This a conference presentation from 2006 by myself and Lisa Vincent from Savv-e. It features our Usability Performance Model for learning, which still holds up well today!
3. Are you getting the
best return for your
money, effort and
resources?
4. A mixed report card…
• Signs of ‘e-learner fatigue’ with increased use of
the online channel
• Great delivery processes to the learner. Keep
focus on application and knowledge building
• Memorisation of facts vs learning,
applying and making a decision
• Lots of tests (Multiple choice mayhem)
• Collaboration challenges
• Still efficient and effective
in the right context
5. Today, lets look at…
1. How to achieve learner engagement
2. Usability Performance Model – to benchmark
your work against
3. Show & Tell
4. Scanning the future – new
technologies to extend
your e-learning content
7. From e-delivery….
• One way traffic – ‘delivers the goods’ … but is
the message received?
• Difficult to cater for different learning styles
• No collaboration
• Limited interaction
• Fast and efficient
• Evaluation challenges
• Awareness vs action
8. …to eLearning
Ideally,
• Engaging and inspiring
• Creates curiosity and the desire to
learn, know and do more
• Personalised learning path
• Motivating / challenging
• Simple, logical, meaningful
content
• Feedback
9. Why make the move?
• Fast learning = learner interest, motivation & retention
• Removes the ‘not another course’ vibe
• Assess via performance-based tasks
(the ‘real’ learning outcomes)
• Improved ROI (for achievement rather than
just course completions)
• Flexible learning paths – cater for
learner preferences
• Demand
11. Engagement
• Learners can quickly grasp & absorb
information
• Content is in a simple & logical
format
• Learner’s encouraged to
progressively delve
deeper into the topic
• Relevant graphics,
diagrams, audio and video
12. Motivation
• Learners participate in
meaningful tasks that motivate
them to explore and learn more
• Passionately curious about
task or topic
• Challenged at the right level
through activities with
helpful feedback
13. Architecture
• Learners can effectively acquire new
skills & knowledge using preferred
learning styles
• Able to personalise their
‘learner experience’
14. Aesthetics
• Learners find the program’s look &
feel attractive, appealing and
engaging
• A simple and elegant interface
• Strong figure/ground contrast
15. Navigation
• Learners can easily navigate through
the program and determine own
pathways
• Prompts and navigation cues
easy to follow
• No restrictions on ‘jumping
around’ to various sections
• Not made to read every
screen
16. Assessment
• Learner can assess themselves
through performance-based tasks
that require them to:
Recall the information
Apply it to a situation
Make a decision
17. Performance
• Learners experience a program that
runs error free
• Screens upload and download
quickly
• The program functions
correctly and writes
progress and completion
records to the database
18. Orientation
• Learners can clearly see where they
are in the program, what they have
achieved and the pathways they can
take
• Learners have enough
orientation to know how to
get into and out of a
program topic or section
21. Scanning the future
Content and collaboration enablers:
• Integrated blogs
• Shared online workspaces / wiki
• L2L networks (‘community of practice’)
• Podcasts
• Feedback, review and rating systems
• Knowledge capture
and distribution
• Social network design