Introduction
H5P is a free, open-source solution that uses Html5 technology to create interactive videos, presentations, games, quizzes, surveys, and more, opening up new possibilities for eLearners. The interactive content created helps to replicate the live learning experience and can also work in microlearning or adaptive learning situations (Lambda Solutions, 2020).
Mastering Learning Tasks Through Control
Currently, H5P contains close to 45 separate content types of plugins for interactivity, most of which engage a learner to explore and learn the content on their own. Allowing the learner to be in control of the task will foster the belief that they can succeed in mastering the task, which in turn promotes motivation to learn. In the case of adult learners, this can be even more important. Adults want to be guided and in control rather than taught or forced. When guided, the adult learner is more self-motivated and willing to learn from their mistakes (Sreenivasan, 2020).
One of the components available through H5P is the Drag and Drop content plugin. Although this can be used in several ways, I would like to focus on the matching game concept. The matching game content plugin can be used as a tool for the learner to demonstrate knowledge on a subject. The idea here is to connect (or drag and drop) keywords onto their corresponding images. This allows the learner to take control of the interactivity and demonstrate that they have an understanding of the material. The learner can check their answers once they feel they have placed the words correctly. The plugin will then color the correct answers green and the incorrect answers in red. The learner can retry until they get them all correct. This plugin promotes a learner's motivation by allowing them control over the final outcome, resulting in mastering the task.
Drag and Drop Component
Curiosity Motivates the Learner
Many of the available H5P plugins allow the learner to be curious. One of these examples is the Interactive Book content-type plugin. This plugin allows for many content types to be combined and explored from within the same plugin, facilitating exploration. When an adult learner experiences a gap in perceived knowledge, it can spark epistemic curiosity to try and explain the cause for this gap (Reiser and Dempsey, 2018, p. 80). To satisfy the learners' curiosity, it is best to include a variety of materials for learning. For example, infographics, short videos, lectures, and podcasts, all contained in the same learning module, in a visually interesting manner, can help to challenge and motivate adult learners (Pappas, 2013a).
The Interactive Book component from H5P allows for large amounts of interactive content along with multiple pages. This functionality could easily incorporate all of the content that is needed to be taught on a specific subject, along with assessments included throughout. Learners can drag and drop content to answer questions, interact with hotspots containing text descriptions, watch a video on a subject, demonstrate knowledge of a subject through quizzes that allow the learner to retry until they achieve the correct response on top of providing the educator with an assessment of the learner's scores and interactions throughout the book.
Interactive Book Component
Give Learners Satisfying Outcomes
Adult learners possess many characteristics that Instructional Designers can keep in mind in order to create engaging content. A few of these characteristics are: that it is important for them to have control over their learning, they are results-oriented, they are less open-minded and have high expectations (Pappas, 2013b). In order to speak to these characteristics and create meaningful learning experiences, content should be developed to make their learning relevant and encourage the learner to explore, while considering their experience and existing educational backgrounds. It is best to incorporate immediate feedback while emphasizing real-world benefits and allowing for practice along the way (Pappas, 2014). An adult learners prior interest in a subject can be just as important as the content used for learning, making a learners past experience and educational background a highly considered characteristic when designing content. (Dousey, 2016, p. 1256).
The Interactive Video component from H5P allows for the educator to address many of the adult learners characteristics, allowing them to experience a satisfying outcome to the learning task. Reiser and Dempsey (2018) explain that external factors that provide appropriate rewards and accomplishments for the learner will promote their motivation to learn, as well as using feedback to reinforce, rather than control. The Interactive Video component is structured so that the learner not only has control over the content with the ability to stop the video when needed, and retake quizzes until they get the answers correct, but also includes built in assessment so that the educator can be provided with the scores obtained throughout the video. There is even the ability for questions to be adaptive, where the learners answer determines where they are sent next.
Interactive Video Component
In Conclusion
The components available through H5P are dynamic, engaging and full-featured, offering many options for educators to utilize them for adult learner engagement. These, and other available plugins through H5P, set the stage for the adult learner to have control of mastering a task, the ability to explore their curiosity, and experience a satisfying outcome with the content presented.
References
Colosi, Rich. (2016, October 28). H5P for teachers: creating interactive online content for lms platforms. [Video]. YouTube. youtu.be/MnvmPflxJj4.
