Ride2School
Project planning
Client Profile
Ride2Work program is a national behaviour change program that encourages to start riding to work or school and help them to keep riding as a regular habit.
Aim
Design and create an eLearning activity to teach road and bike safety to young students and teachers. It will be a digital asset available on their computers or ipads.
Specifications
•Fun and enjoyable eLearning application for students to learn in a creative matter.
•A quiz that users complete and are awarded at the end of the game.
•Able to use on both computer and Ipads for education purposes.
Learning outcomes
•Increased knowledge of road rules for bicycles
•Increased the safety and awareness around bicycling
•Cycling becomes a regular commuting option for students and teachers.
•Appropriate attire such as helmets, enclosed shoes and padding
•Health benefits to increase physical activity.
Persona’s


Timeline

Total: 40hrs
Budget
$445 budget to develop an eLearning solution and activity for students and hourly rate of $45/hrs
I need to plan for consultation time, planing for materials needed or programs downloaded for this.
-Plus small changes made -2 days- 1 hour each day- $45
Future budget: $600
Learning style (VAK)
•An auditory learner learns through listening and speaking.
•A kinesthetic learner will learn by touching and doing.
- Visual learning style has a preference for seen or observed things, including pictures, diagrams, demonstrations, displays, handouts, films, flip-chart, etc. Visual learners learn most through reading and seeing. Focusing on this learning style and incorporate the other styles will give me options to create an engaging elearning activity.
Learning activity examples:
•http://www.bbc.com/future/bespoke/story/20150306-journey-to-the-centre-of-earth/index.html
This teaches the distances traveled below and what has been discovered or is there underground.
A game to stop the virus of different types of flu from outbreak.
•http://designation.io/chromantics/
To select appropriate colours for a design and defines why.
Content you are going to incorporate/generate
The content I will generate for the eLearning exercise is mostly safety related. A focus on rules and attire.
http://roadsafety.transport.nsw.gov.au/stayingsafe/bicyclists/
http://kidshealth.org/en/kids/bike-safety.html
https://www.bicyclenetwork.com.au
Present you content to the learner?
The concept of developing this interactive eLearning will be based around game based to present my content as a visual quiz or a way to select the correct content for the appropriate description including different levels of easy and hard to learn more about safety.
Platform and performance objectives
I am going to design for iPads and computers, most schools do provide Ipads and allows students a nice amount of interaction and visual impact on both platforms.
What kind/s of learning activity are you going to use to achieve your learning outcomes?
Between a quiz or a set goal to achieve with selection of correct answers to achieve next level.
Specify its level of difficulty relative to the persona
There will be two levels easy and hard to challenge themselves but still enjoy the game. Students will start of with easy and achieve the goal by completing all questions correctly.
Discuss how the resource will be presented on the National Ride2Work Day interface
Presented on a computer as a prototype.
Detail your assessment strategy
There will be immediate conformation if the answer is correct or incorrect and students will see the correct description. If answered correctly it will show an illustration moving upwards and move on to the next quesiton until the illustration reaches the end.
Project Management
Daniella- I will be the leader and main designer for this project with some consultation with Issac. I will planning and developing this acitivty through prototyping within the weeks given.
Issac — Tutor at Tractor and a freelance web designer/developer will be valuable for me when I have questions.
Chosen development process
I will be using the rapid prototyping approach. This approach allows me to come up with ideas and test them quickly. If something doesn’t work as intended, I am able to go back and fix it and re-test again.
Wireframe

