The document outlines a learning design toolkit that provides different levels of support for developing learning content and evaluating its effectiveness. It includes features like content mapping, author workshops, prototyping content, and user testing. The toolkit helps define the scope of learning, ensure quality and consistency, gather feedback, and set expectations for the end product. It also provides options for more customized support like unique media, platforms, and in-depth user needs analysis to engage learners and address specific program needs. Evaluating the solution through prototypes, pilots, and collecting user input allows measuring the success and impact of the learning experience.
Oplægget blev holdt ved InfinIT-arrangementet Temadag om integrering af usability-arbejde i agile udviklingsprocesser, der blev afholdt den 6. maj 2014. Læs mere om arrangementet her: http://infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/hvordan_kombineres_agil_udvikling_og_usability-arbejde.htm
User testing allows marketers to verify whether users are seeing, feeling and doing what we want them to. Leslie Mohn, Director of User Experience Architecture, and Chris Kujawski, Connection Strategist, join Mike Osswald for a conversation about the importance of, and key methods for, observing user behavior.
www.hansoninc.com/summit
Better understand how to involve your target audiences during the design phase. Learn more about the research methods needed to ensure your target users will understand your product and can use it with ease before you invest time and money into the costly development phase.
Topics:
- Setting research objectives for the design phase
- Bringing your users into hands-on collaborative design activities such as paper-prototyping and card sorting
- Evaluating your design with users through usability testing, including in-person and remote testing
- Some of the tools available, including automated testing tools
In the last episode of Putting Users in UX, Steven and Terry dove into the mechanics of effective user research.
We began with tips for planning your research, including setting research objectives, choosing the right research methods, and recruiting participants.
Then we got into conducting research: the set-up, facilitating the sessions, and guiding participants appropriately to ensure you’re getting the insights you need.
Finally, we showed you how to capture and analyze your findings so that your research can be easily understood and used by the rest of the project team.
Oplægget blev holdt ved InfinIT-arrangementet Temadag om integrering af usability-arbejde i agile udviklingsprocesser, der blev afholdt den 6. maj 2014. Læs mere om arrangementet her: http://infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/hvordan_kombineres_agil_udvikling_og_usability-arbejde.htm
User testing allows marketers to verify whether users are seeing, feeling and doing what we want them to. Leslie Mohn, Director of User Experience Architecture, and Chris Kujawski, Connection Strategist, join Mike Osswald for a conversation about the importance of, and key methods for, observing user behavior.
www.hansoninc.com/summit
Better understand how to involve your target audiences during the design phase. Learn more about the research methods needed to ensure your target users will understand your product and can use it with ease before you invest time and money into the costly development phase.
Topics:
- Setting research objectives for the design phase
- Bringing your users into hands-on collaborative design activities such as paper-prototyping and card sorting
- Evaluating your design with users through usability testing, including in-person and remote testing
- Some of the tools available, including automated testing tools
In the last episode of Putting Users in UX, Steven and Terry dove into the mechanics of effective user research.
We began with tips for planning your research, including setting research objectives, choosing the right research methods, and recruiting participants.
Then we got into conducting research: the set-up, facilitating the sessions, and guiding participants appropriately to ensure you’re getting the insights you need.
Finally, we showed you how to capture and analyze your findings so that your research can be easily understood and used by the rest of the project team.
User Research for the Web and ApplicationsDani Nordin
In this workshop given for Skillshare, I discuss basic techniques and deliverables to help teams understand their site's users, organize content and visualize task flows.
User Research for the Web and ApplicationsDani Nordin
Update of a talk originally given as a Skillshare workshop. Given at BioRaft Drupal Nights in summer 2013, and to be given at UX Boston in September 2013.
Providing a compelling user experience is pivotal to developing a successful product. As a product manager, you are often tasked with difficult decisions that require a deep understanding of customer needs and how to deliver the best experience possible. User research is an effective way to both generate insights and validate direction.
In this workshop you will learn:
* The skills to effectively integrate user research into the product development process with a strong return on investment.
* How foundational user research can help product teams understand user goals, generate insights, and narrow focus.
