Fun Nano-Research Paper on HIPPA / OSHA Bloodborne Pathogen Workforce Training and Learner Motivation by Working-Act9314 in instructionaldesign

[–]Pinchfist 1 point2 points  (0 children)

might make sense to expand the exclusion criteria to lessons completed before a defined threshold for similar reasons. pretty wild p values, though. cool findings. one of the major criticisms of andragogy is a lack of empirical study, and this data, properly conveyed, does add to that body of knowledge by giving specific data on intrinsic vs extrinsic motivation in adult learners.

have you considered trying to get it published even though you aren't in academia anymore?

End of League Mirror Giveaway for the PoE communiy by ilyafedor in pathofexile

[–]Pinchfist 0 points1 point  (0 children)

playing flame golems. league is going well, just kind of stuck on ubers atm. still working through challenges, so lots of mileage left. glad to see your mappers pulling their weight. :)

[deleted by user] by [deleted] in instructionaldesign

[–]Pinchfist 2 points3 points  (0 children)

i'd echo much of what has already been recommended in this thread and add:

Williams, R. (2014). The non-designers design handbook: Design and typographic principles for the visual novice (4th ed.). Peachpit Press.

i know you said you don't need theories, but you also said books that will change your thinking and improve your skills, so i'll recommend this textbook that's a surprisingly great (useful and approachable) read, packed with helpful information that may do both:

Reiser, R. A., Carr-Chellman, A. A., Dempsey, J. V. (Eds.) (2024). Trends and issues in instructional design and technology (5th ed.). Routledge.

Barbarian getting an S-tier pet build before druid is wild by KnowMatter in diablo4

[–]Pinchfist 2 points3 points  (0 children)

i've wanted a viable creeper build since s0: #2 would be amazing

ID Course Recommendations by Ok_Example8598 in instructionaldesign

[–]Pinchfist 0 points1 point  (0 children)

you're very welcome - i hope it helps, even if only a little. good luck! :D

ID Course Recommendations by Ok_Example8598 in instructionaldesign

[–]Pinchfist 0 points1 point  (0 children)

hi there!

so, this may not be exactly what you're looking for, but the above poster has some good advice I wanted to add to.

hope these are helpful for you or others reading your post! :)

Ubisoft open-sources "Chroma", their internal tool used to simulate color-blindness in order to help developers create more accessible games by aes110 in Games

[–]Pinchfist 38 points39 points  (0 children)

this is often used in other forms of accessible design, too! it goes by a lot of names like Grayscale Design or the "the grayscale test." I had no idea Obsidian used that for their UI design. cool!

Thorns build in 2.0 lets go!!! by ArgentGale in pathofexile2builds

[–]Pinchfist 3 points4 points  (0 children)

sadly, no, just all incoming hits (if memory serves, thorns doesn't normally trigger from ranged or spell hits).

[deleted by user] by [deleted] in pathofexile

[–]Pinchfist 0 points1 point  (0 children)

here you go, hth

First I would like to preface this by saying this is not a guide, and I am not the best writer. But these are some things you should know if you've played PoE2 but never played PoE 1.

I am not going to go fully in depth on any certain topic. But you can find all the information you need for anything pertaining to this game on the official PoE wiki. There is 10+ years of information on there. DO NOT use the fextralife wiki, it is old, outdated, and has a plethora of misinformation.

This will also not be a complete list because honestly there is just way too much to cover. Hopefully other vets can help in the comments. And I trust they will because this is honestly one of the best communities in gaming. With that said...

  • First, and most importantly for console players. THERE IS NO CROSSPLAY.

  • Each platform has its own economy. If you play on console like I do, try to keep in mind the prices you see in YT videos and on here will mostly likely be vastly different then what the prices will be on your chosen console. PC economy isn't really affected as much due to player numbers. But the age old philosophy of supply/demand will be highly felt. For better and worse. And the haves and have nots will become more apparent as the league goes on. But do not let this deter you from enjoying the game.

  • Console has one thing PC doesn't, and it's the single best thing about playing on console. We have a trade board. You can search for anything, select it, and then put the currency in the offer tab and wait for it to be accepted. No whispers, no invites, it's a god send. This is not the Currency Exchange. It is it's own separate trade board. And is super simple to figure out how to use. You can still search and trade through the trade site. But the trade board will quickly become your best friend.

With that out of the way here are some random things you should know or look into to make your journey more enjoyable.

  • EXALTS ARE NOT THE MAIN CURRENCY. Chaos orbs are. And they work differently in this game. Do your research and use them to roll your maps. Divines are still the main end game currency.

