eLearning Developer Tip – Using New Authoring tools

As an eLearning developer who does work for a wide variety of clients, you can imagine that I am often forced to use a variety of authoring tools, despite Storyline 2 being the industry standard. While I definitely use Storyline 2 the most authoring tools such as Lectora and Adobe Captivate are a close 2nd and 3rd.

Transitioning to a new authoring tool for the first time is never a smooth process but here are a 3 simple tips that have allowed me to effectively jump into a new tool, and deliver on client expectations.

  1. Using tooltips

This is a small item but it is usually something I do whenever I first sit down with a new tool. I find this explorative exercise helps with familiarizing yourself with the User Interface, but also from a software development perspective. Tools available on any sort of palette are generally going to be your bread and butter, and you usually only need to dig deeper into the software for more complex/obscure actions. This is logic behind UI design and holds true for pretty much any major software tool.

  1. Read the documentation

This one is actually quite obvious but it is truly surprising how many people ignore the Help options that are integrated into the software. These tools explain exactly what these authoring tools are capable of and how to utilize them. Additionally, they also feature handy search fields which in most cases allow you to quickly find what you are looking for. However, if you still can’t bring yourself to read the documentation there is another option you can explore.

 

  1. Utilize developer forums

 

Lastly developer forums are a wonderful place to find solutions, and even pose your own questions. (yes this involves making an account) It is well worth the time to setup and become familiar with these forums. They are full of professional who are friendly and supportive, and it is surprising how quickly people reply.

 

 

Hopefully these 3 simple tips will help you acclimate to any authoring tools transitions, and allow you to develop great elearning modules.

If you would like to learn more about gamification, graphic design, or eLearning development, please visit http://www.pathwaystrainingandelearning.ca

eLearning Developer Tip – Using New Authoring tools

Critical Steps – Defining Functionality Requirements for an eLearning, Gamification or mLearning Project

Whenever you are setting up development on any software that requires functionality to be developed it is critical to outline what those functions are. This is particularly important when you are defining requirements for an eLearning, gamification or mLearning project. Typically, this is done in a list called the Functionality Requirements or Systems Requirements depending on the context of what is being developed.
The reason it is critical is because it outlines everything that has to be programmed, but this list is also used for tracking progress throughout development, and can also be used in the Beta Phase as a reference to QA against. This becomes particularly important if you have testers who are not a part of the project and who need to know how the eLearning or mLearning should work and track course completion on the learning management system (LMS) or how the game should render on each mobile device when mLearning is used. Functionality requirements then become a good way of ensuring the eLearning, mLearning or gamification product is working as it should, prior to the course launch.

The standard format that I use is batching selective items into groups under larger categories, the format that I find most useful to work with is Systemname: Description. See the example below.

Module Systems

Navigation Systems

PreviousNext: User shall be able to navigate to previous and next slides in eLearning or mLearning course.
Menu: User shall be able to navigate do different eLearning or mLearning slides using a menu containing all slides in the module
Lock: eLearning or mLeanring navigation shall be capable of being locked until decided by the user.

Activity Systems

Knowledge Check: User shall be able to perform a quiz at the end of the eLearning or mLeanring module that will test against the learning objectives.

After the functionality requirements of an eLearning, mLearning or gamified eLearning experience are outlined, reviewed, and then defined the terms can be moved into an excel spreadsheet or other tool for use in project management.
Happy Programming!

If you would like to learn more about gamification, eLearning or mLeanring development, please visit www.pathwaystrainingandelearning.ca

 

Critical Steps – Defining Functionality Requirements for an eLearning, Gamification or mLearning Project

DEVELOPING GAMES FOR ELEARNING ROAD MAP – PART 3

This is the third entry in a 3 part series. Click here to read part 1.

This is the third entry in a 3 part series. Click here to read part 2.

 

Development Phase

1st Playable

This stage is about programming the skeleton version of the game. At the end of this stage we have functioning versions of all of the games features. Graphics are being developed.

Programming

Program the game to meet the specifications detailed in the GDD.

