Basic Principles in Occupational Hygiene
An introductory e-Learning course utilizing interaction, intermittent quizzing, and elements of game theory.
Based on OHTA course materials, this online course provided a foundational understanding of key Occupational and Environmental Health and Safety concepts as the basis for the anticipation, recognition, evaluation, and control of workplace hazards.
This project was developed in Adobe Captivate 2019.
Each of the courses 10 modules began with a list of objectives to set expectations
Content Chunking
Course content was chunked into 10 modules. Module content was further chunked into slides, often broken up by images and informational graphics to keep content easy to understand.
The language level was also carefully considered to be accessible to ESL learners and learners with a high school degree or lower.
This interaction broke down a complex process into individual steps.
This slide incorporated a graphic to provide a visual of different noise levels. Relatable examples like rock and roll music were highlighted to provide further context.
Interactions
A variety of interactions further broke down complex content into bite-size chunks. The interaction with the content, and in some cases their ability to select which information they learned next improved learner engagement.

Drop-down boxes with more information and fun facts

Menus where learners choose which section to learn about next

Tabs interactions to learn about related concepts

Selecting icons to learn more about elements of a graphic

Selecting a phrase to reveal examples

Flip cards with definitions of new terminology

Timeline interactions

icons and pop-out bubbles

Flip cards used to identify photographic examples of a concept.
Understanding Sound
This video shows one interaction where an animated sound wave icon guides the learner through learning how the ear converts sound waves into sound.
While the original interaction was fully narrated, this video has no sound.
Quick Check Questions
A variety of question types were used to increase learner retention by testing their understanding and recall throughout each module.

Fill-in the blanks tested recall of key words or phrases.

Multiple choice questions tested their understanding of key concepts.

Scenarios checked the learners ability to apply their knowledge.

Textbox questions allowed the learners to put what they had learned in their own words.

Multiple, but limited attempts made questions challenging but not punishing.

Fill-in the blanks attached to diagrams allowed learners to use visual recall skills.
Practice the Model
This review module tested the learners ability to not only understand and recall what they had learned, but apply it to a real-world scenario.
Gameplay elements such as level breakdowns, interactive exploration, visual progress tracking, and replayability further replicated a real-world environment while giving the learners a safe space to explore their options.