
  • Repeat
  • State

Remember

Understand

Apply

Analyze

Evaluate

Create

11 of 67

Understand

11

Explain ideas or concepts

Logo

  • Classify
  • Describe
  • Discuss
  • Explain
  • Identify
  • Locate
  • Recognize
  • Report
  • Select
  • Translate

Remember

Understand

Apply

Analyze

Evaluate

Create

12 of 67

Apply

12

Use information in new situations

Logo

  • Execute
  • Implement
  • Solve
  • Use
  • Demonstrate
  • Interpret
  • Operate
  • Schedule
  • Sketch

Remember

Understand

Apply

Analyze

Evaluate

Create

13 of 67

Analyze

13

Draw connections among ideas

Logo

  • Differentiate
  • Organize
  • Relate
  • Compare
  • Contrast
  • Distinguish
  • Examine
  • Experiment
  • Question
  • Test

Remember

Understand

Apply

Analyze

Evaluate

Create

14 of 67

Evaluate

14

Justify a stand or decision

Logo

  • Appraise
  • Argue
  • Defend
  • Judge
  • Select
  • Support
  • Value
  • Critique
  • Weigh

Remember

Understand

Apply

Analyze

Evaluate

Create

15 of 67

Create

15

Produce new or original work

Logo

  • Design
  • Assemble
  • Construct
  • Conjecture
  • Develop
  • Formulate
  • Author
  • Investigate

Remember

Understand

Apply

Analyze

Evaluate

Create

16 of 67

Learning Objectives Example

16

Logo

17 of 67

17

Logo

Pause for Practice

18 of 67

18

Logo

Which taxonomy level is used in the learning objective below?

Explain how the Quick Text, Help Center, and File Request chat features function.

Create

Evaluate

Analyze

Apply

Understand

Remember

19 of 67

19

Logo

Which taxonomy level is used in the learning objective below?

Demonstrate using Salesforce to authenticate a member chat.

Create

Evaluate

Analyze

Apply

Understand

Remember

20 of 67

20

Logo

Which taxonomy level is used in the learning objective below?

Define the scope of support responsibilities Individual Contributors in Tier 1 and Tier 2 have for each funding model.

Create

Evaluate

Analyze

Apply

Understand

Remember

21 of 67

Bloom’s Taxonomy Revisited

21

Which three taxonomy levels are most commonly used in our new hire training courses?

Logo

Remember

Understand

Apply

Analyze

Evaluate

Create

Why do you think that is?

How does understanding the Bloom’s Taxonomy and its application to learning objectives impact the questions you craft in our gamified learning solution?

22 of 67

22

Logo

Resources

The resources to the right provide more information about Bloom’s Taxonomy.

  • Bloom’s Taxonomy: The Ultimate GuideTop Hat | Website | 1 hour

  • Bloom's Taxonomy of Measurable VerbsUtica University | PDF | 10 minutes

  • Bloom’s TaxonomyVanderbilt University | Website | 10 minutes

  • What is Bloom's Taxonomy?John Spencer on YouTube | Video | 6 minutes

23 of 67

23

Logo

Levels of Questions

24 of 67

24

Arthur L. Costa, EdD, is an emeritus professor of education at California State University, Sacramento. He is cofounder of the Institute for Habits of Mind and cofounder, with Bob Garmston, of the Center for Cognitive Coaching. He served as a classroom teacher, a curriculum consultant, an assistant superintendent for instruction, and as the director of educational programs for the National Aeronautics and Space Administration. He has made presentations and conducted workshops in all 50 states as well as on six of the seven continents.

Dr. Arthur Costa

Logo

25 of 67

Costa’s Three Levels of Thinking and Questioning

25

Logo

Level 1

Level 2

Level 3

Focus

Gathering and recalling information

Making sense of gathered information

Applying and evaluating

information

Definition

These questions can be answered with yes, no, or specific information found in online resources, VILT presentations, eLearning courses, etc. A person can point to the information, read it, or physically see it.

These questions require learners to expand what they already know by using facts, details, or clues.

These questions require learners to reflect on their thinking and respond with a personal opinion that is supported by facts. The learner makes a value judgment or wonders about something. There is no right or wrong answer.

26 of 67

The House Metaphor

26

Logo

Level 1: Gathering

Level 2: Processing

Level 3: Applying

Complete

Identify

Recite

Define

List

Select

Describe

Observe

Compare

Sort

Infer

Contrast

Distinguish

Analyze

Classify

Explain

What four funding models exist across our Employer Partner benefits policies?

