In the world of technology visualized in the recent blockbuster, Avatar, it is amazing to see how much emphasis is still being placed on "talking heads" in learning and training environments. People are excited to have a visual image of a person side-by-side with a PowerPoint Presentation, then add the possibility of text chat and/or voice-over conversation and people think they are experiencing a rich presentation.
The key to learning is engaging in positive learning activities, then in reflecting on these activities. The avatar (cartoon images displayed in 3D in many 2D and 3D "virtual worlds") does not hold a candle to the avatar bodies shown in Avatar--and those were computer-generated graphics with lots of visual reference points gleaned from the real actors the graphic avatars were portraying. A true avatar the incarnation of a deity changes in the consciousness of a culture. Quetzalcoatl is an example of an avatar in the ancient legends of Mexico.
The point is this, technology needs to engage the learners, getting them involved in positive learning activities. The 3D technology that was part of Avatar (the 2009 film) was intended to draw the viewer into the movie. It does a good job of this.
We need to do the same kind of thing when designing learning events, especially for adults. They need to be drawn into the action and to apply the skills and knowledge they are developing in the learning event to real challenges, then to reflect on how they're doing and be given time to improve.
In the Avatar film, the characters make recordings into a video log (like a blog). This is a reflective component that people need to do in an actual learning event.
Saturday, February 13, 2010
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