One thing that I have struggled with over the past few years is the degree to which the different parts of my virtual and IRL selves should be integrated and advertised. I’ve aligned myself with the K-12 educational world for well over a decade now and have been hyper-aware of the importance of editing my professional presence to be as non-confrontational and non-controversial as possible. However, I feel that my outside interests inform my professional expertise AND are part of what make my instructional design more fresh and interesting.
And I guess the big reveal in this post is that I am a lady arm-wrestler.
I’ve got several personas that I wrestle as, but Schoolmarm is my first and most personal expression. Schoolmarm represents the darkest aspects of my teacher and ID personas. Judgmental, unkind, didactic, and unpleasant, Schoolmarm personifies all that I fear I might become, but hope not to. When I design instruction, I design in opposition to Schoolmarm’s angry and insecure disposition.
Rather than be embarrassed about this expression of crazed therapy, I’m going to embrace it. This love of play and pushing boundaries IS what makes me a great instructional designer.
For more information about the Ladies Arm Wrestling movement go to:
CLAW on Facebook
CLAW the Movie
I love this video. It’s funny and unexpected, but it also can inspire some thought about the intersection between mobile learning, training and authentic tasks (no, really!).
Mastery Learning is Transferable
That frog is really good at that game. Is anyone surprised? That’s what frogs do. The main knowledge transfer is from operating in 3D world to a 2D representation on a screen, but the game still exploits the frog’s rapid reflexes and tongue/eye coordination.
Platforms Change, Skills Remain the Same
The frog doesn’t care if that’s an iPhone or an HTC or a real-life fly. Its scanned the movement and the shape and wants to perform. Design for the task, not for the platform or the OS.
Without Satisfaction, Frustration Reigns
Finally the frog attacks the one 3D object that it can. It’s been denied a tasty treat multiple times when all of its experience tells it that that it should be eating a bug– not just a tidbit, but a critical part of its sustenance. As it fails to get its reward, its body language demonstrates greater urgency.
What are our lessons as designers here?
- Know what compels our learners — design activities that speak to their desires and strengths.
- Design platform- and device-agnostically– Exploit what makes them unique– touch screens, for example, but make sure that activities are high quality.
- Reward with authentic returns. Virtual awards won’t satisfy everyone, or at least not frogs.