Creating an interactive school e-learning platform demands the developers to always be aware of the perspective of the students. As much as the technological engagement with children sounds fun, it might not be that easy. There are many constraints to consider while we develop the e-learning instruments.

One of the main challenges can be the design constraint including the task to structure a child-friendly and sensitive multimedia content. At the same time, we have to think of creative ways to connect with the students and engage them without any distractions. Passing through these challenges means developing a well-designed and child-responsive platform creating a wonderful experience in learning and educating students.Designing also requires putting together a comprehensive content. The terminology relevant to this process is User Experience. An e-learning platform, which is difficult to figure out, not enjoyable and inefficient, is not going to be loved by its end users. It comes down to the creative heads of developers to organize a relevant content with an efficient design that would be acknowledged by its users.

In our case, the e-learning platform is being designed for students aged 6-15 yrs. Considering this, the feel and design should be age appropriate here. There are certain areas to be familiar with while creating a user experience for children. These are

1. Learning should be a fun experience:
If students are not being able to enjoy your way of educating them, then they get bored and diverted from the studies often. This is perhaps of the reasons to make an interactive platform for the children.Basically, kids have a mindset or might as well say expectations of an e-book/e-learning platform to be much more fun than their regular coursebooks. They had been habituated with the book learning to the extent that they yearn a different yet innovative content in e-learning. An e-learning course that has an incompetent and a bookish content will make the children lose interest in our platform and quickly feel bored.

The e-learning course can come closer to the students by using pictorials, games, fun and relatable characters and interactive platform with these characters. To be precise, it’s all about making the platform as much as fun and subtle as we can.The real essence of the e-learning platform is creating a fun user experience such that the students participate in it enthusiastically. This will produce a synergy-effect of students where they learn effectively and also provide feedback at the same time.

2. Attractive design:
As mentioned earlier, thinking from the user end perspective is very important in design. It’s essential to make the front end look good by working on positioning, content flow, fonts, colors, spacing and other design specifics.
Here, we should realize that kids are more attracted and motivated to read colorful or let’s say well designed crafty and artsy books. Our e-learning platform is also like the same book, but just without paper pages and printed letters. This gives us the opportunity to add some delightfulness to it that cannot be found in regular books. With an entertaining design, there is more chance to trigger students’ curiosity and make them self-motivated to spend more time in studies. This will directly increase their productivity level and results.

3. Staying in touch with them all along:
The tolerance of kids is low if the content is monotonous and boring. If they don’t find our platform engaging, then we might be pushing them away with our bad UX. So, we should also consider some cognitive behavioral traits of children while developing the child-friendly platform. Integrating children’s way of thinking will help us to stay in touch with them.
In EPaath, we try to deliver that friendly ambiance by creating certain patterns, shapes, and stories so that they can recognize and understand the course easily. We have integrated a content where children are given lesson challenges to solve along with instructions and instant results. The platform gives them corrections and re-do the lesson challenges until they accomplish them. This means a use of positive reinforcement as suggested by psychologists which helps the children to keep doing better even through mistakes and falls.

4. Contents of the platform should be age appropriate:
Besides the design and staying connected through the courses, the quality of content does matter equally. If the content we provide is too easy, it might be boring for children to stick with the lesson. Also, if the content we provide is too difficult, then they might find it difficult to focus as it may surpass their abilities. Since we are addressing our content to different age groups of students, its complex.

For example, in his theory of cognitive growth, Piaget describes five stages of cognitive development. Our content development team work on three of the developmental stages of children which are:
4-7 years: intuitive thought
7-11 years: concrete operations
11-15 years: formal operations

They focus on age-appropriate contents and manage to sync the content with the specific grade curriculum standards of the country.

5. Encouraged learning:
Students are curious, they want to learn through playing and solving challenges. To check their own levels and examine their abilities, they should be given some course-related playing and challenges. This encourages them to learn further and move on with the learned knowledge to another level of study.
Inn Epaath, we have vocabulary systems, lots of exercises, some interesting challenges and games to encourage a creative learning for students.

6. Fluid and sleek:
If there are lags while using the platform then obviously it’s not creating a good experience. So our developers work on to optimize the platform’s performance programmatically as well.

While we discuss these nooks and corners to mingle with the children’s perspective and design, it’s all about thinking that they are simple yet sensitive. A good e-learning platform should deliver them a good time to spend with knowledge which they will enjoy thoroughly and then come back again.