Skip to main content
Free course

Instructional Design & LXD: E-Learning Content Creation and Adult Education Strategies

A practical programme in instructional design and learner experience design for internal L&D teams. Across twelve lessons in four modules — understand, design, craft, prove — it covers adult learning principles, cognitive load and retrieval, needs analysis, objectives and backward design, lesson structure and scaffolding, aligned assessment, learner journey mapping, evidence-based multimedia and writing craft, accessibility, modality selection and blended design, transfer and manager involvement, and evaluation from reaction to results. Every lesson gives one design move to apply and one failure mode to avoid.

Lesson 1

1.1 How Adults Actually Learn

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 1 · Lesson 1.1

How Adults Actually Learn

Adult learners arrive with experience, opinions, limited time and a job to get back to. Design that ignores any of those produces courses people complete and do not use.

UnderstandDesignCraftProve
RelevanceThey need to know why this, why now, why them.
ExperienceThey already know things. Ignore that and you lose them.
Problem-centredThey learn to solve something, not to cover a syllabus.
Principles

What distinguishes adult learners

Malcolm Knowles's andragogy set out assumptions that still hold up in practice: adults need to know why they are learning something, they are self-directed, they bring substantial experience, they become ready to learn when a real task demands it, they are problem-centred rather than subject-centred, and their motivation is mostly internal. Each has a direct design consequence.

Application

Turning principles into decisions

The 'why' becomes an opening that names the real workplace problem, not a list of objectives. Self-direction becomes choice: let people skip what they know and go deeper where they need it. Experience becomes an asset: ask what learners already do about this before you tell them what to do. Problem-centring becomes structure: organise around tasks and decisions, not around topics.

Motivation

Willing, able, and allowed

Motivation is not a personality trait. Adults engage when the learning is relevant to something they are accountable for, when they believe they can succeed at it, and when their manager and workload actually permit it. If any one of those is missing, better content will not fix it — which is an important thing for L&D to say out loud.

Six principles, six design consequences
Need to knowOpen with the problem they recognise, not the agenda.
Self-directionOffer choice of path, depth and order where you can.
ExperienceElicit what they already do before presenting the ideal.
ReadinessDeliver close to the moment the task actually arises.
Problem-centredOrganise by task and decision, not by subject.
Internal motivationConnect to mastery and autonomy, not just compliance.
Key takeaway

Adults learn when the material is relevant to a real task, respects their experience, and arrives when they can use it. Everything else in design follows from that.

QuadraEdge · Instructional designLesson 1 of 12

Practical Exercise

Take one existing course and rewrite its opening in three sentences: the real workplace problem, why it matters now, and what the learner will be able to do afterwards.

Summary

Adult learners need relevance, respect for their experience, problem-centred structure and timing close to the task. Learning styles matching is not supported by evidence.

Resources for this lesson

Web link

Lesson content: 1.1 How Adults Actually Learn

Lesson 2

1.2 Working Memory and Cognitive Load

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 1 · Lesson 1.2

Working Memory and Cognitive Load

Working memory is small and easily overwhelmed. Most of what separates good e-learning from bad is load management, not content quality.

UnderstandDesignCraftProve
LimitedOnly a few items can be held and processed at once.
Three loadsIntrinsic, extraneous, germane — you manage each differently.
PracticeRetrieval and spacing move learning into long-term memory.
Constraint

The bottleneck everything passes through

New information enters through working memory, which handles only a few elements simultaneously and loses them within seconds unless they are processed. Long-term memory is effectively unlimited, but the only route to it is through this narrow gate. Design that ignores the gate produces learners who read everything and remember nothing.

Types

Three loads, three responses

Intrinsic load comes from the inherent difficulty of the material — reduce it by sequencing from simple to complex and by teaching prerequisites first. Extraneous load comes from poor design — decorative graphics, split attention, unnecessary words — and should simply be removed. Germane load is the effortful processing that builds understanding, and is the load you want to protect.

Consolidation

How it sticks

Learning consolidates through retrieval, not exposure. Being asked to recall or apply something is far more effective than rereading it, even though rereading feels easier and more productive. Spacing practice across days beats massing it into one session, and interleaving related problems beats blocking them, though both feel harder at the time.

