Enriching the e-Learning Experience
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Enriching the e-Learning Experience

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Best practices can be derived from game-design, story-telling and all other things addictive to make learning experiences rich, interesting and effective. ...

Best practices can be derived from game-design, story-telling and all other things addictive to make learning experiences rich, interesting and effective.

I share my thoughts on insights that can be derived from games, stories and social learning to create engaging learning experiences and welcome your comments on my blog - http://atulpant.blogspot.com

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  • Josh,

    Thanks for your comments and for the link to the article, ’Training Gen Y’. Just to be the devil’s advocate I do ask myself whether games, simulations etc are good only for surface learning (in which case the objective of using them would be to fire up the intrinsic motivation of the learner and later they will dive into deep learning through say reading).

    Or in future a 1,000 page classic will be available in a 3D simulative format and hence long hours of reading as a skill will not be required! After all there was a time when epics were passed on from generation to generation in aural formats like stories and songs. Hence, indeed it is the ’experience’ that determines the learning effectiveness - medium is the message!

    Food for thought.

    - Atul
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  • Atul,
    Great post. I agree with your assessment, we must enrich the e-learning experience in order to engage the user. Especially with the influx of Gen Y to the workforce. They play by different rules than previous generations and expect a much higher level learning experience. Your points also made me think of the Cone of Learning presented by Edgar Dale in the '60's, which graphically shows that material is retained far more through games and simulatons than reading and lecture.

    Josh
    http://www.rmgi.com/newsletter_01.php
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Enriching the e-Learning Experience Enriching the e-Learning Experience Presentation Transcript

  • Ideas for Designing Rich and Engaging e-Learning Experiences www.EnablingDimensions.com This presentation, with audio narration, is available at http://atulpant.bogspot.com
  • Learner Profile Distracted learners: - Blackberry and iPhones - T.V., DS and X-Box for the kids Concentration span is low y “email is something m “ Preference for bite-size info dad uses on’t “ if my friends d orth ‘DiggI t’ it is not w And if it is not on a screen it is hard to my while “ consume! h a co ol searc “ Yo uTube is eng ine “
  • On the other hand Expertise requires deep knowledge of a discipline - 10,000 hours of deliberate practice to become a world-class expert - This for a set of learners that would ideally like to learn one tweet a day!
  • Reducing the time to competence: Is it possible to become an expert with less than 10,000 hours of practice? Malcolm Gladwell -- it is possible, young tennis prodigies prove this You need: - Enriched learning experiences - Better Learning tools - Appropriate feedback
  • How to enrich the e-learning experience learn best practices from all things ‘addictive’ 1. Art of Story-telling: - Panchtantra, Arabian Nights - Characters, plot, language - Frames, irony, suspense
  • 2. Learn from Game-Design Principles - When skill is low & Challenge is high: Anxiety, Worry, Give-up - When skill is high & Challenge is low: Relax, Bored, Apathy - Optimal level of Skill & Challenge: State of FLOW - Games are addictive, they are designed to keep us in a state of Prof Mihaly Csikszentmihalyi’s Arousal or Flow concept of ‘FLOW
  • Lessons for Pedagogy from Game-Design Personalisation based on learning styles and type of intelligence, and Learning from games, personalisation based on Skill-level or Prior Knowledge (PK) - PK is low, Challenge is high = Anxiety, Worry, Give-up - Learner needs Scaffolding - PK is high, Challenge is low = Boredom
  • Game for Learning Examples of Educational Games
  • Using Games in Schools Learning Teaching Scotland www.ltscotland.org.uk
  • 3. Cool Form Factor - Delivery of learning on devices like game consoles, mobile or smart phones also makes the learning experience more engaging - Especially for young or distracted learners
  • 4. Social and Collaborative Learning Participation in knowledge networks, Communities of Practice & Learning Conversation platforms - To gain ‘prior knowledge’ - To deepen understanding
  • Sum-up We need enriched, engaging and participative learning experiences for today’s distracted learners We should learn from all things addictive to create such enriched learning experiences Glean best practices from story-telling, game- designing and collaboration Cool and funky delivery vehicles like game consoles & mobile phones further enhance engagement
  • About the Author Co-founder, www.TimelessLifeskills.co.uk Co-founder, www.EnablingDimensions.com Blog: http://atulpant.blogspot.com Email: atul.pant@timelesslifeskills.co.uk
  • About the Author Co-founder, www.TimelessLifeskills.co.uk Co-founder, www.EnablingDimensions.com Blog: http://atulpant.blogspot.com Email: atul.pant@timelesslifeskills.co.uk ou! I w elcome T hank y ur com ments. yo - Atul