E-Learning —

Project Planning

1. Client Research

Aim

The aim is produce an easy to use e-learning application for primary school children and teachers. The goal ‘Ride2Work’ is to teach bike safety, and promote healthy habits.

Client Profile

Bicycle network’s Ride2Work program is the largest national behaviour change program, it encourages Australians to ride to work and helps keep riding as a regular habit. They have seen dramatic increase in the number of people choosing to ride to work. It addresses environmental issues such as pollution as well as tackling health issues such as obesity.

Specifications

Will require internet usage initially to download the e-learning application. Can be used on laptop, computer, and ipad. Best used on ipads. Doesn’t require you to have an account or password to access the game. Needs to fun and engaging.

2. Learning Outcomes

Students and teachers to know the following on the completion of the program:

  • Bicycles rules on the road
  • General safety for bike owners
  • Protective gear

3. Personas

4. Learning Style

The learning style will be based on the VAK model which comprises of visual (learning through observation and images), auditory (learning via listening)and, kinisthetic (learning by doing).

The learning style for this program will be using a combination of visual and kinaesthetic methods. For this target market this will be the most effective way to engage their attention.

5. Content

In order to generate the appropriate information I will be using the following websites to develop my content. Using this content paired with visual and kinesthetic learning techniques, I will be developing an instructional and game based model in order to test learner outcomes.

6. Content Presentation

The learning model that will be used will be instructional and game based model in order to test learner outcomes. There will be a series of instructional content that will be interactive, this will ensure the learners attention is kept. Following each point/fact, it will move on to a short game to test whether the learner absorbed the information.

7. Delivery Platform

The chosen delivery platform will be made for ipads and smartphones as all these are now easily accessible. A website version will also be available however it is best used on an ipad or iphone. The user will require initially to download the app for ipad/smartphone.

8. Types of learning activities used to achieve outcome

Based on the persona of, Daniel, he is a visual and kinaesthic learner who has a short attention span so he will need to be kept engaged throughout the whole program. Along with interactive instructions, checkpoints with games will be placed throughout the application. This will both engage the player as well assess their learning outcome. The resource will be presented as an illustration, with information pop ups.

Project Management

1. Team members

Design and Concept (Catherine Tsang) — My strengths definitely lie in thorough research and brainstorming of concepts to develop a visually pleasing application that is also well thought out.

Wire framing and prototyping stages will give a visual representation of how the application will flow and roll out. At this stage it will allow me to see what works and what doesn’t and if there’s anything missing that will make the app more intuitive.

The development phase will take the longest, this is my weakness the execution phase of getting the application running and working. The coding process of the e learning program will be outsourced to maximise efficiency.

2. Development Process

For the prototyping process I will be using Rapid prototyping, as this will be the fastest method with the current time frame. There is also an aspect of storyboarding within this process so it will provide a clear indication of each section and page. Creating a clear directional flow in achieving the learning outcomes. It will also allow for errors and UX to be assessed and altered as we go. Consistent reviewing and refining.

Flowchart

Wireframes/storyboard

3. Estimated timeframe

4. Issues during design, development and solutions

The difficulty in the design of the app prototype is to displaying the information visually and condensing the copy in order for information to be digested as easily as possible.

Evaluation

The design of the e-learning activity was based around research and content. From the initial wire-framing stage there was a strong concept and foundation for the design. This translated through to the final product allowing for integrity to be maintained. There was a need for some slight changes, such as colour and and layouts in order to improve the user experience over all.

1. Walk through

User/facilitator

Firstly, the user/facilitator must have access to the internet or wifi in order to download and install the app. Once the app has been installed, user is to launch the app, fill in the necessary details such as full name and the facilitators email. There are three main learning objectives the user must complete before finishing the program. Once the user has entered all the details they are able to start the first learning objective. For each objective the user is to go through and read all the information provided. Once that has been done they will move on to an interactive activity, this includes a drag and drop, mix and match, and lastly a find-a-word. The user is required to complete all modules in order to finish the program. Once they have finished their results will be displayed allowing them to proceed to start riding safely. If the user were to get one or more answers wrong in a module/s. This will be displayed in the results section, and they will be prompted to go through the module/s again. Every time a test is taken the results of the test will be sent to the facilitator’s email.

For the prototype

For the prototype, the first page will be a welcome page where the user enters their full name and facilitators email. The learning objectives are stated and the “start” button is clicked in order to begin the first module. Each module consists of an information page followed by a quiz/test page. Once each page has been completed the user is to click the “next” arrow button in order to move on. Once all three modules are calculated the answers will be collated and analyzed in order to produce the results. If the user completes all three modules correctly they finish the program. However if there are incorrect modules the results page will prompt the user to complete the specific module/s where the user was incorrect.

How the scenario is played out by the user/facilitator/prototype

Over all the prototype held up well, it was easy for the user/facilitator to navigate through the modules. The only changes required were possibly the wording used in the descriptions and some statements.

Changes, Time management and budget

There is always room for improvement, there may be a better means of displaying and executing the mix and match exercises in order to be more interactive. Possibly a help section to be included if the user or facilitator is in need of more information/instructions.

This project is estimated to take approximately 5 weeks, working approximately 38–40hrs per week in order to complete the program. Factoring in the of costs in getting an app developer and the hours put in to curate this program, that is, design, research, user testing, developing, and prototyping. The estimated budget would be $17,000 from start to finish. Factors which might impose on the budget and time is definitely within the developing and user testing of the prototype. This is where errors are found and adjusted, therefore an extra 2 weeks of budget have been included to provide sufficient time to ensure allbugs and errors are fixed and for any further improvements to be made.

Conclusion

Overall this brief has been a great experience. This has shown me the importance of having thorough research and knowing your target audience. The more information you can gather from your target audience the easier it will be in coming up with an idea/concept/design solution. The information at hand gave me a stronger direction, a more impacting design that can speak to the target market. Rapid prototyping is also an advantage in ensuring each page flows consistently, it also opens up the program to allow for errors to be spotted and fixed quickly.