USER EXPERIENCE

AN INTRODUCTION

User Experience (UX) refers to a person’s attitudes and emotions when using a particular product or service, which in this case is Web-Based Training. Sadly, the experience can be construed as somewhat neutral or even negative because the perception is that training means going through the motions. However, we constantly look for ways to break through that layer of perception and make something that inspires a more positive outlook.

HOW DO YOU SOLVE THAT?

In today’s world, the biggest challenge is finding a user experience that suits the content, but also delivers a positive experience. Many times, you’ll find that even if you’ve got a great and innovative approach to a set of material, the experience can appear to trivialize the subject. This is certainly an idea that most approach with caution. But why is this the case?

The landscape is the way it is because there are two players in the sandbox and each of them is looking for something different. One side is the group that wants to push for a more gamified experience, and the other is the set of people who are pushing more for the learning objectives to be clear and concise. A perfect example is how a client may want a course on, say, money laundering and a concept has been submitted for a game show look & feel. The receiving end of that concept may get it and view it as trivial, and come back with a strong reaction. The challenge is finding the solution, and establishing what the view is of the material and designing an experience around that versus viewing it from only one angle.

Once you have that holistic view, it’s much easier to develop a course that the end user feels does justice to the subject while also approaching it from a fresh angle. With this in mind, it’s possible to maintain the focus of your development efforts and concentrate on the end user, because ultimately they’re the best gauge for how well it works.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

USER EXPERIENCE

WEB STANDARDS

AN INTRODUCTION

There’s a strong need in today’s world to have your applications be responsive. Gone are the days when your client would accept an application that you had to sit and wait for no matter how functional it was. This idea of impatience has led us to look to different ways of delivering our web applications, be they Learning modules, an LMS, your Blog, or your website. The perception exists that if it’s not loading fast enough, the product simply does not work.

WHY IS THIS RELEVANT?

Today’s web browsers are much different than the iterations before them, and we’re seeing a strong swing towards the new and improved. Just recently too, Microsoft announced that support had ended for Internet Explorer versions 8, 9, and 10. An announcement that was long overdue in the eyes of every web developer, and a source of programming frustration that no longer exists. The new issue is how we can leverage those old applications to run at today’s standards or the reverse scenario of whether a legacy browser is trying to run a new platform.

A quick way to see if your browser is ready to handle what the web has to offer is to look at a website called www.acidtests.org. Here you can take your browser through it’s paces to see how well it can put together a reference image, and it will get a score out of 100. Higher is better in this case too, and you’ll want to watch out for the types of errors your browser may generate.

A lot of these issues are being mitigated by frameworks and new development tools, for eLearning or otherwise, that take all of this into account and aim to show your content as it was intended. Two authoring tools that aim to have the most web-enabled flexibility are known as SHIFT and Adapt. These will remove the constraints of the mostly flash-enabled eLearning we’re accustomed to and bring it into a more responsive environment.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

WEB STANDARDS

MIDDLEWARE

AN INTRODUCTION

Middleware is a term that can send chills down the spine of a developer, or savvy businessperson or to the layperson, not mean anything relevant. Middleware is basically used to enable communication between any set of platforms, and to that end is known as “software glue”. No matter now much we’d like to get rid of it, many factors in the business world will continue to keep it around unless some things change. Having said that, your next question is likely: How does this apply to eLearning?

WHY IS THIS RELEVANT?

As it applies to eLearning there are some very identifiable examples of Middleware. One we’ll focus on for now is the Articulate Mobile Player. This application for your mobile phone or tablet enables the flash exports of Storyline to work in an environment that has stopped supporting it for quite a few years now. It provides the notoriously insecure flash to once again grace us on mobile in this case, albeit within the confines of an app. Without this application, a Storyline course would not be able to run in any available mobile browser on either Apple or Android. It’s a situation that takes the idea of being ahead in an industry and calls it into question. Particularly when you see such an object running on someone’s phone and someone may ask: Your phone can still run that?

Many would rather see eLearning that doesn’t need to depend on a secondary source to be functional in every situation. In particular, when we’re swinging towards bringing our eLearning with us. Having said that too, it’s not truly mobile when it requires the user to be sitting at a desktop.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

MIDDLEWARE

TOOLS FOR ACCESSIBLE ELEARNING

AN INTRODUCTION

Accessible eLearning is often something that’s overlooked when designing a program that’s reaching a mass audience. Many times there are people with varying needs or learning styles that would learn the lessons you’re trying to convey in many different ways. Once of the ways we can help to make eLearning more accessible, is by accommodating your content for a screen or document reader. These are programs that will dictate and describe on-screen elements with text-based cues.

WHAT’S OUT THERE?

