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Welcome to SuprasiteTMMethodologyThis session concentrates on the Development Phase tasks and Guidelines for creating content for the Participant Guide and Instructor Guide, graphics, support materials, and assessment tools (tests). Pilot testing the program and determining next steps are also addressed. Discussion and activities emphasize the interdependence of the Design Phase outputs and the development effort. Workshop Purpose and GoalsThis session is designed to help participants: · Become familiar with the Development Phase Guidelines by participating in a series of selected activities. ·
Identify the interdependence between the Design
and Development Phases. ·
Recognize the criticality of the Design Phase
outputs to the smooth development of education programs. ·
Identify tasks that can be performed concurrently
to speed course development. Participants’ GoalsAsk participants to record their reasons for attending this workshop and what they hope to achieve or learn in the Development Phase session. Welcome and BriefingSession OverviewActivity purposeAfter briefly reviewing what has been covered (about both the Training Guidelines and the client situation) and accomplished thus far, the Development Phase tasks and related Training Guidelines are introduced. procedure·
Have the participants turn to page D-2 of their
participant guides. ·
Introduce the goals of this session. ·
Review the Development Phase tasks in the guide
with the participants, and direct their attention to the development section of
large Process Map. ·
Explain that the Development Phase activities
emphasize the versatility of the Training Guidelines. ·
They are not “hard and fast” rules; they can be
adapted for various types of courses. ·
The challenge is for the participants to
determine when and how to appropriately apply the Guidelines. ·
Explain that, while it would not be possible to
develop the course during this session, they will have opportunities to: ·
Develop portions of a course ·
Review and evaluate sample course materials
according to the Training Guidelines ·
Point out that they will also become familiar
with the Guidelines through other “hands-on” activities. Materials·
Development Phase map transition·
Explain that (as defined in the Training
Guidelines) you will begin with the tasks for building the participant
guide: ·
Write the content
2.
Create learning activities
3.
Develop graphics ReviewActivity purposeThis activity emphasizes the importance of the three “Cs” in writing course material – content, consistency, clarity. It also presents opportunities for participants to become familiar with the recommended formatting Guidelines and how they can be adapted to various types of courses. procedure·
Have the participants turn to page D-3 of their
participant guides. ·
Distribute samples of content from different
courses. ·
Ask participants to take a few moments to scan
them. ·
Discuss how closely the samples reflect the
Guidelines.
·
Discuss the adaptability of the Guidelines for
different types of content: ·
Technical skills ·
Computer systems ·
Processes ·
Procedures ·
Policies ·
Management, facilitation, presentation, or
leadership skills ·
In your discussion, be sure to address level of
content detail and layout options. Materials
·
Content samples for review Transition
·
The next task is to create the learning
activities.
·
Point out that this task can be done concurrently
with writing the content, since each team member would have the necessary
Blueprints. ·
Concurrency depends primarily on logistics, such
as schedule and available resources, as well as course type, complexity,
etc. Instructor Note: This is an optional activity as time permits. Small Group Activityactivity purposeThis activity provides the opportunity for participants to become familiar with the Training Guidelines as they create learning activities for the scenario-related course being developed. procedure· Have the participants turn to page D-4 of their participant guides. ·
Divide class into small groups. ·
Make sure the participants have their (Game Show
Prize Coordination for the Producer) Course Blueprints for reference. ·
Each group is to review the Course Blueprint and
to create an activity for a selected task as specified in the document. · Share the activities during class discussion at the end of the activity. Materials· Colored paper, markers, transparencies, etc. Deliverables· Completed learning activities transition· With the content in place, the graphics can be developed. ·
Explain that these three tasks can also often be
accomplished concurrently, but the logistics and course-specific factors,
mentioned in the previous task, will determine the likelihood of this
happening. Specifying and Creating Graphicsactivity purposeThis activity is designed to help participants: · Recognize when it is or is not appropriate to include graphics. ·
Communicate their ideas to a graphics
designer. ·
Apply the training Guidelines when developing
graphics. procedure· Have the participants turn to page D-5 of their participant guides. ·
Introduce the activity by explaining that: ·
In the Design Phase, the layout of the course
guides – including the basic design for graphics/overheads – was specified in a
Blueprint. ·
Explain what was specified in the Blueprint if
necessary. ·
While some graphics may have been specified
already, they will generally be designed, as well as created, in Development.
