instructional design and elearning
https://www.eteachonline.com/blog
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more on instructional design in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
Digital Literacy for St. Cloud State University
https://www.eteachonline.com/blog
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more on instructional design in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
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more on instructional design this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
Heather Elizabeth Dodds
https://edtechbooks.org/id_highered/immersive_learning_e
The terms ‘extended reality’ or ‘cross reality’ refer to “technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs)” (Ziker, Truman, & Dodds, 2021, p. 56). Immersive learning definitions draw from Milgram and Kishino’s key taxonomy (1994) emphasizing the continuum of experiences that range from where a computer adds to a learner’s reality with overlays of information, or a computer experientially transports a learner to a different place and time by manipulating sight and sound.
three different design models (see Figure 3): the ADDIE Design Model (Branson, 1978), Design Thinking (Brown & Wyatt, 2010) from user experience (UX), and the 3D Learning Experience Design Model (Kapp & O’Driscoll, 2009).
Serrat (2008) defines storytelling as “the vivid description of ideas, beliefs, personal experiences, and life-lessons through stories or narratives that evoke powerful emotions and insights” (p.1).
The foundational theory for most XR experiences is experiential learning theory. In cases where users create within XR, constructivist learning theory also applies.
XR experiences can include a story arc (See Appendix D), a tutorial of user affordances, intentional user actions, and place the user into first or third person experiences (Spillers, 2020).
https://www.schoology.com/blog/flipped-classroom
Our 2018-2019 Global State of Digital Learning research study revealed some interesting insights about instructional approaches. It was taken by 9,279 education professionals from all across the country in various roles and districts.
When we look at instructional approaches most frequently used, the top ones are differentiated instruction (73.5%), blended learning (54.8%), and individualized learning (47.8%). And while flipped learning, personalized learning, and gamification command the most press, they aren’t being practiced as much as one might think. In many ways, this makes a lot of sense. These approaches require more time and resources than many of the others.
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more on Karl Kapp in this IMS blog
https://blog.stcloudstate.edu/ims?s=kapp
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https://www.facebook.com/groups/1526889350715555/permalink/5666658560071926/
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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
Kerry Lorette
Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!
https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/
excellent thread with a lot of materials:
https://tomprof.stanford.edu/posting/1419
construct3: https://www.construct.net/en
gamesalad: https://gamesalad.com/
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more on Future Trends in this IMS blog
How can we best design learning experiences with technology? What are the possibilities of gaming and education?
The Future Trends Forum will explore these questions with professor Karl Kapp of Bloomsburg University.
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