
The roots of behavior and in eliminating its character
Before all the learning apps and platforms that we completely know that we want to successfully complete the training module, there were polyof and skinner. These were two scientists who understood how humans learn through repetition, rewards and reactions. It is the root of the behavior, and is also widely used.
Let’s start with a Russian physician Ivan Paulov, whose famous dog experience in the early 1900s launched the “classic conditioning” theory. Whenever he fed his dogs, he raised the bell. Finally, the dogs only spit on the sound of the bell, even when there was no food. What Paulov has shown is that you can train an article to replace a neutral stimulus with a natural reaction to just repeating it with a natural reaction. In the context of learning, this can be a pleasant sound effect or animation after the correct answer. Then, let’s discuss an American psychologist BF -Skinner, who discussed “operating conditioning”. Although Paulov focused on unnecessary reactions, Skinner looked at how he could be shaped by volunteer actions and reinforcements. It introduced the concepts of positive reinforcements, which is beneficial to a conduct to encourage it. Negative reinforcement, which means that when the right behavior is done, eliminating something invasive. And punishment
Basically, behavior is focused around the idea that when learners reward something, they are more likely to do it again. And that is why behavior is very famous in alling. However, to make the difference in reality, it needs to remain quick and permanent. If a learner eliminates the quiz and receives immediate feedback, they are more likely to encourage and continue. Thankfully, the elearning platforms have been built around these principles. They offer quick reactions after each action, such as sounds or dynamic images, helping to maintain information to learners over time. Let’s find out how the behavior of the Elenering works and where it is best applied for maximum results.
How is the behavior used in online learning
Gemapped
Games is probably the most practicing approach to elearning. It follows our natural desire for success and progress, which is the core of behavior. For example, doolingo. You earn gems, unlock the levels, and earn rewards if you do lessons every single day. It is built on the principles of positive reinforcement. And this is exactly what is about to be gamped by: stimulus through rewards. These can be the points that learners submit for the correct answers or complete tasks. Level and bar that help learners to track their progress. Badges and achievements that make learners feel more and more work. And the Leader Board that can advance engagement through friendly competition among colleagues.
Repetition
According to the behavior, repetitive stimulation creates a relationship. You offer a stimulus, such as a question, the learner answers, and the quick impression reinforces the correct answer. Quiz is the most common way to do so. However, you want to shorten, target and repeat them. This is why microoring modules often contain several short diagnostic rounds, such as multiple choices or right/wrong questions, matching exercises, or drag and drop activities. Each time learners present similar content in different ways, they develop their confidence and memory. If they go wrong, the system offers opinions on the spot, which helps learners to adjust their behavior in real time.
Apex
In behavior, rewards reinforces behavior. When acting in Elanning, you need to present badges and micro -certificates that work as proof of all the learned you learned. This feeling of progress encourages them and makes the learning goals possible. Why do rewards and micro -certified work? Well, they give a sense of success and the opportunity to see the learners to see their milestone. Also, they are engaged, like once they collect a badge, they would like to. Finally, they support the round setting because the learners can see what they have done and what is next. Digital seeds are especially effective in corporate training, where employees may not always be excited. Even some platforms allow learning to access maximum content only after earning specific badges, which adds a layer of gamification in the learning process.
Impression
In traditional classrooms, opinions are not always done. When this happens, it is often delayed. On the other hand, in the Elementing, this is quick. You answer a question and know whether it was right or wrong. You can even find any explanation or encouragement. When you apply the behavior in Elanning, you want to offer feedback in some ways. First, for the correct answers, through a visual indicator like Green Check Marks, red XS, or dynamic images for the wrong. Subsequently, audio indicators encourage sound effects for rewards and mistakes, or sound overs. Finally, the written opinions should include an immediate explanation or indication of a re -attempt. This consistency helps learners to fix their mistakes, gain confidence and engage. It also relieves them from the troubles of the waiting days to see if they understand something.
Elearing Types where behavior works better
Complying training
When designing a compliance training course, you should remember that this is a must for learners. This means that they do not need to reflect or discuss, but just need to know, remember and follow the rules. That is why behavior works best. In compliance training, you often deal with scenarios like what to do in case of an event, how to report something, or recognize harassment forms. Fully knowledge is needed in these situations, so the use of behavior strategies like quiz or badge for full modules ensures that everyone knows what they expect.
Learn
Learning language is an excellent example of how elearning can help learn learners through repetition, reinforcement and feedback. Apps such as doolingo or Babbal use the principles of these behavior. They reward you with the right answers, unless you make them correct, struggle with them, and give you encouraging feedback. This approach is especially effective for language learners as it focuses on automatic memories. When you learn a language, you want a quick response and a good pronunciation, which comes with practical and repetitive.
Math courses
Mathematics are made on exercise, patterns and accuracy. When learning mathematics, you are asked to solve a problem, get feedback, and try again. It doesn’t matter what you are learning, whether algebra or equality, repetition and reinforcement often lead to your correct answers. In the Elearning environment, apps like Khan Academy or Production use quiz, programs bars, and rewards to guide learners through rapidly difficult problems. Feedbacks are immediate, and learners know exactly what they are right or wrong. The answer to this real -time helps them to better understand the correct answers and to fix their mistakes on the spot.
Technical training
If you are training someone to use a new software, solve problems, or follow a step -by -step process, the purpose is to get it faster. Eyction strategies such as repetition, quick feedback, and rewards make it possible. For example, you are designing an allergy module to ride new jobs in a new system. You can make a imitation where learners click and try to do your work in this new software. If they do it right, they get immediate feedback. If not, a quick correction pops up, and guides them to try again. Basically, behavior helps learners change their practice into a habit, which is especially useful when dealing with programs and systems.
Conclusion
If your goal as an educator or instructor designer is to strengthen specific measures, build habits, or help learners memorize important information, you should choose an elanaing behavior. Use quiz, rewards and feedback tools, but remember that behavior is not for every learning purpose. So, the next time you make a course, think about what you want to strengthen with it and choose the best teaching teaching.
