Andragogy Treasure Hunt
Responsibilities: Instructional Design, eLearning Development, Graphic Design
Target Audience: Instructional Designers, Corporate Trainers
Tools Used: Articulate Storyline, Adobe Illustrator
Budget: Low
Overview
I created this interactive activity to help new instructional designers test and expand their knowledge of the adult learning theory.
Instructional Design
As part of the needs analysis for this project I conducted research to identify best practices and existing standards. My learning objective for this activity is for learners to be able to identify principles of adult learning theory.
With the learning objective in hand, I sourced content to support the objectives. Then I used the learning objectives to write the activity questions.
I decided to leverage elements of gamification to drive learner motivation and engagement. These elements include goals and rules; feedback; rewards and achievements; points and scoring; and failure and replayability.
Development
I began development by creating the main slide where the treasure boxes are placed. I found the background visual and icons and used Adobe Illustrator to modify them to suit the needs of my project.
Then I created the following layers: introduction, questions, feedback for correct answers, feedback for incorrect answers, game-over, congratulation, and conclusion level.
Scoring and Feedback
I used the following variables, triggers, and conditions to build the gamified aspect of the learning activity:
Each correct answer triggers the following actions:
Show the “correct” feedback layer
Add 100 point to variable “coin-count”
Change the state of the treasure box to “coin-box”
Inactivate the icon
If variable “coin-count” = 800, show the “congratulation” layout and end the game
Each incorrect answer triggers the following actions:
Show the “incorrect” feedback layer
Add 1 to variable “skull-count”
Change the state of the treasure box to “skull-box”
Inactivate the icon
If variable “skull-count” = 3, show the “game-over” layer and end the game
Evaluation
The final product was presented to a group of instructional designers, educators, and L&D managers. A survey was conducted to measure the learning effectiveness. Most of the participants found the gamified aspect of the project “fun” and “engaging”. They rated the level of difficulty suitable for the target audience.
Takeaways
This project was a great opportunity for me to use some advance features of Articulate Storyline (variables, triggers, and conditions). It also helped me deepen my understanding of gamification. It reinforced my belief that games could serve as powerful forms of eLearning assessment. They take longer to develop than multiple choice questions, but they can increase learner engagement and knowledge retention.
Creating high-quality learning experiences on a low budget can be a challenge. I was able to utilise low-cost resources to keep the project within the budget.
I found working with a test group valuable. The feedback I received informed my iteration process to make the final course more engaging and educational.
I experienced some technical challenges (which could be attributed to the limitations of Articulate Storyline) and was able to find creative solutions.