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If you have examples of online activities / resources that exceeded your expectations - or bombed catastrophically – and you’re happy to share what you learned from it, please add a padlet note. If possible please include a link to your example(s) so that everyone can view and possibly comment.

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Cathy Moore's scenario examples are great - it overcomes the "here's a load of facts" approach to learning that can prevail in most online learning. This is an example of something that can be produced with low or no graphics but still be effective - it's all in the writing or the story.

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This is a fictional scenario to test some ideas. I wanted to show that it's possible to "teach" someone new information through scaffolded experience, rather than a presentation. Learn more about the ideas behind the scenario and its development in this blog post. The blog post describes how I used version 1 of Twine; the scenario below was produced using version 2.

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Can we let people learn new information from experience, or will they get too frustrated? Try this scenario to find out. You're a journalist rushing to a hot story in Zekostan, but your guide doesn't speak English. Can you learn enough Zeko to follow his directions?

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Scenario/Interactive Video example: What type of manager are you?

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Scenario/Interactive Video example: What type of manager are you?

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This example combines role play, story telling, ability to practice different choices and interactive assessment/feedback and although commercially produced can be easily replicated with a little planning e.g. mobile captured video shot and edited to fit the pre-planned story and interactions. Try it and think about how you might create something similar for your context and using your own tools - or perhaps you already have? Note: If you are using Chrome and it doesn't work try a different browser. You'll also find a blog post about this example on the e-learning heroes site https://blogs.articulate.com/rapid-elearning/interactive-video-e-learning/

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Blackboard Resource Community - 'Healthcare Academic Skills (HAS)'

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Blackboard Resource Community - 'Healthcare Academic Skills (HAS)'

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This is a resource bank designed to support healthcare students who are on placement and less able to access campus support. It contains over 150 resources (pdfs, videos, web links) broken down into folders according to 'academic skills'. This resource community was complied collaboratively with Nursing lecturers who identified  assignments and underpinning skills and asked the Learning Development team to add contextualised content and links. There are currently over 1,000 staff and students enrolled on the community which has been running for about 3 years and we are at the point of evaluating how it is being used by staff and students.

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Grammar Guru - Interactive grammar trainer for international university students

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Grammar Guru - Interactive grammar trainer for international university students

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Grammar Guru is an interactive academic grammar trainer built using Articulate Storyline and intended for use by international students at the University of Sheffield International College (USIC). This examples shows how gamification can be used to teach grammar, a traditionally dry subject. Students are taken on a journey in which they choose a character (guru) to serve as their guide. There are video lessons, review questions, a gamified quiz and proofreading practice. Most importantly, it allows student learning to take place with no teacher input whatsoever and as it is accessed as a SCORM package on the Blackboard VLE, student engagement and attainment can be monitored easily and centrally.

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Bad day at reception - generating random scenarios with Excel

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Bad day at reception - generating random scenarios with Excel

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I used this technique supporting GNVQ - it worked well because different students got different scenarios and it provoked a lot of discussion. They also wanted to keep pressing the buttons to see more scenarios - a kind of gamification (ps enable macros for it to work).

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I have always loved these kinds of things - learning by doing. The accessibility of some of these is a bit dodgy but for students with dyslexia/adhd etc they can be brilliant.

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By converting our sims to HTML5, we make them seamlessly available across platforms and devices. Whether you have laptops, iPads, chromebooks, or BYOD, your favorite PhET sims are always right at your fingertips.Become part of our mission today, and transform the learning experiences of students everywhere!

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This is an interactive game created by the Sociology department at the University of York which will allow you to role play through scenarios:  If you were in charge of deciding where to site the UK’s first nuclear power station, or whether to televise the coronation of Queen Elizabeth, what would you do? And what consequences (foreseeable or not!) would follow?
Created with Twine to research and find out how people evaluate, criticise, engage with and (sometimes) reject expert knowledge. This activity creates an experience for students, models a way of gathering data and engages students in meta-cognitive skills, observing their own and others' decision-making in action.

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More 'one trick pony' simulations that help reinforce specific skills or knowledge

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More 'one trick pony' simulations that help reinforce specific skills or knowledge

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These have YouTube support and teacher directions. This makes it possible to explore more sophisticated scenarios without getting totally lost.

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This is the old address of the page listing the labs on the physics aviary. Please update your bookmark to the new page. https://www.thephysicsaviary.com/Physics/Programs/Labs/find.php

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GNVQ - it worked well because different students got different scenarios and it provoked a lot of discussion. They also wanted to keep pressing the buttons to see more scenarios - a kind of gamification (ps enable macros for it to work).  

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It may be a video, but the designer has added prompts for the learner to pause the video and try out the exercise. Such a simple but effective way to ensure it's not just passive consumption.

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The Normal Distribution and the 68-95-99.7 Rule (5.2)