Project Ingredients
Process Considerations
Faculty
- Faculty is required to have previous experience with online and/or virtual environments.
- Faculty should have ideas for developing good virtual experiential learning assignments.
- Faculty should structure assignments around a virtual experiential learning activity.
Logistics
- Demographics
- Universities need to determine their demographics (faculty & student) to isolate their target market.
- Access to technology and web development
- Web, design, and/or game development software will be necessary to create an experiential learning assignment.
- Goals
- Each experiential learning assignment needs to have a clear project management plan and a defined desired outcome.
- A timeline and benchmarks
- It is necessary to set clear deadlines for specific tasks and to measure progress.
Turn Concepts into Minimum Viable Products
- Create a product that has enough features and functions to be useful to early users.
- Fail faster
- Do not hesitate to create an alpha version to begin testing internally.
- Use early testing to learn, adapt, and create a better beta version quicker.
- Then use early beta testing to learn, adapt, and create a better final product.
- Test often
- Test the assignments frequently with faculty and students.
- Create critical paths for functional success and severe failures.
- Determine the sequence of dependent tasks that form the straightest route to success.
- Then determine the point at which would be considered failure
- SMART goals.
- Set goals that are Specific, Measurable, Attainable, Relevant, and Time-based.
- Review costs and resources
- Determine your level of technical skills, budget, timeframe, and access to the necessary tools.
- Ask the critical questions, such as:
- Do we have the technical skills needed to achieve this project?
- Can we gain access to the necessary subscription services?
- Can the project be completed in the time available?
- What are the goals and objectives of the assignment?
- What’s important to the instructor?
- What should the student learn?
- How should it make the students feel?
Empathy Research
- Experience mapping
- Create separate thought process maps that illustrate how students, faculty, and developers will experience the assignment.
- Use these maps to determine the sequence of events.
Do Not Let Technology Be a Barrier
- Align the assignment with the technology’s strengths
- Virtualize hands-on activities
- Prioritize student-to-student interaction
Collaborate with Faculty
- Seek out suggestions from faculty involved in this project
- Actively find ways to get feedback
- “I was skeptical at first, but…”
- “I should have planned better for…”
- “My students’ experiences and outcomes from virtual EL were…”
- Be open to change
Technology and Design Limitations
- The tiered system cannot always be applied, for example:
- Some assignments may not have a cheaper, less complex that already exists to build from, but instead requires it be created from scratch.