Dousay, T. (2016). Effects of redundancy and modality on the situational interest of adult learners in multimedia learning. Educational Technology Research & Development, 64(6), 1251–1271. https://doi-org.oclc.fullsail.edu/10.1007/s11423-016-9456-3
Lambda Solutions (2020, May 28). What is H5P? (and why your elearning needs it!). [Blog post]. Retrieved from https://www.lambdasolutions.net/blog/what-is-h5p-and-why-your-elearning-needs-it
Pappas, C. (2013a, April 26). 17 tips to motivate adult learners. [Blog post]. https://elearningindustry.com/17-tips-to-motivate-adult-learners
Pappas, C. (2013b, May 8). 8 important characteristics of adult learners. [Blog post]. https://elearningindustry.com/8-important-characteristics-of-adult-learners
Pappas, C. (2014, October 3). 11 tips to engage and inspire adult learners. [Blog post]. https://elearningindustry.com/11-tips-engage-inspire-adult-learners
Reiser, R. A. & Dempsey, J. V. (2018). Trends and issues in instructional design and technology, 4th edition. [Vitalsource Bookshelf version]. Retrieved from https://bookshelf.vitalsource.com/
Sreenivasan, S. (2020, September 25). All about the emotions-driven learning process in adults. [Blog post]. https://elearningindustry.com/emotions-driven-learning-process-in-adults-learning
Introduction
eLearning has evolved over the years to become more engaging and user-friendly. In 2020, the COVID-19 Pandemic surged through the United States and enforced a quarantine that led to a more revolutionized way of collaborating that many people were not used to. This change motivated many to seek out knowledge right in their own homes through a variety of interactive learning systems.
Outcomes and Motivation
Reiser, & J.V Dempsey explain that “when learners anticipate and experience satisfying outcomes to a learning task” that are motivated to continue learning, (2018). Using H5P, learning engagement can increase. Lindbolm explains that connecting content through real world relevancy motivates learners to continue (2021). H5P is a software that allows designers to embed interactive…
I was eager to read A Look at H5P - A Plugin Tool for Creating Rich, Interactive, eLearning Browser Content, especially since I’ve seen my lead Campus and Online instructors use this tool to revamp some of our courses. The article shares insight on what H5P is, and how eLearning can be enhanced with some of the tools offered within current curriculum.
Learning Resource 1: MOOC’s and the Learner-led Approach // Keller’s ARCS model
Within any campus course, an instructor has the ability to provide all information and is readily available to answer student’s questions when they are on campus and/or in class. For an online student, the ability to gauge each student’s understanding of the material can be difficult…
Principle 1: Curiosity and Emotional Engagement
H5P seems to be a great resource, adding many learning and motivational benefits to students and teachers alike through its functionality and interactivity. With options like games, quizzes, interactive video, and more—curiosity is engaged in the learner. Boredom arises, not necessarily because a student doesn’t want to learn or isn’t curious, but because the learning environment and its stimuli are too unvaried and similar (Reiser and Dempsey, 2017, p. 80). Having interactive validation and responses helps motivate and maintain curiosity and emotional engagement, which is defined as “a student’s emotional response to peers, teachers, and reactions… e.g., fatigue, boredom, happiness, excitement” (Ullah and Anwar, 2020, p. 2). Reiser and Dempsey wrote, “It is possible…
Mastering Control
The definition of motivation per Oxford Languages is “The general desire or willingness of someone to do something.” Having said that, Reiser and Dempsey describe motivation in an almost similar way. Motivation refers to a person’s desire to pursue a goal or task. (Reiser & Dempsey, 2018 pg.79) Bringing gaming into the learning atmosphere is definitely starting to become more main stream because it has so many benefiting factors to it. By bringing gamification into a learning environment students feel more in control of their learning and their retention of what they are learning. Declan Mulkeen with Learnlight says that what helps to make a game successful, engaging, and motivating could deal with learner engagement the same way.…
Motivation: The Will
The plugins offered through H5P allow students to learn in a self-paced and self-regulated environment. In chapter nine of our textbook, Reiser and Dempsey argue that “Motivation, in its broadest sense, refers to a person’s desire to pursue a goal or perform a task.” The gamification of education that is made possible by the various plugins in H5P make it virtually impossible for learners to not be engaged. Because an educator or trainer can offer so many different or alternate forms of interactive activities, learners of all styles can find a method to learn through this almost “choose-your-own-adventure” type of instruction. This can be helpful in many instructional programs, but in my opinion, this would be extremely…