How to Build an Effective Scenario-Based Learning Activity

How to Build an Effective Scenario-Based Learning Activity

This article expands upon the ASC ODE article, “Scenario Based Learning’s Potential for Online, Asynchronous Learning and Beyond”, which explores the evidence behind the effectiveness of Scenario Based Learning (SBL) in building higher-order thinking skills and the ways in which such a strategy can support student learning and engagement, particularly in online, asynchronous environments. The article here will dive into the actual design stage involved in crafting an SBL activity, as well as considerations for which supported tools are best suited for delivering SBL activities online.

As an introduction to this resource, and in an effort to provide a succinct summary of the article linked above, Scenario Based Learning (SBL) is an active learning strategy that guides learners through simulated events via the incorporation of narratives and authentic, or real-world, contexts. SBL:

  • has proven effective in building higher-order proficiencies, and other highly sought-after transferable skills,
  • necessitates intensive effort dedicated to planning, testing, and implementation from instructors to effectively execute, and
  • requires additional considerations such as which supported tool will best serve the activity needs and meet the learning objectives, what additional instructions will need to be provided to learners to ensure clarity, and where and how will the activity be delivered.

SBL Development Frameworks: ADDIE and EMERGO Methodology

An infographic shows the five steps of the SBL Development cycle starting with Analyze. The ADDIE steps are listed first with EMERGO equivalents in parentheses.
Fig. 1: SBL Development Cycle showing the 5 ADDIE steps with equivalent EMERGO steps listed in parentheses.

Developing an SBL activity is not unlike designing a new course. The same sorts of backwards design strategies used in planning academic courses can ensure that the design of the scenario-based activity will be both efficient and student-focused, leading to the achievement of desired learning outcomes.

One specific backwards-design style framework that has been used to guide the development of SBL activities is referred to as the EMERGO methodology [1] EMERGO is founded on the principles of a well-proven instructional design model known as ADDIE [2], an acronym that stands for Analyze, Design, Develop, Implement, and Evaluate.

EMERGO takes the ADDIE cycle and extends it to simulated tasks and environments. Each phase of the EMERGO methodology is described below, with the greatest attention being given to the Design and Develop stages, as these tend to be the most challenging of the cyclical steps.

Step 1: Analyze

The development of any SBL activity should begin by analyzing the why: Why is this activity needed? Why is SBL well-suited to this task or assignment? In short, this initial step equates to the articulation of the broader goals and subsequent learning outcomes desired as a result of the particular exercise.

As you contemplate and begin to draft your goals and outcomes for the activity, here are a few questions that may help you get started:

  • What technical skills do you want students to gain by completing the activity?
  • What transferable skills, higher-order cognitive thinking, do you want students to practice and develop?
  • What principles of quality online teaching and learning and Universal Design for Learning are most important to you to consider and apply within this activity and what challenges or limitations might arise regarding their implementation? (e.g. community building, student engagement, motivation, metacognitive practices, instructor presence, transparency in design, multiple means of representation, etc.)
  • How will the achievement of goals and outcomes be assessed?
  • What prior knowledge might students need to complete the task?
  • Will the activity serve as a stand-alone task or as an introductory exercise to a large assignment?
  • How does the activity figure into the overall student workload estimation?

Be sure to document and save your responses to these and other pertinent questions, along with the goals and outcomes that they help to shape. You will use these responses and established outcomes as a guide throughout each of the following stages.

For more about the types of situations that may be well-suited to SBL activities, be sure to explore this specific section in the ASC ODE Scenario Based Learning’s Potential for Online, Asynchronous Learning and Beyond article.

Step 2: Design - The 5 Cs of Scenario-Based Learning

Once you have completed the analysis stage and established your goals and outcomes, it is time to start designing the activity by mapping out the framework and inner workings of the scenario. But where do you even begin?

The EMERGO methodology chunks the Design stage into three scaffolded steps that can help to streamline the activity creation process. These three steps include laying out the following: 1) the Framework Scenario, 2) the Ingredients Scenario, and 3) the Detailed Scenario.

 

The Framework Scenario

The Framework scenario functions as a general outline or template that helps to structure the final detailed activity. The framework will generally consist of one or more blocks containing five core types of elements, helpfully referred to as the 5Cs of Scenario Based Learning3. The 5Cs are:

  1. Context: This includes any background information, such as place, situation, time period, etc. that help to establish and frame the challenges and choices that students will face.
  2. Challenge: Challenges are the specific problems and questions that will test students’ technical understanding and/or ability to think critically.
  3. Choices: The choices are the possible pathways and solutions that students will encounter in response to the challenge.
  4. Consequence: Each choice is followed by a consequence. Consequences can be positive or negative, and of varying degrees. These are the points in the scenario where feedback happens, allowing students to check their understanding and progress, and reflect on the outcome of a specific decision.
  5. Contemplate: Contemplate may refer to several smaller direct moments invoking reflection through direct instructor feedback or reflection prompts. This element could also appear in the form of a larger reflection question related to the experience of the activity as a whole.

