sigmath.eu


  • Introduction

    • Brief: Help adult learners (especially those with limited formal education) access better math education through a blended e-learning platform.

    • Challenge: Make Moodle less intimidating, more accessible, and support multi-language interactive lessons.

    • Goals: Boost engagement, lower barri

  • Discovery Phase

    • Stakeholder interviews with project leads and educators.

    • Business requirements: Improve course completion rates, support multiple languages, and keep costs low.

    • User needs: Clear navigation, easy-to-use lessons, and confidence-building feedback.

  • Problem Framing

    • Problem: Adult learners found Moodle confusing and often dropped out early.

    • Success: Users can find, start, and complete lessons with minimal frustration.

    • Constraints: Must work on standard Moodle, support iSpring lessons, and be accessible in several languages.

  • User Research

    • User interviews: Adult learners shared pain points and what made them anxious.

    • Competitive analysis: Looked at other adult ed platforms—most were too academic or not localized.

    • Market research: Simpler, friendlier UIs increase adult learner retention.

  • Synthesis

    • Personas: “The Nervous Returner,” “The Busy Parent,” and “The Multi-lingual Learner.”

    • Journey mapping: From login to lesson completion, with plenty of drop-off after first login.

    • Key insights: Step-by-step guidance and instant feedback are crucial.

  • Solution Development

    • Info architecture: Simplified Moodle navigation, clear module structure.

    • Wireframes & prototypes: Focused on reducing clutter and surfacing progress indicators.

    • Visual design: Friendly, high-contrast, and easy to localize.

  • Testing

    • A/B testing: Compared old vs. new flows for lesson completion rates.

    • Usability testing: Gathered feedback from actual learners—flagged confusing steps.

    • Iterations: Tweaked lesson flow, clarified navigation, and improved feedback messages.

  • Implementation

    • Handoff: Delivered annotated wireframes and iSpring lesson templates to dev team.

    • Collab: Worked with devs to ensure multi-language support and smooth integration.

    • Go-to-market: Rolled out in phases, promoted through partner organizations.

  • Results & Impact

    • Metrics: Higher lesson completion, lower dropout, and more logins from non-English speakers.

    • User adoption: More learners finished modules and requested new topics.

    • Business impact: Helped meet EU project goals and secured future funding.

    • Lessons learned: Friendly UI and localized, interactive content are game changers for adult ed.

SigMath, a European project seeking to enhance formal Mathematics education for adult learners, particularly those with limited educational backgrounds, through novel and flexible blended e-learning strategies. In my role, I focused on enhancing User Experience by conducting A/B Testing research and usability evaluations for the Moodle Learning Management System portal. Additionally, I developed interactive iSpring lessons available in various languages to broaden accessibility and comprehension.


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