A couple of popular options available are Kurzweil, and JAWS (Job Access With Speech) reader. Beginning with Kurzweil, this software will use a source document that contains a complete text-based transcription od the content in order to dictate the material. Alternatively, Kurzweil is able to read content from your web browser along with a long list of other features available such as translating phrases and exporting the dictation for later use. JAWS reader performs many of the same functions, though not as capable as Kurzweil, will provide a braille output for use later. Additionally, JAWS doesn’t have a mobile app as an accompaniment in the same way that Kurzweil does with firefly.

Either one of these packages will provide value for your eLearning course, and more information can be found on their respective websites:

Kurzweil 3000 + Firefly: https://www.kurzweiledu.com/default.html

JAWS Reader: http://www.freedomscientific.com/

It’s also worth noting too, that neither software is free, but Kurzweil offers a more flexible trial package with a consistent 30-day period. JAWS, however, will only provide a short time of functionality per session of use which can be very inhibiting.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

TOOLS FOR ACCESSIBLE ELEARNING

MAKING ELEARNING MOBILE

AN INTRODUCTION

It has become commonly accepted that if we re going to learn something new, we need to be at our desk to take an eLearning course. However, this doesn’t always have to be the case.

WHY?

There’s a shift happening and we believe in 2016, there will a major move to mobile learning this year. Organizations who can’t upgrade, or who are simply afraid to do so for financial reasons or security ones, will be left behind.

These days, however, a lot of time is spent taking eLearning at a desk. We can’t take out our phone or tablet, and take an employer’s eLearning courses or watch their instructional videos via our own personal device. A far cry from the access to information, most of us are accustomed to. Mobile learning is a very simple concept with it’s own set of challenges which are slowly being overcome.

We are seeing an increase in eLearning growth, but there has not been the same type of growth for mobile learning. For example, there has been an overall growth in the number of courses (eLearning) delivered either online (29.1%) or with a blended approach (28.5%) accounting for 57.6% of programs. There is an overall increase in eLearning or blended-learning adoption of 3.8% over the previous year. A trend that will continue, as more companies consider the instructor-less training approach or have a large mobile workforce.

This trend towards increased eLearning adoption, will also increase as data showing that millennials are accounting for an increasing number of employees overall. A figure that, by the end of 2014, was already at 36%. Millennials have a strong preference for on-line learning and their increase in the workforce will drive the need from just eLearning courses to eLearning courses that are available on their mobile devices.

WRAPPING UP

Pathways is one of the first vendors to launch mobile learning across Canada. If you would like to learn more about our mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

Sources:

http://elearningindustry.com/elearning-statistics-and-facts-for-2015

http://info.shiftelearning.com/blog/bid/331987/Mobile-Learning-Stats-that-Will-Make-You-Rethink-Your-Training-Strategy

MAKING ELEARNING MOBILE

Building Trust in a New Relationship with Your Training Vendor

Credit to Mark Snook for this post.

Last week I was walking around our office’s downtown neighborhood looking for a new option for lunch, when I was suddenly struck with a very distinctive aroma emanating from an open door just ahead. I immediately made a bee-line for the open door as there was no mistaking what delicious scent I had encountered…. food being cooked in a deep fryer.

As soon as I entered I noticed at least 30 – 40 menu options colorfully displayed in chalk behind the counter. Not having my glasses handy I asked the person behind the counter if they had Montreal smoke meat on their menu…this was returned wit a quizzical, bemused stare as the shopkeeper replied

“We only sell Poutine”

Following a few moments of stunned silence, I asked what then all the options were that were listed on the menu displayed so proudly behind him.   His reply was a very firm….

“Those are all the different kinds of Poutine we make…the best you have ever had. Trust Me!”

And there it was. Two little words that we hear constantly in our everyday lives, be that personal, business or otherwise…” Trust Me”.

In the context of the vendor-customer relationship, trust is often established over time through a collaborative working partnership that has seen project after project brought to a successful conclusion, so based on past history, when the vendor says “trust me” the customer is more likely to do just that. There is also “trust by association” where a customer enters an agreement with a vendor in part, due to the recommendation from someone (company, associate, etc.…) whose opinion they value. So again when the vendor needs the trust of their customer usually it is given. But what do we do when there has not been any type of relationship established or recommendation made? Can we really trust at first sight?

There is no denying that for some organisations the decision for determining which vendor best suits their needs is made much easier by looking at factors such as reputation for delivering quality work on budget and on time and the ability to demonstrate their expertise on demand…and thus, for them anyway, the trust portion of the relationship has been satisfied. But for many organisations they need more, they need to be able to trust the people making the promise. Here a critical point has been reached…the stage in the relationship where two parties begin to get to know each other as a means of establishing trust, and it is here where some vendors fall short for one simple reason…the person(s) they have made responsible for managing the customer relationship is not qualified for the job. That may mean they have poor organisations skills, below average communication skills or over – promise and under-deliver just to name a few. Regardless, the point is that for vendors, when choosing a person to represent your organisation, chose wisely as it does not always take much to sour a relationship to the extent the customer opts to take their business elsewhere.