Three loads and what to do about each
IntrinsicInherent difficulty. Sequence simple to complex; teach prerequisites first.
ExtraneousDesign noise. Cut decorative images, redundant narration, split attention.
GermaneProductive effort. Protect it — this is where learning happens.
Key takeaway

Manage the three loads deliberately: sequence to reduce intrinsic, strip extraneous, and spend the freed capacity on retrieval and practice.

QuadraEdge · Instructional designLesson 2 of 12

Practical Exercise

Take one screen or slide from a live course. List every element on it, mark each as intrinsic, extraneous or germane, and redesign it with the extraneous removed.

Summary

Working memory is the bottleneck. Reduce intrinsic load by sequencing, remove extraneous load from the design, and protect germane load through retrieval and spaced practice.

Resources for this lesson

Web link

Lesson content: 1.2 Working Memory and Cognitive Load

Lesson 3

1.3 Needs Analysis: The Question Before the Course

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 1 · Lesson 1.3

Needs Analysis: The Question Before the Course

The most valuable thing an L&D team can say is that a course is not the answer. Saying it credibly requires analysis.

UnderstandDesignCraftProve
GapWhat performance is required versus what is happening.
CauseKnowledge, skill, process, tools, incentives or environment.
FitTraining only fixes knowledge and skill gaps.
Request

Translate the request into a performance question

Stakeholders ask for courses, not outcomes: 'we need training on the new system'. The producer's job is to convert this into a performance question — who needs to do what differently, by when, and how will we know? That conversation takes twenty minutes and regularly changes what gets built.

Diagnosis

Not every gap is a learning gap

If people do not know how, training helps. If they know how but cannot — broken process, missing access, no time, conflicting targets — training will not help and will damage L&D's credibility. Distinguishing 'cannot' from 'does not know how' from 'is not rewarded for it' is the core analytical skill of the field.

Evidence

Where the answers come from

Performance data, error and complaint records, observation of the work, conversations with people doing the job and with their managers, and existing documentation. Do not rely solely on what the requesting stakeholder believes is happening — they are often two steps removed from the task.

From request to design brief
RequestPerformance gapCause analysisIs it learning?Design briefSuccess measure
Key takeaway

Diagnose before you design: define the performance gap, find its cause, and be willing to say when training is not the right instrument.

QuadraEdge · Instructional designLesson 3 of 12

Practical Exercise

Take a live training request. Write the performance gap, three possible causes, the evidence you would gather, and whether a course is the right response.

Summary

Needs analysis converts a training request into a performance question, identifies whether the cause is knowledge, skill, process, tools or incentives, and recommends accordingly.

Resources for this lesson

Web link

Lesson content: 1.3 Needs Analysis: The Question Before the Course

Lesson 4

2.1 Objectives and Backward Design

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 2 · Lesson 2.1

Objectives and Backward Design

Design backwards: decide what learners must be able to do, then how you will know they can, and only then what content is needed.

UnderstandDesignCraftProve
PerformanceAn observable action, not a state of mind.
ConditionThe circumstances under which they will do it.
CriterionHow well it must be done to count.
Objectives

Write them so they can be assessed

Robert Mager's structure still works: performance, condition and criterion. 'Given a supplier assessment form, the learner will identify at least three early warning indicators without reference materials.' Compare with 'the learner will understand supplier risk' — which cannot be observed, cannot be assessed, and therefore cannot be designed for.

Sequence

Objective, then evidence, then content

Backward design, as set out by Wiggins and McTighe, reverses the habitual order. Start from the desired result, decide what evidence would demonstrate it, and design the learning experience last. Working this way makes content decisions easy: anything that does not serve the evidence is cut.

Verbs

Pick the level deliberately

Bloom's taxonomy is most useful as a verb discipline. Recall, apply, analyse and evaluate demand different activities and different assessments. Most workplace learning fails by writing 'understand' when it means 'apply', then teaching at recall level and assessing with true-or-false questions.

Backward design
Desired performanceAcceptable evidencePractice activitiesContentDelivery
Key takeaway

Performance, condition, criterion — then evidence, then content. Backward design makes every later decision easier and every deletion obvious.

QuadraEdge · Instructional designLesson 4 of 12

Practical Exercise

Rewrite three objectives from an existing course in Mager's format, then draft one assessment item for each before touching the content.