How would you explain the Tuition Assistance funding model to a member?

Evaluate

Judge

If/Then

Generalize

Predict

Hypothesize

Imagine

Speculate

Forecast

Provide two pros and two cons of the Tuition Reimbursement funding model.

27 of 67

27

Logo

Pause for Practice

28 of 67

28

Logo

What level question is represented below?

True or False: It is acceptable to inform a student how much money they will or may earn who have graduated from, or have completed courses at, an institution.

Level 1: Gathering

Level 2: Processing

Level 3: Applying

29 of 67

29

Logo

What level question is represented below?

If you were planning on starting a degree program, which funding model would you prefer, and why?

Level 1: Gathering

Level 2: Processing

Level 3: Applying

30 of 67

30

Logo

What level question is represented below?

A member who works for an Employer Partner that uses SSO is unable to sign on. You have confirmed that they are attempting to access their account through their HR portal. What action should you take next?

Level 1: Gathering

Level 2: Processing

Level 3: Applying

31 of 67

Costa’s Levels Revisited

31

Logo

Level 1: Gathering

Level 2: Processing

Level 3: Applying

Complete

Identify

Recite

Define

List

Select

Describe

Observe

Compare

Sort

Infer

Contrast

Distinguish

Analyze

Classify

Explain

Why do you think that is?

Which of Costa’s Levels do you think are least suited to a gamified learning solution?

Evaluate

Judge

If/Then

Generalize

Predict

Hypothesize

Imagine

Speculate

Forecast

Which of Costa’s Levels do you think are best suited to a gamified learning solution?

32 of 67

32

Logo

Resources

The resources to the right provide more information about Costa’s Levels.

  • What are the Habits of MindLearnership on YouTube | Video | 1 minute

  • Thinking SkillsLearnership on YouTube | Video | 2 minutes

  • Habits of MindArthur L. Costa | PDF | 10 minutes

  • Costa's Levels of QuestioningDavid Doughton on YouTube | Video | 5 minutes

  • Costa’s Levels of Thinking and QuestioningLWashingtonHayfield on YouTube | Video | 14 minutes

33 of 67

33

Logo

Gamification of Learning

34 of 67

34

Karl M. Kapp, Ed.D., is an international speaker, scholar, writer, and expert on the convergence of learning, technology and business with a focus on game-thinking and gamification for learning. He serves as a professor of Instructional Technology at Bloomsburg University in Bloomsburg, PA. where he teaches several graduate courses and serves as the Director of the university’s Institute for Interactive Technologies. The institute works with businesses, non-profits and other organizations to help them create interactive and meaningful instruction.

Karl M. Kapp

Logo

35 of 67

35

Logo

36 of 67

Defining “Game”

36

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

37 of 67

Defining “Game”

37

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

A set of interconnected elements occur within the “space” of the game. A score is related to behaviors and activities that, in turn, are related to a strategy or movement of pieces. The system aspect is the idea that each part of a game impacts and is integrated with other parts of the game. Scores are linked to actions, and actions are limited by rules.

38 of 67

Defining “Game”

38

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games involve a person interacting with game content or other players. This happens in first-person shooters, board games, and games like Tetris. The person playing the game is the player, or learner. The act of playing the game often results in learning, and learners are our target audience for gamification of instruction.

39 of 67

Defining “Game”

39

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games typically involve an abstraction of reality and typically take place in a narrowly defined “game space.” This means that a game contains elements of a realistic situation or the essence of the situation but is not an exact replica. This is true of the game Monopoly, which mimics some of the essence of real estate transactions and business dealings, but is not an accurate portrayal of those transactions.

40 of 67

Defining “Game”

40

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games challenge learners to achieve goals and outcomes that are not simple or straightforward. For example, even a simple game like Tic Tac Toe is a challenge when you play against another person who has equal knowledge of the game. A game becomes boring when the challenge no longer exists. But even the challenge involved with the card game of Solitaire provides enough challenge that the player continues to try to achieve the winning state within the game.

41 of 67

Defining “Game”

41

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

The rules of the game define the game. They are the structure that allows the artificial construct to occur. They define the sequence of play, the winning state, and what is “fair” and what is “not fair” within the confines of the game environment.

42 of 67

Defining “Game”

42

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games involve interaction. Learners interact with one another, with the game system, and with the content presented during the game. Interactivity is a large part of games.

