Andragons - the Shape of Learning


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What shape is your classroom? Why? Join AgileBill Krebs and John "Pathfinder" Lester as we explore the criteria used to build your next teaching venue.

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Andragons - the Shape of Learning

  1. 1. © 2013 Agile Dimensions LLC
  2. 2. AgileBill Krebs Rockcliffe BOD Agile MOOC Agile Witness News™ Agile Journey Index 3D GameLab
  3. 3. John Pathfinder Lester Expertise 3D Simulations Online Communities Virtual Worlds Worked at Linden Lab and Harvard Medical School Neuroscience guy & Chief Learning Officer at ReactionGrid, the makers of Jibe “Our focus is education, working with academics and businesses to help develop immersive learning environments.”
  4. 4.
  5. 5. Andragon defined Noun. A shaped venue designed to facilitate Andragogy or work.
  6. 6. What shape is your classroom? Why? How do we tell others?
  7. 7. Two minutes of movie 18:30 – 22:00
  8. 8. Walk it
  9. 9. Walk it
  10. 10. Sky ?
  11. 11. Do we need faces?
  12. 12. Polar Caps Rotates, but is tilted a little bit Covered with clouds that are moving around Revolves around the Sun It is night at the other side But you can see lights from cities The Moon revolves around the Earth Why is it grey? Where did it come from? Do we ever get to see the far side? Visit soon, because the inhabitants are trying to make the planet devoid of life (Recommended: towel, sun screen, food rations, breathing apparatus, and NBC suit) About the Earth
  13. 13. What would you change?
  14. 14. Can flat be spatial?
  15. 15. 2d or 3d?
  16. 16. Thinktank. Why?
  17. 17. Campfire. Why?
  18. 18. Agile Hopscotch Walk it Metaphore by Pamala
  19. 19. Which to buy? Strange Familiar Programmable interaction Holodecks Dynamic creation TP Phantom Cam 3d Archetypes 0 Agency 0 Carbon 0 $14 / sqft 0 Too lazy to walk 0 $6,000 to India 0 Expen$ive tools “Habitology”
  20. 20. Principles 1.Design for Biology 2.Design for Culture “Pathfinder” John Lester
  21. 21. Biology Anchoring - memory Rooting - orientation Sound Gross Motor Movement Proximity Wide Horizon
  22. 22. Let’s flip Chat now. Read Later. Do & Discuss. Flipped!
  23. 23. Game Board GameBoard GameBoard GameBoard
  24. 24. Towards a Catalog Campfire Center of focus - ring topology implies equality of participants. Fire implies security Hopscotch (PC) Makes it clear who is speaking, who is next, and the agenda for their speaking segment Factory Implies ordered workflow Think tank (PC) Opens mind to novel ideas Meeting hall Traditional Mall Can convey meaning of content by XY placement TV Studio Imparts tacit role knowledge between moderator, panelist, and audience Pair station Bring interaction focus to two people and one shared object Stonehenge / Nexus Implies multi -portal configuration Simulation Metics, data, and interactive challenges presented to the learner, with or without agency (an avatar) Roleplay setting Learners are able to use Agency in addition to simulation to learn the lesson Arena Round gallery of slides where learners walk from poster to poster 1800s classroom eww! wooden chairs are ritalin for the 1800s - ouch! Cluster of Tables Like 6 learners per cluster of tables - for group breakout exercises - seen both in face to face and Gypsy decks Holodeck Switch between environments Library Information is presented spatially for browsing, and a searchable catalog is at hand. TV A view of a video - the learner sits and watches but cannot interact
  25. 25. Examples Arena Sandbox Sandbox Think tank Treehouse Stage Campfire Holodeck Factory TV Studio CourthouseKitchen Gallery
  26. 26. Read More Kapp, K. M., & O'Driscoll, T. (2009, December 30). Learning in 3D: Adding a new dimension to enterprise learning and collaboration. Pfeiffer. Hinrichs, R., & Wankel, C. (2011, October 3). Transforming virtual world learning (R. Hinrichs & C. Wankel) (Vol. 4). Emerald Group Publishing. Heiphetz, A., & Woodill, G. (2010). Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs. Hinrichs, R. J., & Wankel, C. (2012, February 15). Engaging the avatar: new frontiers in immersive education. Iap. Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Information Science Publishing. Aldrich, C. (2009, September 17). The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google. Pfeiffer. Sheldon, L. (2012). The Multiplayer Classroom: designing coursework as a game. Course Technology. Blascovich, J., & Bailenson, J. (2011, April 5). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. HarperCollins e-books. Erlandson, B. E., Nelson, B. C., & Savenye, W. C. (2010). Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments. Educational Technology Research and Development, 58(6), 693-710. Nelson, B. C., & Erlandson, B. E. (2012, May). Design for learning in virtual worlds. Routledge.Design for E-Learning in Virtual Worlds. Melson & Erlandson Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogy. On the Horizon, 17(2), 109-121. Dawley, L. (2007). The tools for successful online teaching. Information Science Publishing. //Tufte - pragmatic, beautiful evidence - look at his. For practitioner Tufte, Edward R, and PR Graves-Morris. The visual display of quantitative information. Cheshire, CT: Graphics press, 1983. Tufte, Edward R, and E Weise Moeller. Visual explanations: images and quantities, evidence and narrative. Cheshire, CT: Graphics Press, 1997. Tufte, Edward R. "Envisioning information." Optometry & Vision Science 68.4 (1991): 322-324. Tufte, Edward R. Beautiful evidence. Cheshire, CT: Graphics Press, 2006.
  27. 27. Watch More
  28. 28. Do More Rockcliffe
  29. 29. Contact Bill for More LinkedininBillKrebs or Skype AgileBill4d