Summary

Objectives should state observable performance, conditions and criteria. Backward design moves from desired result to evidence to activities to content.

Resources for this lesson

Web link

Lesson content: 2.1 Objectives and Backward Design

Lesson 5

2.2 Structuring the Learning Experience

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 2 · Lesson 2.2

Structuring the Learning Experience

A course is a sequence of experiences, not a stack of information. The structure decides whether anyone finishes it or uses it.

UnderstandDesignCraftProve
HookAttention, relevance and the problem, in the first minute.
ScaffoldSupport heavy early, withdrawn as competence grows.
PracticeMore time practising than reading, always.
Arc

A reliable shape for a unit

Gagné's events of instruction still describe a workable arc: gain attention, state the objective, recall prior knowledge, present the material, guide learning, elicit performance, give feedback, assess, and support transfer to the job. You will not use all nine in a five-minute lesson, but the sequence — hook, connect, present, practise, feedback, apply — holds at any length.

Scaffolding

Support that disappears

Early practice should be heavily supported: worked examples, partially completed tasks, prompts available. As competence grows, remove the supports. Studying worked examples is more efficient than unguided problem-solving for novices, and less useful for experts — what helps depends on where the learner already is.

Balance

Where the time goes

In most corporate e-learning, presentation crowds out practice. Reverse it: aim for at least as much time spent doing something — deciding, applying, choosing, explaining — as receiving content. Feedback matters more than scoring: tell the learner why an answer was wrong and what to do instead.

The lesson arc
HookConnectPresentPractiseFeedbackApply at work
Key takeaway

Hook, connect, present, practise, feedback, apply. Scaffold early, withdraw support, and give practice more room than presentation.

QuadraEdge · Instructional designLesson 5 of 12

Practical Exercise

Restructure one existing module against the six-part arc, and identify one place where a worked example would work better than an explanation.

Summary

Effective structure follows a hook-connect-present-practise-feedback-apply arc, scaffolds novices with worked examples, and gives practice more time than presentation.

Resources for this lesson

Web link

Lesson content: 2.2 Structuring the Learning Experience

Lesson 6

2.3 Assessment That Measures the Objective

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 2 · Lesson 2.3

Assessment That Measures the Objective

Most corporate assessment tests whether learners can recognise a sentence they read four minutes ago. That is not the same as measuring capability.

UnderstandDesignCraftProve
AlignedThe task must match the objective's verb and conditions.
AuthenticAssess in a situation resembling the real one.
DiagnosticFeedback should explain, not just score.
Alignment

Match the assessment to the verb

If the objective says apply, a recall question does not assess it. Apply-level objectives need scenarios and decisions; analyse-level objectives need comparison and judgement of cases. Misalignment is the most common quality failure in workplace e-learning and the easiest to spot in review.

Item quality

Writing questions that discriminate

Good multiple-choice items have one clearly correct answer and distractors that represent real misconceptions rather than obvious nonsense. Avoid absolutes like always and never, avoid clues in wording or length, and avoid trick questions — they measure reading care rather than competence. Every option should be plausible to someone who has not learned the material.

Purpose

Assessment as instruction

Retrieval practice is itself learning, so low-stakes questions distributed through a course do more good than one final quiz. Feedback should explain why each option was right or wrong; a bare score teaches nothing and a percentage in an LMS report tells stakeholders even less.

Instead of“Which of the following is a principle of adult learning? (a) andragogy (b) pedagogy (c) taxonomy”
Try“A manager insists her team needs a course on the new system. What is your first question, and why?”
Instead ofFeedback: “Incorrect. The right answer is B.”
TryFeedback: “Not quite — B assumes the cause is knowledge. Here the team knows how but lacks access, so a course would not help.”
Key takeaway

Align the assessment with the objective's verb, make items authentic and plausible, and use feedback to teach rather than merely to score.

QuadraEdge · Instructional designLesson 6 of 12

Practical Exercise

Rewrite three recall questions as scenario-based items with plausible distractors and explanatory feedback for every option.

Summary

Assessment must match the objective's cognitive level, use authentic scenarios and plausible distractors, and give explanatory feedback that itself teaches.

