E-Learning research document STAGE 2


The aim for stage 2 of the E-learning brief is to create an E-learning activity for business who wish to participate in nation Ride2work day

Client research

Bicycle network victoria is an organisation who believe physical activity is vital for a happy, healthy life. So they focus on promoting cycling as a great way to create a healthy lifestyle

Project managerment


I have created 2 persona’s first one being an employer with the second being a employee. these 2 personas are to help the development of the learning activity.

Logan is a visual based learner but does like a bit of hands on learning as well he benifits from these learning styles becuase he can see the results and action as they take place which allows for logan to gather the information quicker and understand it better
Frank is mainly a Kinesthetic learner which connects directly to his job as a mechanic as it is a very hands on job, the best way for frank to learn would be Hands on and interactive activity as results are shown after each action which suits Kinesthetic learners as they can see what is happing and if they doing the right thing gaged by what action is occurring after their input

Stage 1 outcome and analysis

Stage 1 was able to teach the student the core of bicycle riding rules and regulation to be able to compete in the ride2school day safely, the E-learning activity was able to teach the students via 2 of the learning styles kinesthetics and visual based learning.

what i have learnt from stage 1 is that the more simplified as well as the changing of the tasks helps keep the user focus on completing the overall activity rather then getting bored of repeating the same type of questions. With the stage 1 prototype i found that invision is a simple and time efficient way to create prototypes and will most likely be using in stage 2 of the brief

VAK learning styles

Is when the student learn via visual based teaching such as things like presentations and demonstrations.

Is when the student learns via audio based teaching such as things like podcast’s and lectures.

Is when the student learn via hands on teaching such as things like practical work, hands on demonstrations/workshops

E-learning activity research

Interactions are simple activities that involve the user completing simple actions like drag and drop,flash card memory games etc. this type activity can be used for all audience but are generally set to the lower age brackets due to there simplicity.

Scenarios are activities that revolve around an entire scene/interaction/problem the user is presented with the scenario and must complete/find the solution, this type of activity is normally set for High school and above audiences although if the scenario is simple enough it can be given to lower age groups

Case study are a more complex and in depth version of scenarios often containing a larger problem or multiple problems,addition info on subject within the scenario such as personas, time/date/location etc.

Quizzes are quick and simple way to make sure the user is paying attention and understanding the E-learning Content

Hands on Demo are a full interactive activity making the user control the actions happing inside the demo these type of demo are normally suited for all ages but target Kinesthetic learners or hand on subject such as woodworking, arts etc.

Learning games are a mix of Quizzes,drag and drop and other activities to create a game that teaches the user this type of E-learning is suited for all ages but are depending on the content are aimed towards high schoolers and up as the games can take time and have complex content. an example being jeopardy.

eLearning activity recommendation I believe learning games and simple interactions are best for teach a wide audience via E-learning as they are suited well for Kinesthetic and visual learners but also are simple that audio based learners would still be able to follow along. Frank will be able to benefit greatly from the activity style i go with as Frank is a kinesthetic based learning and by have the interactions simple and quick Frank wont get distracted/bored of the activity keeping him engaged to get the best results. Logan being a visual based learner will also benefit from this activity as it display results and actions as they happen. the program i will be using to create this activity at this stage is illustrator and invision.


Storyboard sketch: the user will launch the app and will see the start screen after tapping start the user will be presented with a series of question regarding hand signals once once that section is complete they will see a new screen with multiple choice question once complete they will be task to name all road signs presented, once that is complete they must select the correct road saftey rule/motto, once all question are completed they will be moved the final screen which will show their score and 2 option retry or continue/finish
Select the correct hand signals: this question i have layed it out similar to the Learners driving test to allow the user who most of them would of completed/attempted the driving test, would be in a familiar/comfortable space.User test Prototype Part 1 List your learning objectives?

Synchronous User Test and Report

User need to know and understand 4 important Hands signals

User needs to what rules to follow

User needs to understand situational awareness

User needs to understand and recognise general road signs

How was this learning objective being measured or assessed?

Did the user get 90% of the answers correct

Did the user achieve this learning objective? (Yes / no / partly)


If not, why was the objective not achieved.

Could the objective be achieved more effectively or efficiently?


Recommend a way to improve the resources

Having a introduction for each question could help speed up the process

Part 2 How did the session go?

The session went well the user had no major issues

Did the facilitator have to step in at any stage due to the user being lost or confused?


If so, please list out each issue the user experienced and how you would recommend improving the resource.

How long did the session take?

1 minute 49 seconds

Was this longer or shorter than you expected?

The test went shorter then planned but only by 10 seconds as the planned time was 2:00

Did the user make it to the end of the session?


Was the resource appropriate for the type of learner?


Did the user get board or distracted at any stage?


Discuss how you could user other learning techniques to better engage the user.

Having a more animated application could engage the users better instead of flat images

User test report

Discuss how the design integrity was maintained between the plan and the final product

The design integrity did not change much from the initial plan to final products the only change was the addition of correct and incorrect pages

Give a walk through of how the user test scenario will play out For the user/facilitator

The facilitator will set up the app and screen recording software then leave the testing area for the user to complete the activity on their own once complete the facilitator will re enter the testing area and gather feedback and stop the recording software.

For the App

The app will run through the entire e-learning activity

Reflect on how the scenario played out for the user/facilitator/prototype

The scenario played out very close to the initial plan of the app, there was minor feedback on something that can not be changed due to the software the app was made in

Identify areas where critical changes will need to be made to improve:

The activity’s function

The function of the activity works well, although the cosmetics of the correct and incorrect page are a bit bland

The testing scenario

The testing scenario needs no changes as the user successfully completed the E-learning

The e-learning activity was simple enough for the user to complete quickly and efficiently to fit into their busy work schedule but the app was also able to cover all areas of bicycle safety allowing the user to take part in Ride2work day, the e-learning activity was able to cater to two of the e-learning types,kinaesthetic and visual by having the that app setup with simple written question and a diagram/image to accommodate the question. Overall I believe the app was a success due to the above statements.

Analysis of E-learning activity

The first game/question objective is to have the user select the correct hand signal out of 4 options, 
 for diagram once selecting the correct pose the game will move to the next diagram. By doing this the user is learning the correct signal and see how it is used rather then just pick the answer with out seeing and making connections with he signal and direction the rider is going.
The second game/questions in my E-learning activity is multiple choice on either a road sign or bicycle road rule, once the user selects the correct answer the app will move to the next question, by completing this question the user is learning the road signs and road rules.

The e-learning activity was simple enough for the user to complete quickly and efficiently to fit into their busy work schedule, but the app was also able to cover all areas of bicycle safety allowing the user to take part in Ride2work day, the e-learning activity was able to cater to two of the e-learning types,kinaesthetic and visual by having the app setup with simple written questions and a diagram/image to accommodate the question. Overall I believe the app was a success due to the above statements.

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