This course introduces what we know about how people learn or the science of learning. Science-based principles are translated into tangible practices that can be applied in the design of learning content and experiences. Four primary asset types audio, video, simulation, and conversation are introduced in this course and plans are created for future design and development. A focus is placed on considering these assets within an array of learning experiences. In addition, the U-Behavior™ HI-OD learning and teaching method is introduced and used in the course as a concrete example of how HI-OD assets can be used to impact and reinforce productive learning behavior.
Admission to the Organizational Learning, Performance and Change specialization or written consent of instructor.
James Folkestad is a professor and University Distinguished Teaching Scholar (UDTS) at Colorado State University (CSU) and a faculty member within the Organizational Learning, Performance, and Change (OLPC) Program in the School of Education.
He earned his Ph.D. in Educational Human Resource Development (EHRD) from Texas A&M in 1996. He is dedicated to the scientific investigation of how technology can be used to enhance learning, training, and innovative practice. His research has included the use of rapid visualization and prototyping technology to accelerate learning, collaboration, and production in both the manufacturing and construction fields. He is currently working on U-Behavior™ a HI-OD learning and teaching method that applies learning analytics to empower self-directed learners. His work also includes the use of serious games (educational video games) and to impact the strength and persistence of training and learning for the Intelligence Advanced Research Project Activity (IARPA). In addition, he is the Director of the Center for the Analytics for Learning and Teaching (C-ALT) a University Center dedicated to advancing the use of analytics to drive teaching and learning innovation.
James continues to consult with organizations on the use of technology for training and the potential use of electronic data and analytics for increasing the strength and persistence of training effects. He has authored over 40 peer reviewed research articles and his research has appeared in scholarly publications such as Advances in Developing Human Resources, Journal of Science Education and Technology, and Simulation and Gaming
Learn more at: http://www.edgility.net