Like the World Wide Web (or the Internet) has gone through several modifications since its inception, a similar paradigm shift has taken place in the world of Education.
The evolution of Education can be traced to blackboards and chalks, moving to whiteboards and markers, and the recent shift to online teaching. Around 2010 and onwards, a gradual shift from offline to online teaching, or a mix of both has been observed. However, post Corona 2020 pandemic, across the globe, every educational institution completely shifted to imparting knowledge via virtual space.
For the sake of setting context to this blog, it is crucial to shed some light on the psychology of the generation born post 2000s aka “Generation Z”. As per the study conducted by Deloitte, Gen Z tends to have low focus time on average, which is one of the reasons for the rise of video snippets, memes, infographics, etc.
If you’re looking for innovation induced, psychologically verified ways to increase your user attention span by employing Display + Design principles, then go on. For better understanding, the following article is divided into 5 sub-parts:
Consuming knowledge helps one’s intellectual growth, but how one attains it is equally crucial. There is a saying, “the first impression is the last impression,” this holds very much true in EdTech platforms. For today’s learners, the overall design and the offered information go together. The knowledge, if it feels familiar to the viewer, they will remember it for a prolonged period. Its sustainability increases if the visual aspect is appealing at the same time.
The below section mentions key factors to consider in making UX (user experience) and content relatable, and that has worked for many to date.
The structure of the course, visual hierarchy used, user-friendly navigation, smart readability (smartphone, laptop, notepad, etc.,) and color scheme are a few pivotal factors. Now the prerequisites for the EdTech platform must offer something out-of-the-blue, which includes:
The above points can be seen as diverse and unique ways to engage with people wanting to learn and make the platform more polished with subtlety by constant interaction with them.
Just like a pilot goes through simulator training before flying on an actual airplane, similarly, immersive technology includes VR, AR, and mixed reality. VR is short for Virtual Reality, while AR is referred to as Augmented Reality.
How we perceive technology becomes the deciding factor in whether we continue or discontinue using it.
In learning, 2 major pillars are the showstoppers:
When it comes to learning effectiveness, it is measured by immersive technology to determine whether learning is taking place or not. The user experience perspective acts as a steppingstone to make learning productive and fruitful via immersive technology/s. Immersion or immersive from a technical point of view includes the 3 senses, namely Visual, Audio, and Tactical.
Immersive technology and learning activity content overlap in layers of subtlety in an abstracted version of how data is represented, and a 2-way communication act as the base. The underdog helping both factors mentioned just now is the Spatial Presence (viewer can experience a sense of being in what he/she is reading/viewing).
Specific sub-parts to the main factors encompass Motivation, Holistic Involvement, Re-Usability, and Feedback. Making the learner enjoy the learning process is what should be prioritized above everything.
For a technological product to be launched, it is usually first evaluated in a small cluster (a group of individuals) or a few clusters to check its overall functionality and gets reviewed by users of the cluster.
The visual below highlights how the User Experience, User-Centered Design, and Usability are inter-linked. The user experience includes factors like meaning, senses, and effect on emotions. Usability, on the other hand, includes efficiency and effectiveness. For the systematic review to happen, identification, screening, and filtering take place before getting implemented on the ground.
The factors highlighted in this visual are considered while designing, building, testing, and evaluating initially in small groups. This activity aids in increasing the viewer’s attention span.
Similarly, a couple of literature reviews are initially conducted for an alteration to get imbibed in educational institutes across the world.
The core reason for using Augmented Reality(AR) in a K-12 education, is to allow the students to grasp the fundamentals quickly and thoroughly and experience how the concept gets imbibed in daily life as well. The figure above is a practical instance of virtual learning, known as SimInClass.
Everything that is done in a classroom physically is done virtually (in a game mode), and every task is called a mission or something along the same line.
The result shown is that children seem more energetic, enthusiastic, and curious. This eventually makes the entire class more productive.
Change in the equanimous amalgamation of Display + Design, Immersive Technology, and how the information is shared.
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