serve to give the user a better sense of the proper use of the app. ("Usability 101") **Also, "utility" - does the app "do" what the learner wishes/needs to do with it? - this is no small point. In an educational context, the applications should be geared towards certain specific, important learning objectives. These should be communicated and imparted to the learner through the use of the elearning app. Usability and utility are vital to the overall experience of learning. The word "experience" comes from the Latin for "out of trials" (ex-, out of & peri, trials). Out of trials comes experience; however, such "trials" should not be "trials by fire", nor should be people get "burned" on an application. Learning multimedia applications employ numerous forms of media for the purposes of facilitating learning and empowering the end user. The tools should be intuitive and useful. ===
NAVIGATION AND LEARNER CONTROLS: (Nielsen/Norman report, unless otherwise indicated)