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ArtikelLeaner Stories and the Design of Authentic Instruction  
Oleh: Honebein, Peter C. ; Goldsworthy, Richard
Jenis: Article from Bulletin/Magazine - ilmiah internasional
Dalam koleksi: Educational Technology: The Magazine for Managers of Change in Education vol. 50 no. 04 (Jul. 2010), page 27-33.
Topik: Athenticity; Sory Arcs; Plot Events
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  • Perpustakaan PKPM
    • Nomor Panggil: E22
    • Non-tandon: 1 (dapat dipinjam: 0)
    • Tandon: tidak ada
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Isi artikelA primary goal of teaching, the authors state, is to help learners get their stories straight. To accomplish this, instructional designers set the story sraight by enhancing a story's authenticity to create what the authors call an "ah ha" moment rather than a "that's horsepuckey" moment. Designers most offer apportunities for individuals to engage in learning apportunities in ways that enable them to re-frame their own stories to be viable and coherent than those which were previously told. To that end, this article offers designers principles for increasing the authenticity of key story element: story arcs, plot events, characters , tasks, and environments. These principles have a vital influence on whether designed learning experiences have any impact on our learners' stories and, by extention, learner performance.
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