  • Program the functionality of all features.
  • Use proxy or placeholder graphics for visual representations.
  • Use test environment to develop basic functionality and features.

Art Development

Graphic artists and animators continue work on the visual aspects of the game as detailed in the GDD.

  • Begin to create the levels, models, textures, animations, visual effects, and sprites required.
  • Audio work can begin here as well.

 

Alpha

This stage is the longest aspect of development; it takes the most time as the game is piecing together. At the end of this stage we have a functional game, but some of the graphics and sounds are not polished yet. Also, the game may still have some bugs to work out.

Throughout the Alpha stage there are often Client/Publisher meetings to showcase and ensure development is on track and milestones are being met.

Programming and Art Development

All developers work on their assigned areas of development, as defined by the PM or as detailed by the GDD.

Beta

Nearly done. This stage is about polishing the game and fixing any outstanding bugs. The focus of this stage is testing, and making sure everything works as expected.

Debugging

It is important to make sure everything in the game works as expected. Debugging is of primary importance to deliver a functional product.

Improving Code / Optimization

  • Improve the behaviour of user controls, character animation, game effects
  • Optimize code, fool-proof. Cover every possibility of user input.

Focus on graphics

  • Implement final graphics and animation for all elements.
  • Polish, dazzle and jazz it up.

Testing

  • Involve a group of Beta Testers who had no prior experience with the game and represent the first-time user.
  • All bugs, comments and suggestions must be documented, submitted to the person in charge of testing who will sort, compile them and submit them to the programming team.

Gold Master

This stage is about delivering the product and distributing it to the required platforms. There may be some last-minute updates for any outstanding bugs.

  • Deliver product on the specified platform (PC, Android, iOS)
  • Port product to other platforms, if required. This process is similar to the Project Plan starting from Stage II (Alpha), with the benefit of already having all graphics, animations, sounds and other assets created. However, programming may have to be done from scratch.

The deliverables of this stage include the final, polished version of the game on all required platforms.

 

DEVELOPING GAMES FOR ELEARNING ROAD MAP – PART 3

VIDEO PRODUCTION TIPS FOR ELEARNING

Video production is a very useful tool for eLearning. Through video we can convey information clearly and succinctly, and capture the viewer’s interest in a way we might not be able to purely with text. Alongside animation and interactive media, video production provides a means to make the course more interesting. By using these tools, the eLearning developer can increase the attention span of the learner, as well as the effectiveness and content retention of the curriculum.

Video production is no longer accessible only to large studios and wealthy organizations. With the revolution of computers and electronics came the opportunity to make videos on fairly low budget. Certainly, if your clients dictate quality, you may need to spend money to purchase or rent professional equipment and studio space, however, there is plenty one can do with consumer equipment. Even budget camcorders offer an excellent quality of video and audio if used within their constraints. For example, most single CCD camcorders don’t perform well in low light conditions – however, being aware of such limitations allows us to avoid them and use the equipment to the fullest of its capabilities.

For on-screen tutorials, there is a variety of software available to capture the screen and record your voice, and even accentuate the presentation by being able to zoom in on different parts of the screen, highlight the mouse cursor, or include a PiP (picture in picture) of your webcam video.

When planning a video production session, there are many factors to consider. Foremost of all, you should have a script. A script is a vehicle of communication which allows everyone involved on the production to share the vision. It allows you to analyze and prepare for the production, and have a clear picture in mind about what it is you are putting together.

Before the production, analyze the script. Make a list of all the locations, all the actors, props, costumes, vehicles and equipment that will be required. If there are outdoor scenes, be prepared for potential rescheduling due to adverse weather. Arrange for transportation, and any licenses or permissions required to film on those locations. Remember to have all appropriate paperwork (such as release forms) signed by the cast, prior to production. Outdoor productions can provide the most beautiful locations, but are also risky to film. You may have a limited time window for light, the wind may make your audio unusable, and change in weather is often difficult to predict. However, if planned properly, outdoor video shoots can yield outstanding results!

