Designing e-learning resources to meet the needs of users Designing e-learning resources to meet the needs of users This article introduces the key factors and user needs to consider when designing digital learning resources aimed at schools. It gives an overview of the following topics: 1 2 3 4 The needs of the teacher The needs of the learner Curriculum requirements Technology and equipment Understanding your target audience is a vital part of content development. Getting to know your users before and during the content creation process will help you to make your resource fit for purpose and tailored exactly to their needs. Here are some questions to answer before you start: Who are your users? How old are they? How will they be using your e-learning resource (alone, as part of a group, with or without teacher support…)? Where will they be using your e-learning resource (at home, at school or college, in the classroom…)? How much prior knowledge of the subject will they have? What will they want to achieve by using the resource? Do they need to cover the objectives of a specific curriculum? Will their learning be assessed? We summarise here the findings of a number of e-learning surveys and have added some useful information we’ve gathered through our visits to schools and discussions with teachers and learners. In each section we also highlight key surveys and reports where you’ll find further details. 1. The needs of the teacher Selecting a resource Teachers will only choose to use a resource if it is appropriate to the lesson they’re planning, and if it will enable them to deliver a particular curriculum objective to the group of pupils they’re teaching. A digital learning resource must add value to the way in which a teacher can communicate a specific piece of learning, or to the way in which a pupil acquires a new skill or piece of knowledge. Version 2, August 2006 © Becta 2006 http://www.becta.org.uk page 1 of 5 Becta | Designing e-learning resources to meet the needs of users Using a resource A number of factors may affect the choice of learning resources for use in the classroom. For instance, teachers may select an e-learning resource: as part of a blended learning approach as a catalyst to start a lesson to provide a simulation of something that might otherwise be difficult or risky to demonstrate in real life as a research tool to help pupils to gather information to enable learners to practise specific skills or competencies to deliver a whole lesson or series of lessons as a means of assessment to use on the whiteboard for whole-class or group teaching for individual learners to use on their own. Usability Digital multimedia resources can offer a higher level of interactive learning than more traditional resources. If teachers are to be able to employ these resources confidently and effectively, you need to design your products so that learners can navigate through them easily and understand readily the tasks they have to complete. The Becta article Introduction to usability for websites [http://industry.becta.org.uk/display.cfm?resID=15549] tells you more about this aspect of content development. Adaptability A program that a learner – or a teacher for a learner – can customise, will offer broader scope for use by teachers in the classroom. This may include selecting content specific to the learner (a list of words to learn, for example), tracking progress and keeping achievement records (such as completing timed tests and trying to improve previous scores) and level differentiation (to cater for learners with different abilities). Consultation The most effective way of making your learning resource meet the needs of teachers is to involve teachers throughout the development process – for example, through consultation and user testing. This will help you to produce a resource that closely matches the requirements of your target audience. Version 2, August 2006 © Becta 2006 http://www.becta.org.uk page 2 of 5 Becta | Designing e-learning resources to meet the needs of users Further reading A series of reports published by Becta as part of the evaluation of Curriculum Online, which include findings about the criteria teachers use when choosing and using digital resources [http://partners.becta.org.uk/index.php?section=rh&rid=11273] Becta: Quality principles for digital learning resources [http://www.becta.org.uk/partners/qualityprinciples] The InterActive Education project, which summarises ICT use across a range of teaching areas [http://www.interactiveeducation.ac.uk/index.htm] 2. The needs of the learner Learning styles The effective use of a teaching resource depends to a large extent on how much learners enjoy the learning experience. Like all individuals, they will have different learning styles and preferences, which you will need to take into account when developing your resources. The use of appealing, interactive multimedia resources can help to engage learners at all levels of ability in e-learning. Age appropriateness To meet the academic needs of learners, your digital learning resource should be at the appropriate intellectual level. It should start at the correct level of understanding or skill and advance their knowledge and/or ability according to the learning objectives of the resource. What do learners want? Factors that encourage a positive response from learners to e-learning software include: Attractive presentation Interactivity Feedback Appropriate skill level(s) A 'fun' element Clear focus Use of different types of media Versatility Non-threatening environment A feeling of progression and achievement Version 2, August 2006 © Becta 2006 http://www.becta.org.uk page 3 of 5 Becta | Designing e-learning resources to meet the needs of users Intuitive design and interface Challenge. Younger children in particular like to personalise their learning experience – for example by being asked to enter their name into the program. And an element of competition may motivate some pupils (but don’t forget that it might also put other learners off). E-learning software can also enable learners to experiment with different approaches to a problem or test themselves with less risk of the ‘failure’ being exposed to peers – this can be an important element in building self-esteem in learning. User testing Building in user testing by pupils at different stages of your development process will help to inform the interface design, media selection and age appropriateness of the resource. Further reading A series of reports published by Becta as part of the evaluation of Curriculum Online, which include findings about pupils’ access to and use of ICT [http://partners.becta.org.uk/index.php?section=rh&rid=11273] Learning styles – an introduction to the research literature [http://industry.becta.org.uk/display.cfm?resID=15472] The Becta article Children’s and young people’s access to and use of ICT: sources of research, which lists some sources of data about pupils’ access to and use of ICT [http://industry.becta.org.uk/display.cfm?resID=20635] 3. Curriculum requirements When developing learning content for use in schools, be guided by the programmes of study as set out in the English National Curriculum, or by the equivalent requirements of the curricula for Wales, Scotland and Northern Ireland. Schools are unlikely to choose for use in the classroom any resources that do not link closely and clearly to the curriculum. Familiarise yourself with the relevant curriculum area in order to tailor your resource both to the right level and also to the appropriate depth of knowledge and skills. You should consult practising teachers for feedback and advice on how to deliver the requirements of the curriculum in a classroom context through e-learning resources. Further reading QCA: National Curriculum Online [http://www.nc.uk.net/index.html] Version 2, August 2006 © Becta 2006 http://www.becta.org.uk page 4 of 5 Becta | Designing e-learning resources to meet the needs of users A guide to the UK curricula for digital resource developers [http://industry.becta.org.uk/display.cfm?resID=15547] 4. Technology and equipment Schools today use a wide range of technology and equipment. This has implications for e-learning content, since it means that you’ll need to develop products that work on a variety of platforms and applications (different whiteboards, virtual learning environments and browsers, for instance). Further reading Evaluation of Curriculum Online: Report of the third survey of schools April 2006 [http://partners.becta.org.uk/index.php?section=rh&rid=11273&pagenum= 2] Survey of LAN infrastructure and ICT equipment in schools [http://www.becta.org.uk/publications/] Version 2, August 2006 © Becta 2006 http://www.becta.org.uk page 5 of 5