Resources for this lesson

Web link

Lesson content: 2.3 Assessment That Measures the Objective

Lesson 7

3.1 From Instructional Design to Learner Experience Design

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 3 · Lesson 3.1

From Instructional Design to Learner Experience Design

Instructional design asks whether the learning works. Learner experience design asks what it is like to be the person going through it — including the parts that are not the course.

UnderstandDesignCraftProve
EmpathyDesign from the learner's conditions, not the SME's knowledge.
JourneyThe experience starts before login and continues after.
FrictionMost drop-off is logistical, not motivational.
Shift

What LXD adds

LXD borrows from user experience design: research the learner, map their journey, prototype, test, iterate. It does not replace instructional design — a beautifully designed experience that teaches nothing is still a failure — but it addresses everything around the content that determines whether the content is ever met.

Personas

Research rather than invention

A useful persona comes from talking to six or eight actual learners: what device, what conditions, what interruptions, what they already believe about this topic, what they fear looking stupid about. Invented personas built from job titles produce courses designed for a fictional average person nobody resembles.

Journey

Map the whole thing

Before: how do they hear about it, and does their manager know? Start: how many clicks, and does it work on their phone? During: where do they get stuck, bored or lost? After: what supports them the first time they try it for real? Most completion problems live outside the content, in the before and the after.

The learner journey
BeforeEnrolStartStruggleSupportCompleteApplyReinforce
Key takeaway

Design the journey, not just the content: research real learners, map before and after, and remove friction before adding features.

QuadraEdge · Instructional designLesson 7 of 12

Practical Exercise

Map the full journey for one course across before, during and after. Mark the three highest-friction moments and one fix for each.

Summary

LXD applies user-centred research and journey mapping around instructional design, addressing the friction and context that determine whether good content is ever used.

Resources for this lesson

Web link

Lesson content: 3.1 From Instructional Design to Learner Experience Design

Lesson 8

3.2 Multimedia and Content Craft

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 3 · Lesson 3.2

Multimedia and Content Craft

Multimedia helps learning when it follows a few well-tested principles, and actively harms it when it does not. Most of the principles are subtractive.

UnderstandDesignCraftProve
CoherenceCut anything that does not serve the objective.
SignallingDirect attention to what matters right now.
SegmentingLet the learner control the pace.
Principles

What the research supports

Richard Mayer's multimedia research produces consistent findings: people learn better from words and relevant graphics than words alone; extraneous material hurts even when it is interesting; on-screen text duplicating narration hurts rather than helps; segmenting content into learner-paced chunks helps; conversational tone outperforms formal register; and teaching key terms before the main explanation reduces load.

Writing

Write for the screen and the job

Short sentences, plain words, second person, active voice. Front-load the point of each paragraph. Cut throat-clearing openers and hedge words. Every sentence should be one the learner would need if they were doing the task — if it is background you find interesting, it belongs in a resource link.

Visuals

Function over decoration

Diagrams that show relationships, screenshots with the relevant area highlighted, before-and-after comparisons. Stock photographs of smiling people in meetings add load and no information. If you cannot say what a graphic teaches, remove it.

Instead of“It is important to note that the organisation has implemented a new procurement policy which stakeholders should familiarise themselves with.”
Try“The procurement policy changed in March. Three things are different for you.”
Instead ofNarration reading the on-screen bullet points aloud, word for word.
TryNarration explaining, while the screen shows the diagram being described.
Key takeaway

Cut the extraneous, signal what matters, segment for learner control, write as you would speak, and use graphics that teach.

QuadraEdge · Instructional designLesson 8 of 12

Practical Exercise

Take one screen and apply three principles: remove extraneous content, cut duplicated narration, and rewrite the text in plain, conversational language. Compare word counts before and after.

Summary

Multimedia principles are mostly subtractive: cut extraneous material, avoid duplicating narration with text, segment for learner pacing, write conversationally and make visuals functional.

Resources for this lesson

Web link

Lesson content: 3.2 Multimedia and Content Craft

Lesson 9

3.3 Accessibility and Inclusive Design

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 3 · Lesson 3.3

Accessibility and Inclusive Design

Accessibility is not a compliance afterthought applied at the end. Retrofitted, it costs several times more and works less well.