As part of this step, it is helpful to map out each of these elements in a basic outline or visual flowchart, either via pen and paper or by using an online tool like Microsoft Word, Excel or Visio:

This is a screenshot of a branching map web that displays page names and content to be included on each page.
Fig. 2: Example of an Excel flow chart used for SBL organizational purposes.
 

As you begin to organize your activity:

  1. Think first about the challenges that you want students to encounter, those concepts that speak directly to the learning outcomes and that will provide evidence that students have met those outcomes. List out those challenges to determine how many you will need to include and in what order they might appear.  
  2. Next, consider what background knowledge and context might help to frame the challenges that students will face. What information might students need to help them think critically about the events at hand? Then, work your way through the choices. What are some possible, realistic pathways that may stem from the challenge in question? Try to keep the number of options limited to three or four so as not to overwhelm and complicate the actual development process and overall size of the scenario.  
  3. Finally, consider, at a global level, what feedback and reflection questions will be associated with each decision. Will the feedback be positive? Negative? Will students earn higher points for choosing one path over another? Where might you incorporate prompts for deeper reflection?  

 

The Ingredients Scenario

After you have outlined the framework scenario, it is time to begin adding some surface-level details to each element. Here, you will consider things such as what specific tasks students might complete, (e.g. completing a puzzle, interacting with a virtual tour, conducting Internet research, etc.) what tools and resources might you consider using to complete the tasks, in what format information might be presented, and the amount of flexibility students have (i.e. can students navigate backwards within the scenario you design to quickly try again or do they need to work their way through an entire path before making a second attempt? Do they need to get an answer correct before they can proceed to the next challenge? Etc.).

 

The Detailed Scenario

The last step of the design stage is to fill in the gaps. This is where you will identify, collect, and/or create the content that will be used to develop the scenario. This includes writing out scripts for any videos that might need to be created, collecting a list of resource links that will need to be shared, locating and saving visual elements, etc. It is also at this point that you will identify and select the specific tools that will be used for each element. For example, if you are incorporating your own videos, what will you use to record, store, and share those video files? If you need to incorporate fill-in-the blank or multiple choice questions, what quizzing tool or features will you use?

Step 3: Develop - Choosing the Right Platform for Delivery

Following the design stage comes the development stage. This is the point where you bring all of the individual pieces together into a working draft of an interactive activity and run the activity through multiple rounds of testing to ensure functionality and accuracy.

When it comes to developing a digital branching scenario activity, there are currently three primary tools supported either by the university or the College of Arts and Sciences that we recommend for the creation fo SBL activities. Each one of these tools contains positives and negatives that must be weighed against one another to determine the best platform for your specific activity. The advantages and disadvantages of each are outlined below.

Steps 4 & 5: Implement and Evaluate

The final steps in developing an effective SBL activity are to implement the activity in the classroom and evaluate whether or not the activity achieved the goals and learning outcomes set forth in the analysis stage, identifying areas for adjustment and improvement going forward. It is also beneficial to gather qualitative feedback from the learners themselves to gain a holistic view of their experience in terms of engagement, functionality, ease of use, and even their own self-assessment and perception of their personal skill development.

Additional Resources and Support

For additional information about Scenario-Based Learning and helpful frameworks, we encourage you to explore the following resources. If you would like additional support in developing an SBL activity, our Instructional Designers are here to help brainstorm, collaborate, and offer additional support. Request a consultation today!

Resources

References

[1] Nadolski, R. J., Hummel, H. G., van den Brink, H. J., Hoefakker, R. E., Slootmaker, A., Kurvers, J. H., & Storm, J. (2008, September). EMERGO: A methodology and toolkit for developing serious games in higher education. SIMULATION & GAMING, 39(3), 338-352.

[2] University of Washington | Bothell. (2023). Information Technology. Retrieved from ADDIE https://go.osu.edu/ChWU.

[3] ThingLink. (n.d.). Creating Scenario Based Learning Experiences. Retrieved from thinglink.com: https://drive.google.com/file/d/1qxPrdw2LnIU-Xj59CIKvfs1onKFikOA5/view?pli=1