Indoor productions allow you a more controlled environment to work in. However, renting a studio can be an expensive business. Filming indoors in spaces which are not studio can also present a challenge. Space, fire safety, access to electricity (and making sure you don’t blow the fuses with your lights) should all be considered.

Often, I am asked to estimate the cost of a production, and how long it will take to complete it. Often, there is not enough information for me to make an educated estimate. The client will say that they want a 20-minute video. However, they don’t have a script yet. This means that I have no way to break down the script scene-by-scene, determine the resources needed, or the required costs. One cannot determine the cost of a production merely by its length. Certainly, 20 minutes of talking to a camera from an office desk is a different than 20 minutes of a Lord of the Rings battle scene. Sometimes, the client will imagine shots that require a boom or a helicopter (or at least a drone). These beauty shots are certainly impressive, but also carry an additional cost to accomplish them. That’s why I must emphasize again the importance of the script to analyze a production. Without a script, we don’t know what we’re doing.

There may be situations where it’s appropriate to include improvised dialogue, but be careful about the dangers of allowing unscripted dialogue running away on you. Not only is it more difficult for the talent to remember all the points that need to be covered, often it leads to headaches during editing. The producer may want to take this out or add that in, or combine multiple takes of the same scene. Often it becomes quite unmanageable – it is much better to have the conversations scripted and prepared ahead of time. The argument that unscripted conversation sounds more natural comes with the risk of unforeseen surprises which often crop up only in the editing room.

Another important tip is to make sure the script is written in a conversational manner. We speak differently than we write. Not only will a formal script bore the audience to tears, it will often be difficult for the talent to deliver, even with the use of a teleprompter. While I am on the topic of teleprompters, I highly recommend spending the extra money to get the large size screen. From my experience, a small teleprompter screen only leads to squinty talent and complaints, and repeating scenes take after take.

During production, make certain to keep track of scenes, shots and takes. A simple printed-out spreadsheet from Excel will do the job nicely. Check off each completed scene for video and audio (in case they are separate, such as in B-roll) and also mark which take was the good one. The editor will appreciate this. At the end of production, check your spreadsheet to make sure all scenes were filmed. This is important especially since many productions are shot out of sequence.

Our company often uses video productions as a tool to educate or add content to eLearning modules. Video can be inserted into Articulate Storyline, or any number of modern eLearning developer apps. Together with interactive activities and animations, video provides us a powerful tool to improve the experience of our eLearning modules, an make them more interesting for the learner.

To learn more about our company and how we contribute in the field of eLearning, please visit our website at www.pathwaystrainingandelearning.ca

VIDEO PRODUCTION TIPS FOR ELEARNING

Developing eLearning for VR: Unreal or Unity?

So you want to develop eLearning applications for VR? Which 3D game engine should you choose, Unreal Engine or Unity?

There are certainly other options, such as CryEngine, CopperCube and Torque3D, but Unreal and Unity are undeniably the mammoths. Both of them provide full VR support for both HTC Vive and Oculus Rift, and both have a long list of blockbuster games that were coded in them. Let’s examine the pros and cons of each.

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Unity

Unity is supported by the official Oculus Rift SDK. Unity Free lets you develop for Oculus Rift without any cost, except the hardware. It provides a number of programming languages to choose from, such as C#, JavaScript and Boo (a form of Python). C# is arguably the most powerful, while JavaScript has the widest selection of tutorials.

Another pro for Unity is the Asset Store. You can find a wide variety of free and paid assets that can easily be added to a game. The assets include music, art, code and modules, to name a few. The powerful asset management system and attribute inspection even allows you to include unique lighting or GUI in your game.

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Unity also has a great editor, which is powerful and intuitive. You can pause the gameplay and manipulate the scene at any time, or progress gameplay frame by frame.

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Rapid prototyping is another strong point of Unity. The modular system allows for quick development of an idea. Features such as drag-and-drop editing, shaders, and animation allow you to dive right into developing a game.

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Unity is a proven game engine with a history of huge developers, such as Microsoft, Paradox, Square Enix and Sega. These developers chose Unity for a reason, and that reason is flexibility and power. With direct access to the code “under the hood”, Unity can be used to create the functionality and game behaviour exactly the way you want it.

