This course really went in depth on how media and videos enhanced the learning process for Instructional Design. Web technologies change on a daily basis, so informal and implicit learning is necessary to keep up with the technologies of today.

My experience with Learning Communities goes back to 2005 when 3-Learning was a really new way of training as opposed to traditional classroom training in the Pharmaceutical Industry.  I first began by creating Facilitator Guides and Participant guides for Clinical Trial Management Systems.  The diversity of expertise was varied, as we worked with Clinical Data Managers, Doctors, Clinical Sites, and Clinical Trial Coordinators at different sites.

Frank Smith (1988) argues that children will learn to read and write if the people they admire read and write. That is, they will want to join the "literacy club" and will work hard to become members. Brown, Ellery, and Campione (1998) argue that there has been a change in the demand on schools, toward a goal of producing expert learners or "intelligent novices."

This change has been brought on by (1) increasing knowledge, such that no one can absorb in school everything they will need to know in life, and by (2) the changing demands of work, where technology can carry out low-level tasks, requiring workers who can think abstractly and learn new skills. So given that we want people who know how to learn, it follows from Smith's argument that children will learn to be learners by joining a "learning club."

I am an Instructional Designer for adults and I have not created very many computer based trainings for children, but based on personal experience, I LOVED reading and spent countless hours in the library. I enjoyed reading because Martin Luther King did the same as a child, going to libraries and reading.

After watching the TedTalk video for Wearables for 2023 ( The Disappearing Computer: An Exclusive Preview of Humane’s Screenless Tech | Imran Chaudhri | TED - YouTube )  I have been fascinated by how the computer has shrunken from a bulky desktop that has a person attached to a desk, to laptops, to iPhones, to AppleWatches, to a whole new technology that may not involve a physical device at all!  It is also interesting that the computing power has increased exponentially, as the size of the device has decreased.

My reflections with AR/VR go back to working on a project for Dow Dupont where the Plant Operations training used VR and Oculus devices to simulate emergency shut down procedures in the Chemistry labs.  Obviously, the training was more valuable for the workers as were able to virtually walk through the Chem labs and the plant and would know where the emergency escape routes would be by the color codes. 

Now that I have seen AR/VR technologies used in a real world sense, I would apply using the principles in the EDUCAUSE article to create real world simulations with a Smart Phone or a tablet to create training in a number of ways! 

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LDT 505 Integrating Mobile Technologies into Learning Environments

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LDT 527 Designing Constructivist Learning Environments