Jackie Pelegrin
0:00
Hello,
and
welcome
to
the
Designing
with
Love
Podcast.
I
am
your
host,
Jackie
Pellegrin,
where
my
goal
is
to
bring
you
information,
tips,
and
tricks
as
an
instructional
designer.
Hello,
instructional
designers
and
educators.
Welcome
to
episode
149
of
the
Designing
with
Love
Podcast.
Today
we're
continuing
our
series
called
Myths
in
Instructional
Design
and
Education,
where
we
unpack
common
beliefs
that
shape
how
we
design,
teach,
train,
and
support
learning.
In
the
last
episode,
we
challenged
the
myth
that
AI
will
replace
instructional
designers.
We
talked
about
why
AI
can
support
parts
of
the
design
process,
but
human
judgment,
context,
ethics,
and
learner-centered
design
decision
making
still
matter.
In
this
episode,
we're
looking
at
another
common
myth.
Interactivity
requires
fancy
tools.
This
myth
can
show
up
when
we
assume
that
learning
is
only
interactive
if
it
includes
advanced
software,
branching
platforms,
simulations,
animations,
drag
and
drop
activities,
or
expensive
authoring
tools.
But
interactivity
is
not
about
how
flashy
the
tool
is.
It
is
about
what
learners
are
invited
to
think
about,
decide,
practice,
reflect
on,
or
apply.
So
grab
your
notebook,
a
cup
of
coffee,
and
settle
in
as
we
explore
this
topic
together.
Before
we
jump
in,
here's
how
this
series
will
work.
Each
episode
will
focus
on
one
common
myth,
why
it
has
lasted,
what
we
know
instead,
and
how
we
can
make
stronger
design
decisions
moving
forward.
Jackie Pelegrin
1:45
Today's
myth
is
interactivity
requires
fancy
tools.
At
first,
this
idea
can
sound
believable.
When
we
hear
the
word
interactive,
we
may
picture
polished
e-learning
modules,
clickable
scenarios,
simulations,
animations,
game-based
activities,
or
complex
digital
platforms.
And
those
tools
can
be
useful.
They
can
create
meaningful
practice,
feedback,
decision
making,
and
exploration
when
they
are
designed
well.
But
the
problem
begins
when
we
confuse
tool
complexity
with
learning
interaction.
A
fancy
interaction
is
not
automatically
meaningful.
A
learner
can
click
through
several
screens
and
still
not
think
deeply.
A
learner
can
drag
and
drop
answers
without
understanding
why
those
answers
matter.
A
learner
can
complete
a
beautiful
simulation
and
still
miss
the
core
concept
if
the
experience
is
not
aligned
with
the
goal.
Interactivity
is
not
about
how
many
things
learners
click.
It
is
about
how
meaningfully
learners
engage
with
the
learning
task.
So
why
has
this
myth
lasted
for
so
long?
One
reason
is
that
fancy
tools
are
visible.
They
look
polished,
modern,
and
impressive.
When
stakeholders
see
a
highly
interactive
module,
it
can
feel
like
strong
design
is
happening.
But
visual
polish
is
not
the
same
as
instructional
value.
Another
reason
this
myth
persists
is
that
many
people
associate
interactivity
with
technology.
If
an
activity
does
not
involve
a
digital
tool,
it
may
be
dismissed
as
too
simple.
But
simple
does
not
mean
shallow.
A
reflection
question,
discussion
prompt,
case
example,
decision
point,
checklist,
worksheet,
peer
conversation,
or
short
scenario
can
be
deeply
interactive
when
they
ask
learners
to
think
and
respond
with
purpose.
This
myth
also
persists
because
designers
may
feel
pressure
to
make
learning
feel
more
engaging.
And
when
that
pressure
shows
up,
tools
can
seem
like
the
answer.
But
the
tool
should
not
be
the
starting
point.
The
learning
goal
should
be
the
starting
point.
Here
is
where
we
need
to
shift
the
conversation.
The
issue
is
not
that
tools
do
not
matter.
Tools
can
absolutely
matter.
The
issue
is
that
interactivity
depends
on
the
learning
experience,
Jackie Pelegrin
4:10
not
the
tool
alone.
A
more
accurate
way
to
think
about
it
is
this.
Interactivity
does
not
require
fancy
tools.
Interactivity
happens
when
learners
actively
think,
decide,
practice,
reflect,
respond,
or
apply.
A
low
tech
activity
can
be
interactive
if
it
requires
learners
to
make
meaning.
A
high
tech
activity
can
be
passive
if
learners
are
only
clicking
without
thinking.
The
real
question
is
not
what
tool
can
make
this
interactive?
The
better
question
is
what
should
learners
do
with
the
content?
Should
they
compare
examples?
Should
they
make
a
decision?
Should
they
identify
a
mistake?
Should
they
reflect
on
their
own
experience?
Should
they
apply
a
concept
to
a
real
situation?
Should
they
practice
a
skill
and
receive
feedback?
Once
we
know
what
learners
need
to
do,
we
can
choose
the
simplest
tool
or
strategy
that
supports
that
interaction.
Sometimes
that
may
be
an
authoring
tool.
Sometimes
it
may
be
a
discussion
board.
Sometimes
it
may
be
a
shared
document,
a
worksheet,
a
checklist,
a
scenario,
a
reflection
prompt,
or
a
conversation.
The
tool
matters
less
than
the
thinking
it
supports.
So
what
does
this
mean
for
us
as
instructional
designers,
educators,
trainers,
or
learning
leaders?
It
means
we
need
to
move
from
tool-driven
interactivity
to
purpose-driven
interactivity.
