Here is a list of some of the ways you can evaluate the usefulness of e-learning, along with suggestions for design-only improvements:
1. Target group: Is it named and addressed to the target group? The target audience needs to be identified in the documentation or even at the beginning of an e-learning program to provide context to the target audience.
2. Study the Voice: What is the right way of the promise?
If the course teaches problem-solving, does it provide information and then an opportunity for students to test their new skills in a realistic setting? You can also check this out to look for the best Elearning programs.
3. User interface: How intuitive is the navigation system? Can you explain it to students in a few sentences? Look for word symbols or hints used. The simpler the layout, the more students focus on learning the content. Are colors used as visual replicas for students?
4. Appropriate multimedia elements: does add audio or video make the learning experience more educational or just smooth? Adding Flash interactions does not mean the course will be a better learning experience for students.
5. Interactive component: does the program offer students the opportunity to be involved, not just passive observers? Don't just watch a standalone lesson or click the Next button, but view the entire lesson for opportunities for students to make decisions, solve problems, or click on hotspots to stay active. To be learners.