aelearn delivers to US Army in Blackboard
Home > aelearn delivers to US Army in Blackboard

We set out to build a highly interactive, self-paced, engaging learning experience–and we did just that! To make it all happen, our team leveraged Flash, video media, and SCORM. This project was delivered in the US Army’s Blackboard 9.1 instance. In a joint effort with the Academic Consortium for Global Education, eLearning Innovation, and Doublejump Interactive; Advanced E-Learning Solutions was tasked to provide E-Learning Technical Management, Programming, and SCORM consulting for the product. Our role included the following deliverables:

  • Project planning and techniques for Proof of Concept
  • Technical support for project team
  • Blackboard 9.1 course consulting and course setup
  • Graphic creation for Blackboard course and facilitator guide
  • Content population and management of XML assets on repository
  • SCORM consulting and implementation of JavaScript API interface between Flash and Blackboard
  • Quality Assurance for Flash components and content review
  • Army Acceptance Criteria testing (manifest, resources , metadata, and package validation) for SCORM packaging
  • Final delivery SCORM packaging and deployment in Blackboard


This project was no small feat. We wanted to build something that was totally innovative but also seamless in terms of user interface. A key aspect of the project was to implement the interface between Flash and Blackboard. We implemented calls to the SCORM API in Blackboard to allow the user to return to any module and continue where they left off. In addition to bookmarking, the object remembers scores, links clicked, and other user experience data. When a module is completed the total time spent in the module and the final grade is reported to the Blackboard gradebook. Another area of focus was to setup the object in such a way that users can interact with other Blackboard activities like the Wiki, Discussion forums, and the Journal without exiting the Flash module. Since it is unconventional to link outside of a SCORM package, these links are able to be changed in the content XML for easy re-location.

About the Project Design

The overall project goal was to deliver several competencies engaging learners in methods of Experiential Learning while experiencing Experiential Learning. The hope is to train trainers by demonstrating how exploration while learning with expand the possibilites and retention for a learner. The main areas of focus for this set of Competencies are:

  • Competency 1: Use Experiential Learning Methods (Active Learning)
  • Competency 2: Conduct One on One Coaching / Mentoring
  • Competency 3: Use Student Collaboration Techniques
  • Competency 4: Facilitation Workshop: Facilitate a Blended Learning Class
  • Competency 5: Facilitation Workshop: Facilitate a Distance Learning Training Session
  • Competency 6: Facilitation Workshop: Facilitate Self-Paced Instruction


The learner begins the journey by setting off on an adventure as a marathon runner in the famous Marathon des Sables. The Marathon des Sables is a brutal 153 mile race that takes a runner through traitorous terrain, dunes, salt flats, and rock gardens. Every year hundreds of the most conditioned runners in the world travel to the south Morrocan dessert to face 120 degree temperatures as they are faced with dehydration, malnourishement, and blistering feet. Above is an example of the map navigation that the learner explores in a single Lesson.

In Competency 2, our team even interviewed the real-life USA representatives for the race–Dreamcatchers: Jay Batchen and Lisa Smith! They guide the learner through the various challenges and share painstaking stories about the race.

Along the map are the various Challenges of each stage of the race. The learner’s overall performance is tracked and as they complete each task and reach the ending checkpoint, their health within the marathon is established. Each checkpoint assesses both the learner’s progress in the race and development of the learner’s new learning skills. Success with the learning will bring success in the race.

The learner must complete the challenges in order, but they have the option of returning to a given challenge once it has been unlocked. To unlock the subsequent challenges, the learner must view all of the pages of the given challenge they enter. A better score is given if they complete all aspects of each challenge. In the final challenge, the learner checks in with the Doctor and can review their progress from each checkpoint and then have the opportunity to return back to a checkpoint to increase their overall score.

The learner is shown content and asked to explore various websites, videos, and Blackboard interactions with other learners (e.g. wiki, discussion, and journals). Throughout the journey various challenges are given to the learner to make them think (learn through experience). For example, in the Backpack checkpoint a learner must decide which items to pack to advance them through a later challenge. But they must BE CAREFUL not to pack too much or they might get weighted down!

A Special Thank You!

Advanced E-Learning Solutions feels incredibly blessed to have the opportunity to work with this project team for Flash development, Instructional Design, and all other phases of the project. We have had a lot of fun and look forward to doing it again!