
Nutrition Island
a gamified eLearning experience
My Capstone Project, Nutrition Island, is a gamified eLearning experience designed to teach school-age children about the benefits of consuming nutritious foods and beverages to encourage them to make healthier choices. This exploratory learning experience consists of ten modules, each dedicated to a specific food or beverage. The modules lead the learners through highly engaging videos and interactive activities where they can learn about healthy food and beverage choices. Upon completion of the modules, learning games are unlocked, where the learners can practice applying their knowledge in simulated scenarios in a fun and engaging way. This brief, self-paced adventure provides young learners with exposure to new food and beverage choices, as well as an understanding of how to implement healthy eating practices into their own lives in a developmentally-appropriate way.
Audience: Third - Fifth Grade Students, and Program Facilitators
Responsibilities: Instructional Design, eLearning Development, Graphic Design, Animation
Tools Used: Articulate Storyline, Powtoon, Adobe Photoshop, Adobe Illustrator, Canva,
Analysis
During the analysis phase, my client and I held strategic meetings, where we discussed their challenges and past efforts in depth. I actively listened as they described the youth obesity epidemic, and their nutrition program’s aim to promote healthier food choices to address it. I introduced the instructional design process to my client and, together, we recognized that a gamified solution tailored for upper-elementary school children would effectively address the issue. As we identified the gaps in Chef Michael's existing approach, we concluded that an eLearning solution would be pivotal. This decision propelled us to conduct a detailed analysis of tasks and learners, where we pinpointed performance gaps and defined the instructional objectives for our eLearning solution. Our collaboration involved frequent meetings, enabling us to not only pinpoint a timeline that suited both parties, but also brainstormed innovative solutions together.
Design
Upon concluding the analysis phase, we transitioned into the iterative design, development, and evaluation stages following the SAM model for this project. Our primary objectives during the initial design phase included collaboratively defining performance goals with the client and exploring the incorporation of game-based learning principles to ensure our eLearning solution resonated with and engaged young learners effectively. We crafted a course map, laying the groundwork for the structure of our learning solution, and initiated the creation of three prototype descriptions for client feedback. Simultaneously, we identified the necessary technology and instructional approaches aligned with our objectives. Recognizing the need for supplementary resources, we determined the inclusion of a facilitator guide and an external assessment tool. Through iterative cycles and close collaboration, we developed a functional prototype of the initial module, continuing refining until reaching our Alpha version, ready for implementation.
​
Development
Throughout the iterative development phase of our project, consistent communication via Zoom and email was maintained with my client to share progress and content updates. This ensured alignment between learning activities, objectives, and assessments. We engaged in multiple review cycles of the eLearning solution, persistently iterating through design, development, and evaluation loops until reaching the completion of the Alpha version. This iterative process, adhering to the Successive Approximation Model, involved cycles of design and evaluation. Derived from operant conditioning and rooted in Behaviorist Learning Theory (Peck, 2023), this model focuses on closing the gap between current and goal behaviors incrementally. Similarly, my approach to this project involves gradual steps in creating the learning experience rather than striving for flawless execution in one giant leap (Peck, 2023). This methodology guided our continuous refinement and improvement, ensuring each step aligned with the overarching objectives of the project.
Implementation
Twenty fifth grade students engaged in the pilot version of Nutrition Island under the guidance of their classroom teacher. This version encompassed three modules, a learning game session, and a Kahoot! pre and post-assessment containing ten questions, followed by a post-experience survey. The assessments and surveys found the game to be both positive and effective, with a 37% increase in quiz scores, and with 76% of the class stating they enjoyed the game.


Evaluation
The eLearning deliverables underwent evaluation based on Kirkpatrick’s first two levels of assessment. In Level 1, the initial reactions of fifth-grade students were gauged through distributed surveys and feedback forms, revealing insights into their satisfaction, engagement, and perceptions of the educational materials. This phase provided an understanding of learners' immediate responses to the content. Moving to Level 2, assessments embedded within the modules evaluated acquired knowledge and skills through comprehension checks and quizzes, measuring the effectiveness of instructional content in facilitating learning. Simultaneously, the eLearning solution underwent iterative cycles of design, development, and evaluation, progressing from prototype conception through alpha, beta, and gold version releases. Each release underwent thorough evaluation, integrating feedback to refine the solution further. Post-pilot implementation, both students and facilitators completed surveys, with facilitators providing feedback through brief interviews. Throughout these stages, prototype versions were shared with the client for collaborative feedback and revisions, ensuring an iterative process from the project's initiation to completion.

