The document provides guidance on creating effective adult learning programs. It discusses that adult brains are designed for survival in unstable environments, meaning adults learn best when solving real-world problems. The document then outlines its D4M2 method for developing adult learning programs, which stands for Define, Design, Develop, Deliver, Manage, and Measure. It provides tips for each step, such as understanding your learners, designing interactive 10-minute lessons, developing meaningful content, delivering engaging lessons, managing programs effectively, and measuring long-term adoption rather than short-term outputs. The overall message is that effective adult education facilitates discovery and problem-solving rather than direct teaching, in order to mirror how adult brains naturally learn.
21. In the Beginning “We’ll get to that part later …” In the Beginning
22. The New Development Model The new model for creating an adult learning program is easy to remember – D4M2 (pronounced D 4 M Squared)
23. D4M2 Defined Definewho needs to learn what Designusing the rules and ideas you learn today Developso you are creating an E=MC2 course (we’ll cover that later – for now just remember E=MC2) Delivera course with a short shelf life – one that can be used right away Managethe box in which you are creating the course Measurebefore during and after – way after - the program ends
24. D4M2 D4M2 comprises the titles of the modules for this course. Follow the method and you’ll find yourself scoring the winning goal in no time
26. Learning Objectives - Define At the end of this module you will be able to Define clearly what you want people to know or do as the first step Understand the importance of knowing who your adult learners are
27. 1. Define Will you be teaching your adult learners as smart adults who know how to learn? What are the language issues and how do you plan to overcome them? Can you describe everything in simple easy-to-understand terms
28. 1. Define Can you clearly see how the lives of the people taking your program would be better after the training? Is your language going to be informal? Do you know how you are perceived by the people in your program?
29. 1. Define Do you know exactly what people already know? Are you aware of what people are actually doing? Can you clearly define what they need (not want) to learn?
30. 1. Define Do you plan to build a community of learners after the training program? How will you define what they know? How will you define what they can do? Do you know how ready and able they are to learn and use something new?
31. 1. Define Are you planning to use the most useful tools for the learners? How will you support the training AFTER the initial learning experience? Do you understand why you have been successful with this group in the past?
32. 1. Define Do you know why your training programs have been successful? Are you making sure to learn from those successful programs? Is your passion a big part of the program?
33.
34. Adults need to be treated like adults with adult brains – they already know how to learn
35.
36. Learning Objectives - Design At the end of this module you will be able to Understand that the design of a program is the key to really solid adult learning Know the basic strategies and rules for designing great educational experiences
37. 2. Design What is the best way to transfer the knowledge? What tools can your adult learners use? What has worked for them in the past?
38. 2. Design What influence does the culture have? What disables their learning? What enables their learning?
39. The All Important C-B-E’s A lesson must cover the following elements: Cognitive – I Know Behavioral – I Can Do Experiential – I Can Adopt and Adapt The game of football is a great example of making sure each 10-minute lesson covers either one or more of the C-B-E’s
40. Knowing and Doing Learning to play the game … You can read about football and say “I know” how to play the game” but you can’t really play football You can use a football computer game, practice passing or shooting a goal and say “I can”play football, but you still can’t play the game
41. Adopting and Adapting Only when you go out for your first game where every ball and every kick and every day is different … when the sun shines, the rain falls, the wind blows, and the sky gets dark early …
42. Adopting and Adapting … with every kick you take can you finally say “I can adopt and adapt” what I know and can do under all these constantly changing circumstances … then you’re really learning to play football...
43. 2. Some Design Rules Each lesson must be no longer than 10-minutes. (That is the maximum length of time that the brain can focus on a lesson.)
44. 2. Some Design Rules The learning goals of each module must be SMARTER Specific Measurable Achievable Realistic Time-based Exciting Recorded
45. 2. Some Design Rules All exercises find out who learned the lesson OR who missed the point – not who is right or wrong
46. 2. Great Design “Great design for adult learning is like building a beautiful and strong web … it starts as a simple and strong thread between your brain and the brain of the learner, and then weaves every brain to every other brain.” David Grebow Adult Learning Expert
47. 2. More Design Rules The benefits people will get from the course must be directly related to the learning objectives LO + B
48. 2. More Design Rules Learning Objective At the end of this course you will be able to develop a small business plan
49. 2. More Design Rules Benefit At the end of this course you will be able to develop a small business plan that will help you find the funding you need to get started
50. 2. More Design Rules Good LO + B At the end of this course you will be able to develop a small business plan that will help you find the funding you need to get started
51. 2. A New Design Idea Soap opera in and soap opera out
52. 2. A New Design Idea Every 10-minute lesson starts and ends with a related emotional story. that helps adults enter the lesson and transition to the next one Soap opera in and soap opera out
53. 2. A New Design Idea Why emotional? Our memory works best when there is an emotion that anchors the lesson (Why? Not sure but we have an idea that it has something to do with remembering to run back to the village really fast when you hear the roar of a saber toothed tiger)
54. 2. A New Design Idea In other words , Emotion puts the “re” into remember… (maybe we should have called it “remotion”?)
