learner experience
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2022 ◽  
pp. 1521-1548
Author(s):  
Laila Shoukry ◽  
Johannes Konert ◽  
Stefan Göbel

In this chapter, the topic of evaluating learner experience in serious games is discussed with respect to four different dimensions: gaming, learning, using and context with a special focus on using multimodal data. After reviewing relevant research fields, the steps involved in a serious games evaluation process is investigated and relevant evaluation studies are reviewed with emphasis on the use of different modalities for recording and assessing in-game interactions. Finally, a theoretical framework (LeGUC) is proposed defining parameters related to the four dimensions discussed which can be observed during evaluation studies of serious games and how they relate to logged in-game interactions. The framework is based on relevant literature as well as a conducted observational user study.


2021 ◽  
Vol 25 (4) ◽  
Author(s):  
Isa Jahnke ◽  
Nathan Riedel ◽  
Kanupriya Singh ◽  
Joi Moore

Online courses often include interface designs that do not support a positive learner experience. Literature shows a variety of heuristics to detect issues of online courses. While heuristic-based inspection of usability is a dominant method for evaluating digital systems, these methods cannot be easily transferred to online courses. To close this gap, we identified an initial set of social, technical, and pedagogical related items (STP) heuristics based on literature. Next, we analyzed this set using empirical data from two online courses. In total, we analyzed 195 problems with the goal to substantiate a final set of 14 STP heuristics. This new set allows for efficiently evaluating online courses by supporting evaluators and instructional designers in uncovering the most crucial issues and improving the learner experience. Finally, based on this work, we discuss a definition of learner experience for the emerging field of learner experience design and research. 


2021 ◽  
Author(s):  
Alessandro Mantelli

4.1. Perché è importante l’experience design per l’e-learning? – 4.2 Perché è importante il Web 2.0 per l’e-learning? – 4.3 Strategie di embodiment in un prodotto e-learning. La learner experience. – 4.3.1 Il tempo nella relazione utente - artefatto digitale. – 4.3.2 Minimizzare i tempi di attesa. Tempo reale, percezione e tolleranza. – 4.3.3. Design collaborativo sostenibile: minimizzare i tempi di gestione e di inserimento contenuti. – 4.3.4 Sostenibilità e manutenibilità del software. Embodiment nel lungo periodo. – 4.3.5 Affordance e signifier nella pratica del Web design. – 4.3.6 Utenti e interfacce. – 4.4 Da BunpoHyDict a JaLea. – 4.5 JaLea, Your Japanese Learning System! – 4.5.1 JaLea: frontend e struttura. – 4.5.2 JaLea: proposte di utilizzo. – 4.5.3 JaLea: backend. – 4.6 JaLea: modalità di apprendimento attivo tramite esercizi. – 4.6.1 Motivazioni per la progettazione di un prototipo per l’apprendimento dei kanji. – 4.6.2 Realizzazione del prototipo.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Kara K. Tsang ◽  
Andrew Latchman ◽  
Nishma Singhal ◽  
Giuliana Federici ◽  
Sandra Russell ◽  
...  

Abstract Background As the COVID-19 pandemic heightened, infection control and prevention experts recommended clinical training opportunities be modified or discontinued, substantially impacting the function of clinical or medical teaching units (CTU). A CTU is structured to involve medical learners such that they become active participants of the health care team. Since a review of the literature demonstrates a paucity of data to guide pediatric CTU implementation during pandemic phases, we developed and disseminated a survey to assess Canadian practices. Method A group of infectious disease specialists and pediatric hospitalists developed, tested, and disseminated surveys to understand CTU clinical rounding and teaching practices during the waves of the COVID-19 pandemic. Result Our surveys demonstrate the variability in adapting rounding practices during this pandemic and highlights the opportunities to share our approaches and lessons learned to optimize learner experience and patient centered care during unprecedented times in our academic hospitals. We also show the pragmatic implementation of our new pediatric hospital CTU process that was informed by our survey results. Conclusion Our study demonstrates the variability in adapting rounding practices during this pandemic and highlights the opportunities to share our approaches and lessons learned to optimize learner experience and patient centered care during unprecedented times in our academic hospitals.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Pen Lister

AbstractThe Pedagogy of Experience Complexity for Smart Learning (PECSL) is a four-tier model of considerations for the design and development of learning activities situated in real world hyperlocal locations, mediated by smart enough technologies. Learner experience is placed at the centre of learning design, focusing on the complex interrelated experiences that may be possible. A wider awareness of types of learning may enhance potential for gaining value for learners and offer more flexibility for instructors or others. Learning is considered as any potential object of vital interest for the learner, and may include making connections with others, dialogic space expansion between learners and wider relevance of topic or location as much as any intended learning outcome.Taking inspiration from digital artefact user centred design, the PECSL adopts a position of flexible layers of considerations that impact stages of design for complex smart learning activities. Each tier being interrelated to the others, these iteratively adapting as a result of decisions being made throughout the design and development process. Categories of learner experience variation derived from a phenomenographic study of smart learning journeys inform the foundation of the PECSL, providing concepts of experience relevance structures leading to related pedagogies, further pedagogical relevance considerations and deeper epistemological reflections. Acknowledging significance of the context, process and content of learning in these activities, considerations expand to enable pragmatic support for much of value towards effective learning. This paper seeks to provide a means for learners to learn from each other as much as any specified learning goals or assessment.


Visual instructional design is applied in all three phases of the work: the design, development, and deployment phases. In each of the phases, some visuals are used for back-end and private work purposes, some for private-public purposes, and some for public consumption. This chapter describes practical/applied visual instructional design approaches. It explores how visuals determine learning contents and the learner experience, how visuals are used to determine appropriate modalities for learning and more, and how visuals can be used to determine the proper launches of the designed and developed learning content.


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