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Quest Atlantis Homepage Tutorial Project Min-joung Kim Ming Ma Pil-Won On.

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Presentation on theme: "Quest Atlantis Homepage Tutorial Project Min-joung Kim Ming Ma Pil-Won On."— Presentation transcript:

1 Quest Atlantis Homepage Tutorial Project Min-joung Kim Ming Ma Pil-Won On

2 Project Description

3 Target Audience Language Language English English Age Age 9 to 12 year-old 9 to 12 year-old Gender Gender Boys : Girls = 5: 1 Boys : Girls = 5: 1 Pre-requisite knowledge Pre-requisite knowledge Minimum pre-experience of using the 3-D interface (logging in the QA) Minimum pre-experience of using the 3-D interface (logging in the QA) Starting a computer and a program, using a mouse and a keyboard Starting a computer and a program, using a mouse and a keyboard

4 Context Mainly in a local Boys and Girls Club with fast internet connection. Mainly in a local Boys and Girls Club with fast internet connection. Users should be registered in QA. Users should be registered in QA.

5 Banner o Name of Quester o Emoticon Email o Link to pop-up email page o Message for any new mail Navigation Links Links to other side-bar pages Side-bar Contents Title and summary information Pop-Up Link Opens content in pop-up window with complete details for reviewing or editing Objectives

6 Objectives After going through the QA Home Page tutorial, learners will be able to: Identify each feature on the side-bar page Identify each feature on the side-bar page Banner Banner Identify the owner of home page. Identify the owner of home page. Identify what the emoticon is. Identify what the emoticon is. Email Email Identify the label of email. Identify the label of email. Identify the number of new email. Identify the number of new email. Navigation links Navigation links Identify what “ home ” is for. Identify what “ home ” is for. Identify what “ friends ” is for. Identify what “ friends ” is for. Identify what “ quests ” is for. Identify what “ quests ” is for. Pop-up link Pop-up link Identify the link to a pop-up. Identify the link to a pop-up. Utilize the function of “ home ” page editing. Utilize the function of “ home ” page editing. in 80% of successful completion without any help from mentors.

7 Merrill’s 5 Stars Instructional Design Problem: Utilize the function of the side-bar (ex) Problem: Utilize the function of the side-bar (ex)ex Activation: Use analogy of a “ House ” (ex1, ex2) Activation: Use analogy of a “ House ” (ex1, ex2)ex1ex2ex1ex2 Demonstration: Show as a movie, guided practice Demonstration: Show as a movie, guided practice (ex1, ex2) ex1ex2ex1ex2 Application: Practice part - skateboarding game Application: Practice part - skateboarding game (ex1) ex1 Integration: The learners actually apply their learning for the real side-bar. Integration: The learners actually apply their learning for the real side-bar.

8 QA training team’s 6 th star Motivation Motivation Talking head Talking head Familiar environment Familiar environment Skateboarding game Skateboarding game Use one of the avatars in QA Use one of the avatars in QA Visual reinforcement Visual reinforcement Award: 4 points for completion Award: 4 points for completion Animation: flash movies Animation: flash movies

9 Expert review of paper prototype Conducted expert review with Lauryl and Dr. Frick Conducted expert review with Lauryl and Dr. Frick After the review, added different words for feedback. For example, “ good job ”, “ great ”, “ excellent ”, etc. After the review, added different words for feedback. For example, “ good job ”, “ great ”, “ excellent ”, etc. Changed “ friends, quests, and home ” in the questions with other words to avoid giving hints to learners. Changed “ friends, quests, and home ” in the questions with other words to avoid giving hints to learners.

10 Paper Prototype usability test Leaner 1Learner 2Learner 3Learner 4 Age 1299 Gender Male Nationality American Pre-experience with QA 1 year A few months 3 times Information of the subjects Information of the subjects

11 Scale of reactionnare 5. I will tell my friends to play with this tutorial.

12 Paper Prototype usability test Instructional Effectiveness (n=4) LearnerPre-assessment Score Post-assessment Score # 1 8 out of 99 out of 9 # 2 8 out of 99 out of 9 # 3 6 out of 97 out of 9 # 4 4 out of 97 out of 9 Novice learners (#3 and #4) MeanSDMeanSD 5 (56%) 1.417 (78%) 0 OverallMeanSDMeanSD 6.5 (72%) 1.918 (89%) 1.15 Satisfaction with Instruction (n=4) Reactionnaire Mean Score (3 point scale) 2.8 2.4 MeanSD 2.6 (87%) 0.3 MeanSD 2.7 (90%) 0.2

13 Paper Prototype usability test Comparison of pre-test and post-test results Comparison of pre-test and post-test results

14 Paper Prototype usability test Comparison of pre-test and post-test results: individual performance Comparison of pre-test and post-test results: individual performance

15 Paper Prototype usability test ProblemImprovement Learners failed the question about “home” page Explain more effectively and in detail what “home” is about Learners failed the question about navigating to different pages Explain the navigation function of the buttons more effectively, with simulated animation Learners failed the question about editing the “home” page Teach how to edit “home” procedure more effectively: review the sequence one more time after a movie, and let learners practice one more time Revisions on improving instructional effectives

16 Paper Prototype usability test ProblemImprovement Learners were easily distracted when there was only audio (read by the testers) but no visual character in the tutorial Use a talking head satisfaction Revision on improving learner satisfaction

17 Paper Prototype usability test ProblemImprovement Learners did not know where they were expected to go between scenes Use consistent “ Go ” button to lead learners Learners found reading difficultReduce the amount of text – use more audio Learners were confused by some wording in the tutorial Change misleading wording Revisions on improving usability

18 Computer prototype usability test Leaner 1Learner 2Learner 3 Age 12 11 Gender Male Female Nationality American Pre-experience with QA 2 monthsLess than a month Information of the subjects Information of the subjects

19 Computer prototype usability test Instructional Effectiveness (n=3)Satisfaction with Instruction (n=3) LearnerPre- assessment Score Post- assessment Score Reactionnaire Mean Score # 1 0 out of 87 out of 83 # 2 0 out of 86 out of 83 # 3 1 out of 88 out of 83 OverallMeanSDMeanSDMeanSD 0.3 (4.2%) 0.67 (88%) 13 (100%) 0 Results Results

20 Computer prototype usability test Comparison of pre and post test results Comparison of pre and post test results

21 Computer prototype usability test Comparison of pre and post test results: individual performance Comparison of pre and post test results: individual performance

22 Computer prototype usability test ProblemImprovement Hesitation on the action of clicking the small objects which is linked to. Make the objects more prominent in such ways: Making the object bigger, providing an instant effect. Confusion between links and non- links Get rid of unnecessary links which make the appearance of a mouse cursor a pointing finger Frustration with limited choices on practice part. Provide more options of choices. Revision Revision

23 Questions or Comments?


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