UnderstandDesignCraftProve
StandardWCAG perceivable, operable, understandable, robust.
RangeVision, hearing, motor, cognitive, situational and temporary.
BenefitAccessible design is better design for everyone.
Framework

What the standard asks for

The Web Content Accessibility Guidelines organise requirements under four principles: content must be perceivable, operable, understandable and robust. Most organisations target level AA. In practice this means text alternatives for images, captions for video, sufficient colour contrast, full keyboard operation, meaningful heading structure, and no information conveyed by colour alone.

Breadth

Who this actually serves

Permanent disabilities are only part of it. A colleague with a broken arm, someone on a train without headphones, a learner working in their second language, a person with a migraine, an older screen in poor lighting — all benefit from the same design decisions. Captions are used far more by people without hearing loss than by people with it.

Cognitive

The frequently forgotten dimension

Plain language, consistent navigation, predictable layouts, no unnecessary time limits, and the ability to pause or replay. These help learners with dyslexia, ADHD, anxiety and cognitive fatigue — and they measurably help everyone else too, which is why this is a design argument and not only an ethical one.

Accessibility checklist for e-learning
ImagesMeaningful alternative text; decorative images marked as such.
Video and audioCaptions provided; transcript available; no autoplay.
ColourSufficient contrast; never the sole carrier of meaning.
KeyboardEvery interaction reachable and operable without a mouse.
StructureReal headings in order; descriptive link text, not 'click here'.
TimingNo unnecessary limits; pause, replay and resume available.
LanguagePlain wording; jargon defined at first use.
Key takeaway

Design for the full range of learners from the storyboard onwards. Accessible courses are clearer courses, for everybody.

QuadraEdge · Instructional designLesson 9 of 12

Practical Exercise

Run the seven-point checklist against one live course. List every failure and the effort to fix it, then add the checklist to your design template.

Summary

Accessibility follows WCAG's perceivable, operable, understandable and robust principles, serves permanent, temporary and situational needs, and must be designed in rather than retrofitted.

Resources for this lesson

Web link

Lesson content: 3.3 Accessibility and Inclusive Design

Lesson 10

4.1 Choosing the Right Modality

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 4 · Lesson 4.1

Choosing the Right Modality

E-learning is one instrument among several. Choosing it by default is the most expensive habit in corporate L&D.

UnderstandDesignCraftProve
MatchModality follows objective, audience and context.
BlendMost real capability needs more than one.
SupportSome knowledge should never be a course at all.
Selection

What each modality is good at

Self-paced e-learning suits consistent knowledge delivery to dispersed audiences, at scale, when timing must be flexible. Live sessions — in person or virtual — suit discussion, practice with feedback, sensitive topics and anything requiring negotiation of meaning. Coaching suits individual skill development. Job aids and performance support suit anything needed occasionally at the point of use.

Blending

Sequence the instruments

A strong blend usually front-loads knowledge into self-paced modules so live time can be spent on practice and discussion rather than presentation. Follow with spaced reinforcement and a job aid. The design question is not which modality, but which part of the capability each instrument carries.

Proportion

The famous ratio, honestly

The 70:20:10 model — most learning from experience, some from others, a minority from formal courses — is a useful reminder that formal learning is a small part of capability. Treat it as a heuristic rather than a measured law, because the numbers were never established empirically. The design implication stands: invest in supporting on-the-job learning, not only in producing courses.

Matching instrument to purpose
Self-paced moduleConsistent knowledge, dispersed audience, flexible timing.
Live sessionDiscussion, practice with feedback, sensitive or contested topics.
CoachingIndividual skill development over time.
Job aidOccasional tasks needed accurately at the point of use.
CommunityEvolving practice, peer troubleshooting, tacit knowledge.
Key takeaway

Choose the instrument for the job, blend so live time is spent on practice, and support learning at the point of work rather than only in courses.

QuadraEdge · Instructional designLesson 10 of 12

Practical Exercise

Take one programme and reassign its objectives across modalities: what becomes self-paced, what needs live time, and what should be a job aid.

Summary

Modality should follow objective and context. Blends work best when knowledge is front-loaded and live time is reserved for practice, with job aids supporting occasional tasks.

