Transcript for:
Lecture on Gagne's Nine Events

if you're looking to design  comprehensive learning experiences   or become an instructional designer then you're  going to want to know about Gagne's nine events Gagne's nine events include all of the  research-backed conditions that are necessary   for learning to take place so you can use these  events to craft lesson plans or create your   e-learning storyboards and these events are really  good especially for new instructional designers   because they're very concrete and they can serve  almost as a blueprint for your learning experience  so let's dive into it here are the nine events and  we are going to cover each one of these in detail   so the first one up is gain attention now I  want to say all these events they don't have to   necessarily be done in order but most of the time  you do want to start by gaining your audience's   attention and this can be done in in quite a few  ways I think Gagne presents this as a change in   stimulus with a simple example of like turning  the lights on and off in a classroom to direct   everyone's attention to the learning experience  but you can also do this with an engaging story   with maybe an engaging video animation  audio clip or even interaction   and a thought-provoking question just to again  orient people to the learning experience and try   to get everyone focused on what's about to come  so you can be creative with how you gain attention   but you do want to you know you do want to pay  attention to this event because if you're just   diving right into some really dry content people  probably aren't going to be super attentive to it the next event is to state objectives so you  really want to answer the question like what   are the people going to learn in this learning  experience what are they going to accomplish   by the end of this and the biggest mistake  people make here is they prevent the very dry   Bloom’s taxonomy learning objectives  that you would use to guide your design   these you don't need to present your instructional  design objectives to your audience those are for   you to make your design decisions when it comes  to stating the objectives you want to keep it   conversational you know today you'll learn about  this by the end of this you'll know how to do this   we don't need to say you know you'll be able to  recognize each of these three facets like identify   this and that again keep it conversational  keep it simple just try to let them know   where you're going with the learning experience the third event is to stimulate recall so from a   cognitivist perspective you learn by connecting  new knowledge and new skills to knowledge and   skills that you already have in your long-term  memory so your job as the instructional designer   or the facilitator is you want to bring that  pre-existing knowledge into the working memory   so that when the new you know when you present  the new information and the new knowledge and the   new skills it's much easier to connect those two  pieces and encode that into long-term memory so   again this is cognitive information processing  theory we don't need to dive super far into it   from a practical perspective though you want to  ask questions that cause people to draw on their   pre-existing knowledge and maybe refer to that  pre-existing knowledge throughout the course so   you know this might be as simple as referring to  things that you learned in the previous lesson   or it might be referring to things  that you would have learned like   you know decades ago or years ago the idea  here is bringing any of that relevant info   that the people have to the forefront so that it's  easier to learn and connect the new information   and you want to add that into  your lesson plan or your design alright this fourth event is to present content  I think that most teachers, facilitators,   and designers are familiar with this piece  yeah you know use a blend of media if you can   chunk it well so that you're not jumping all over  the place with your content try to keep it aligned   with your objective so that you're not including  anything irrelevant or unnecessary again we don't   need to spend a ton of time on presenting content  alright the fifth event is to provide guidance   a lot of designers get i've seen get confused  with this part but really this is like the   supporting you know scaffolding is one way to do  this in the in the beginning of the experience you   provide more guidance by maybe you help people  see the reasoning behind certain answers or   behind certain approaches you give them practice  questions that might start off more simple and you   and you know you provide more information to  the why and guide them to the right answer   that's what we're referring to here also  mnemonic devices so like PEMDAS when you're   learning like the order of operations in math  class it's like please excuse my dear aunt sally   yeah just little tips and tricks to remember  things to learn the information to practice   the skills you know I have your tips about how  to study or learn the material maybe you're   suggesting that they make flash cards pieces  like that you know pieces that aren't exactly   presenting the content but helping people  learn that content in an efficient way   that's the guidance and that is a necessary  piece to designing a learning experience  alright up next we have elicit performance  another way to think about that it this is   to provide practice opportunities so people learn  new skills when they can actually practice those   skills and it's up to you as a designer to make  sure that those practice opportunities are there   this is important you know it's low risk if they  fail a practice question or a practice quiz or   something it's not the end of the world they can  just try again and yeah that's all there really is   to it make sure that people have a chance to  practice don't just dump the content on them   providing feedback it goes hand in hand with  providing those practice opportunities you want   to provide the feedback as soon as possible  so when someone is off track or when they   are answering questions incorrectly they can get  feedback as to why and they can adjust accordingly   to get closer to where they need to be and  get closer to that instructional goal so   that's that's the real point here give  people a chance to learn from their mistakes   you can give people all the practice in the  world but if they're practicing incorrectly   and they don't know why or how to do it the  right way then you're not really helping them   so make sure that feedback is tied to that  performance or that practice very closely  next up we have assess performance so this  is usually comes at the at the end of the   experience it's when we want to see okay  did this person actually learn anything   and a common way to do this is with these multiple  choice questions or assessments but you can also   do this with observation for things that are  a bit more visual when you can see someone   performing it correctly and we can go much  deeper into this but that's the main idea here   when you're assessing that performance and  seeing if someone actually did learn what they're   supposed to learn you're getting useful data for  both the the person going through that learning   experience and the instructor or the designer so  the person going through the experience if they   fail that assessment at the end it gives them a  pretty good idea of okay i'm not ready I need to   go back and study this information more I need to  look at some other sources maybe get some coaching   so that I can get on the right track with this and  if you're the designer and you're seeing people   not pass that assessment it can give you some  useful data about how to improve that learning   experience or improve that assessment to make  it more in line with the learning objectives  and finally one of my favorites enhance transfer  and retention so you know you have this learning   experience maybe it's anywhere between 10 and  60 minutes long maybe longer maybe shorter   but you want people to take away what they  learned and use it on the job or in real life   so one of the best ways to do this  is to mirror the performance context   so imagine the situation where the person  is going to have to actually use this new   knowledge or these new skills and try to mirror  that situation in the learning experience   so this is good for you know simulations when you  when you really put someone in that same situation   they would be in in real life and then you you  give them the guidance they need to use those   those skills and that knowledge in that real world  context job aids are another great way to do this   you know you just learned what you  learned over this past 30 minutes or so   now you can get it on this nice one page  job aid and take that with you to the job   and you can see now that enhanced transfer use the  job aid as like a connector between the learning   experience and the actual job so you can quickly  reference it without having to go back and spend   another 30 minutes doing that learning experience  over again whenever you need a quick refresher   and finally yeah this is the idea relate  the content to the real world situations   help people see how they'll be able to use what  it is that they're learning in the real world  so I hope that helped those are Gagne's nine  events again they can be used in any order you   probably want to be thinking about these things  at every stage of your design process when you   actually are designing that experience  you want to weave these things throughout   and with that being said I have worked with  clients and companies who've had storyboard   templates that follow these events almost to  a t so it starts with getting that attention   it leads into stating those objectives then you  know there's a section about stimulating recall   and it kind of just goes through this like in  order and that's completely fine especially if   you are a newer instructional designer or you  haven't designed a learning experience before   just try following this in order and checking  all the boxes and seeing how you do because   this is a lot better than just you know presenting  a 45-minute powerpoint presentation like kind of   like what i'm doing now not 45 minutes but  you get the idea you can design something   much more comprehensive and effective by  addressing each one of Gagne's nine events   so if this was helpful please go ahead and like  the video and if you are interested in becoming   an instructional designer you can check out  my full video on that topic which I will link   in the description below so thanks for  watching and I will see you in the next video