E-Learning Principles Jin Young Chang Dr. Ali Rezaei ETEC 570, Fall 2011
Good Learner Interface • Places user in real-life situations making it more meaningful. • User makes choices making it memorable.
Two good examples • • Link: http: //www. elearningforkids. org/Courses/Liquid_Animation/Feelings_and_Worries/Bullying/bully. html Link: http: //e-learningforkids. org/Courses/EN/Shopping_Spree/launch. html
Content-Centric Design • Quickly lose interest going through the Planets • No interactivity • Link: http: //e-learningforkids. org/Courses/EN/S 1001/login. htm
Content-Centric Design • No Next or Back button to pause between instruction bubbles • Forcing learner to digest contents at the pace of the animation. • Link: http: //e-learningforkids. org/Courses/EN/Shopping_Spree/launch. html
Interactivity • Ability to back up and review • Ability to jump around • Link: http: //www. elearningforkids. org/Courses/Liquid_Animation/Body_Parts/Heart_and_Circulation /index. html
Interactivity • Annoying repeat loop of animation An example of “appeal of new delivery technologies for good e-learning design” Link: http: //www. elearningforkids. org/Courses/Liquid_Animation/Keeping_Healthy/Health y_Eating/index. html
Interactivity • Starts off promising interactivity • Long loadtime makes User quickly lose interest • Link: http: //e-learningforkids. org/Courses/EN/Plantcell/launch. html