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Design for Learning- Principles, Processes, and Praxis, 2021a

Design for Learning- Principles, Processes, and Praxis, 2021a

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<strong>Learning</strong><br />

Activity/Tool<br />

Project- or Projects/problems<br />

problem-based allow learners to<br />

scenarios appropriately<br />

struggle through<br />

arriving at a<br />

solution. The<br />

struggle area is<br />

essentially the<br />

zone of proximal<br />

development,<br />

where in<strong>for</strong>mal<br />

learning occurs.<br />

Coaching or<br />

mentoring<br />

programs<br />

Job aids,<br />

wikis,<br />

tutorials, or<br />

internal<br />

<strong>for</strong>ums<br />

Communities<br />

of practice,<br />

learning<br />

networks, or<br />

external<br />

<strong>for</strong>ums<br />

Exhibits,<br />

museums, or<br />

per<strong>for</strong>mances<br />

Description Strengths Limitations<br />

• Can address<br />

multiple learning<br />

objectives with a<br />

single problem<br />

scenario<br />

• Can be<br />

accomplished in small<br />

groups, thus<br />

alleviating the need<br />

<strong>for</strong> a high number of<br />

experts to provide<br />

guidance or help<br />

An example of • Close proximity to<br />

social learning, relevant expertise<br />

where a novice • Feedback that is<br />

can learn directly very specific, timely,<br />

from someone <strong>and</strong> personalized<br />

more expert. The • Often 1:1<br />

cycle of<br />

practicing/trying,<br />

receiving<br />

feedback, <strong>and</strong><br />

trying again is<br />

strongly<br />

supported by an<br />

expert who<br />

serves as a guide.<br />

A strong<br />

• Cost: minimal<br />

collection of • Speed: utility is all<br />

relevant<br />

that matters, so they<br />

resources is can be created<br />

generally quickly<br />

superior to • Crowd-sourced<br />

<strong>for</strong>mal<br />

in<strong>for</strong>mation is often<br />

instruction. In highly actionable<br />

contrast to <strong>for</strong>mal<br />

instruction, these<br />

resources require<br />

little cost, take<br />

little time to<br />

design <strong>and</strong><br />

produce, <strong>and</strong> are<br />

extremely tactical<br />

in nature.<br />

A community of<br />

practice is<br />

designed <strong>for</strong>, <strong>and</strong><br />

by, the interested<br />

participants<br />

themselves.<br />

Exhibits <strong>and</strong><br />

museums are<br />

open spaces that<br />

encourage<br />

exploration <strong>and</strong><br />

even learning<br />

through failure.<br />

At a per<strong>for</strong>mance,<br />

an individual<br />

learns through<br />

observation.<br />

• Cost: potentially very<br />

expensive to execute<br />

• Time: potentially<br />

very time-consuming<br />

to design, execute, <strong>and</strong><br />

evaluate<br />

• Time: often difficult<br />

to design a program<br />

that requires so much<br />

time of someone senior<br />

in experience<br />

• Challenging to find<br />

one (let alone many)<br />

individuals with<br />

seniority willing to<br />

participate<br />

• Potential lack of<br />

monitoring/governance<br />

• Because utility is<br />

most important, they<br />

can sometimes be<br />

poorly designed<br />

visually<br />

• Cost: typically free • Can be overly<br />

or inexpensive general (i.e., not<br />

• Typically more applicable enough)<br />

broadly applicable<br />

than in<strong>for</strong>mation in an<br />

internal <strong>for</strong>um<br />

• Maintenance &<br />

governance<br />

• Exhibits <strong>and</strong><br />

displays can be highly<br />

engaging<br />

• Socializing with<br />

other<br />

attendees/participants<br />

is common, thus<br />

inviting the social<br />

component of<br />

in<strong>for</strong>mal learning<br />

• Observational<br />

learning is also very<br />

effective (B<strong>and</strong>ura,<br />

2003)<br />

• Cost: entry can be<br />

potentially quite<br />

expensive<br />

• Time: to maximize<br />

learning at a<br />

per<strong>for</strong>mance or<br />

museum often requires<br />

multiple hours,<br />

minimum.<br />

<strong>Design</strong> <strong>for</strong> <strong>Learning</strong> 599

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