Screen Reader User Survey #3 Results April 22, 2011
Posted by ppang in Designing for web accessibility.add a comment
In December 2010, WebAIM conducted a survey of preferences of screen reader users. This was a follow-up survey to the original WebAIM Screen Reader User Survey of January 2009 and the follow-up survey from October 2009. A total of 1245 valid responses were received. Click the link below for detailed results:
Screen Reader User Results.
The following conclusions from WebAim:
Effective Interface Designs December 25, 2010
Posted by ppang in Mobile learning.add a comment
Back to basics even when designing an interface on the latest mobile gadgets:
1. Where am I?
2. How did I ge there?
3. How can I return to where I came from?
4. How how/deep have I gone?
5. Where else can I go/do?
Read the following article by Camen Taran:
From e-Learning to iPad: How to Adjust the User Interface
WebAim Survey in 2009: Screen Reader User Results December 23, 2010
Posted by ppang in Designing for web accessibility.add a comment
In October 2009, WebAIM conducted a survey of preferences of screen reader users. This was a follow-up survey to a previous survey. A total of 665 valid responses was received. Click the link below for the findings:
Online Learning vs Face-to-face Learning December 23, 2010
Posted by ppang in News and happenings.add a comment
In a comparative review of experiments contrasting face-to-face and online learning conditions released by the U.S. Department of Education last year, analysts examined 51 experiments conducted between 1996 and 2008. They found that students in online learning conditions performed better than those who received face-to-face instruction. Students who participated in blended learning conditions (using both online and face-to-face learning strategies) performed the best overall.
Internet as a Social Equaliser September 13, 2010
Posted by ppang in Designing for web accessibility.add a comment
It’s heartening to read about how Internet gadgets and software are creating a virtual world of equality and opportunity for a large segment of the population which was once marginalized due to physical or mental impairments.
Serious Games and Simulations January 7, 2010
Posted by ppang in Learning desgn strategies.add a comment
The following are highlights from an article by Clark Aldrich, Because You Can’t Learn to Ride a Bicycle from a Book.
Educational simulations are a broad genre of immersive learning simulations focused on increasing participants’ mastery level in the real world. They differ from computer games in that their goal is not to be fun for participants (although they do engender a level of engagement.)
- Branching stories require learners to make a series of decisions through a series of multiple choices to progress through an event (or story) that develops in different ways according to the choices each learner makes.
- Specifically, learners start with a briefing. They then advance to a first multiple-choice decision point, or branch. Based on the decision or action they make (such as “I’ll take the red pill” or “I’ll take the blue pill”), they see a scene that provides some feedback, advances the story, and then sets up another decision; learners continue making decisions until they reach either a successful or unsuccessful final state.
- This genre typically has learners try to impact three or four critical metrics (primary variables) indirectly by allocating finite resources (money, time, good will, swag) among competing categories over a series of turns or intervals.
- Learners get feedback on their decisions through graphs and charts. The entire simulation might continue for anywhere from three to 20 intervals. For example, the head of a not-for-profit organization might try to optimize the variables of funding and community impact by allocating each week’s working time among such categories as fundraising, creating new services, or sleeping.
- In interactive diagrams, the entire screen display becomes a living, organic visual diagram of key concepts, relationships, and patterns.
- Interactive diagrams are often used in school programs to show, for example, food webs or how Congress works.
- Content is heavily layered.
- Arrows and graphs typically pepper the display. Control buttons and throttles present options to players.
- Interactive diagrams themselves become a model and pedagogy to apply to real-life situations.
- With virtual products, a collection of simulation elements creates a high-fidelity, virtual model of a real-world item. Participants can play around with these items or test hypotheses regarding their behavior.
- In this type of educational simulation genre, participants engage a virtual product in an experience structured by tasks and goals to learn about using some real-world item to solve problems or complete products (rather than just to explore what it does).
- For example, a learner may have to repair a Geiger counter in three minutes or less to pass.
- In more complex virtual labs, with each subsequent level, a student may receive less and less helpful information, such as no longer having access to an X-ray view, or may have to face more complicated situations.
