0
Background
or the story in short
•
•
or what led us to the solution
Guidelines for designing for semi-literates

•
•
•
•
•
•
Self-Regulated Learning Strategies

•

•
Engagement strategies
or what we designed
Ease of use
Ease of use
Features to improve engagement
Features to encourage self-regulation
Features to reinforce motivation
High fidelity Screens
Development
or seeing it in action
Goals
Experiment Setup
Participant Sampling
Experiment
Quantitative results
Quantitative results
Qualitative results: what works?
Qualitative results: Usability Issues

Avoid graphic inside lessons which can be taken as buttons
Post task questionnaire
Perceived usefulness

•
Post usability testing redesign
•
•
•
•
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
Saksham – A need based mobile learning system for out-of-school children
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Saksham – A need based mobile learning system for out-of-school children

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Transcript of "Saksham – A need based mobile learning system for out-of-school children"

  1. 1. Background or the story in short
  2. 2. • •
  3. 3. or what led us to the solution
  4. 4. Guidelines for designing for semi-literates • • • • • •
  5. 5. Self-Regulated Learning Strategies • •
  6. 6. Engagement strategies
  7. 7. or what we designed
  8. 8. Ease of use
  9. 9. Ease of use
  10. 10. Features to improve engagement
  11. 11. Features to encourage self-regulation
  12. 12. Features to reinforce motivation
  13. 13. High fidelity Screens
  14. 14. Development
  15. 15. or seeing it in action
  16. 16. Goals
  17. 17. Experiment Setup
  18. 18. Participant Sampling
  19. 19. Experiment
  20. 20. Quantitative results
  21. 21. Quantitative results
  22. 22. Qualitative results: what works?
  23. 23. Qualitative results: Usability Issues Avoid graphic inside lessons which can be taken as buttons
  24. 24. Post task questionnaire
  25. 25. Perceived usefulness •
  26. 26. Post usability testing redesign
  27. 27. • • • •
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