43 of 67

Defining “Game”

43

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

A hallmark of games is the feedback they provide learners. Feedback within a game is typically instant, direct, and clear. Learners are able to take in the feedback and attempt corrections or changes based on both the positive feedback they receive as well as the negative feedback.

44 of 67

Defining “Game”

44

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games are designed so that the winning state is concrete. The result of a well-designed game is that the learner clearly knows when he or she has won or lost. There is no ambiguity. There is a score, level, or winning state (checkmate) that defines a clear outcome. This is one element that distinguishes games from a state of “play,” which has no defined end state or quantifiable outcome. This is also one of the traits that make games ideal for instructional design.

45 of 67

Defining “Game”

45

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

Games typically involve emotion. From the “thrill of victory” to the “agony of defeat,” a wide range of emotions enter into games. The feeling of completing a game in many cases is as exhilarating as the actual playing of the game. But at times frustration, anger, and sadness can be part of the game as well. Games, more than most human interactions, evoke strong emotions on many levels.

46 of 67

Defining “Game” Revisited

46

A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.

Logo

What are two key learnings you can take from Kapp’s definition of game?

How can you apply your learning to building games in our gamified learning solution?

47 of 67

47

Logo

Resources

The resources to the right provide more information about Kapp’s theories of gamification in learning.

  • What Research Says About GamificationGrowth Engineering on YouTube | Video | 6 minutes

  • Karl Kapp's WebsiteKarl M. Kapp | Website | 1 hour

  • What is Gamification? A Few Ideas.Karl Kapp on YouTube | Video | 9 minutes

48 of 67

48

Logo

Formulating Accessible Content

49 of 67

Scored Questions

49

Logo

50 of 67

50

Logo

Quiz Questions

  • Single or multiple select
  • 120 character limit for the question
  • 75 character limit for answers
  • If using supplemental image - alt text is not available
  • Do not use images as answer choices - alt text is not available

51 of 67

Example 1

51

Logo

Question length exceeds 120 character limit. How could you address this?

Answer length exceeds 75 character limit. How could you address this?

52 of 67

Example 2

52

Logo

Question length exceeds 120 character limit. How could you address this?

53 of 67

53

Logo

True or False Questions

  • Single or multiple select
  • 120 character limit for the question
  • 75 character limit for answers
  • If using supplemental image - alt text is not available
  • Do not use images as answer choices - alt text is not available

54 of 67

54

Logo

Type Answer Questions

  • 120 character limit for the question
  • Answer cannot exceed 20 characters
  • If using supplemental image - alt text is not available

55 of 67

55

Logo

Slider Questions

  • 120 character limit for the question
  • Additional text field offers 120 characters for directions
  • Range updates based on values entered, and points can be awarded based on exact answer match or a margin
  • If using supplemental image - alt text is not available
  • Each notch on the slider is read by screen reading software

56 of 67

56

Logo

Puzzle Questions

  • Asks learners to drag and drop answers in the correct order
  • This question type is not accessible

57 of 67

57

Logo

Quiz + Audio Questions

  • Single or multiple select
  • 120 character limit for the question
  • 75 character limit for answers
  • Allows attaching an audio file in lieu of an image or video

58 of 67

Non-Scored Questions

58

Logo

59 of 67

Maintaining Multiple Versions

59

Logo

60 of 67

Extending the Question Time Limit

60

Logo

61 of 67

61

Logo

Pulling it all together

62 of 67

62

Logo

Activity: Practice Crafting Kahoot Questions

Purpose: The purpose of this activity is to provide participants with an opportunity to practice crafting questions for Kahoot.

Directions:

  1. Work in teams.
  2. Team 1 will access the Legal Misrepresentation for Member Facing and Support Individual Contributors eLearning course in Learning Lab.
  3. Team 2 will access the Application Support & Next Step Questions vILT on the shared drive.
  4. Review the course objectives for your assigned course.
  5. Create five questions for your assigned course that you would use in a Kahoot you were designing to follow the courses.
  6. Create the Kahoot and share it with the class.

63 of 67

63

Logo

Debrief

64 of 67

64

Logo

Closing Summary

65 of 67

Session Objectives

65

You should now be able to:

  • Explain the correlation between learning objectives and questions

  • Define the levels of questions

  • Determine the appropriate level of questions to use in gamified learning

  • Describe the impact of gamified learning

  • Apply accessibility constraints when authoring questions in our gamified tool

Logo

66 of 67

Parking Lot

66

Logo

67 of 67

67

Logo

Thank you!