There are a few negative aspects to using Unity, which should be mentioned. For example, Unity 4 is built on Mono and C#, which means the garbage collector can impact performance and cause stuttering. C# and .Net usage in Unity is questionable, and a lot of the API uses public static methods. This encourages the use of public fields for everything, and a lot of questionable implicit casting. These are poor coding practices which can lead to problems with inexperienced programmers.

Lastly, Unity3D is a proprietary, closed source game engine. Unity requires a fee for features like basic version control support. If the performance doesn’t satisfy the growing requirements of a project, it will be impossible to migrate a game from Unity due to vendor lock.

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Unreal

Unreal Engine 4 uses dynamic global illumination with voxel cone tracing. This is a similar algorithm to ray tracing, but uses thick rays instead of pixel thin rays, for a vast decrease in the amount of computational power.

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UE4 is licensed to developers for a 5% royalty fee on resulting revenue, and includes full access to source code – something not available with Unity.

Among of the greatest benefits of Unreal is Blueprint, a visual scripting system for non-coders. Blueprint resembles flowcharts, with each node representing a function or value. You can easily connect outputs and inputs of nodes, allowing you to tweak and prototype without ever writing any code. Blueprint also allows a better at-a-glance overview of game logic, and makes complex behaviours easier to accomplish.

Unity Blueprint.png

Recompiling an entire game can take a long time. Unreal Engine 4 quickly compiles in seconds instead of minutes, improving the iteration time by an order of magnitude. This makes it great for when you are making small changes and adjustments to your game, which happens very often.

The downside of Unreal is that it’s not completely free. It operates on a royalty based system, whereby 5% of profits will go to Unreal. There are always two sides to every coin.

Two Sides to Every Coin

Whether you develop eLearning applications or games for entertainment, both Unity and Unreal are more than capable of accomplishing the task. You must carefully examine the pros and cons, and decide for yourself which engine is the best one to use. I hope that this breakdown will help you make an educated decision.

To learn more about our company and how we contribute in the field of eLearning, please visit our website at www.pathwaystrainingandelearning.ca

Developing eLearning for VR: Unreal or Unity?

Economics: Cheaper always has a price

I was driving through our neighborhood recently  with my son on the way back from soccer practice.  It was one of the first really warm days of Spring, so many of the local shopkeepers were busy outside their stores cleaning windows, sweeping sidewalks and putting out colourful chalkboard signs that promised great deals and upcoming sales.  It was one of these signs that caught my son’s eye, outside the local Pet store.  The sign’s proclamation was simple, if not devastating.  Printed in a bold black font,

“Going out of Business Sale”

Reading the sign took only a second, but I knew the impact would last far longer.  Ask most parents in our neighbourhood (any neighbourhood I suppose) and they will say the same thing. The local pet store is more than just a place to buy food for their cherished family member…. it’s a mini zoo, where they can spend an hour on a Sunday afternoon… a place that in their children’s eyes, is filled with wondrous creatures great and small.

As a proud Canadian business owner myself, I am always saddened to see a local business fail, but this particular closing was especially troubling.

My son knows all too well, the sacrifices a family endures when they own their own business…. the weekends spent working…. the late nights… the endless “give me second” references, signalling that he should come back to talk to me later.  These are all too familiar, but made worthwhile when we succeed, which thankfully my company has been able to do.  But I do not think until that very moment, he had realized that sometimes a business can fail, even one as wonderful and joyous as our local pet store.

Naturally he asked ‘why’?

“Could be any number of reasons,” I said. “But, most likely, it’s because they couldn’t compete with the bigger pet stores”.

“What do you mean, they couldn’t compete; because they are small?” “Does that mean your company will go out of business too?”

“No, we’re just fine. What I mean by ‘compete’, is that some companies (large companies) can buy the things they sell to customers much cheaper than smaller stores can, because they paid less to get them. So their customers are happy, because they save money when they shop there.”

“Yes,” he said jumping in… “but the people working in the small companies aren’t happy, because now they don’t have a job.”

