3d learning archetypes
DESCRIPTION
This slide show provides visual examples of 3D Learning Archetypes from the book "Learning in 3D" Due to be published in January 2010TRANSCRIPT
Virtual Immersive Environments:Virtual Immersive Environments:3D Learning Archetypes3D Learning Archetypes
Learning Archetypes
Instructional Design in a 3D World1. Avatar Persona (Personalization)2. Guided Tour (facts)3. Scavenger Hunt (facts)4. Group Forum (fact, concepts)5. Conceptual Orienteering (concepts)6. Operational Application (rules/procedures)7. Role Play (principles)8. Critical Incident (problem-solving) 9. Co-Creation (problem-solving, work creation)10. Breakout Sessions (concepts, problem-solving)11. Social Networking (concepts, rules, problem-solving)
AvatarPersona
Guided Tour
Self-Guided Tour
Scavenger Hunt
Group Forum
Conceptual Orienteering
Conceptual Orienteering
OperationalApplication
OperationalApplication
Role Play
Role Play
Critical Incident
Co-Creation
Break Out Sessions
Social Networking
Designing 3D Learning Events
Analysis Task Environmental
Design World Instructional Event Activities Debriefing
Develop World Instructions
Implement Technical Issues Navigational Instructions Logistical Coordination
Evaluation Debriefing Scoring or Grading
Design Team:ProgrammerGraphic Artist
Instructional DesignerSubject Matter Expert
Design Team:ProgrammerGraphic Artist
Instructional DesignerSubject Matter Expert
Analysis
What are you tying to teach? What is best taught in a 3D environment? Why choose a 3D world over another tool? What tasks might be effectively taught in a 3D world?
Analysis
Affective Domain (emotion) Stress Uncertainty/Unknown Fear
Requires Group Coordination Requires Real-Time Interaction Accomplishing Tasks Under Pressure Group and Individual Performance Rehearsal is Potentially Dangerous or Costly High Degree of Realism for Event
Analysis
People-to-People Interaction People Make Bad Decisions People Get Mad People Say/Do Stupid Things Pressure Can Dull the Senses Real-Time Interactions Add Pressure
Examples
Emergency Room Team Team Selling Combat First Responders Activities Compliance Activities Event Planning/Coordination Multiple Scenarios Security (Building, Ports)
Design
World Where Does Event Take Place? How Realistic? What Needs to be Created? What Objects will be Manipulated? Can Items be Bought/Created?
Design
Instructional Event What Happens First? How Do Learners Interact (Voice/Text)? Where Do You Want Event to Go? What are the Desired Learning Outcomes? Do You Add Pressure Elements (time, score)? How Realistic Do You Want Actions?
Design
Activities What Do Learners Do? How Do They Receive Instructions? How Do They Know What to Do? How are the Learners Going to be Observed? Do You Adversely Impact Health? How Will You Score Success? How Explicit are Your Instructions?
Design Debriefing
Who Conducts Debriefing? What Will be the Focus? How Does Instructor Observe? Is it Provided in a Written Format?
Develop
Storyboard 3D World? What Elements Go into World? Instructions
How Do the Learners Know What to Do? Are Instructions Text or Audio-Based? Does World “talk” to Learners?
Implement
Implement Technical Issues Navigational Instructions Logistical Coordination
Evaluation
Debriefing Scoring Grading