What is "A strategy map for an online, virtual 3D learning workshop?" This is the initial planning document for the creation of this learning workshop to be conducted online in a Virtual 3D environment.
If the learning workshop is being prepared for a single organization it can be preceded by a learning needs survey. If the learning workshop is for multiple organizations, one of the initial steps is to invite ideas for learning needs for the workshop from these organizations. For this workshop, LinkedIn will be used to contact many of the professionals who may be interested in participating in the free workshop.
Another part of the initial strategy is to explore with Digitell and VirtualU to learn the capabilities available for learning activities on the VirtualU platform.
Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts
Saturday, March 6, 2010
Thursday, March 4, 2010
Learning Design--Strategy, Goals, Outcomes, Assessments
In designing learning programs, it is important to follow a strategy that includes goals, outcomes, and assessments.
Today learning programs can take place in multiple venues. Traditional classroom instruction, experiential classroom instruction, "asynchronous" ("stand-alone") computer-based or web-based training, "synchronous" ("real-time, interactive) web-based training, blended (a combination of classroom and web-based training, perhaps blending both asynchronous posting and synchronous dialog), Web2 design (including Wiki-based collaborative writing and dialogue). Other tools include virtual environments and virtual 3D environments (web-based where learners have avatars (iconic representations of themselves) with or without skills and knowledge specific to the context of the learning environment. Some learning can take place in Alternate Reality Game environments with activities focused on building the skills required to meet the learning goals of the program.
Regardless of the media platforms used to support the learning, learning design needs to follow the concept of strategy, goals, outcomes and assessments. Ideally the strategy will be based on an understanding of how we learn and of how important positive engagement in learning activity and reflection are to the learning process.
Today learning programs can take place in multiple venues. Traditional classroom instruction, experiential classroom instruction, "asynchronous" ("stand-alone") computer-based or web-based training, "synchronous" ("real-time, interactive) web-based training, blended (a combination of classroom and web-based training, perhaps blending both asynchronous posting and synchronous dialog), Web2 design (including Wiki-based collaborative writing and dialogue). Other tools include virtual environments and virtual 3D environments (web-based where learners have avatars (iconic representations of themselves) with or without skills and knowledge specific to the context of the learning environment. Some learning can take place in Alternate Reality Game environments with activities focused on building the skills required to meet the learning goals of the program.
Regardless of the media platforms used to support the learning, learning design needs to follow the concept of strategy, goals, outcomes and assessments. Ideally the strategy will be based on an understanding of how we learn and of how important positive engagement in learning activity and reflection are to the learning process.
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