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
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
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.
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.
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 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.