“Yah,” I sighed. “That’s economics; cheaper, always has a price.”

Naturally this conversation, got me thinking about my business. Pathways is a learning technology company. We are by all accounts successful. Growing, employing Canadians. But we don’t sell widgets. We sell services that become products. eLearning, gaming, animations, simulations etc. Our cheaper options would come in the form of people. We could outsource. Many in our industry do. It’s easy. In most cases, no one has to be the any the wiser. We could pass the savings on to our customers. Then everybody wins, right?

I know that ‘cheaper always has a price’. I know that local talent must be fostered and supported for our customers to really enjoy what we’re selling. I also know that you can outsource yourself right out of a job. It all comes around eventually.

Before writing this entry, I asked one of my colleagues what he believed our competitive advantage was. He paused for a moment and said, “We care. All of us. We all care. We may not always be perfect, but we care about what we do – because we see the direct impact of our work on our clients. If you don’t know your customers, how can you care about them?

He was right.

Small business owners know how much each and every client matters. They have to, because their livelihoods depend upon each and every one of them. People often talk about small business being the life-blood of our economy, but the real measure of those words comes when we make choices to buy our pet food somewhere cheaper.

Economics: Cheaper always has a price

Virtual Reality (VR) Technology in eLearning

After years of experimentation and testing, virtual reality (VR) technology is finally coming to our homes. The HTC Vive was released on April 5, 2016 (mine is on back-order, to be delivered in June), and there are alternatives such as the Oculus Rift (released on March 28, 2016) and others available to the consumer. Although the price for these devices is still rather steep, I have a feeling that VR technology is here to stay. The experience is unlike any other, and there is already a heap of software available to play. Let us examine how VR technology can be applied to eLearning, and how a learner could benefit from such technology.

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For those who are not familiar with the latest high-tech gadgetry, let’s first give an overview of what VR is, and what all the hype is about. VR stands for Virtual Reality. The set-up includes special goggles that display a separate screen for each eye – with perspectively adjusted views to give the illusion of a 3D environment. HTC Vive includes a pair of hand-held controllers. A couple sensors need to be mounted on the walls, to accurately detect your movements. The goggles receive information from your computer, which runs the VR software.

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There are additional controllers available for HTC Vive, such as a pair of gloves for activities such as climbing or punching, or anything that involves precise hand movements. The gloves can track individual finger positions, so they can be used for dextrously precise simulation, such a surgery or crafting. The possibilities are limitless.

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When a user puts on the goggles, they are immersed into a virtual world of whatever the software offers. They could find themselves atop a mountain, under the sea, on a death-defying roller coaster, or in a haunted mansion. The user is free to look around in any direction, and often there are various objects – or creatures – to interact with. There are many games available for the VR experience, as well as locations and scenarios, which let the user experience what it feels like to be there. An upcoming trend are 3D movies, in which the user is free to view and wander the world as the movie unfolds. An excellent example of such is the film Allumete, by Penrose Studios. You can read about it here: http://www.wired.com/2016/04/alumette-groundbreaking-vr-film-tribeca/?utm_medium=social&utm_source=facebook&utm_campaign=Page+post+boosting&utm_content=571fea5b1aa292e86b8b458c&utm_id=571fea5b1aa292e86b8b458c#slide-1

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How can this technology benefit eLearning? By creating an emotional response, and by bringing to the user locations, objects and experiences that would not otherwise be available. Let me give you some examples.

Everyone I have ever seen use a VR headset has had a profound emotional experience as a result of it. People take off the goggles with huge smiles on their faces; they clutch their chairs or desks as they look down into perilous depths, they react when something big approaches. It feels real. It feels more real than videogames, or movies – even 3D movies at IMAX cannot compete. This is because with the VR headset we have complete freedom of view, and can often interact with the environment. Movies, even 3D movies, are scripted and not interactive. Games displayed on a screen may be interactive, but they are restricted to the rectangular screen in front of you, and therefore do not immerse you as completely into the experience. When wearing the VR headset, the user feels like they are really there!