55. 2. More On Design We’ve all heard that a picture is worth a thousand words. We’ve all heard a thousand words that weren’t worth 2¢, and a few words that were invaluable. Whatever they are worth, use pictures We’re not sure why pictures work so well in adult learning programs, but they do. Graphics too (here’s an example …)
56.
57. 2. Design Law One PowerPoint slides are NOT a course If you use PowerPoint, here are the rules: You should always talk around a slide not use it as a script There is only enough room for three main bullets A slide has a time limit of 1-minute before it blows-up Death by PowerPoint is a pandemic! Each year millions die from the deadly PowerPoint Slide Deck masquerading as a learning program!
58. 2. Design Law Two It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4 Revisit Reinforce Re-teach Refocus
59. 2. Design It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4
60. 2. Design It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4 Revisit
61. 2. Design It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4 Revisit Reinforce
62. 2. Design It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4 Revisit Reinforce Re-teach
63. 2. Design It is REALLY important to remember that retention is key for adults who often forget more than they remember so use the Rx4 Revisit Reinforce Re-teach Refocus
64. 2. Design Litmus Test Here’s a litmus test for your program Are you designing a course for adults that is more facilitating & discovering and less leading & teaching?
65. 2. Design Litmus Test Here’s a litmus test for your program Are you designing a course for adults that is more facilitating & discovering and less leading & teaching? Yes?
66. 2. Design Litmus Test Here’s a litmus test for your program Are you designing a course for adults that is more facilitating & discovering and less leading & teaching? No?
67. 2. Design Litmus Test The correct answer is always Yes. Adult learning experiences are always more about facilitation and discovery
68.
69.
70. Learning Objectives - Develop At the end of this module you will be able to Know some of the key elements that go into developing a great course that will enables the adult learning process
71. 3. Develop Stick with what you have learned from the the D4M2 Method as you enter the Develop phase Make it as interactive as possible – more facilitating and discovering and less leading
72. 3. Develop Make sure to keep in touch after the program and find ways to keep the learners together as a group
73. 3. Develop The Law of Chunking “The magic seven, plus or minus two (7±2) rule of thumb" George A Miller, 1950’s The human capacity to process information in short-term memory is limited to 5-9 chunks of information
74. 3. Develop Some important rules used by the best adult learning programs: E=MC2
75. 3. Develop Some important rules used by the best adult learning programs: E=MC2
76. 3. Develop E=MC2– The learning must be Elaborate – which is why adults everywhere scratch their heads when trying to learn, the brain must be challenged to switch on the learning connections Meaningful– they need to be able to take it home and use it immediately or it’s forgotten Contextual – most importantly, it needs to fit into their real and current lives!
79. Use chunking as a way to determine the right amount of information to introduce in those 10 minutes
80.
81. Learning Objectives - Deliver At the end of this module you will be able to Know some of the key elements that go into delivering an interactive course in which adults learn from discovering the answers and from one another
82. 4. Deliver Adults like to discover things – that’s why we eat oysters Adults like to use their bodies when they learn Movement stimulates the learning centers of the brain – sitting is good for things like watching TV
83. 4. Deliver Take motion breaks every 10 minutes – I’m counting and there should be at least 3 in this program Motion can be practice, breaking into small groups to talk, anything but sitting and listening Test the program on the actual learner(s) to see if they get it and if not, why not …
84. 4. Deliver the 4 “C’s” The program should be more than just a single program … learning is a process … it requires the learners to stay in contact, to connectand communicate, to help one another continue to practice and really learn.
85.
86. Be sure to add value to the program – know your subject better than your learners
87.
88. Learning Objectives - Manage At the end of this module you will be able to Use the Best Practices we currently have when managing a course developed for adults
89. 5. Manage Every program has limitations which are simply Creative Opportunities to Manage Time for development is always in short supply The need to provide some adults with more help than others is always a time management issue Money … staying within budget is a like a Zen koan … I have no idea what that means I just know it’s hard to do
90. 5. Manage The amount of knowledge to be transferred is best broken up into many shorter pieces Charles Dickens knew that when he serialized his novels and created “The Cliffhanger” at the end of every episode The Cliffhanger is actually a good way to end each 10-minute ‘courselet’ … make them want to come back for more …
91.
92.
93. Learning Objectives - Measure At the end of this module you will be able to Understand why the standard measurements used for adult learning are outdated and close to useless Use the new metrics that show you how much of the learning people have “adopted and adapted” over time.
94. 6. Measure Which of the follow sentences are not a good measure of a course for adults
99. 6. Measure The only good measure is to observe what was learned – during AND after the program For example, a survey done 6-8 weeks after the program is a good way to measure the impact
100. 6. Measure Why? You are not measuring how well anyone did during the program , but how much each individual learned, and whether or not they are using it
101. 6. Measure A longer timeframe is always a better measure of how much the learning is really being used. Ashortertimeframe is not as good since it can only measure how much learning was memorized, and then regurgitated on a test
102. 6. Measure Question: Remember all those tests you passed when you were in school? How many of them could you pass right now?