Issues that arose during design and development
Issues that arose during the design and development was the colour choices, background and selecting between the puzzle and find-a-word. Solutions was to change the colours (more colourful) and creating a background for 3 scenes and finally decided the find a word was more appropriate and the prototype doesn’t show the words selected but overall, you select the first and last letter for the word to be circled.
Evaluation (User Test Report)
The design integrity was maintained between the plan and the final product
It was maintained by my wire frames by planning an idea, questions asked and illustrations to draw. The designing, I needed to have an idea what colour to use and must do it in the beginning to make changes if needed to. There was a choice between a puzzle and find-a-word but decided find-a-word is more common.
User testing walk through
The user will sit down, where ever they feel comfortable and open the application on both computer or Ipad. The quiz is already set up for school educational purposes. After, they select level one and complete short 10 questions. If successfully completed or not the user can enjoy a find -a-word.
Completed with all 10 answers correct or 6–7 answers they can move to level 2 or enjoy completing the Find a word. If user fails to answer all correct they have an option to re do level 1 or find a word.
For the prototype, the user selects Level 1 to begin the quiz and selects the corrects answers for all. There are 10 questions to be answered. The user selects correct or incorrect answer there will be a description and will click the arrow for the next question. Once the user has successfully passed the quiz they can select either to do level 2 or complete a find-a-word until is finished. If user fails to complete these questions they can also do the find-a-word but needs to re do level 1.
Reflect on how the scenario played out for the user/facilitator/prototype
Each user played the game very well and seemed to go through it quite easily as some of these question were general knowledge or a challenge. It was still enjoyable for the users and able to complete a find-a-word when completed before the others.
Changes made:
-There was changes made as colour choices and font choices to be more appropriate for children and pleasant for them. Colour wise the question had to be more darker against blue to be more readable and overall it had to be more colourful and bright the scene.
-Background choices instead of plain white to have more colour for a children’s quiz
-The boxes corners to be rounded
-Arrow added as an indication for the user to go to the next question
-Dissolve motion for correct or incorrect answers selected instead of being slide left.
These were small changes need to improve the quiz but the testing scenario did not need to much as the quiz was simple layout and how to play was general.
The Product Walk Through
User testing 1: Learning objectives:
a. How was this learning objective being measured or assessed?
The learning objective was being measure or assessed by an application (silverback) that records the user and the prototype. Question were asked during the session of the design, overall experience and changes suggested.
b. Did the user achieve this learning objective? (yes / no / partly)
Yes
c. If not, why was the objective not achieved.
Objective was completed successfully and was explained throughout and user gain knowledge about bike safety and it was appropriate students in grade 5.
d. Could the objective be achieved more effectively or efficiently?
Effectively
Recommend a way to improve the resources
-To include audio of music or voice over for all learners type
-To include more colour
2. How did the session go?
The session went well and the user has completed successfully the quiz with positive feedback but recommendations of including audio of music or voice over.
a. Did the facilitator have to step in at any stage due to the user being lost or confused?
The facilitator made sure the user was aware this was a prototype, level 2 was in process and explaining the design of the quiz and concept. The facilitator had to help set up before beginign.
b. If so, please list out each issue the user experienced and how you would recommend improving the resource.
No issues.
c. How long did the session take?
The session was 4:03 minutes.
Was this longer or shorter than you expected?
I expected the quiz to be shorted but I do agree 3–4 minutes of doing the quiz and find -a-word was good enough.
d. Did the user make it to the end of the session?
Yes
3. Was the resource appropriate for the type of learner?
Yes it included illustrations, colour and bold type. For other learns if had more text to read but was recommended audio.
a. Did the user get board or distracted at any stage?
No, User agreed the quiz was well designed.
b. Discuss how you could use other learning techniques to better engage the user.
-To engaged more learners is to have mini games hat doesn’t feel like a quiz
-Bold visual colours and text
-Audio voice over or music
-Video’s
As listed above this will help me develop more engaging learning techniques for all users to enjoy the quiz in different methods and different design concept.
Conclusion
This brief has been extremely useful in terms of gathering information and viewing other examples of quizzes. I did enjoy developing my prototype and making sure it was a good design choices, information was relevant and find a word added for users to enjoy. Lastly, I learnt to have my design choice done first before straight away into the design as I had to make small changes to this.