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To put on a VR headset for the first time, in my opinion, is a similar experience to what people over a century ago experienced when they first saw a movie. It is unparalleled. This is the reason why, despite the steep price of the gear, I believe that VR is here to stay. This is also the reason why VR needs to be used as a tool for eLearning, and not just for gaming. The experience is memorable and immersive, and should be used as a tool for learning. It is well known that a learner retains much more information if they are actively interested in the subject, and it is up to educators to present it in an interesting way. VR offers that opportunity.

Through VR we are able to bring to the learner that which they might otherwise not have available. Imagine we are studying history, specifically the Roman Empire. Imagine that thoughtful educators, developers and hobbyists have meticulously recreated places from that era in 3D, and made them available for us to explore in VR. Regardless of our physical location, we could go back in time to visit Rome, including citizens in authentic costumes who we could interact with. They may speak in Latin, but English (or other) subtitles could hover above them so that we could understand what they are saying, and still have a closely authentic experience of what Rome might have been like two thousand years ago.

History and culture are not the only subjects that can benefit from VR. There are simulations possible for virtually any subject, study or training program. The only limit is the developers’ imagination.

Therefore, albeit VR is not a traditional learning tool, I would encourage educators and developers to embrace it as such, and put it to a good use.

To learn more about our company and how we contribute in the field of eLearning, please visit our website at www.pathwaystrainingandelearning.ca

Virtual Reality (VR) Technology in eLearning

Pathways’ Accessibility Process

Given the new Accessibility for Ontarians with Disability Act (AODA), it is important to ensure your eLearning is accessible for all learners. At Pathways, we have created this Accessibilty Process document to help our instructional designers and programmers produce eLearning that meets AODA standards. We are sharing this document with you, in the hope that it will help others to understand how to create 100% accessible AODA compliant eLearning in the future.

Pathways Process for Creating Accessible eLearning

Pathways’ Accessibility Process

DEVELOPING GAMES FOR ELEARNING ROAD MAP – PART 2

This is the second entry in a 3 part series. Click here to read part 1.

Pre Production Phase

Design Definition

Once the Client has decided on the game concept that they would like to see realized. We can move towards sign off.  Based on the decided Game Concept Document (including any agreed changes requested by the client), the Game Designers and instructional Designers will write the GDD Game Design Document.

Conceptual art begins to be made for development and visual aids in the GDD.

Document Details

The Game Design Document outlines all of the game’s functions and features in extensive detail, covering levels, assets, story, characters, audio, design, game engine details, IDE details, major milestones, etc.

For the developers this becomes the bible, that everything must adhere to.

For the client it is sent for review and sign off. Once signed off, development can begin.

Sign off

This process is crucial in ensuring a smooth development process. The reason for this is that video game development requires a staggering amount of development time, and to be frank there is no room for review cycles that would result in design impacting scope changes.

Document Details

The Game Design Document is presented to the client for sign off.

DEVELOPING GAMES FOR ELEARNING ROAD MAP – PART 2

Gamification & Engagement

Recently much has been written about the integration of gamification in instructional design including posts I have done myself, but today I wanted to discuss in more detail why this has become so important.

Gamification is defined as the “application of common elements of game playing as a means to encourage engagement with a product or service” and as I have written in the past, the element of game playing has mass appeal, but why is engagement so important?

Consider the following…millennials (persons born between 1982 – 2004) are now the largest generation in the workforce.  Think about that for a moment.  Tens of Millions of employees who have grown up empowered by technology and pushing the demand of instant gratification.  This group is connected, they operate in the “now” and want to feel valued by those they work for…. they want to be engaged.

There have been countless studies on the significant increase in employee retention when employees feel engaged but I will leave that discussion for another day.  The point is this… employees want to be engaged, engagement is a good thing and one way to get an employee engaged is to use gamification.

In the upcoming weeks I will continue the discussion on gamification and discuss in more detail how instructional designers and programmers are partnering to create eLearning modules that are using gamification in many creative and exciting ways.

To learn more about gamification and other eLearning training solutions offered by Pathways please visit our website at http://www.Pathwaysinc.ca

Gamification & Engagement