Open The Door

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2006 ASTD International Conference and Exposition Presentation--Co-Authored by Claudia Escribano and Heather L. Porterfield

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Open The Door

  1. 1. SU308—Open the Door to More Creative E-Learning<br /> Authored by <br />Claudia EscribanoPearson Performance Solutions<br />And<br />Heather L. PorterfieldAmerican Red Cross<br />ASTD ConferenceMay 2006<br />
  2. 2. Today’s Goals<br />Show you a process that will allow you to:<br />Generate more creative ideas<br />Use templates to turn ideas into innovative practice quickly <br />Establish better partnerships between clients and vendors<br />
  3. 3. Needs Analysis<br />Go!<br />Vendors: Find a Client, introduce yourself and ask them what they want to get from this session<br />You have two minutes!<br />
  4. 4. Needs Analysis<br />Give me creative ideas quickly<br />Tools to engage learners in both traditional and electronic environment<br />Using audiovisual more creatively<br />Results<br />
  5. 5. Case Study<br />The Goal<br />Develop and deliver a national training curriculum to enhance the capacity of non-governmental and voluntary organizations who respond to humanitarian needs following WMD/T incidents<br />
  6. 6. Raising the Bar<br />PurposeReason for being<br />IdentitySense of self<br />Values and beliefsWhat is important and true<br />CapabilitiesMethods, approaches, and strategies<br />BehaviorSkills and actions<br />EnvironmentContexts<br />Most e-learning aims to affect capabilities or behavior<br />The logical levels of learning, communication, and change<br />Model by Robert Dilts<br />
  7. 7. The Disney Strategy for Creativity<br />The Disney Strategy by Robert Dilts<br />Dreamer<br />Critic<br />Realist<br />
  8. 8. The Dreamer State<br />Purpose<br />Generate as many new ideas as possible and collaborate to get even better ideas <br />Activities<br />Incorporate movement, color, music, art, fun, games, spontaneity<br />Guidelines<br />No bad ideas<br />Anything goes<br />Break your usual routine—get out of the office<br />No project managers allowed<br />
  9. 9. Case Study<br />Dreamer Day<br />Lake Anne, Reston, VA<br />Ice Breaker<br />Brainstorming<br />Used the Walls<br />Play-Doh® and Pipe Cleaners<br />Lake Anne Tour<br />Art Gallery<br />Lunch at the Cafe<br />
  10. 10. Get Into the Dreamer State<br />Honey Walk<br />Instructions:<br />Walk around in a circle according to the directions called.<br />
  11. 11. Rhythm Brainstorm<br />Brainstorm ways to make e-learning more engaging<br />Instructions:<br />We’ll give you a word<br />Start a slap-clap rhythm<br />Use the word as a starting idea<br />Go around in a circle<br />Say the first thing that comes to your mind within three claps<br />One person scribes<br />
  12. 12. Your Brainstorm<br />Look at the thoughts you came up with<br />Now, pick one or more that you think will help your group decide how to make e-learning more engaging<br />Add on to that idea with free-form brainstorming<br />
  13. 13. Case Study<br />Dreamer Day—Outcomes<br />Lots of Ideas!<br />Interface<br />Instructional Strategies<br />Words of Wisdom<br />Interactivity<br />Change Agent<br />Immersive Scenario<br />Themes<br />Creative Approaches<br />
  14. 14. Alpha Aerobics<br />As you say each letter, lift your arms in the direction indicated by the arrow.<br /><ul><li>Right
  15. 15. Left
  16. 16. Forward (both arms)</li></ul>Directions<br />
  17. 17. Alpha Aerobics<br />A<br />B<br />C<br />D<br />E<br />F<br />G<br />H<br />I<br />J<br />K<br />L<br />M<br />N<br />O<br />P<br />Q<br />R<br />S<br />T<br />U<br />V<br />W<br />X<br />Y<br />Z<br />
  18. 18. The Realist State<br />Purpose<br />Determine a practical plan for implementing our ideas <br />Activities<br />Determine criteria<br />Evaluate ideas<br />Define creative approach, interface, instructional strategies<br />Determine next steps<br /><ul><li>Guidelines
  19. 19. Does this idea meet our goals and criteria?
  20. 20. How can we use what we already have?
  21. 21. Bring in the project managers and programmers </li></li></ul><li>Case Study<br />Realist Day<br />Conference Room<br />Set Criteria<br />Evaluate Ideas<br />Apply Templates<br />Integrate Ideas<br />Agree on Design Decisions<br />
  22. 22. Evaluate Your Ideas<br />Identify ways to make e-learning more engaging<br />Instructions:<br />Define criteria for evaluating ideas<br />Evaluate ideas<br />Look for ways to use any templates you have<br />Integrate your ideas<br />
  23. 23. Case Study<br />Realist Day—Outcomes <br />An Overall Design<br />Creative Approach<br />Theme<br />Curriculum Structure<br />Instructional Strategies<br />Templates<br />
  24. 24. Break State Activity<br />Instructions<br />Find an open space in room, approximately arm’s length from others.<br />Take a deep breath and stretch to the ceiling.<br />
  25. 25. The Critic State<br />Purpose<br />Fine-tune the design <br />Activities<br />Create design plan<br />Review and update design plan<br />Guidelines<br />What can we do to make this better?<br />
  26. 26. Case Study<br />Critic State<br />Writing the Design Plan<br />Reviewing and Approving Design<br />Editing/Updating the Design Plan<br />
  27. 27. Capture Your Solution<br />Write down ways to make e-learning more engaging<br />Instructions:<br />Using the “Design Plan” template provided, write down your ideas for making e-learning more engaging<br />As you write them down, determine ways to make the ideas even better<br />Hand in your ideas<br />We’ll post all ideas to our Creativity Blog: <br />http://openingthedoor.blogspot.com <br />
  28. 28. Case Study: Critic-Outcomes<br />Critic—Outcomes <br />Approved Design Plan<br />Strong Relationship with Our Client<br />
  29. 29. Demo<br />
  30. 30. Summary<br />Aim to engage learners at the level of values and beliefs, identity, and purpose<br />Set aside separate times and places for the three key elements of creativity: brainstorming, implementing, and fine-tuning<br />Use your environment and activities to set your physical, mental, and emotional states to achieve your goals<br />Include the Dreamer in your design planning process<br />Include your clients in the design planning process<br />Use templates as catalysts for creativity<br />
  31. 31. Question and Answer<br />Any questions?<br />
  32. 32. Contact Information<br />Open the Door Blog:<br />http://openingthedoor.blogspot.com<br />Claudia EscribanoSr. Instructional DesignerPearson Performance SolutionsClaudia.escribano@pearson.com703-707-0278<br />Leslie NicholsonLMS Product ManagerAmerican Red CrossNicholsonLes@usa.redcross.org202-303-4582 <br />

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