The document discusses principles for designing effective immersive e-learning experiences. It outlines 6 key design principles: focusing on applied knowledge over facts, hooking learners with engaging introductions, making content relevant to learners' contexts, providing exercises where learners make meaningful choices, introducing an element of risk, and using intrinsic feedback. It also discusses prototyping content through successive iterations to get the right level of instructional interactivity.
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…
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 .
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 .
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