3D Learning Archetypes

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    3D Learning Archetypes - Presentation Transcript

    1. Virtual Immersive Environments: 3D Learning Archetypes
    2. Learning Archetypes
      • Instructional Design in a 3D World
        • Avatar Persona (Personalization)
        • Guided Tour (facts)
        • Scavenger Hunt  (facts)
        • Group Forum (fact, concepts)
        • Conceptual Orienteering (concepts)
        • Operational Application (rules/procedures)
        • Role Play (principles)
        • Critical Incident (problem-solving)
        • Co-Creation (problem-solving, work creation)
        • Breakout Sessions (concepts, problem-solving)
        • Social Networking (concepts, rules, problem-solving)
    3. Avatar Persona
    4.  
    5. Guided Tour
    6. Self-Guided Tour
    7. Scavenger Hunt
    8. Group Forum
    9. Conceptual Orienteering
    10. Conceptual Orienteering
    11. Operational Application
    12. Operational Application
    13. Role Play
    14. Role Play
    15. Critical Incident
    16. Co-Creation
    17. Break Out Sessions
    18. Social Networking
    19. 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: Programmer Graphic Artist Instructional Designer Subject Matter Expert
    20. 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?
    21. 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
    22. 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
    23. Examples
      • Emergency Room Team
      • Team Selling
      • Combat
      • First Responders Activities
      • Compliance Activities
      • Event Planning/Coordination
      • Multiple Scenarios
      • Security (Building, Ports)
    24. Design
      • World
        • Where Does Event Take Place?
        • How Realistic?
        • What Needs to be Created?
        • What Objects will be Manipulated?
        • Can Items be Bought/Created?
    25. 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?
    26. 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?
    27. Design Debriefing
      • Who Conducts Debriefing?
      • What Will be the Focus?
      • How Does Instructor Observe?
      • Is it Provided in a Written Format?
    28. 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?
    29. Implement
      • Implement
        • Technical Issues
        • Navigational Instructions
        • Logistical Coordination
    30. Evaluation
      • Debriefing
      • Scoring
      • Grading

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