Pass the Test

Scenario-Based eLearning Experience
Image of "Pass the Test" title screen is open on a laptop.
Audience
High school or college students preparing for a test
Responsibilities
Instructional Design, eLearning Development, Visual Design, Storyboard
Tools Used
Articulate Storyline 360, Canva, Google Docs

The Problem

High school and college students are experiencing difficulties with test preparation. Consequentially, they are not performing well on exams which impact not only their grades but future opportunities.

The Solution

This scenario-based learning solution will help learners improve their test-taking strategies including time management, maintaining focus while studying, and ensuring adequate sleep before exams.

My Process

When creating this scenario-based learning interaction, my initial step was to review lists of study tips, narrow them down to the most prevalent ones, and then carefully choose the three that I felt would work best together to create a cohesive experience. The result is an immersive scenario-based interaction that provides users with a unique learning experience.

Text-Based Storyboard

Creating a storyboard for this project was crucial as it allowed me to maintain organization and track all the variables that would be utilized. Additionally, it ensured consistency with the success meter throughout the eLearning experience.

Visual Mockups

This scenario-based learning interaction incorporates two types of feedback: immediate feedback and summative feedback.

Image of the first slide in the project informing the user they have a test to prepare for in 3 days.
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The immediate feedback is in the form of a success meter at the top, which moves up or down based on correct or incorrect answers, providing users with real-time feedback on their progress

Image displaying the success meter at the top moving toward the goal of passing the test.
Image displaying the success meter at the top moving away from the goal of passing the test toward failing the test.
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The summative feedback at the end allows the learner to reflect on their choices. The study tips guide is available for review at anytime during the presentation, and is shown again at the end, highlighting which tips the learner applied in their answers and which ones they did not.

The study tips are shown with icons filled in with color: Don't Procrastinate is blue,  Get Some Sleep is green, Avoid Distractions is orange.
The study tips are shown in the form of a results screen after the interaction. Only one is filled with color the rest are gray.

The slide backgrounds were carefully chosen to create relatable settings such as a classroom and home environment, catering to the high school and college-aged student audience. This helps users to immerse themselves in the story and engage with the content.

Image of a classroom with a green chalkboard and a brown desk.
Image of a home environment with a desk, laptop, and bookshelf.
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Full Development

The success meter is determined by a built-in slider that is accompanied by a corresponding variable. The slider encompasses values from 0 to 20, with an initial position set at 10 to ensure it starts at the midpoint. As the user selects correct answers, the variable incrementally increases, indicating progress towards passing the test.

Image of the success meter properties.
Image of the 4 variables used in this project, including one for the success meter.
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This experience demonstrates a small-scale branching scenario, where user choices have consequences. For example, if a user's choices result in not getting enough sleep before a test, the consequence is falling asleep in class, which ends the experience and requires a restart. On the other hand, making choices that result in enough sleep will bypass this consequence.

Image of a question in the experience in the home setting where the user is choosing to stay up all night studying.
Image of the classroom setting where the teacher is upset that the user fell asleep in class.
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The feedback at the end was designed using states, variables, and triggers with conditions. A variable was created for each question, which was linked to the response options A, B, or C. On the review slide, objects would switch to the success state and display a background color and a check mark if the variable matched the correct response. Otherwise, the graphic would remain grayed out with an "x" to indicate an incorrect response.

The study tips are shown in the form of a results screen after the interaction. Only two are filled with color the other is gray.
Image of the triggers used to change the state of the images and check marks to provide feedback.
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Takeaways

Overall, this scenario-based learning interaction provides an engaging and effective learning experience, combining immediate and summative feedback, thoughtful study tips, and relatable settings to create a cohesive and immersive experience.

I really enjoyed  learning how to create the success meter, as I believe it adds a fun and helpful element to the overall learning experience. It provides real-time feedback to users and visually illustrates their progress, making it engaging and motivating.

In addition, working with a small branching scenario gave me valuable insight into how this technique could be applied to larger projects, allowing users to make choices and experience consequences based on their decisions. Both of these features allowed me to explore creative ways to engage users and enhance their learning experience.

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