Scenario Based eLearning
Sole designer and developer
Storyboarding
eLearning Development
Pawsitive Animal Rescue (fictional)
Articulate 360
Canva
Google Suites
Microsoft Office
The Positive Animal Rescue is an open admission shelter, meaning they accept all animals, even those that may be behaviorally unsound. Training for volunteers currently consists of a 27-page orientation manual. However, volunteers struggle with handling reactive dogs or dogs with no leash training. This puts animals, workers, volunteers, and visitors in danger. While the protocols put in place are working, the training isn’t.
A booklet of information won’t help volunteers learn the protocol effectively. The lack of knowledge isn’t the problem, its the application of the information. So I have built a learning experience that drops the volunteer into a real scenario where they will have to face similar moments and make real time decisions.
Every wrong answer is used as a learning experience. Learners are not punished for choosing what they think is a plausible choice. The scenario plays the choice forward, honestly, so they understand why the protocols are so crucial to human and animal safety. Then, it lets them try again and practice judgement calls in a risk - free environment.
The program reflects a dog’s learning experience. Aspen’s anxiety will move up and down based on the choices the user makes.
Replace manual orientation with digital experience.
Deliver a polished training experience that looks and feels more elevated.
The learning experience remembers what choices the learner makes and builds own them. It responds to the learners history and builds from it, much like the real, learning experiences of dogs and giving the learner autonomy in their learning.
Remediation is targeted. Instead of starting the module from the beginning, learners review the sections they missed. This allows learners to learn from their mistakes without being punished and having to review material they have already mastered.
Each choice is one a caring volunteer might actually make in a high pressure situation. The feedback plays the consequence forward with an empathetic explanation, so that volunteers know what choices to make in real life. Instead of a big "X", learners see how their choices affect Aspen’s anxiety levels, rather than being marked wrong. The learner sees how important their choices are in guiding Aspen’s wellbeing.
Every scene has the option to read captions and listen to narration. The learner is in complete control, as the module will not advance to the next slide until the learner prompts it to. Accessibility was in the forefront when designing each scene.
Changing the format of the 27 page orientation manual to an immersive learning experience where the user gets to make the calls, solves the issue of knowledge application. It allows the user to learn from their decision making and feedback in a risk-free environment.