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A Better Way to Design and Build Immersive e-Learning  Robert Penn [email_address] (800) 690-4259 x203
Agenda: Design principles ,[object Object],[object Object],[object Object]
What do we mean by immersive e-learning?
What do we mean by immersive e-learning? A model to describe a situation, event, program, or phenomenon.  An interactive simulation allows people to manipulate variables that change the state of the model. Examples include water/levee interactions, a Windows XP tutorial, a virtual automated teller  machine, and a model of the human nervous system. A simulation where the initial state has been set, and a goal (or goals) are provided. Examples include determining when to open flood gates if an area has already experienced heavy rains (water/ levee), how to find a file (Windows XP tutorial), how to make a withdrawal from an account (ATM), and how to administer an epidural for somebody with chronic back pain (human nervous. Students make decisions in a setting, trying to achieve a goal and different consequences lead to different decisions. The decisions impact the evolution of the story, ultimately terminating in either successful or unsuccessful outcomes. . . Simulation Scenario Branching Scenario Source: Wexler, S., Corti, K., Derryberry, A., Quinn, C., van Barneveld, A. (2008 ). 360 Report Immerstive Learning Simulations , The e-Learning Guild Research.
1. Focus on the right goal Table adapted from: Wilson, S. (1999). Job aid or training? In  B. Hoffman (Ed.),  Encyclopedia of Educational Technology.
1. Focus on the right goal (cont’d) Knowledge (facts/data) vs. Applied  Knowledge “ What do we want the learners to  do ?”
A Scene from  The Matrix: After a big fight, it’s time for the getaway…
A Scene from  The Matrix: After a big fight, it’s time for the getaway… Can you fly that thing?
A Scene from  The Matrix: After a big fight, it’s time for the getaway… Not yet…
Operator. Rrrring… Tank, I need a pilot program for a V2-12 helicopter.
Hurry!
Whirring computer sounds…
Let’s go
2. Hook your learners with your intro ,[object Object],[object Object]
2. Hook your learners with your intro (cont’d) ,[object Object],[object Object],[object Object],[object Object],[object Object]
3. Make content contextually relevant ,[object Object],[object Object],[object Object],[object Object],3. Make content contextually relevant
4. Provide task based exercises where learners can make  meaningful  choices ,[object Object],[object Object]
5. Introduce an element of risk ,[object Object],[object Object]
5. Introduce an element of risk ,[object Object],[object Object],[object Object]
6. Use intrinsic feedback ,[object Object],[object Object],[object Object]
Agenda: Design principles ,[object Object],[object Object],[object Object]
Questions? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Agenda: Methodology for creating effective e-learning ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How do you get the instructional interactivity right? ,[object Object],[object Object],[object Object],Static story boards
Prototyping example:  The objective ,[object Object],[object Object],[object Object],[object Object]
Round 1 Prototype A
Round 1 Prototype B
Round 2 Prototype
Round 3 Prototype
Round 4 Prototype A
Round 4 Prototype B
Round 4 Prototype C
 
Summary on successive approximation methodology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Agenda: Methodology for creating effective e-learning ,[object Object],[object Object],[object Object]

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Design Principles for Immersive e-Learning Simulations

  • 1. A Better Way to Design and Build Immersive e-Learning Robert Penn [email_address] (800) 690-4259 x203
  • 2.
  • 3. What do we mean by immersive e-learning?
  • 4. What do we mean by immersive e-learning? A model to describe a situation, event, program, or phenomenon. An interactive simulation allows people to manipulate variables that change the state of the model. Examples include water/levee interactions, a Windows XP tutorial, a virtual automated teller machine, and a model of the human nervous system. A simulation where the initial state has been set, and a goal (or goals) are provided. Examples include determining when to open flood gates if an area has already experienced heavy rains (water/ levee), how to find a file (Windows XP tutorial), how to make a withdrawal from an account (ATM), and how to administer an epidural for somebody with chronic back pain (human nervous. Students make decisions in a setting, trying to achieve a goal and different consequences lead to different decisions. The decisions impact the evolution of the story, ultimately terminating in either successful or unsuccessful outcomes. . . Simulation Scenario Branching Scenario Source: Wexler, S., Corti, K., Derryberry, A., Quinn, C., van Barneveld, A. (2008 ). 360 Report Immerstive Learning Simulations , The e-Learning Guild Research.
  • 5. 1. Focus on the right goal Table adapted from: Wilson, S. (1999). Job aid or training? In  B. Hoffman (Ed.), Encyclopedia of Educational Technology.
  • 6. 1. Focus on the right goal (cont’d) Knowledge (facts/data) vs. Applied Knowledge “ What do we want the learners to do ?”
  • 7. A Scene from The Matrix: After a big fight, it’s time for the getaway…
  • 8. A Scene from The Matrix: After a big fight, it’s time for the getaway… Can you fly that thing?
  • 9. A Scene from The Matrix: After a big fight, it’s time for the getaway… Not yet…
  • 10. Operator. Rrrring… Tank, I need a pilot program for a V2-12 helicopter.
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Notes de l'éditeur

  1. Though our company is called Suddenly Smart, we haven’t quite perfected the direct download to brain technique. With current technology, we can’t push the skills into someone’s head, it’s more of a pull process…learners need to want to learn – so having a motivational introduction to your course is crucial .
  2. Though our company is called Suddenly Smart, we haven’t quite perfected the direct download to brain technique. With current technology, we can’t push the skills into someone’s head, it’s more of a pull process…learners need to want to learn – so having a motivational introduction to your course is crucial .
  3. First off, let’s recap the 6 design principles to make our first point: Focus on the right goal – not just knowledge but applied knowledge Hook your learners with your intro Make content contextually relevant Provide task-based exercises where learners can make meaningful decisions Introduce an element of risk Use intrinsic feedback