 

So how can an individual convey a feeling of trust to those they are getting to know? Well I have been involved in managing relationships long enough to understand there is no simple answer to that question. Having said that, in talking to many project managers who deal with vendors (and speaking from my own experience) one of the first things they look for is   ”does the person have a passion for what they do” ?   People who love their job tend to be more realistic and honest about what they are capable of delivering, so starting a relationship with a person who brings passion and honesty is a great way to build trust.

It goes without saying that different people will look for different things, put more value in certain character traits than perhaps someone else would or simply some will just go by that ol’ standby, a gut feeling when deciding if the person across the table can be trusted. Regardless of what characteristics may be considered more telling than others, I think is safe to suggest that whom is chosen to sit at that table across from the customer can make a big difference, good or bad, in the relationship.

In considering the above and as a final thought, we are left with the question “If trust is not established does that mean in all instances that a successful working relationship cannot ensue?” I am not sure I have the definitive answer to that, however in thinking about that question I am reminded of a line from the movie “The Godfather II”, when Michael Corleone questions the distrust Frank Pentangeli has for Hyman Roth. To this Pentangeli replied in referring to the relationship Roth had with Michael’s father, Vito Corleone….

“Your father did business with Hyman Roth, he respected Hyman Roth… but he never trusted Hyman Roth!”.  

Spoiler alert, things do not end well for Hyman Roth so perhaps one could suggest that if he and the Godfather had a better trusting relationship, he would not have been gunned down in an airport.

Oh…as for the poutine and whether it was the “best I ever had” It was very tasty I will grant you that…but I think I will go back a few times before making any decisions. Trust Me.

Building Trust in a New Relationship with Your Training Vendor

MEANINGFUL GAMIFIED ELEARNING

AN INTRODUCTION

When people are building eLearning programs, a lot of the focus is placed on having the user take something away from the experience. However, many people don’t realize that games offer a lot of takeaways as well, which aren’t exactly the same, but have become fixtures. So much so that doing anything different means the game isn’t intuitive, and the new ideas need to be explained. The challenge is really finding where these two ideas meet and offering something that hits both the eLearning and gaming ideals.

WHAT ARE THESE TAKEAWAYS?

What I mean by games having takeaways is mainly in the controls. Every type of game in our minds has that certain set of familiar keys (for example, W, A, S, D) we use that are the standard for how we interact with the material on screen. The same goes for eLearning in the sense that we’re expecting to be able to the exact same things with our controls, like Play, Stop, Next Screen, Previous Screen, and volume. Any breaks in those conventions means we need to explain how everything works. Immediately in that small detail ,is a takeaway.

In the grander scheme of things, however, we’re dealing with games that are becoming more sophisticated in their overall quality. There are deeper stories, larger worlds, and generally more immersive experiences. All things that could benefit an eLearning program that uses a simulation, which I talked briefly about in my article on virtual reality. There’s also another aspect to the issue, which is generational.

We have a group of people in eLearning who grew up in a time where games and learning were two very different worlds and they have problems combining the two ideas. To them it means you’re developing one thing or another because a lesson can’t be conveyed. Completely untrue! A game can teach you a lot without you noticing, and still make the experience enjoyable.

HOW CAN WE COMBINE THESE IDEAS?

We’re always looking for ways to keep the enjoyment of pure gaming, but also use that idea to help the user learn more detailed things in an eLearning program. The main one of which is via simulation. It offers an environment where the user can be immersed in the activity and get an idea of what to expect when the learning comes more from practice. It’s also something that already exists, because there are simulators for driving and fight simulators, therefore this idea is easy to grasp.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

MEANINGFUL GAMIFIED ELEARNING

WHAT SOFTWARE SHOULD YOU USE FOR YOUR ELEARNING COURSE?

AN INTRODUCTION

 

When you’re developing an eLearning program, it’s important to know what sort of technical implications you’re dealing with. In particular on your browser, because that can affect your available options for developing your eLearning course. Most eLearning authoring tools, deal with this barrier by adding legacy support, but your biggest question above all, is: what do I need this eLearning course to do? Answering this question will help to narrow down your choices.

WHAT’S OUT THERE?