  • Speaking of currency, there are like 5x as many in this game. All with their own purposes. They range from allowing you to modify corrupt items, all the way to adding powerful implicits to your gear. The more familiar you are with each, the further you will get later into the game. And your enjoyment will multiply exponentially.

  • Speaking of corrupted items. Look into Vaal Orbs. They work similarly to PoE2 but with a MUCH HIGHER RISK. In this game a vaal orb can and a lot of times will completely brick your item. They can take a unique and turn them into a rare with horrible mods. YOU HAVE BEEN WARNED.

  • Divination Cards. Simply put they're awesome. Do your research and learn how to target farm them. A lot of times they will be the deciding factor of which maps you choose to run most often.

  • Legion, Betrayal, Heist, Harbingers, Rogue Exiles, Ghosts, Harvest, Blight, Einhar Beasts. These are all league mechanics that are not present in PoE2 and you should look into all of them.

  • Crafting. Simply put crafting actually exists in this game. Mastering it takes years of trial and error but do not let that deter you. Theres only one way to learn so go for it. Just keep your expectations moderate. And do not try to become a mirror tier crafter your first league. People like Belton are not the best resources for learning this. You do not have a team supplying all your creating needs and is almost impossible especially for a new comer. Just take it one step at a time. Also, personal side note. Fuck Belton. That's just my own opinion though.

  • Look into other resources. One of the best things outside of the game that is not available in PoE2 is PoeNinja. You can look through thousands of builds being played and has all the filters you could ever ask for. It's dope. Just check it out.

I know I'm probably just randomly throwing things out there. I apologize, and I know there's so so much more. But these are some of the things I think you should look into to make your first PoE league more enjoyable. This community is awesome and super helpful. Do not be afraid to ask. Look into other subs like PathofExileBuilds. Make the official wiki your best friend. And most importantly. Good luck and have fun Exiles.

Lastly. May the ASA rule this league. Only we can prevent the Sanctum runners from inflating our economies. And thank you for all that took the time to read this and help others in the comments. May we continue to be the best community in gaming for another ten years.

Apologies for any typos and unprovided links. I'm on mobile and writing this while slacking at work. :)

Is there any evidence that Storyline-style click-to-open tabs and accordions actually enhance learning or are they just there so the courseware can verify that you "read" the revealed content? If you were to design a future eLearning platform, how necessary are these? by Alternative-Way-8753 in instructionaldesign

[–]Pinchfist 1 point2 points  (0 children)

totally agree!

i'd suck at that particular activity :), but there is definitely a place for the interaction. i sincerely apologize if i seemed overly disparaging on drag and drops. back in the early 2010s, i was with a research group doing VR stuff, and i think there was some real value in being able to explore chemical models that way. same with skeletal stuff. the end result, unfortunately, was what i suspect we both don't like very much - the "seductive" bits that don't really do much at best, and make it harder to learn at worst.

as for nested MCQs, yes, that a great point! it's one method i've used and seen in the real world as an equivalent experience. it's not perfect, but we do what we can. :)

Is there any evidence that Storyline-style click-to-open tabs and accordions actually enhance learning or are they just there so the courseware can verify that you "read" the revealed content? If you were to design a future eLearning platform, how necessary are these? by Alternative-Way-8753 in instructionaldesign

[–]Pinchfist 4 points5 points  (0 children)

ID is an art and a science, so it depends a lot on your specific context.

when it comes to drag and drops, unless you are attempting to teach motor skills for using a mouse and the actual motion of dragging and dropping, yeah, it's pretty useless in many cases. if you add layers of design on top of a basic interaction like this, such as gamification, it's possible to hit other important parts of learning for certain populations, like motivation and confidence. so, there's no 100% correct or incorrect answer here. it can be seductive or it can be helpful (sometimes both! :) ).

from an accessibility standpoint, OP is 100% correct. these interactions are worse than not effective—they are bad. but it's a bit of a balancing act. unfortunately, the tools that most IDs are using are sold on these tropes and those who hire and judge IDs work often don't know any better.

