This workshop demonstrated the Immersive Learning Experience Design (ILXD) design model that leverages the ‘engagement uplift’ in VR. The model incorporates tools to improve flow and foster empathy and methods to promote sensemaking and constructivism. Attendees experienced using the model first-hand by competing to win a design challenge using the model to develop a concept for an immersive learning experience.
7. Intend
“Empathize” questions that guide our design (about their knowledge, skills, confidence,
motivation, resources and tools, and learning preferences):
1. What drives our learners?What are their motivations and how can we access that? Why do they care?
2. How can we connect to our learners on a personal level?
3. How can we connect to our learner’s previous experience?
4. What do they want to see in how they experience the learning?
5. What prevents our learners from engaging with the information?What would they change?
6. How can we connect our learners to the big ideas so they are able to construct experiences that bring the learning
outcomes within their zone of proximal development?
A degree program or course delivered in a 'competency-based' taxonomy with on-demand learning experiences delivered entirely in VR supported with AI. The learner works 1:1 with an AI 'instructor' who guides them through the learner's individual learning plan that the AI created at the outset for the learner after it had a ‘getting to know you interview’ with the learner (fireside chat) and 'scraped the learner's public persona on the web’.
The learner and instructor NPC speak to each other, with the learner developing an intense embodiment and empathy as a result. With every interaction, the NPC becomes more familiar and more helpful (just like a human instructor could). The AI NPC instructor learns what the learner needs to do most and has an array of on-demand tools with which to help that learner (based upon their unique situation). It might be argument, it might be role-playing scenarios, it might be simple drill and kill with spaced repetition ... or any combination of many approaches.
This preso presents the argument for ILXD
Use anecdote of first time I tried VR as earthshaking realization as the first time I saw the web in browser
A degree program or course delivered in a 'competency-based' taxonomy with on-demand learning experiences delivered entirely in VR supported with AI. The learner works 1:1 with an AI 'instructor' who guides them through the learner's individual learning plan that the AI created at the outset for the learner after it had a ‘getting to know you interview’ with the learner (fireside chat) and 'scraped the learner's public persona on the web’.
The learner and instructor NPC speak to each other, with the learner developing an intense embodiment and empathy as a result. With every interaction, the NPC becomes more familiar and more helpful (just like a human instructor could). The AI NPC instructor learns what the learner needs to do most and has an array of on-demand tools with which to help that learner (based upon their unique situation). It might be argument, it might be role-playing scenarios, it might be simple drill and kill with spaced repetition ... or any combination of many approaches.
Each learning experience is different, not all inclusive or mutually exclusive
Nothing new here for ELT – this is a process similar to concept dev in game production
But, for most – it means a change in focus from assuming you do know – to instead assuming that you do not
A truly learner focused design thinking process takes longer and costs more, you must be willing to be wrong and start over
We are mitigating the added time and cost for this with a library of modular components
Concept Viz
Graphic Novel approach to ‘experience sketch’ that visualizes the experience from the perspective of the learner
With VR, immersion is easier to attain than to maintain
Recall your favorite movie or book. What is the story arc? Characters, locations, props, music, etc..
Entire course in-game
Workplace Experiential – could even be a clinical (EU example)
Strong Story Arc to support all elements
VR + AI + Direct Supervision of Instructor
Non-negotiable: Learner involvement throughout the process, playtesting
Modular library of playtested game features – reduces time and cost for the design thinking process