Internet-Enriched Lesson

Integrating the Internet Lesson Plan

Name: Jake Dalton

Lesson Title: Creating UX Research Methods Online

Introduction: In this lesson plan students will be introduced to three online UX research applications that they will use to complete the following activities listed below. Students will explore and demo each application to get a better understanding of how it can be valuable in conducting their own UX research. Students will also be required to compose a blog post to write a reflection of the process of using such UX applications in the research process.

Content Grade Level: Adult learners and possibly high school aged students with basic knowledge of UX research methods.


Objectives:

Students will be able to:

        • Create mind maps using the MindMeister application.
        • Effectively use the Optimal Workshop application to create various UX research methods.
        • Use the Usability Hub application to create various UX research methods.
        • Use different online UX research applications to assist in their research.
        • Reflect on how using different online applications may help to improve research results.


Standards Addressed:

International Society for Technology in Education (ISTE) Standard for Students.

    • 1c - Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
    • 1d - Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
    • 2b - Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
    • 3a - Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
    • 3b - Students evaluate the accuracy, perspective, credibility and relevance of information, media, data or other resources.
    • 5a - Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.


Materials:

      • Reliable internet connection and device (computer, laptop, mobile device, etc.).
      • Student Google Gmail account (for application registrations).
      • MindMeister (Registration and login required).
      • Optimal Workshop (Registration and login required. Make sure to select free plan).
      • Usability Hub (Registration and login required).
      • Various internet resources (listed in each activity).
      • Established student blog.


Learning Activities:


Assessment:

Students will be required to compose a new post on their student blogs to share the URLs to their required creation(s) from each learning activity and to reflect on the process of using online UX research applications to help conduct research. Students will then share their blog post URL to the class and be required to comment on each others reflection to provide feedback.


References:

International Society for Technology in Education. (2016). ISTE Standards for Students. Retrieved from https://www.iste.org/standards/for-students