· Point out that this is a pair activity. ·
Direct participants’ attention to pages of sample
content on pages 6 of their participant guides. ·
Direct participants to decide which paragraphs
require and/or can be enhanced by the use of graphics. ·
They are then to specify (in a combination of
written words and diagram) what the graphics should/could be. ·
It is important that participants realize that
their role in graphics development may vary from creating the actual graphic to
specifying what a graphics designer/artist will need to create. · They will exchange their graphics specifications with another pair, who will create the graphics. ·
They can draw the graphics themselves, or they
can cut pictures out of magazines and clip art books to show illustrations. · Share the deliverables and discuss. ·
Guide discussion to determine how closely the
participants’ work adheres to the Guidelines. ·
Emphasize the importance of conveying ideas
clearly and precisely. ·
Refer to the specifications they developed in the
activity to evaluate how closely the graphics reflect the specs. Materials· Magazines, clip art books, chart books ·
Colored markers, pencils and crayons ·
Scissors and gluesticks Deliverables· Graphics specifications ·
Completed graphics transition· In the Training Guidelines, review the “Checkpoints” for the three tasks just completed. ·
With the development of the participant guide,
they can now move on to the next task, developing the assessment tools. Activities
to Discover and Develop Creativity
All the world’s greats have been children who wanted the moon; running and climbing, they sometimes caught a firefly. But if one grew to an adult’s mind, that mind must see that it cannot have the moon and so, it catches no fireflies. John Steinbeck wrote these words in Cup of
Gold. Karl and Steven Albrecht, in The Creative Corporation, write about how scientists get a spacecraft on the moon; they don’t aim directly at the moon. Rather, they aim the rocket for the spot where the moon will be by the time the rocket gets there. The authors call this adaptive navigation - aiming at where you calculate something will be. Adaptive navigators have both conceptual thinking and creative agility. Karl and Steven Albrecht point out that the “brave new world of business we are entering” will require skills in adaptive navigation. That means accepting the fact that things will never be the same again. It means figuring out where you think the moon will be and aiming for it. Developing the habit of creativity can be a gift to yourself, your workplace, and to those around you. Here are some guides to help you on your journey to a richer and more creative ways of thinking and living. They aim to give you ways to invite people to catch some fireflies and aim for the moon by stretching their imaginations, perceptions, and possibilities... Relaxation “Most of us believe that our feelings determine our behavior, but the reverse is also true,” writes Michael LeBoef in Imagineering. “Our behavior can determine our state of mind. Making a conscious attempt to physically relax can bring about the relaxed mental state so essential for creative thought. Some techniques for getting into a relaxed state are: Loosen tight clothing, focus on deep, slow breathing, close your eyes and imagine yourself in a pleasant, tranquil setting, visualize the scene, taste it, and smell it completely. Modeling Another method to develop creative problem solving is to envision the process in a new way. Below is described an eight-step Creative Problem Solving model, based on the classic Parnes-Osborn model. The CPS model consists of the following steps:
Ideation or divergence (looking at many alternative, taking in the “big picture”) and evaluation or convergence (focusing) are key components of each step. A simplified model of CPS would consist of just three steps, Problem Finding (1,2,3 above), Problem Solving (4,5 above), and Solution Implementation (6,7,8 above). Each step expands with ideation (divergence) and narrows with evaluation (convergence). Observe The creative person looks for links and connections by taking diverse objects or attributes that produce another object, attribute, or situation. Be aware of similarities, patterns, and connections, as well as differences, contrasts, and unique features. The more new associations you form, the greater your chances of finding original combinations and solutions. Remember that most important aspect of creativity is to maintain a childlike curiosity and don’t accept earth-bound limitations. you may end up catching your own fireflies - and maybe even the moon too. Discussionactivity purposeThis activity provides the opportunities for participants to use the Training Guidelines as they confirm appropriate assessment strategies and develop the tools for the course they are building. procedure·
Have the participants turn to page D-7 of their
participant guides. ·
Review the material in the Training
Guidelines. ·
Discuss their Assessment Plans and review the
Training Guidelines. ·
Ask ·
Are the assessment strategies valid and
appropriate for the content? ·
Do the assessment strategies meet the stated
criteria? ·
Be sure to address the roles of assessment and
evaluation of course effectiveness. ·
Through discussion, be sure participants
understand and can articulate the difference and similarities between assessment
and evaluation. ·
An assessment should reflect the degree to which
participants can “perform” the skills, knowledge, etc. that are presented in a
course. The extent to which participants are successful in this “performance” is
(largely) indicative of how effective the course was. ·
Assessment is a “test” (objective) where an
evaluation applies judgement. ·
Discuss the methods of assessing their
performance (and the effectiveness of the course) during a course, at the
conclusion of a course, and after a course (i.e., when the participants are back
“on the job”) ·
Note the Types 1 and 2 Evaluation Guidelines in
the Evaluation section of the Training Guidelines. transition
