RELEARN.

THE CHALLENGE

Severe learning loss during the pandemic!

Ever since the pandemic, we’ve found ourselves isolated and disconnected from each other and the outside world. Moreover, students have faced issues with their learning due to the forced transition to online modes of education that have caused gaps in their education and severe learning loss.

This could have a lasting impact that could carry on into their adult lives!

With schools reopening, students now find it harder to cope with studies due to severe learning loss and have to relearn most of what they studied in previous grades setting them back massively. The traditional learning environments and aids used are ineffective in helping them tackle their learning loss.

So how do they cope with this and relearn what they lost?

PROBLEM STATEMENT & AIM

How can we enable a high degree of personalisation and autonomy over the learning process to cope with the learning loss faced by students during the covid-19 pandemic?

To design an experience that will increase the learning outcomes and velocity while reducing the learning loss faced by students.


Integrating technology into the education system would enable a high degree of personalisation and autonomy over the learning process, provide continuous assessment and support to the users and ultimately ensure
mastery of the content.

TIMELINE & DESIGN PROCESS

01

Research & Analysis (4 weeks)

  • Conduct secondary research on the focus area and collect insights and questions to validate with the target audience during primary research. After conducting general research, go in-depth with the findings, insights collected and try to draw conclusions, make connections, come up with a problem statement and identify need gaps for further ideation.

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02

Ideation (3 weeks)

  • After research and analysis start brainstorming and ideating on how to solve the problem statement and approach the need gaps you have uncovered by coming up with a design solution.

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03

Prototyping & Testing (4 weeks)

Once you select a solution start creating mock ups and sketch out basic wireframes then establish the information architecture of the solution. After that come up with a list of key scenarios that the solution will solve and begin prototyping.

Once you create your prototype start user testing to get feedback and after the testing implement changes to your design and create a final deliverable.

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KEY LINES  OF  INQUIRY

Does the current education system need to be updated to incorporate the needs of the current era?

Can a hybrid learning environment integrated with Intelligent adaptive technologies reduce learning loss?

What is the effect of the pandemic on the education system, and has it opened doors for possible interventions?

Should students and teachers own agency over their learning and teaching?

Can modern learning aids increase learning outcomes?

RESEARCH

Problems with the current education system

In an increasingly automated world that values uniqueness over standardised knowledge, how students learn can have an impact on the value they bring.”

Learning loss during the pandemic

‘Learning Losses from COVID-19 Could Cost this Generation of Students Close to $17 Trillion in Lifetime Earnings.’ - UNESCO

Personalised learning

Here teachers are viewed more as collaborators and facilitators of learning, and the learners are given more agency over their learning process. Research has also shown that personalisation of learning can hugely increase learning outcomes and increase learning velocity.

Mastery learning

Mastery learning suggests that the focus of instruction should be the time required for different students to learn the same material and achieve the same level of mastery.

Blended learning environments

‘As classrooms get broader, blended learning integrated with intelligent adaptive technology can ease the load on teachers and increase learning velocity and outcomes, which can help students who are behind.’

Intelligent adaptive technologies

'Challenge-based gamification in e-learning can improve educational outcomes by as much as 89.45%.'

STAKEHOLDER INTERVIEWS

Creating questionnaires for the stakeholders

To further increase my understanding on the subject I conducted separate interviews with potential stakeholders (students, teachers, parents & experts) by creating personalised questionnaires for them.

IDEATION

Stakeholder persona

To aid my ideation process I created a persona for the main stakeholder of the platform. (Students)

Story boarding

To further aid my ideation process I created a story board where the stakeholders are interacting and communicating with and through the platform, which gave me clarity on the process and execution of the platform.

Assumptions & gap analysis

LOW FIDELITY MOCKUPS

Platform key scenarios

I created high-fidelity mock-ups and designed 3 key scenarios that the platform would fulfil to showcase what the platform should do and how the users could complete tasks there.

1. Users can access resources, personalised resources, and leave comments where teachers can also create resources and share.

2. Users have access to mastery learning content and adaptive learning tools which will ensure increased learning outcomes and mastery of topics. These tools can also be assigned by the teacher where users can check their learning progress and stats.

3. Users can have a holistic classroom experience where they can interact, communicate and collaborate with other users, learn together, share insights and help users in need.

UI  WALKTHROUGH

01

Courses

02

Resources

03

Mastery Learning

04

Meetings

05

Chats & Teachers

06

Statistics

Prototyping

I designed and prototyped the whole platform on Adobe XD.

View prototype

STYLE  GUIDE

After creating the mock-ups, I decided to have a carefully set style guide that would enhance the user's experience based on curated research on the field.

#21559A

Blue is considered to be the most desirable colour for learning.

Colour psychology shows that this colour promotes memory and enhances creativity.

Certain hues of blue can have a calming effect.

#4F7E32

Green, like its close counterpart blue, can promote mental health by providing students with stress relief and having a positive effect on concentration.

Certain hues of green paired with other earth tones and organic accents provide a very calm learning environment.

#F0F0F0

Warmer hues of white, such as off-white colours paired with other earth tones, have a calming effect on students and promote clear thought within schools and the classroom.

CONCEPT VALIDATION

Before prototyping I had to validate my progress with stakeholders & I chose students of class 12 to do so.

Points of interest

  • They find using different apps for learning confusing, frustrating, and time-consuming.
  • They haven’t learned using adaptive learning aids with 'mastery content'
  • They prefer one platform for all their learning needs
  • They want personalised learning paths
  • Find online evaluations difficult and would prefer proper evaluation

Usability  testing

I conducted a round of user testing with a user group of 5 school students all currently studying during the pandemic.

User group specifics

Users were between 16-18 years old (class 9-12)

Users learnt under the Central Board of Secondary Education & National Institute of Open Schooling

No prior experience with personalised digital learning aids

INCORPORATING USER FEEDBACK​

01

Problems with click-ability

To counter this, I changed the text and the surrounding area into a button that enables an increased clickable area.

02

Increase font size & darken font colour

The initial font size I used was 16 px, so I increased it to 18 px to increase visibility and darkened the font colour slightly while still keeping it grey.

03

Arrange menu items in order of importance

I arranged my menu items in order of importance so that users could easily access their main flows on the platform.

04

Make chapter cards more descriptive

I added the lessons included in every chapter so that the user can navigate to a lesson with ease without knowing the contents of each chapter.

REFLECTION

  • Learning and education have the chance to provide and mean so much more than before, where students could create an impact and difference in the world with their original ideas.
  • It no longer has to be only the creatives, specialists, and entrepreneurial class that makes all the decisions, while the bureaucracy and working-class execute and process information. Now for the first time in history, we have the opportunity to be a part of the creative, specialist, and entrepreneurial class because of technology.
  • Technology can change the way students learn and apply themselves in the real world. It can personalize learning to the extent that students can own the agency of their learning, and create individualized learning paths to acquire the skills required to thrive in this ever-changing world.
  • Through this, everyone can become a master or a specialist in a subject or topic. By incorporating hybrid learning environments along with intelligent adaptive technologies, teachers can help their students increase their learning velocity, and student-teacher engagement, reduce learning loss, and most importantly, increase learning outcomes to reach mastery.

LET'S GET IN TOUCH

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