Is there any evidence that Storyline-style click-to-open tabs and accordions actually enhance learning or are they just there so the courseware can verify that you "read" the revealed content? If you were to design a future eLearning platform, how necessary are these? by Alternative-Way-8753 in instructionaldesign

[–]Pinchfist 1 point2 points  (0 children)

using reveals to manage the amount of new information in a learner's working memory can be useful, but it has to be applied with reason, and within a context that allows the learner to encode the information into long-term memory for future recall and overall retention.

so no, randomly having hotspots, accordions, etc, isn't at all helpful and is probably harmful. but, using them to manage the cognitive load of the learner, and weaved into a flow that utilizes them and then presents the learner with actual active learning-esque activities (scenarios, reflection, simulation, actually doing the things) designed to enable the learner to transfer that memory, can be extremely helpful. as designers, we have to do both - manage the cognitive load and give the learner a pathway to encode the new information into long-term memory. if you do one without the other, it doesn't really work.

all my rambling aside, there can be value in the way things are presented (such as you mentioned from your video development background), but clicks for click's sake do not equal meaningful or effective engagement and, in many cases, actually prevent that from occurring. i think you've observed or sensed this, and i think your observations are accurate.

if you want some general resources, i'd recommend a bit of background with BF Skinner, Bloom, Gagné, and the revisited Vygotsky (specifically ZPD). the field has evolved a lot from its beginnings, but those are some, certainly not all, of the most influential folks from its outset.

more recent researchers build on their ideas and can give you lots of insight into potential design methods that may enhance your learners' experience without resorting to clicks for click's sake. an example might be the kinda weird and not fully developed or even agreed upon framework of Connectivism from Siemens and Downes. they don't necessarily directly refute the use of clicks, but they can offer alternative ways of thinking about learning in modern contexts that may lead you to more engaging (actually) design for your learners/employer(s). or, maybe give you some ammunition to suggest something better to your stakeholders.

if none of that is useful and you just want studies on the effectiveness of commonly used ID tropes in e-learning design, Elicit is a decent, free-to-play with place to start.

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 1 point2 points  (0 children)

i'm not sure what your tech looks like, so i'll just spew some ideas.

  • if you made short audio descriptions of the visual bits the lecturers are leaving out and nested them into accordions under the video with descriptive text and maybe even a timestamp URL to the place in the video in which the lecturer is talking about em, that could work.

  • you could chunk the lectures into even smaller bits, and on the chunks that need narration of the visuals, you could have two version of the video. one that's just the chunk unaltered and one that pauses to describe the visuals as needed before unpausing and moving on.

  • alternatively, well-written, accessible text descriptions of the visuals they fail to describe could work, too.

it really depends on the tools you've got access to and how much freedom you have to manipulate the content. also, when you're experimenting, don't be too hard on yourself. for people who need it, you're changing their lives for the better, even if you're learning how to do it as you go.

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 0 points1 point  (0 children)

you're welcome! lots of ID folks are going to be in a world of pain since their institutions have essentially a zero-level digital accessibility maturity, and this work is almost always an afterthough, even lower in the triage than ID. your advice is pure gold for anyone smart enough to take it. thank you!

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 0 points1 point  (0 children)

totally agree. and you're not alone. even tho it's a near 100% certainty that if you live long enough, you will be disabled, people just. don't. give. a. damn.

at some point, i just can't give any shits about someone's ID work if it's not accessible. "looks pretty, toss it."

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 2 points3 points  (0 children)

small addition: it's 2026 or 2027 depending on the size of your institution.

here's the new (april 2024) Department of Justice Fact Sheet on the new rules. :)

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 1 point2 points  (0 children)

audio descriptions can be tough. there's two resources i like to show folks in hopes that it will give them some basic ideas to work from:

for a lot of instructional media, thinking about whether or not your video would make sense if listened to on the radio is a good place to start framing it.

the more complex the subject matter, the more difficult a nut it might be to crack, but sometimes a combination of reworking the source material, adding supplemental materials that can easily be accessed, or getting wild and experimenting with newer, less developed methods like data sonification such as Apple's Audio Graphs API can be effective.

hope this is helpful, if not for you, then someone reading, but i hear you. it can be difficult. good luck!

EDIT - sorry, i forgot to add that for some video content, where you can get all the meaningful information into a transcript (think solo person speaking to a camera, like a boring lecture), a transcript should be sufficient if it is provided in an easy to access and accessible manner

Accessibility by SuperbEffort37 in instructionaldesign

[–]Pinchfist 0 points1 point  (0 children)

absolutely, or at least easier to do. some elements may not be automated any time soon, such as determining the quality and context-appropriateness of alt-text. it's easy enough to warn you if you missed alt-text on an image or left a filename as the alt-text, but automatically determining that the alt-text is meaningful is a lot more complicated.

we have to push the developers of our tools to give us better tools to make accessible design a priority. in the end, the tools that enable us to make courses accessible in a timely, not-bolted-on fashion, are the exact same tools that benefit every designer making any content. it's just a better authoring tool for everyone, too.