Injecting creativity from a programmer perspective

When developing eLearning modules, developers often work with Instructional Designers. These experts ensure that the course content enforces the learning objectives in the most effective way. But sometimes the documents and storyboards provided to the programmers may not be the most creative, from a developer perspective. As a developer you have the power to supplement creativity to further enhance user engagement beyond what has been established in the instructional design.

Below are 5 steps that you can use to work collaboratively with Instructional Designers to create true masterpieces of eLearning.

Respect the Instructional Design

As developers its easy to get lost in creating interactions and design, but we need to remember that the learning comes first.  Which means 2 things. One: We need to respect the learning objectives and not add frivolous features that don’t enhance. And two: We need to respect the Instructional designer. In my experience a seasoned instructional designer has a thorough understanding of best practices, and when proposed a viable creative concept embraces it, but also knows when it will take away from the learning objectives.

Establish an effect and positive line of communication

Work collaboratively. While it is not quite possible at all stages of storyboard development, I find working with an instructional designer who keeps the developer in the loop, goes a long way. The same goes for the developer. Being able to have good rapport, bouncing new concepts and clarifying existing ones is the cornerstone of strong eLearning modules.

Work with visuals but also with audio

Once your creative ideas are aligned to the learning objectives and you create strong graphic designs, compositions, and animations you are sure to have an eLearning module that is an effective learning tool, and also keeps learning engaged using exciting graphics, and appealing graphic designs. But don’t forget about audio. The use of background music and sound effect can really set make an eLearning module a stand out piece of interactive media.

Ancillary tech

And lastly if it supports the project scope consider implementing ancillary technologies/talents. eLearning modules are quite flexible and can import various types of media, including video and flash files. In essence, this means that you can incorporate 2D animation, 3D animation, interactive flash games, flash based parallax effects, white board animation, as live action video to enhance your learning. This is easier said than done, as each of these require cutting edge software and talented artists and designers to utilize the tools to create good results. Thankfully we at Pathways have got you covered, as are known for creating cutting edge eLearning modules incorporating all facets of digital media to bolster our eLearning products.

 

If you would like to learn more about developing great eLearning modules please visit www.pathwaystrainingandelearning.ca

Injecting creativity from a programmer perspective

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

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

Developing Games for eLearning Road Map – Part 1

This is the first entry in a 3 part series.

Concept Phase

Concept Definition

The clients need and learning objectives are presented to the vendor. Through a thorough needs analysis, the team of instructional designers and game designers determine the best game design solutions that meet the clients needs, synergize with the client needs, while meeting staying within project scope.

Document Details

GCDs (Game Concept Document/s) are written for the decided concepts. This includes a broad view of the games core design and elements, as well as a vertical slice. Often included are pictures or videos of existing media, to help paint a picture regarding tone, art direction, music, or other details.

Proposal/Game Pitch

The proposal / game pitch shows only an idea of what the game will look like and how it will function. The client can choose from a number of game ideas, and can ask for modifications to the game look or function.

DOCUMENT DETAILS

This is when the Game Concept Documents are presented.

Stay tuned for part 2, where we will walk you through the Pre production phase.

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

Developing Games for eLearning Road Map – Part 1

3 Tips for Creating Effective eLearning

eLearning can be a very successful training medium if executed well. The rollout of eLearning programs can save organizations on training costs, with the added benefit of faster delivery and the reach of a wider scope of employees.  Creating eLearning that is both effective and engaging however, can sometimes be challenging.

Here are three tips that are useful when working on eLearning projects.

 Learning Objectives

Having a clear idea of what your learning objectives are helps to shape the content of your course.  When writing objectives, be specific and focus on connecting these goals with what you want learners to take away at the end of the learning. By making objectives clear and concise, I find that I am better able to focus in on creating targeted evaluation pieces.

 The importance of great images

Images can truly help bring life to learning. That being said, not all images are created equal. When selecting images, try to include those which help to connect content to the real world. Learners tend to grasp information more easily when presented with a quality visual.

Also be mindful of including the right image size and provide the correct placement to match the content being presented.  Choosing images that really connect to the subject matter can help make concepts more relatable to learners.

 Create engaging learning

Because eLearning cannot necessarily cater to learners in the same manner as classroom training would, it is important to incorporate activities that are engaging and can keep learners interested in the subject matter. Since adults learn by doing and are most engaged when all senses are utilized, creating activities that appeal to multiple senses can be highly effective.

An example that uses a learner’s visual, auditory and kinaesthetic senses for instance can be a game. If done well, games can serve to positively affect the learner’s ability to understand and retain complex material. The advantage of activities such as these is that the content can seem less daunting and more fun, as learners are rewarded for their participation.

 

This list is not everything that is needed but provides a few key guidelines to consider when conceptualizing and designing eLearning. To learn more about the work that we do at Pathways please visit our website athttp://www.pathwaystrainingandelearning.ca/.

3 Tips for Creating Effective eLearning

eLearning Graphic Strategies – Boost your normal maps!

As any 3D artist would I really do appreciate the technical artistry that is normal mapping.

The simplified explanation: a 2D texture that when applied to a 3D shape instructs the surface which direction to bounce light. Creating the illusion of high details on a low detail surface.

In the old days the process would be quite taxing. It required a high poly mesh, this models details would essentially be mapped to the low poly. See the picture below for a reference.Normal_map_example

However, in the last few years several tools, have been developed that pull normal information from imported photographs, which is a HUGE time saver. Generally, though these tools are best used for flatter surfaces, and tiling textures especially.

Recently I have been creating several materials for game development. Materials that require color, and normal information, and several are tiling. In my never-ending search for better tools, I stumbled upon this great tool: Knald.

