Our aim in implementing the project was based on several stages: - offer several teaching methods in a single curriculum, adapted to the target students' curricula - design and produce this content using the 3 teaching methods selected (text-based, video-based and gamified) - enable a large and significant number of students in different computer environments to consult these modules - set up an anonymized Learning Analytics system to collect and centralize usage and consultation statistics, which we could study with a view to the profile and declared preferences of the students, as well as the impact of the training measured through upstream and downstream tests. - analyze these statistics and see what conclusions we can draw. - draw on these conclusions to create a best-practice training course for trainers.
The transfer of training methods to digital technology has greatly increased in recent years, accentuated by the Covid period and the widespread use of telecommuting, leading many trainers and educators to modify their teaching practices, and embark on the design of remote and asynchronous educational content. But to do this, trainers need to take into account the specificities of their audience, so as to create content that will be best assimilated. The objective of the UPTOOL project was to set up a Learning Analytics system to study and analyze the effectiveness of several teaching methods: text, video or gamified. The results of this analysis were then used to produce a guide to help trainers choose the teaching methods best suited to their audience.