AYUSH 2023

Team

2 Designers


Duration

Duration

Duration

3 Weeks


Role

Role

Research, Wireframing, Prototyping & User Testing

Time

Time

Fall 2021


THE CHALLENGE

Online classes conducted on platforms like Microsoft Teams, Zoom and Google Meet have poor retention and learning outcomes than physical classrooms.

THE OBJECTIVE

Exploring possible solutions that make online classes more lively and dynamic, while boosting student retention and engagement.

DESK STUDY

In order to validate our ideas we engaged in a detailed desk study.

We looked at research papers and articles that explored themes of Gamification, Retention ,Motivation and Online Learning during Covid-19.

In order to validate our ideas we engaged in a detailed desk study.

We looked at research papers and articles that explored themes of Gamification, Retention ,Motivation and Online Learning during Covid-19.

DESK STUDY - INSIGHTS

DESK STUDY - INSIGHTS

  • Students are hesitant to use cameras in online classes because of concerns about Personal Appearance.

  • Concerned about other people and the physical location being seen in the Background

  • Increased self-evaluation from staring at video of oneself, and constraints on Physical mobility

  • Avatars provide individuals/students a sense of being and lets them chose a representation unique to them.

  • Increased cognitive load from having multiple faces staring back.

  • Weak internet connection plays a part in limited camera use among students.

  • Gamified Learning programs have a positive impact on several learning outcomes.

  • Students who use camera’s are more engaged and are better able to recall what is being taught in class.

  • Students are hesitant to use cameras in online classes because of concerns about Personal Appearance.

  • Concerned about other people and the physical location being seen in the Background

  • Increased self-evaluation from staring at video of oneself, and constraints on Physical mobility

  • Avatars provide individuals/students a sense of being and lets them chose a representation unique to them.

  • Increased cognitive load from having multiple faces staring back.

  • Weak internet connection plays a part in limited camera use among students.

  • Gamified Learning programs have a positive impact on several learning outcomes.

  • Students who use camera’s are more engaged and are better able to recall what is being taught in class.

INTERVIEWS

I sent out a questionnaire to over 25 individuals and also scheduled telephonic interviews with 5 individuals to better understand the nature of problems faced. There were 3 factors that impacted the learning most

📷 What would you attribute low camera use to?

  • Don't want to turn on camera due to being self conscous

  • Poor Internet Connection

  • Concerned about things happening in the background

  • Will spend more time looking at faces than paying attention to class

  • Zoom Fatigue

What would you attribute low participation in class to?

  • Not able to answer due to poor retention

  • Knows the answer but hesitant to answer due to bystander effect

  • Concerned about things happening in the background

  • Poor internet connection

  • Thinks question is irrelevant

🧠 What would you attribute low retention use to?

  • Don't want to turn on camera due to being self conscous

  • No incentives for participating in class

  • Material isn't designed to be taught online

  • Weak attention span

  • Zoom Fatigue

USER PERSONAS

DESK STUDY - INSIGHTS

  • Students are hesitant to use cameras in online classes because of concerns about Personal Appearance.

  • Concerned about other people and the physical location being seen in the Background

  • Increased self-evaluation from staring at video of oneself, and constraints on Physical mobility

  • Avatars provide individuals/students a sense of being and lets them chose a representation unique to them.

  • Increased cognitive load from having multiple faces staring back.

  • Weak internet connection plays a part in limited camera use among students.

  • Gamified Learning programs have a positive impact on several learning outcomes.

  • Students who use camera’s are more engaged and are better able to recall what is being taught in class.

  • Students are hesitant to use cameras in online classes because of concerns about Personal Appearance.

  • Concerned about other people and the physical location being seen in the Background

  • Increased self-evaluation from staring at video of oneself, and constraints on Physical mobility

  • Avatars provide individuals/students a sense of being and lets them chose a representation unique to them.

  • Increased cognitive load from having multiple faces staring back.

  • Weak internet connection plays a part in limited camera use among students.

  • Gamified Learning programs have a positive impact on several learning outcomes.

  • Students who use camera’s are more engaged and are better able to recall what is being taught in class.

DESK STUDY

In order to validate our ideas we engaged in a detailed desk study.

We looked at research papers and articles that explored themes of Gamification, Retention ,Motivation and Online Learning during Covid-19.

In order to validate our ideas we engaged in a detailed desk study.

We looked at research papers and articles that explored themes of Gamification, Retention ,Motivation and Online Learning during Covid-19.

Made With ❤️ by Ayush