Testing is Not Just a Measure of Learning, it Can Drive Learning
Testing = Learning
In what seems likely to be an “ah ha” moment for education development, researchers at Purdue University’s Department of Psychological Sciences, explored the possibility that testing isn’t just an assessment of learning, but is a component that facilitates learning just like studying - but better.*
“Practicing retrieval (testing) produces greater gains in meaningful learning than elaborative studying with concept mapping.”
In an article published last month in Science magazine, a total of 200 students studied texts on topics from different science disciplines. One group engaged in elaborative studying by creating concept maps - diagrams that illustrate the complicated connections and relationships in the material. The second group read the texts and then practiced retrieval (unassisted recall of material). The students returned to the lab a week later for the actual assessment of long-term learning. The group that studied by practicing retrieval showed a 50% improvement in long-term retention scores above and beyond the group that studied by creating concept maps.
“Retrieval practice enhances learning by retrieval-specific mechanisms rather than by elaborative study processes.”

More people are using mobile devices to handle their everyday computer tasks. Given three minutes and my iPhone, I can check my work and personal emails, my schedule, the news, the weather, and sometimes even get in a game of Tetris. It, like so many mobile devices, is usable, engaging, efficient, informative, and scalable. This mobile convenience should carry through training and marketing solutions as well. Unfortunately, often due to certain limitations of each mobile device and their short shelf life, there is often not a credible mobile counterpart to most training applications. To bridge the gaps, here are 6 ways to extend the user experience of your web or CD-ROM based app through mobile devices.
When defining the best solution to any project, one step within the discovery process is the creation and use of personas. User personas are fictitious characters who represent unique groups of users. We use personas to understand how different groups of users will use a website and application. By focusing on how a persona interacts with a website, navigates to content and through content, understands and retains the content, we can begin to understand the different user experiences that occur. These user experiences must fulfill the goals, objectives, and needs. This step can also help determine new goals, objectives, and needs as well as limitations users may have.
Toothpaste is a relatively low-involvement decision and you probably made your choice years ago based on criteria like brand recognition, price, taste, efficacy, the fact that your significant other likes the smell of your breath in the morning… it’s a growing reality of the marketplace however, that as products become increasingly similar to one another in features, quality and price (commoditization), the more important it becomes for marketers to differentiate through education. The speed, impact and efficiency with which product knowledge can be delivered to a target audience will increasingly identify leaders and followers.
We’re well beyond the debate as to whether games-that-teach enhance the delivery of learning content (they do), so why aren’t we seeing more of them? The two biggest challenges we encounter are:
Listening, Verbal or Auditory Learners connect more dots through listening. Audio descriptions, storytelling, sound effects, and audio cues are better comprehended. If you want to connect better with this type of learner, try using voice over or record a podcast. When using a spacial based learning environment, sound effects and environmental noises that relate to your topic can often help your user focus as it will immerse them in the content.
Seeing or Visual Learners learn through imagery. They make better connections between information and themselves through seeing. Examples include videos, animations, infographics, photos, charts, graphs, and even visually laid out text. There are many ways to better connect with your user such as making a video that shows a process or shows motion graphics that represent the information being presented. Draw out what is being explained or use images that represent each step or the details of a product or theory.
Touching, Tactile and Kinesthetic Learners learn through interaction or by doing. The hands-on style of learning often allows for mistakes and changes to variables which express the cause and effect of the subject at hand. To connect with a tactile learner, create an interactive experience. Let the user make choices or interactively explore.