Abstract

A learning application that can conjure meaningful learner experiences has always been the ultimate aim for any design and development initiative. Instructional designer longs for not only considerably rich inputs from expert members in design stage but those inputs ought to be sensitive to cognitive and emotional learner experiences, illuminating the core concept of empathic design which is deep reflection on how targeted learners impacted by the design would react when engaging with the proposed design solutions. This exploratory qualitative method study examined how subject matter experts empathised the cognitive and emotional experiences of the indigenous learners when they were designing a learning video game that aimed to heighten learning engagement in ESL classroom. A semi-structured interview with six experts was conducted. Once the proposed technology was ready for formative evaluation, one-to-one evaluation was conducted on three targeted learners to assess their usability experience. Thematic analysis was employed to analyse the interview verbatim transcriptions and one-to-one evaluation qualitative notes. The design findings indicate that the experts transformed the learner cognitive and emotional experiences for the learning video game design in the form of seven design principles and the evaluation findings show that there is a congruence between the effectiveness of those principles and the learner usability experience.

Highlights

  • Mastering English as a second language (ESL) has been a tremendous challenge for many Malaysian learners (Noori, Shamary, & Yuen, 2015)

  • This article unfolds a part of the research initiative to design and develop an ESL learning video game for indigenous learners by focusing on its design stage

  • Expert members in a design team actively engaged in continuous projection and reflection, aiming to help the researchers-cum-instructional designers determine the most desirable design solutions for the proposed video game package

Read more

Summary

Introduction

Mastering English as a second language (ESL) has been a tremendous challenge for many Malaysian learners (Noori, Shamary, & Yuen, 2015). When learners experience “imperfect” learning syndrome, an instructional intervention is necessary to resolve it Such intervention could come in many forms such as teaching approach (Norwaliza, Ridzuan, Ramlee, Arasinah, & Norhayati, 2017), specialised curriculum (Warid, 2013), programme (Intan Farahana, Rosseni, NorSyazwani, Analisa, & Siti Zuraida, 2014), module (Siti Mariam & Ruhizan, 2017) and digital material (Vanitha, Saedah, & Norlidah, 2014). Design process demands experts in the design team to be able to empathise the targeted learners’ needs and interests, exploring the emotional domain of a product design which influences user satisfaction. This article qualitatively reports on the exploration of cognitive and emotional needs of the targeted indigenous learners empathised by the design experts, which in turn would determine the learners’ usability experiences

Methods
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call