This week’s curated content includes links exploring the following:
- the differences between wireframing and prototyping
- how video games provide the benefits of play
- examples of how virtual reality is transforming the shopping experience
- an exploration of where microlearning fits into the learning landscape
- a breakdown of what makes a good scenario
- examples of the types of accidents that can occur when using VR
Wireframing Vs Prototyping: What’s the Difference? by Will Fanguy
The use of wireframes and prototypes is growing in our industry. Last week I was at the Learning Solutions Conference and had a couple of conversations with people about the topics. What I noticed in all of those conversations is that these two terms – wireframing and prototyping – were used almost interchangeably. I made a note to come back to this topic after the conference and share something that addresses the differences. Interestingly enough, I share this for two reasons. The first – wanting to explore the differences – I’ve already mentioned. The second is the example this represents for curation. My original intent was to blog about this topic, and then I thought “Chances are someone more qualified than me has already covered this”. It turns out someone more qualified did, and finding and sharing this resource was quicker and more effective than creating one myself.
Benefits of Play Revealed in Research on Video Gaming by Peter Gray Ph.D.
“Play” is something that is often discussed in the context of learning. There’s plenty of research exploring the benefits of play, but that understanding (or belief) doesn’t automatically transfer to all definitions. For example, many would not approach the value of play as openly if the play in question was video gaming. But the caution about video gaming may be overblown, and in truth video gaming may be filling in gaps that exist in play that have emerged in our culture in recent years. This research-based post explores these concepts and more.
Shopify betting virtual reality ‘will fundamentally change the way we shop’ by Tara Deschamps
VR and AR continue to emerge within the consumer landscape, often in surprising places. This article looks at how AR and VR are being explored within a context that almost anyone can relate to: Shopping. This article examines the use cases that these technologies can be applied to, which are great examples for those exploring VR and AR for learning. In addition, it’s another example of an almost ubiquitous experience that will further normalize AR and VR in our culture.
Learning in the Flow of Work by Josh Bersin
Despite it’s growing popularity in our industry, there is no one agreed-upon definition for what microlearning is. In situations like that, I often find it helpful to use comparisons to other things and looking at how two ideas are different. Understanding those differences in many ways helps us understand the individual items better. In this post, we look at microlearning in contrast to another concept – macrolearning. While I’m not sharing this as an endorsement of a single definition of microlearning, posts like this that compare it to other concepts will hopefully bring our industry closer to defining this concept.
Scenario design: The process by Cathy Moore
Branching scenarios are very common in elearning. Building these scenarios is a baseline skill for many instructional designers and developers. However, a mistake many in our field make is concentrating too much on how to build a scenario within our tool and not enough on how to build a quality scenario in itself. This post explores the process of creating a quality scenario for learning.
Accidents And Injuries In VR – The Best & Worst Of The VRFocus Team by Kevin Joyce
One of the first objections I hear from people considering VR is the concern about safety. The idea of someone putting on a headset that blocks out the physical world is a valid concern, and one that if not dealt with can result in the risk of injury. This post explores some of the potential physical risks that VR applications can create, which is helpful to those looking to avoid similar issues.
Immerse Yourself in VR, AR, and Simulations for Learning
After selling out in 2017, Realities360 returns to Silicon Valley in June 2018. Everything about the conference is expanded this year while still providing the smaller event feel and an environment where individuals and orgainzations that are early adopters of AR, VR, and simulation technologies can network and collaborate.
Realities360 will be a hands-on event that enables you to experience these technologies for yourself and engage in conversations about the opportunities these technologies open for learning and development. This is the event that enables training and education professionals, and our industry, to put these exciting technologies into context and harness their potential.
Join us in San Jose June 26 – 28 as we create the future together.