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INSTRUCTIONAL DESIGN

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MY ROLE

Sole Instructional / UX Designer

 

TIMELINE

2 weeks

TOOLS USED

Articulate Storyline, Panopto, Canvas LMS

PROJECT BRIEF

Design an e-learning experience that solves an instructional problem for adult learners that also meets their individual and collective needs.

This project was part of D299- Learning Experience Design Lab at WGU.

 

INSTRUCTIONAL PROBLEM

Post-pandemic, it has been evident that an increasing number of employees are experiencing burnout, resulting in a loss of motivation and a decrease in productivity and performance. This in turn can negatively impact a company’s rate of success.

SOLUTION

Create an e-learning training module that introduces mental health topics and concerns, as well as how to address them in realistic and practical ways.

THE PROCESS

The Process

RESEARCH ​the target audience and their individual and collective needs.

 

ANALYZE target audience's knowledge and skill gaps, by creating empathy maps and persona.


IDENTIFY the learning goals that learners would need to meet in order to solve the instructional problem.

Learning Goals

         describe the difference between stress and burnout

         understand how to practically prevent burnout in the workplace

         identify ways to prioritize one’s own mental health

IDEATE  by mind mapping possible solutions to the following questions:

 

HOW MIGHT WE...

  • encourage learners to prioritize their mental health?

  • incorporate simple yet effective strategies and suggestions for learners to immediately use?

DESIGN a storyboard of the e-learning module's content flow, outlining how the lesson will be scaffolded into manageable sections.

Create formative and summative ASSESSMENTS to assess learners’ understanding during and after the module.

 

Create, collect, and organize learning materials as supplemental resources.

DESIGN high-fidelity prototype that meets the E-Learning Experience Quality Standards Rubric.

ITERATE and make improvements based on feedback, feasibility, and overall impact on learner experience.

PUBLISH the final revision and IMPLEMENT the e-learning experience.

FUTURE ITERATIONS

Future Iterations

Upon reflection, there are a few things I would change or approach differently in a future iteration, such as:

  • Personalization and Adaptive Learning

Offering personalized learning experiences based on individual learner needs and progress can optimize the effectiveness of the training module. Implementing adaptive learning features that adjust the content or difficulty level based on learner performance can enhance engagement and ensure personalized learning paths.

  • Interactive Elements

Increasing interactivity within the training module can enhance not only learner engagement but also retention. This could include engagement opportunities beyond interactive quizzes and case studies, such as branching scenarios, drag-and-drop activities, or gamified elements to make the learning experience more immersive and hands-on.

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