* How to use research to evaluate and iterate on product concepts.
* How to validate design and product decisions to ready your product for launch.
User Experience Showcase lightning talks - University of EdinburghNeil Allison
Lightning talk slide decks from a University of Edinburgh User Experience event held 13 October 2017. Topics: User needs, Web strategy, Digital Standards, Edinburgh Global Experience Language, Current student UX case study.
UCD and Technical Communication: The Inevitable MarriageChris LaRoche
Presentation about the increasingly collaboration and needs of technical communication to work with and become competent within UX and UCD methods and principles.
Workplace Simulated Courses - Course Technology Computing Conference
Presenter: Angie Rudd & Kelly Hinson, Gaston College
What do our students need to learn to be productive in the workplace, to get a job, what skills do they need? The workplace has changed, leadership has changed, and the future is collaboration. This presentation will discuss the methods and tools used in two online project classes. We will show you how we take our learning outcomes and design online classes to simulate a workplace environment. These courses are designed to give students the most realistic workplace environment that we can in an academic setting. One course teaches Emerging Technologies by using teamwork and collaboration environments. The other course uses the System Development Lifecycle as a guide for students to complete an individual project with feedback and brainstorming from other students. The goals for the session are: demonstrating and discussing collaboration, showing how to include useful teamwork in an online environment, working as a collective team, sharing information and knowledge, encouraging suggestions and ideas, brainstorming, building in frustration on purpose, using peer feedback in projects, enabling team resources, and embracing roles and responsibilities. Attendees will walk away with a template of how to design a course for a workplace environment while meeting the learning objectives of the course.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
Ian Franklin from IdeaSmiths discussing fitting Usability Labs into Agile sprints.
Traditionally, usability labs took a long time to organise; often just a usability bug hunt and resulted in a lengthy report of recommendations that no one read and took weeks to produce.
This talk covers how to adapt the usability lab to include discovery and co-creation, yet still record results rigorously while completing analysis and reporting within a couple of days.
It also covers how to counter the common objections to user feedback (“its only 5 users”, “it’s just anecdotes”) and how to use the lab to get stakeholders on side.
User Research for the Web and ApplicationsDani Nordin
In this workshop given for Skillshare, I discuss basic techniques and deliverables to help teams understand their site's users, organize content and visualize task flows.
User Research for the Web and ApplicationsDani Nordin
Update of a talk originally given as a Skillshare workshop. Given at BioRaft Drupal Nights in summer 2013, and to be given at UX Boston in September 2013.
Providing a compelling user experience is pivotal to developing a successful product. As a product manager, you are often tasked with difficult decisions that require a deep understanding of customer needs and how to deliver the best experience possible. User research is an effective way to both generate insights and validate direction.
In this workshop you will learn:
* The skills to effectively integrate user research into the product development process with a strong return on investment.
* How foundational user research can help product teams understand user goals, generate insights, and narrow focus.
* How to use research to evaluate and iterate on product concepts.
* How to validate design and product decisions to ready your product for launch.
User Experience Showcase lightning talks - University of EdinburghNeil Allison
Lightning talk slide decks from a University of Edinburgh User Experience event held 13 October 2017. Topics: User needs, Web strategy, Digital Standards, Edinburgh Global Experience Language, Current student UX case study.
UCD and Technical Communication: The Inevitable MarriageChris LaRoche
Presentation about the increasingly collaboration and needs of technical communication to work with and become competent within UX and UCD methods and principles.
Workplace Simulated Courses - Course Technology Computing Conference
Presenter: Angie Rudd & Kelly Hinson, Gaston College
What do our students need to learn to be productive in the workplace, to get a job, what skills do they need? The workplace has changed, leadership has changed, and the future is collaboration. This presentation will discuss the methods and tools used in two online project classes. We will show you how we take our learning outcomes and design online classes to simulate a workplace environment. These courses are designed to give students the most realistic workplace environment that we can in an academic setting. One course teaches Emerging Technologies by using teamwork and collaboration environments. The other course uses the System Development Lifecycle as a guide for students to complete an individual project with feedback and brainstorming from other students. The goals for the session are: demonstrating and discussing collaboration, showing how to include useful teamwork in an online environment, working as a collective team, sharing information and knowledge, encouraging suggestions and ideas, brainstorming, building in frustration on purpose, using peer feedback in projects, enabling team resources, and embracing roles and responsibilities. Attendees will walk away with a template of how to design a course for a workplace environment while meeting the learning objectives of the course.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
Ian Franklin from IdeaSmiths discussing fitting Usability Labs into Agile sprints.