- Encourages participants to repeat actions in high-fidelity real-time (often 3D) situations until the skills become natural in the real-world counterpart.
- The flight simulator is an example.
- Using relatively common-place web technology, instructors can create scalable fictitious situations using multimedia repositories to explore. The elements can include emails, video interviews with CEO, presentations etc, all accessible through a common portal.
- Here’s the key: only certain links in the repository are available at the start of the role play. As it proceeds, new links open up based on different types of triggers, typically time and contacts.
- By accessing this type of space, consultants can learn enough to create recommendations, projects, and plans, even introducing fictitious characters to each other. The resulting products can then be evaluated by real humans for all sorts of projects – evacuation plans, new websites, IT infrastructure, and strategic plans.
Trends in Corporate Learning 2010 January 4, 2010
Posted by ppang in News and happenings.add a comment
According to Josh Bersin, 2010 will bring dramatic changes to corporate learning. The biggest trends to consider as you make learning resolutions are:
Source: Bersin, J. “Changes on the Horizon”,Chief Learning Officer (Dec 2009)
LMS – SAKAI December 28, 2009
Posted by ppang in Technology.add a comment
Read Open Source…Open Minds for some good information about SAKAI. Below are excerpts from the article:
“Learning management systems (LMSs) support and use the tools associated with traditional teaching methods, in which the instructor controls the learning environment. The instructor decides what to teach and how to teach it. Students have knowledge gaps that need to be filled with information. In short, the traditional teacher causes learning to occur. (Novak, 1998).”
“Sakai, on the other hand, is based on collaborative learning, which by definition, asks students to cooperate to reach consensus in open-ended activities. The collaborative learning environment (CLE) is best suited to group work, where students can freely interact with each other and construct their ideas together. Finally, because the CLE is student-centered, students are in control of their own learning and ultimately, the outcome of their learning.”
“With Sakai, students are active learners and contributors, and the instructor is a facilitator. Specifically, the instructor activates tools and gives students or groups of students permissions to use as few or as many tools (and some or all of the functionality of the tools) as they like; the instructor does not have to know the tools inside and out. Students can self-organize and make their learning/knowledge visible, and instructors build a community of learners where responsibility is shared among the group rather than owned by the instructor.”
“Its ability to offer group collaboration sites is one of Sakai’s most powerful features, and the sites are easy to set up, so users can serve themselves.”
Potential drawbacks:
“For some, the fact that Sakai is a Java-based application is a deterrent, because to contribute to Sakai’s development, a programmer must have or acquire Java expertise. Schools typically need Java developers (or a vendor to provide hosting) to help them understand the possibilities for customization, integration with other enterprise systems, and so on. Java expertise is in high demand and can be costly.
Also, because multiple institutions are developing Sakai, the user experience can be somewhat inconsistent (for example, in some institutions the “save” function might be a text label; at others, it could be a Save button. Thus, one big push for Sakai 3 is on consistency of the User Experience (UX).”
Alternate Reality Games (ARGs) December 20, 2009
Posted by ppang in Learning desgn strategies.add a comment
I read an article about Alternate Reality Games (ARGs) in the Learning Solutions e-Magazine. Interesting design strategy that takes us away from the usual coureseware development. It seems to be a business game in action with the use of learning technologies, to enhance the acquisition of knowledge and skills. In addition, there are multiple players in the ecosystem and the game can last from a few hours to a few weeks or even months. I think it is a good way to put learners in a real or a near-life situation where they are required to solve problems and work together with their colleagues – situated and contextualised learning!
According to the authors, ARGs “facilitate e-Learning while maintaining motivation. They are excellent tools to encourage collective intelligence, collaborative play, and distributed storytelling in an educational environment. ARGs also help to increase communication, and raise awareness about products and causes. Click eLearning Guild and read the article,ARGs Leverage Intelligence: Improving Performance through Collaborative Play
Cloud technology December 20, 2009
Posted by ppang in Technology.2 comments
Want to know about cloud technology? The following commoncraft video offers a simple explanation: Cloud technology.