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System for creating learning objects by college professors, based on the principles of design and user experience (UX)

Abstract

This technical feasibility research arises from a question: Why, for the most part, virtual learning environments are designed with the student's usability in mind, while professors needs a team specialized in ICTs or an expert in technology to create content dynamic and interactive that are attractive and stimulating? This technical feasibility research seeks to establish new user experience (UX) standards in authoring tools for creating learning objects for e-learning, given that the current tools require a large learning curve and / or specific training and even outsourcing by companies and instructional designers. Through the combination of the Design-Based Research methodology, widely used in the educational field, with methodologies referenced in business models of startups, proposed by Steve Blank and Eric Ries, we will first identify and analyze, through a specific questionnaire (conceptual prototype), the difficulties faced in the use of authoring tools by college professors so that, then, we can start phase 1 (one) of the 3 (three) prototyping phases (a low, a medium and a high-fidelity prototype). The third phase, a high-fidelity prototype, is the main target of this project, together with the analysis of the results of all previous steps. These three phases, together with the conceptual prototyping phase, will be methodologically based on iterative solution development cycles, with users, in this case, university professors. It is a process of continuous and collaborative construction in which professors assume the role of co-agents of research, contributing to the development of the design in the prototyping process, in order to lead to the implementation of innovations. At the end of the research, it is expected to have a high-fidelity functional prototype capable of allowing the creation of learning objects (slides, slideshows and interactive videos), with a great user experience. As a company, we believe that, by offering a stimulating environment for creating online learning objects for professors, we will also generate better learning experiences for the students, stimulating curiosity and the creation of new knowledge. (AU)

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