Building User Interfaces in E-Learning Resources
Building User Interfaces in E-Learning Resources
Y V Kurzibova
1. Introduction
In the current conditions of the 2020 - 2021 pandemic, a forced transition from classical and mixed
educational technologies to distance learning occurred. This transition led to a number of problems in
the implementation of the educational process in a distance format. The dependence on the technical
component has a great influence on e-learning - the availability of the necessary software and hardware,
the proficiency of teachers and students with the necessary skills to work with technical and software
tools, the existing threat of unauthorized access to educational resources and possible damage or loss of
these resources. The rapid transition to e-learning was accompanied by economic problems (inability to
acquire all necessary equipment in limited timeframe), ethical, and etc. There are also a number of
organizational problems: insufficiently formed skills of self-organization, self-development, and self-
control on the part of students.
Effective perception of educational information depends on the correct structuring, dosage, and
presentation of information to the student. This article is devoted to e-learning, implemented using
specialized information systems - Learning management system (LMS), based on the web technologies
functioning principles and on the hypertext concept.
The issue of the quality of the EER (e-learning educational resources) accompanying distance
learning has grown especially important. Lack of adaptability of educational material for the student’s
needs and personal abilities, absence of rapid teacher-student feedback, overestimated or underestimated
level of requirements, uneven distribution of the teaching load and much more.
Overcoming existing problems is a multifactorial, labor-intensive, and time-consuming task. The
article proposes a method for building user interfaces of e-learning educational resources, which is based
on the analysis of the quality of EER, based on the principles of the SAM (Successive Approximation
Model) [1] model of instructional design and the limit of perception of educational material by the
learner (its motivational component).
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Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0
International (CC BY 4.0).
2. Related work
The issues of e-learelening are interdisciplinary in nature; it is studied by researchers from various
scientific fields - teachers, psychologists, methodologists, system analysts, programmers, and IT
specialists. In the middle of the 20th century, the term instructional design was formed, which defines a
whole branch of practical pedagogy. Merrill, Drake, and others, consider it as a scientific discipline that
develops the most effective, rational and comfortable ways, methods and systems of teaching that can
be used in the field of professional instructional practice [1].
In recent years, there has been a qualitative change in professional training technologies. There was
a fusion and mutual influence of information technology and engineering psychology. Course
developers began to use often infographics, mental maps, touch screens and interfaces, and adaptable
content in their practice [2] Verbal educational information in sciences was modeled using semantic
networks, graphs, and frame data models. The frame model is proposed to be used in this article as the
main model for presenting data on e-course web pages.
Among the new key concepts in the e-learning system is the concept of an e-learning resource. An
e-learning educational resource is a comprehensive teaching tool developed on the basis of state
educational standards, which allows for an individual-activity approach to the process of purposeful
formation of general professional competencies in the subject area of training future professionals [3].
Instructional design in developing EER is an artistic and technical design and presentation of
educational material which takes into account a number of factors: the psychological foundations of
educational material comprehension, its didactic features, aesthetics of visual forms, and etc. The main
goal of multimedia instructional design is to facilitate more effective and high-quality comprehension
of educational material when presented on-screen by means of multimedia.
In the context of education digitalization, instructional design can also be considered as a tool for the
ergonomic and effective creation of digital educational content [4]. There are few stages of ergonomic
provision for instructional design framework distinguished: ergonomics of instructional design, analysis
of educational goals and specific traits of subject comprehension, developing criteria for ergonomics of
a design project, transforming a design project into educational materials, comprehension of educational
materials by students, assessing the ergonomics and effectiveness of educational materials, adjusting
and improving educational materials [5].
Designing the interface of EER is a software, psychological-instructional, and design task of
effectively delivering messages to students using multimedia. In this sense, multimedia instructional
design connects the content of an educational resource and its presentation with multimedia data [6].
Today, the most popular software-instrumentl tools for creating prototypes of graphical user
interfaces are “Balsamiq Mockups”, “Wireframe Sketcher Studio”, “Flair Builder” [7].
When designing interfaces, the requirements for the appearance of forms of interaction with the user
are implemented, as well as the requirements for access to the internal functionality of the system.
Prototypes of web pages are often developed: audio-video player, home screen, login into the system
[8], video instructions, which can improve the effectiveness of self-regulated learning in open online
courses [9].
0..1 *
User takes Role
0..1
Student Teacher СourseDesigner
0..1 0..1
*
study Course create CourseTree
*
tries
1
1
LearningSession
Asset(LearningEelement )
NewLE
LearningEelement
+content
+meta_info SupportingLE
6. Conclusions
The article presents a new approach to arranging user interface in e-learning resources, which
contributes to the individualization of e-learning by employing a graphical and instructional design
model which enables implementation an individual action map. This approach implies arranging the
interface using widgets accessible by means of HTML and from third-party web services, which are
based on didactic tasks. In comparison to similar approaches, the proposed approach ensures greater
involvement of students in the educational process, because the frame model for presenting educational
information takes into account the specifics of the student's cognitive activity.
In order to ensure the transferability of EER with frame interfaces, it is proposed to represent the
implementation in the form of a SCORM package, which is capable of being embedded in any modern
LMS (distance learning system).
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