Time on course?

Mar 13, 2019

Hi everyone -- 

Could you chime in and tell me about how long it takes you to produce a course (either Storyline or Rise)? I'm getting a lot of pushback from our administration over what they see as excessive time in course authoring. I'm responsible for both content (copy and any new media) and course design. My Storyline courses are fairly simple (no gameification, etc), but I do some engaging stuff with layers. 

I realize this is kind of a crazy ask, but even just a rule of thumb, eg, X number of creation hours per course credit hour.

Thanks!

9 Replies
Whitney Miller-Nichols

Thanks, Phil! Yes, I work for an association so I am responsible for the course beginning to end. We're trying to find the right balance between course authoring and development and other duties, including outsourcing work. I did a little googling and it looks like folks tend to budget around 100 hours per hour of a course. My courses have been 6 hour courses so far, hence the frustration from administration on my time on project. Add to that -- my predecessors didn't really understand the content OR instructional design, so they were able to crank out courses faster because they were producing sub-par work. My looming workload includes redoing some of their shoddy work :/

Christy Tucker

This source from IconLogic has a breakdown of each step, including things that happen before development (at which point you could use Phil's ratios).

https://blog.iconlogic.com/weblog/2019/02/elearning-development-how-much-time-does-it-take-to-create-elearning.html

The classic Chapman research says level 2 elearning (typical interactivity) is on average 184:1 (but you should read the descriptions and full ranges).

http://www.chapmanalliance.com/howlong/

ATD's numbers have fluctuated over the years as they changed their methodology, but the most recent version shows 150:1 for 1 hour of moderately interactive elearning.

https://www.td.org/insights/how-long-to-develop-one-hour-of-training-a-case-study

If you're really developing 6 hours of elearning, it should take you months to create. I hope the sources give you some backup with your administration to bring their expectations more in line with industry standards.

Daniel Brigham

Hi, Whitney: Often stakeholders don't understand what type of work goes into elearning. Sharing the breakdown of work may help them understand:

  • Conducting needs analysis (figuring out what should be built and what type of elearning it should be, if indeed it makes sense to build anything)
  • Gathering existing content/creating assets (interviewing, searching for content, shooting video)
  • Writing content
  • Having content reviewed by SMEs
  • Creating the graphic design (dialing in or creating an elearning template)
  • Developing the course in an authoring tool
  • Having stakeholders review the course
  • Testing course on LMS and on multiple devices
Mike DiFonzo

Whitney,

I try to project 2-3 months for the completion of a project but I'm also doing a lot of other things besides building multiple courses, managing an LMS, and other projects. People don't understand how much goes into making an engaging and interactive course. Also, the content is coming from a SME so that saves me time (for the most part).

Sometimes it helps for them to see my previous courses. Also, I let them know I can upload a course in two weeks if they want just a basic reading text PowerPoint slides.

Mike 

Rise 0

An old and tried way of looking at this is that e-learning development with 45-60 minutes for student is about 250 development hours with intermediate type of interactions. High end 3D and simulations is at least 400/hrs / 45-60 min student time. Behavioral and performance oriented.

Rise can be used for rapid e-learning and then i would say 70 -90 hrs / 45-60 minute student time. But the real time /calendar time consumer is often the subject matter expertise and top level approval carousel. Information oriented.

Then again making a 15 minute video to bring that into a "5 minute e-learning" has been tried as well :)

But in development total time i think these hours are more realistic then optimistic.

When in doubt you have strong cases from old Bersin, pro. https://joshbersin.com/

Karl Muller
Håkan Ström

An old and tried way of looking at this is that e-learning development with 45-60 minutes for student is about 250 development hours with intermediate type of interactions. High end 3D and simulations is at least 400/hrs / 45-60 min student time. Behavioral and performance oriented.

Rise can be used for rapid e-learning and then i would say 70 -90 hrs / 45-60 minute student time. But the real time /calendar time consumer is often the subject matter expertise and top level approval carousel. Information oriented.

Then again making a 15 minute video to bring that into a "5 minute e-learning" has been tried as well :)

But in development total time i think these hours are more realistic then optimistic.

When in doubt you have strong cases from old Bersin, pro. https://joshbersin.com/

I've been doing design and development for longer than I'd care to admit and agree with these general guidelines:

  • Basic online information oriented course 75 --> 150:1 (development hours VS student contact time)
  • Intermediate interactions 250:1
  • High end media and simulations 450:1 

Note: These estimates include all aspects related to the development of an online course and not just the time spent developing in Rise. It also includes the time all of project team members such as SMEs, media creators, Instructional Designers, developers, etc.

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