2. An argument for story telling “Learning objectives are wimpy A typical learning objective focuses on what each person supposedly needs to know, ignoring whether this knowledge will actually lead to useful action. Instead, to create elearning that changes real-world behaviour, we have to first identify what people need to do, and only then decide if there’s anything that they need to know. Identify the action, then the knowledge”(Source: Cathy Moore http://blog.cathy-moore.com/)
3. E-learning samples Crime scene game (web pages and hyperlinks) Laptop ports (images and hotspots – ARED/Captivate) Aids at 25 (text, images, hyperlinks) Choose a different ending (Youtube video + annotation)(How to annotate a Youtube video) Source: http://blog.cathy-moore.com/
4. ARED Hotspots – OHS example Hotspots – introduce yourself example ARED User guide (Source: Australian Flexible Learning Framework)
6. 101 Tipsa game to encourage collaboration Create a discussion Instructions include: The name of the game – 101 tips for ....... What to do – “contribute 5 tips about topic 1..... Deadline for contribution What’s in it for the learner – peer learning/collaboration What to do with the tips Facilitator categorises tips and adds them to a wiki page Participants can copy and paste at the end if they wish or you can provide as a PDF. Repeat activity with another topic or aspect of the topic (Source: SivasailamThiagarajan http://www.thiagi.com/email-101tips.html)
7. Depolarizera game to improve awareness about differing perspectives Round 1: Pick a topic about which there will be differing opinions Create a scale e.g. 1 = Very pessimistic – 9 = very optimistic Participants position themselves on the scale and explain their position Facilitator averages the responses. Round 2: Participants are asked to predict the average response
8. Depolarizer 2 Round 3: Winner announced Participants are asked to role play a position on the scale e.g. 1=very pessimistic, 9 = very optimistic, and make three statements about the topic from the perspective of their role Facilitator provides a web page with the role-played statements divided by very pessimistic and very optimistic Round 4: Participants review the webpage and state their current position on the topic e.g. The number 1-9 Facilitator calculates the average response Round 5: Participants predict the new average position on the topic Facilitator announces the winner (Source: http://www.thiagi.com/email-depolarizer.html)
9. C3POa game to encourage collaborative problem solving Set the open-ended challenge e..g how do you improve/increase ............... Participants provide 3 ideas each – they do not see each others ideas until they have posted (poll) Participants develop a personal priority list based on the pool of ideas (pool) Participants predict what they see as an actual priority list based on the group responses – leads to outcome (G. Salmon, 2002. E-tivities. The key to active online learning. RoutledgeFalmer, pp132-135.)
10. Half-lifea game to identify and synthesise a concept Pose a question about the concept/topic Round 1: Participants write their response/understanding in a specified number of words e.g. 50 words Round 2: Participants read the responses, reconsider their thinking and respond to the same question in half the words Round 3: Repeat and respond in half the words (G. Salmon, 2002. E-tivities. The key to active online learning. RoutledgeFalmer, pp132-135.)