From multiple-choice questions to fill-in-the-blanks to thought-challenges, there are so many activities to choose from when deciding how students should review material in e-learning modules.
Cathy Moore, an award-winning writer, speaker, and international thought leader, suggests constructing quick prototypes to determine which type of activity will best promote learning and information retention.
(A prototype is a blueprint that shows the basic visual layout of text and images for a presentation or e-learning module, but is not yet filled in with details, colors, or high-quality images.)
Here’s an example of prototyping, provided by Leif Cederblom of SmartBuilder:
A class is learning about the proper procedure of exiting and hand-washing after a biological lab, in order to prevent the spread of airborne pathogens. Students receive a sheet with a text outline of the required procedure.
If you wanted to test students on their memory of the procedure, what type of e-learning activity should you assign?
In order to decide on the best activity, a professor might design prototypes for 2 different activities: (1) a drag-and-drop game; (2) an immersive experience.
See the following link for an e-learning module that includes prototypes for both types of games: Exiting Lab SOP Prototype. Or watch the video below for Leif Cederblom’s demonstration of this game’s immersive experience prototype.
Which type of activity do you think would be most effective in helping the students review and remember the procedure?