Instead
of
asking,
what
interactive
tool
should
I
use,
we
might
ask,
what
kind
of
learner
action
would
support
the
goal?
Instead
of
asking,
how
can
I
make
this
look
interactive?
We
might
ask,
how
can
I
make
this
mentally
active?
Instead
of
asking
how
many
clicks
can
I
add,
we
might
ask,
where
do
learners
need
to
make
a
decision,
practice,
reflect,
or
receive
feedback.
This
shift
helps
us
design
interactions
that
are
meaningful
instead
of
decorative.
For
example,
if
learners
need
to
recognize
a
problem,
we
can
give
them
a
short
case
and
ask
them
to
identify
what
went
wrong.
If
learners
need
to
make
a
decision,
we
can
present
two
realistic
options
and
ask
them
to
choose
and
explain
why.
If
learners
need
to
apply
a
concept,
we
can
give
them
a
workplace
scenario
or
classroom
situation.
If
learners
need
to
reflect,
we
can
ask
them
to
connect
the
idea
to
their
own
practice.
Jackie Pelegrin
6:40
If
learners
need
to
improve
a
skill,
we
can
give
them
practice
with
feedback.
None
of
those
require
fancy
tools.
They
require
a
clear
goal,
a
purposeful
prompt,
and
a
meaningful
response.
The
goal
is
not
to
make
learning
look
interactive,
the
goal
is
to
make
learning
active,
useful,
and
connected
to
performance.
Here's
today's
myth
reset.
Instead
of
believing
interactivity
requires
fancy
tools,
remember
that
interactivity
is
created
through
meaningful
learner
action,
not
tool
complexity.
Fancy
tools
can
support
interactivity,
but
they
are
not
required
for
it.
Strong
interaction
can
happen
through
reflection,
discussion,
decision
making,
practice,
feedback,
scenarios,
examples,
questions,
and
application.
This
week,
look
at
one
lesson,
module,
activity,
or
training
experience
and
ask
yourself,
are
learners
interacting
with
the
learning
in
a
meaningful
way,
or
are
they
simply
interacting
with
the
screen?
That
question
can
help
us
move
from
decorative
interactivity
to
purposeful
engagement.
Today
we
challenged
the
myth
that
interactivity
requires
fancy
tools.
We
looked
at
why
this
belief
has
lasted,
what
it
gets
wrong,
and
how
we
can
replace
it
with
a
more
practical
and
purposeful
design
approach.
Your
myth
reset
challenge
this
week
is
to
review
one
learning
experience
that
feels
passive.
Ask
yourself,
what
is
the
learning
goal?
What
should
learners
think
about,
practice,
decide,
reflect
on,
or
apply?
Where
could
learners
make
a
meaningful
choice?
Where
could
learners
receive
feedback?
What
simple
tool
or
strategy
could
support
that
interaction?
Then
choose
one
improvement
you
can
make.
Maybe
you
add
a
reflection
prompt,
create
a
short
scenario,
include
a
decision
point,
ask
learners
to
compare
examples,
add
a
self-check,
build
in
peer
discussion,
or
replace
passive
content
with
a
practice
activity.
The
goal
is
not
to
use
the
fanciest
tool.
The
goal
is
to
create
the
right
kind
of
interaction
for
the
learning
purpose.
In
the
next
episode,
we'll
continue
Jackie Pelegrin
9:05
the
series
by
looking
at
another
common
myth.
Class
size
doesn't
affect
learning
quality.
Before
I
conclude
this
episode,
here's
an
inspiring
quote
from
Aristotle.
For
the
things
we
have
to
learn
before
we
can
do
them,
we
learn
by
doing
them.
That
quote
is
a
helpful
reminder
for
this
myth
because
interactivity
is
really
about
giving
learners
meaningful
opportunities
to
do
something
with
what
they
are
learning.
Sometimes
that
doing
happens
through
a
sophisticated
tool,
but
sometimes
it
happens
through
a
question,
a
conversation,
a
scenario,
a
checklist,
a
reflection,
or
a
decision.
When
we
design
interactivity
with
purpose,
we
help
learners
move
beyond
passive
exposure
and
into
practice,
thinking,
and
application.
If
this
episode
gave
you
something
to
think
about,
I'd
love
for
you
to
share
it
with
another
educator,
instructional
designer,
trainer,
or
learning
leader
who
is
ready
to
rethink
what
really
works
in
learning.
And
don't
forget
to
check
out
the
companion
myth
reset
case
file
for
this
episode.
It
will
help
you
investigate
the
myth,
review
the
design
shift,
and
apply
this
week's
challenge
to
your
own
course,
lesson,
module,
or
training
experience.
Thank
you
for
joining
me
today
as
we
opened
another
case
in
our
myths
and
instructional
design
and
education
series.
As
you
move
through
the
week,
I
hope
this
episode
encourages
you
to
pause
before
accepting
a
familiar
belief
as
fact.
Sometimes
the
best
design
decisions
begin
when
we
question
what
we
have
always
assumed
to
be
true.
Until
next
time,
keep
learning,
keep
questioning,
and
keep
designing
with
love.
Thank
you
for
taking
some
time
to
listen
to
this
podcast
episode
today.
Your
support
means
the
world
to
me.
If
you'd
like
to
help
keep
the
podcast
going,
you
can
share
it
with
a
friend
or
colleague,
leave
a
heartfelt
review,
or
offer
a
monetary
contribution.
Every
act
of
support,
big
or
small,
makes
a
difference,
and
I'm
truly
thankful
for
you.