Traditionally, usability labs took a long time to organise; often just a usability bug hunt and resulted in a lengthy report of recommendations that no one read and took weeks to produce.
This talk covers how to adapt the usability lab to include discovery and co-creation, yet still record results rigorously while completing analysis and reporting within a couple of days.
It also covers how to counter the common objections to user feedback (“its only 5 users”, “it’s just anecdotes”) and how to use the lab to get stakeholders on side.
Take ideas you generated as solutions for the challenge out of your head (or the assignment page) and make them tangible to get feedback from stakeholders.
The 't' in tel software development for tel research problems, pitfalls, and ...Roland Klemke
At the core of TEL research are artefacts of digital technology, their design, implementation, application, and evaluation. Usually, these artefacts aim to fulfil a specific educational purpose and need to satisfy a number of requirements with respect to functionality, usability, scalability, or interoperability.
Software engineering is the discipline that structures, organises, and documents all aspects of the software development process in manageable steps. It explains all relevant stakeholder roles involved in the process and defines process models to handle the complexity of the software development process.
In research oriented projects, software engineering goals and research goals often collide: Software engineering strives to provide a fully fledged system with a complete set of functionality and a broad coverage of use cases. Research aims for evaluating testable hypotheses based on specific aspects of a system. This leads to the problem that the complexity of the design steps, complexity of the derived/developed solution contradicts easy to measure results. Furthermore, project contexts and research contexts often collide, leading to the question how to develop technology that fulfills development needs and research needs.
The lecture looks at typical situations, which occur in technology-oriented research projects and tries to show approaches to handle the inherent complexity within these.
References
Tchounikine, P.: Computer Science and Educational Software Design. Springer Berlin Heidelberg, Berlin, Heidelberg (2011).
Goodyear, P., Retalis, S.: Technology-enhanced learning Design Patterns and Pattern Languages. Sense Publishers (2010).
Mor, Y., Winters, N.: Design approaches in technology-enhanced learning. Interact. Learn. Environ. 15, 61–75 (2007).
Bjork, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media (2004).
Calvo, R.A., Turani, A.: E - learning Frameworks = ( Design Patterns + Software Components ). In (Goodyear & Retalis, 2010).
Wang, F., Hannafin, M.J.: Design-Based Research and Technology-Enhanced Learning Environments. Source Educ. Technol. Res. Dev. 53, 5–23 (2005).
Kirkwood, A., Price, L.: Technology-enhanced learning and teaching in higher education: what is “enhanced” and how do we know? A critical literature review. Learn. Media Technol. 39, 6–36 (2014).
Ross, S.M., Morrison, G.R., Lowther, D.L.: Educational Technology Research Past and Present: Balancing Rigor and Relevance to Impact School Learning. Contemp. Educ. Technol. 1, 17–35 (2010).
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. Feature Benefit What is it?