Knald – Knald Technologies

Knald does several things, but the stand out feature for me is its photo to normal map capabilities. To be frank, they are stunning. So good in fact that I think that feature alone is worth the cost.

 

interface_shots_900px_3

I invite you to check out their website/gallery and if you still need convincing give the Knald trial a free download. And see how great the tool is with regards to normal map generation.

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

eLearning Graphic Strategies – Boost your normal maps!

eLearning Trends 2016 – Cloud-Based eLearning Solutions

There are quite a few concerns about surrounding cloud-based elearning solutions such as a lack of IT support resources, data security or unreliable access. While these are all valid, great strides have been made to resolve those issues and provide a solution that has a great many benefits.

Firstly, cloud solutions are easy to use and support. You don’t need to install software on each computer and you don’t need specialized IT staff to maintain the system; this is all done by your solution provider. Another benefit is probably the most important to most organizations – cost. You can customize your solution so that you don’t have to pay for features that you don’t need. Another advantage is the cloud can be accessed anywhere by different devices so geography doesn’t play in as a factor.

Lastly, for those who are losing sleep over data security, there are a variety of safety measures that can be used such as data encryption and SSL. You can also password protect your platform to allow certain individuals access to certain areas of the training.

Contact me at matttklinger@pathwaysinc.ca to learn more about how we can help you with your elearning needs.

eLearning Trends 2016 – Cloud-Based eLearning Solutions

eLearning Graphic Strategies – 3D Rendering Part 2: Pre rendered vs real time

This blog is a follow up to my previous post – LINK- If you haven’t read it I recommend checking that one out first to provide some context.

 

Following on the heels on my post about to 3D animation. I outlined what to me is the main hurdle of Pre Rendered 3D animation. Which was render time, and the most logical workaround to this solution is the utilization of Real Time Rendering.

What’s the difference?

Pre rendered graphics

Pre Rendered graphics run all of the graphical computations to create the images before hand (this is render time) and then those images are compiled into an image sequence or movie.

Visual Fidelity: Highest level of render quality and visual fidelity

Render Time:     Varying, can be relatively quick, but generally the more realistic, and complex the longer it takes, ranging from minutes to hours.

Camera Type:    Camera movements and paths are set and established prior to rendering.

Result:                  Most often than not, either video or still image.

Real time graphics

Real Time rendering is when the image that you view is computed in real time.

Visual Fidelity:  Great level of visual fidelity.

Render Time:     Zero render time as images are rendered in real time.

Camera Type:    Camera is mobile and scenes can be navigated. Alternatively, cameras can be setup and pathed to create a video as well.

Result:                  Can be an interactive/explorative piece, a video or a still image.

Examples

Historically, real time rendering has always looked far worse than pre rendered graphics. However with the passing of time, technological innovations have given way to higher and higher levels of quality produced by real time renderers. To track this progression just look into the rapid evolution of the videogames industry and it’s graphics which of course are rendered in real time.

For a more concrete example check out this video link. While this video is just over a year old, the levels of realism produced by modern real time graphics engines is essentially indistinguishable from real life.

 

https://www.youtube.com/watch?v=DRqMbHgBIyY

If you would like to learn more about eLearning development, please visit www.pathwaysinc.ca

eLearning Graphic Strategies – 3D Rendering Part 2: Pre rendered vs real time

eLearning Graphic Strategies – 3D Animation Rendering Part 1

Recently Hollywood blockbusters have largely fallen into 2 categories. Films that heavily feature CGI, ex, superhero or disaster movies, or fully animated films produced by Pixar or Dream Works.  The reason is pretty clear, 3D animated computer graphics are very, very, pretty.  Able to create anything desired in any artistic direction, 3D animation is even showcasing its use in the eLearning world. Over the last year, our programming team has utilized 3D animation in a variety of projects with varying scopes. But there is an important factor to consider before implementing 3D animation to your project.

Traditional animation requires a lot of time. For 2 reasons,

  1. Everything has to be built.

Based on the requirements of the animation, all of the assets will need to be modelled, and designated materials, and in some cases custom textures as well, and complex particle effects. Essentially, the more complex the demand, the more tools and processes will be required to build it. Think about the differences between your

Monsters University https://www.youtube.com/watch?v=xBzPioph8CIVs

Vs.

Zack and Quack https://www.youtube.com/watch?v=z1F7Xrm7VdU

But, having made those assets, they are now part of your asset library and are ready to go for future use.

  1. Everything has to be rendered.

To keep it simple, rendering is the act of taking the 3D scene and creating a 2D image out of it, and during this process all the calculations take place, (lighting, particle, bounce, to name a few).  This typically requires maximum use of your computer and you have to wait for the process to run its course. If you want to learn more check out the link below. https://en.wikipedia.org/wiki/Rendering_(computer_graphics)

The primary stumbling block of rendering is the sheer quantity of the frames required. For an example think about the following scenario. At 25 fps (frames per second) a 3 minute animation would require 4500 frames to be rendered. To put things into context it took the masters over at Pixar 29 hours to render a single frame of Monsters University. And 100 million CPU hours to render the film in it’s final form.

Let’s hope there are errors found later that need to be corrected and then re-rendered. Yikes!

With all that in mind, using careful project planning, and creative design that keeps within project scope we are able utilize the power of 3D animation to create truly dazzling elements to supplement our eLearning modules.

In the next chapter of this blog I will explore the applications and functions of Real Time Rendering and its viability with regards to eLearning.

If you would like to learn more about eLearning development, please visit www.pathwaysinc.ca

eLearning Graphic Strategies – 3D Animation Rendering Part 1