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Early Designs, Prototypes, and Learning Sequences for Exploration and Decision Making

  • Shalin Hai-Jew
Chapter

Abstract

During the early development phase, designers-developers may process the collected raw data and begin organizing the collected imagery; they may draft various learning objects, with full functionalities, in order to see how the objects look and how well the instantiated item compares with the original plan. They may experiment with item contents, sequencing, functions, style, and other features. This phase may be fleeting for some, but when observed with care, these processes may be informative to the ultimate project and beneficial to the learning. This chapter describes some ways to benefit from early designs and prototypes, to inform individuals of ways forward. After all, designs and plans look appropriate and clean and doable until they are tested in the real, and there are numerous discoveries to be made once the development work actually starts.

Keywords

Early designs Prototyping Learning object design Learning sequence design 

Notes

Key Terms and Definitions

#failfast

A silicon valley value to test new ideas quickly and identify quickly whether they will or will not work in order to advance to more constructive approaches

Curation

Management of a set or collection of object types

Draft

A preliminary version

Early designs

Any of an initial series of instantiated or expressed concepts for a particular (instructional) plan

Evolutionary prototype

An early design that evolves as understandings (of user needs, of technological contexts, and other information) change

Exemplars

An excellent or typical example

Learning object

A reusable component-based resource used for learning in different contexts

Paper prototyping

Using paper and pencil/pens for early designs comprised of drawings and text usually

Prototype

The first of a type or form, a model, an archetype

Throwaway prototype

An initial design created for learning and not for implementation, available for discarding

Wireframe

A digital prototype (of a website, application, or software program) that enables some observable behaviors/functionality and structures that mimic a real object

WYSIWYG

“What You See is What You Get” as a kind of technological design interface for authoring

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Additional Reading Section

  1. Budhai SS, and Skipwith KB. Best Practices in Engaging Online Learners through Active and Experiential Learning Strategies. New York: Routledge. 2017.Google Scholar
  2. Clark RC, and Mayer RE. E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. 4th Ed. Hoboken: John Wiley & Sons, Inc. 2016.Google Scholar
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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Shalin Hai-Jew
    • 1
  1. 1.Information Technology Services (ITS)Kansas State UniversityManhattanUSA

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