Saturday, February 28, 2015

Application of 5 Senses Theory for Designing Instructional Simulations

 I recently attended an international convention hosted by SOLIDWORKS Corporation in Phoenix, Arizona. SOLIDWORKS Corporation is a world leader in mechanical engineering software solutions. One of the keynote speakers on the last day of convention was Jinsop Lee who is a famous industrial designer known for his theory of design for all 5 senses. The crux of his theory is that any engineering design has a higher probability of acceptance and a better appeal when it excites more number of human senses i.e., sight, touch, sound, taste and smell. While I was listening to him, a strange thought crossed my mind. Wouldn't it be awesome if I could apply this theory in designing instructional simulations ?

         The sense thats relatively easier to excite in case of instructional simulations is the sight. If one could make the interface these simulations aesthetically appealing, then that would be the first step towards gaining the learner's attention.

Five-senses-Video-games
Image: Sample of a  5 senses chart

         The next sense that is easier to excite, after sight, is the sound. Addition of sounds (for example: bell sounds on button clicks, animal sounds in simulations for children etc.) to instructional simulations certainly keeps the learner "hooked' since the attention span of most humans varies anywhere between 2 to 20 minutes depending on the individual's age and passion towards learning.

          Vibration feedback in game controllers for ps3 or x-box improves the gaming experience by exciting the sense of touch. However, it is practically difficult to incorporate something similar in simulations. The hardest senses to excite in case of instructional simulations are touch, smell and taste.

In summary, design for 5 senses could be a helpful tool in increasing the effectiveness of instructional simulations. It might not be completely practical to address all the 5 senses while designing simulations. However, attempting to excite more number of senses certainly improves the overall learner experience.

Monday, February 16, 2015

Big Money, Big Changes

                                                  
Billions and billions of dollars are going to be pumped into the eLearning industry over the next couple of years. At least that is what the trends are indicating. It makes sense with all the advances in technology and a new generation of learners that know little to nothing of direct instruction, chalkboards, and overhead projectors. "Top eLearning Trends for 2015," by Sarah Bright, indicated eight reasons that justify the boom. Lets take a look at the top four.

Gamification made the top of the list. Apparently we like games for learning, because 80% of those surveyed believe that games would enhance their learning experience. I found a cool graphic and information on gamification (especially since I lived through the timeline) at... http://www.knewton.com/gamification-education/


Mobile learning came in second place. Just think Apple, Samsung, Google, and Kindle and you will get the picture. They all have products that make learning anytime anywhere possible.

Big data took third place. Investors want to know if what is out there is working. The ability to collect data is more available now than ever. Check out this link to see how big data impacts more than just education... http://www.telegraph.co.uk/technology/7963311/10-ways-data-is-changing-how-we-live.html

Personalized learning is teaching to the individual based on their needs or likes. Data collection, combined with new technology makes personalized learning more available. For more information on benefits and challenges of personalized learning in the classroom, visit...  http://www.edweek.org/ew/articles/2014/10/22/09pl-overview.h34.html

If you are a teacher, how have these trends impacted how you operate?

To read "Top eLearning Trends for 2015," go to http://www.digitalchalk.com/blog/top-elearning-trends-2015


Thursday, February 5, 2015

Avert your eyes!


When I look back to the beginning of my teaching career, it is possible that I may have broken every rule there is concerning design. At that point, PowerPoint was cutting edge… and I was not. However, I picked up a few things along the way, but not enough to keep me from cringing at a slide or two in each presentation.

“5 Common Visual Design Mistakes,” lays things out clearly enough to get you thinking in the right direction about design. The article also provides some great resources as well. One in particular I am reading now, The Non-Designer’s Presentation Book, by Robin Williams, has been an excellent read thus far. I certainly fall into the “non-designer” category and the examples and illustrations are practical easily applied.

What caught my attention the most in this article was the way the writer suggests content and design work together to tell a story. In essence, there needs to be consistency between what the audience is seeing and what the instructor is teaching for it to flow and enhance the learning experience. This can be accomplished through  choice of graphics, contrast, and font selection.


I look forward to creating and redesigning lessons with these principles in mind. You can read the article at  http://www.articulate.com/rapid-elearning/5-common-visual-design-mistakes/