Resources for this lesson

Web link

Lesson content: 4.1 Choosing the Right Modality

Lesson 11

4.2 Engagement, Transfer and the Flow of Work

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 4 · Lesson 4.2

Engagement, Transfer and the Flow of Work

Completion is not learning and learning is not transfer. The gap between finishing a course and doing the job differently is where most L&D value is won or lost.

UnderstandDesignCraftProve
RelevanceThe strongest engagement lever, by a distance.
ManagerSupport before and after predicts transfer more than course quality.
ReinforceSpaced follow-up beats a longer original course.
Engagement

What actually drives it

Relevance to a current task, appropriate difficulty, visible progress, and respect for the learner's time. Points and badges can add a little motivation for short bursts, and cannot rescue material the learner does not need. Before adding gamification, check whether the content is relevant — usually that is the real problem.

Transfer

The manager is the variable

Whether learning reaches the job depends heavily on what happens around it: whether the manager knew about it, discussed it beforehand, made space to try it, and asked about it afterwards. A short conversation guide for managers frequently improves outcomes more than another redesign of the course.

Reinforcement

Design the month after

Learning decays without use. Spaced reinforcement — a retrieval question a week later, a scenario after a month, a job aid at the point of need — sustains it at a fraction of the cost of the original build. Most organisations spend everything on the course and nothing on the following month, which is the wrong split.

Designing for transfer
Manager briefingCourseFirst applicationSpaced retrievalJob aidFollow-up check
Key takeaway

Design the month after the course: manager involvement, a real first application, and spaced reinforcement. That is where transfer is made.

QuadraEdge · Instructional designLesson 11 of 12

Practical Exercise

Draft a one-page manager guide and a four-week reinforcement plan for an existing course, with specific touchpoints and owners.

Summary

Engagement comes mainly from relevance; transfer depends heavily on manager support and on spaced reinforcement designed into the weeks after completion.

Resources for this lesson

Web link

Lesson content: 4.2 Engagement, Transfer and the Flow of Work

Lesson 12

4.3 Evaluating and Proving Value

QuadraEdgeQUADRAEDGEInstructional Design & LXD
Module 4 · Lesson 4.3

Evaluating and Proving Value

L&D teams that cannot evidence their impact get budgeted as a cost. The evidence does not have to be elaborate — but it has to be agreed before you build.

UnderstandDesignCraftProve
Four levelsReaction, learning, behaviour, results.
Agree firstDecide the measure with the stakeholder at intake.
ProportionateNot every course deserves a full evaluation.
Model

The familiar four levels

Kirkpatrick's model runs from reaction, through learning, to behaviour, to results, with Phillips adding return on investment as a fifth. Most organisations measure level one and stop, which is why L&D so often cannot answer the only question executives ask. Satisfaction scores do not predict learning, and learning does not guarantee behaviour change.

Practice

Getting to level three affordably

You rarely need a controlled study. A manager rating of observed behaviour at eight weeks, a sample of work products before and after, a system usage figure, an error rate, a cycle time — these are usually already collected by someone. The trick is identifying the existing indicator during the intake conversation, before the course exists.

Conversation

Evidence is a stakeholder tool

Agree at the start what success looks like, what will be measured, by whom and when, and write it into the design brief. That single agreement converts the closing conversation from a defence of completion rates into a discussion of whether the performance gap narrowed — and it is also what earns L&D the right to say no to the next badly framed request.

  1. ReactionDid they find it relevant and worth their time? Useful, but not evidence of learning.
  2. LearningCan they now do it, demonstrated through assessment or observation?
  3. BehaviourAre they doing it at work weeks later? This is where the value question lives.
  4. ResultsDid the performance indicator move — errors, cycle time, quality, retention?
Key takeaway

Agree the success measure before you design, aim for behaviour rather than reaction, and use existing organisational indicators wherever you can.

QuadraEdge · Instructional designLesson 12 of 12

Practical Exercise

Take one current programme and write its evaluation plan across the four levels, naming for each the measure, the source, the owner and the date.

Summary

Evaluation runs from reaction to learning to behaviour to results. Agreeing the measure at intake, and using indicators the organisation already collects, makes level three achievable.

Resources for this lesson

Web link

Lesson content: 4.3 Evaluating and Proving Value