Standard
(all
projects)
Value –
added
(most
projects)
Top-end
(some
projects)
Content
mapping
•Defines scope of the learning
•Agreement on what will be covered
•Signed-off
•Spreadsheet containing topics and learning objectives √ √ √
Content plan
•Provides reassurance to the authors
•Saves time
•Consistency of quality
•PowerPoint presentation containing author guidance √ √ √
Author/editor
workshop
•Relationship building
•Authors can ask questions/express concerns
•Online or face2face meeting between ID and authors/editors √ √ √
Content
prototype
•Benchmark and ‘end’ product
•Set expectations re quality
•Sample session in draft format √ √
Learning needs
analysis
•Detailed analysis of learn requirements
•Precision of scope
•Research with users
• Summary of user findings √ √
Bespoke media
•Control over content
•Unique look and feel
•Specific to the programme
•Bespoke look and feel
•Film
•Animation
•Photoshoot
•Graphics
•Menu
√ √
Bespoke
platform or
technology
•Allows flexibility - uses non-standard technology
•Engage with different audiences
• Hub tenancy √
User acceptance
testing
•Allows users to feedback and contribute to design
•Opportunity to shape solution
•Ensures the solution meets user need
•Workshop outcome report
•Questionnaire, interviews or workshop with users
•Summary of user findings √
Pilot •Provides feedback on the solution
•Changes can be made in response to feedback
•Pilot session(s) available to select group for limited time
•Questionnaire and summary
√
3. Projection
rationale
It starts
with why…
Key questions
• Why are we doing this?
• What is the project trying to achieve? (clarity of
purpose)
• What is the problem we are trying to solve?
• What are the benefits to:
• Users of this learning?
• Patients and the NHS?
Sub questions
• What is in scope/out of scope?
• What is the timescale? What are the risks/issues?
• How does this fit with other initiatives?
• What are the other project phases?
• How do we define the content?
4. How do
we know
what
people
want?
Questions
• Is any user needs analysis work planned/complete?
• Anecdotal feedback:
• what do users like/dislike?
• How do they learn?
• What else do they use?
Tasks
• In groups draw a picture of someone who might use this
programme
or
• Complete the user profile exercise on the next slide
Need to ensure design meets user needs
5. User 1
• Demographic
• Prior experience
• Learning preferences
• Knowledge, skills
• Goals
• Interests and experiences
User 1
• Demographic
• Prior experience
• Learning preferences
• Knowledge, skills
• Goals
• Interests and experiences
User 1
• Demographic
• Prior experience
• Learning preferences
• Knowledge, skills
• Goals
• Interests and experiences
v
Outlier
• What is different from the
main user group?
• Demographic
• Prior experience
• Learning preferences
• Knowledge, skills
• Goals
• Interests and experiences
Tutors/supervisors/
others
• Perspectives
• Culture
• Working practices
• Administrator
requirements
• Collaboration &
communication
requirements
Icons made by Flaticon from www.flaticon.com
Primary users Secondary users
6. Activity
Key questions
• What will the user be doing? (activities)
• What will the user experience be like?
Sub questions
• Formal vs informal? Or a blend?
• How can we make it
meaningful/useful/relevant/interesting?
• Do you have any likes/dislikes (both method of
delivery and style)
• How do we make it good?
Activity
7. Assessment RecordActivityPresentationStructure
A formal course
DiscussionVideo/audio Infographic
Further readingResources
Tutorial Certificate
Action plan
Task
Offline activity
BadgeExperts
Downloads
Assessment
Think piece
Case studyInformation
ChecklistGuidelines
Simulation
Questions
Refresher
Diagnostic
Scenario
Reflection
Learning path
Informal activities
Blended learning Tips
Portfolio
Report
Journal
Practical
Curating
Problem solving
8. Key questions
• How will you know if it is working?
• How will you measure success/value/impact?
Sub questions
• Is a proof of concept, prototype or pilot required?
• Who will review this?
• How will the project be maintained?
• How will the project be updated?
Evaluation
10. Audience
User 1 User 1 User 1
v
Outlier Tutors/supervisors/
others
Icons made by Flaticon from www.flaticon.com
Primary users Secondary users
11. 2. Activity
Key questions
• Why are we doing this?
• What is the project trying to achieve? (clarity of
purpose)
• What is the problem we are trying to solve?
• What are the benefits to:Users of this learning?
Patients and the NHS?
Sub questions
• What is in scope/out of scope?
• What is the timescale? What are the risks/issues?
• How does this fit with other initiatives?
• What are the other project phases?
• How do we define the content?
Key questions
• What will the user be doing? (activities)
• What will the user experience be like?
Sub questions
• Formal vs informal? Or a blend?
• How can we make it
meaningful/useful/relevant/interesting?
• Do you have any likes/dislikes (both method of
delivery and style)
• How do we make it good?