Having so many choices for eLearning authoring tools (also sometimes know as eLearning rapid development software), is both the good and bad, and sometimes your choice boils down to a matter of personal preference. For the sake of this article, we’re going to stick with the major eLearning software packages that you can use for eLearning development. These are:

  • Articulate Storyline 1 or 2
  • Trivantis Lectora
  • Adobe Captivate
  • Adobe Flash

I know you’re probably asking yourself what Flash is doing on this list. The truth is, Flash is an option for eLearning and it’s going to stay around for a while, because most eLearning authoring tools export with a flash object embedded in an HTML page. Here’s that list again, but with their outputs:

  • Articulate Storyline 1 or 2 (SWF)
  • Trivantis Lectora (HTML5)
  • Adobe Captivate (SWF/MP4)
  • Adobe Flash (SWF)

So, why all that flash? The answer is that it offers a way to have more easily created timeline animations in eLearning and interactivity over relying specifically on HTML5. It’s also worth noting that some companies still run older browsers which may not even support HTML5 fully. If you’re curious about your browser, and it’s compliance with current web standards, there’s a resource called www.acidtests.org which will test your browser and give you a score. The rendering is scored out of 100, and should match (to the pixel) the reference image. The most current one is Acid3.

MAKING A CHOICE

Most times, and for the sake of simplicity, the choice for most eLearning programs is either Storyline 2 or Adobe Captivate. Storyline 2 has improved its web-based support over the first version, and either one will give you a clean-cut and very usable eLearning course. The exports are also ready-made for LMS deployment with SCORM and AICC options, but these have their limits when you’re stepping outside of the boundaries of normal quiz-based interactions in your eLearning course. For that, you can turn to Flash. In this case, you can start with a blank slate and code a fully customized solution to do whatever you need. Also, for the more adventurous, you can go off the board and use a game engine to give you a gamified approach to eLearning that isn’t so limited to the desktop as Flash has come to be.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

 

WHAT SOFTWARE SHOULD YOU USE FOR YOUR ELEARNING COURSE?

COMPATIBILITY ISSUES

AN INTRODUCTION

With the news that browsers are going to phase out support for flash-based material, we’re not at a point where we’re hitting a crossroads on what platforms are usable for eLearning. The web, being the most obvious answer, only scratches the surface of the problem. What’s getting overlooked is the software platforms we use to deliver those learning packages.

WHY DOES THIS MATTER?

A vast majority of eLearning is actually Flash-based. A fact that flies largely under the radar. However, with a closer look, we find It everywhere like with Storyline, most animations, banners, and games. It served as a flexible way to deliver games to people without the prohibitive size of complexity of a game engine. The woefully unstable and insecure plug-in will be making its way out, and only now is software coming out to fill in the void.

A perfect example is Adobe Edge Animate. A software platform that takes animations and makes them entirely web-based, and in the process, gives them better responsiveness and creates a more flexible cross-platform solution. Find out more here: https://helpx.adobe.com/edge-animate/tutorials.html

EFFECTS ON LEARNING

Aside from the obvious answer of not being able to run it, we get into the programs being more versatile when they’re in HTML5. The embedding is much simpler, and the implementation can be more widespread than the desktop and without any middleware such as the Articulate Mobile Player, for example. Without which, people will be more secure in knowing they can take their learning experience with them and not have to worry about installing anything new on their phones or tablets. The issue of SCORM also gets simplified with a simple web wrapper and not supplemental programming, and again, middleware in order for it to work properly.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

COMPATIBILITY ISSUES

EDUCATIONAL GAMES

AN INTRODUCTION

This segment of gaming is something that’s stayed relatively untouched since the 90’s. It’s a demographic that has tried very hard to fit educational elements into games but hasn’t come very far. As well, the highly successful games have all been targeted at younger children. The question then becomes: Where do we go from there?

HOW ARE GAMES EDUCATIONAL?

I went into some detail about this in my last post, but giving a more realistic example, we have the Carmen Sandiego series, or Reader Rabbit. These games provided a supplemental education tool for children in the primary grades for the most part. It was an easy way of giving children the enjoyment of a game’s objectives while also relaying valuable information. The experience was no longer about sitting in front of a teacher and listening, but rather tracking down Carmen Sandiego (for example) and learning about geography and history at the same time with the clues provided.

MOVING FORWARD

The main thing we’re missing now is more games that achieve the same goals, but with more alignment to current technology. There’s a niche to be filled with the advent of things like VR, social integration, improved graphics, access to information via the internet, and mobile computing… all things that were in their infancy during time of Reader Rabbit and Carmen Sandiego. It’s up to us to find a way to not only bridge that gap, but also create a new market where a more mature audience can get the same experiences from their games.

Adults love games, and the same gaming concepts that are used in children’s games can often be applied to help adults learn. In the future, the prediction is more corporate training departments will be adding gamification into their eLearning to help adults grasp key concepts.

WRAPPING UP

If you would like to explore more about gamification, mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

EDUCATIONAL GAMES