Key questions
• How will you know if it is working?
• How will you measure success/value/impact?
Sub questions
• Is a proof of concept, prototype or pilot
required?
• Who will review this?
• How will the project be maintained?
• How will the project be updated?
1. Rationale 3. Evaluation
This tool kit can be adapted to use with clients. It includes prompts and worksheets to help establish the learning design. This should be used in conjunction with the Learning Design Document.
Instructional design is about applying agreed standards to a solution, learning design is about the ‘how the user learns aka design for learning.
Design for learning =
Pedagogically informed learning activities which make effective use of appropriate tools and resources
A range of activities associated with better describing, understanding, supporting and guiding pedagogic practices and processes. It is more about responding to new perspectives, work practices, ideas and less about new uses of technology
Focus on the pedagogy and activity of the user rather than the content
These slides are designed to aid this conservation, 3 part process 1. Audience, 2. Solution, 3. Resource Type
Edit the table as required to make client facing depending on budget/time/resource constraints.
Projects come in different formats, levels of information, most projects will follow a traditional route, with very few ‘top-end’ projects, but there still may be an opportunity to add some elements of learning design, either before (high) or after (low) the solution is defined. Learning design does not exist in isolation, it needs to be supported by graphic design/UX and technical speciation/support.
There is a worksheet for writing-up the answers to these questions if required – see slide. Kirkpatrick’s model helps to identify what it is you want the learning to do:
Reaction: engage learners in a subject relevant to their practice
Attitudes: modify learner’s perceptions of the subject
Knowledge/skills: change learner’s knowledge or acquire new knowledge/skills
Behavioural change: apply learning to practice
Organisational practice: wider changes to the organisation
Benefit to patients: improvement of health/wellbeing of patients
Most programmes will combine several of these elements, by clarifying and structuring the aims in this way content is easier to develop and evaluate.
User needs analysis will probably only apply to top-end project
Drawing a picture is a quick way to check you have understood something. Was it easy/difficult? Why? Did your group agree/disagree? Did you fall into group think/stereotyping? How many drew an able bodied person? White person? Etc
See next slide and the worksheet on slide x for a user profile exercise that can be completed in groups
Using the worksheet (slide x) ask steering groups to create pen portraits based on users. These should be broadly representative of age, gender, ethnicity, education, geographical location, access to technology and skills (academic and digital literacy).
Ensure ‘hard to reach’ users are included as outliers and consider secondary users such as tutors. Also any stakeholder requirements.
Do you have likes/dislikes (both method of delivery and style) – give examples (don’t have to be e-learning e.g. role play, visual aids, simulation)
Activity types – SMS, video, chat, searchable references, job aids, checklists, video, audio, podcasts, documents, infographics, images, flowcharts etc
What should the blend be? e-learning, face2face, experts, hard copy resources etc. informal or formal learning or a combination?
Integrated collaboration and communication social learning?
How do we make it look good? Users expect glossy, professional design so need to invest in good graphics and images
Instructional strategies– What techniques will you use in the e-Learning to facilitate learning? You can use any combination of design features, depending on the specific learning outcome it is intended to support. There are no specific design features relating to specific learning theories, pedagogical frameworks or instructional strategies. There are overlaps and it depends how a specific design feature is used.
Use worksheet slide x to draw or map out your programme. This is for guidance only to stimulate debate. The ‘tokens’ can go in any category, or the categories can be changed/removed, blank tokens should also be used.
We need to ensure the design fits all the topics – or decide on a coherent approach for different aspects of the programme.
Evaluating the learning design may include questions such as:
To what extent does the learning design:
Identify and build upon learner goals?
Take account of learners’ prior experience and understanding?
Engage learners e.g. how inviting is the activity?
Enable learners to experience the concepts/ideas/issues in a variety of different ways?
Provide opportunities to engage with colleagues?
Facilitate self-assessment and review?
Enable learners to reflect on their experience?
Enable learners to integrate learning into their practice?
Give learners a sense of control over their activities?
Quick user activity.
Complete offline using paper and tokens, or draw on blank paper