·
Explain that they will now develop the instructor
guide. ·
Point out that the instructor guide can be built
concurrently with the participant guide. It is not necessarily a sequential
series of activities. Writing Instructor Notesactivity purposeIn this activity, participants will become familiar with the Guidelines for creating instructor guides as they review samples and then share ideas for writing instructor notes for selected content. Through these activities, they should recognize the value of instructor notes to facilitate instruction and support consistency of the delivery. procedure· Have the participants turn to page D-8 of their participant guides. ·
Facilitate discussion by asking participants… ·
If they typically develop instructor guides and
why (…they do or don’t). ·
What their instructor guides include (list on
board). ·
The level of detail (e.g., scripts) in guides
they’ve built. · Show samples of instructor guides for participants to review, and ask them to compare the samples with the Guidelines. · Identifying best practices to developing instructor guides. ·
Solicit participant ideas, tips, recommendations
for writing instructor notes. ·
You may want to record their input on a chart
include what works and what doesn’t. Materials· Samples of instructor guides (paper and overheads) Deliverables· Instructor notes transition· Conclude development of participant and instructor guides by emphasizing how integral these documents and supporting materials are to a course. Think TankaCTIVITY PURPOSEA valuable pilot requires careful, thorough planning and follow-up. This activity attempts to direct participants to those tasks. It also addresses the Guidelines associated with Type 1 Evaluation. PROCEDURE· Have the participants turn to page D-9 of their participant guides. ·
Explain that they will not be piloting the
course, but will examine the activities associated with this task. ·
The background… ·
College courses aren’t generally piloted. ·
There’s a lot “riding” on this course, however;
and the client (MBEU) needs some assurance that it will work. (i.e., achieve the
expected results as stated in the TPOs and EOs). · The problem… ·
Can they pilot the course, Game Show Prize
Coordination for the Producer? ·
If yes, then how will they be able to
logistically pilot the course? ·
How do they plan, carry out, and
follow-up/evaluate the pilot? ·
In small groups, participants are to quickly
generate some solutions (steps/activities). ·
Review everyone’s answers. · Note in particular the post class debriefing guidelines found on pages 5-10 - 5-14. Deliverables·
Completed list of steps and activities. TRANSITION·
Move directly to the review. PresentationACTIVITY PURPOSEThis session closes with a discussion aimed at reinforcing the interdependence between the Design Phase outputs and the work that needs to be completed during Development. It also reviews the ID Guidelines and accompanying support pieces (i.e. templates), with emphasis on their value. PROCEDURE· In a class discussion, review: ·
The ‘Workshop Map’ for this session on the last
page of their participant books. ·
The support/productivity tools · Guide the discussion to ensure that the purpose of this wrap-up is achieved. ·
Distribute Development Phase Maps. Materials· Development Workshop Maps Transition· Once a project has been completely designed and developed, you will be ready to move on to delivering the final product. This workshop focuses on the fourth phase in the instructional design process where final instructional materials are produced and delivered to the client. This includes everything from selecting a vendor to produce materials to managing the ongoing classroom environment and supporting the transfer of training after the course has been completed. After a brief review of the Delivery Phase, participants will engage in an activity to familiarize them with the associated Training Guidelines. Session Purpose and GoalsThis session is designed to help participants: · Become familiar with the Delivery Phase Guidelines by participating in a specialized interactive activity. · Recognize the Delivery Guidelines can help enhance course implementation and effectiveness as participants apply consistent steps and actions throughout the delivery process. Participants’ GoalsIn the space below, record participants’ reasons for attending this workshop and what they hope to achieve or learn in the Delivery Phase session. Workshop OverviewActivity PurposeThis activity provides the participants an opportunity to become more familiar with the Delivery Phase about to be covered by the game. Procedure
· Have the participants turn to beginning of the Delivery Section in the Training Guidelines. ·
Ask the participants to skim over pages 4-2
through 4-18. ·
Discuss any general questions participants may
have about what they just read. ·
Ask them not to go into details as you will cover
those in the next activity. · When they have finished reading, inform them that they will now play a game based on this information. Transition
·
Explain that after completing the reading they
now see how having a standard set of Guidelines can help to organize their time
more efficiently. ·
To make what seems like rather rudimentary steps
more memorable we have a fun game planned that will show how important delivery
specific activities are. Start The
Game!
This game is based on the Game of Life which some of the participants may have. The object of this game is for them to navigate their way through all the tasks and steps of Delivery, gaining awards along the way until they may reach Vacation Acres. Like in a real project, they may encounter setbacks or advantages. And, as in the Game of Life, the first one to Vacation Acres wins an extra reward! Procedure· Introduce the activity and have the participants pair up. ·
Ask the participants to keep the Training
Guidelines handy, because at any time they might need them as a reference. ·
Bring out the game board and set it up in the
middle of the room. ·
Have pairs choose a car and place a colored peg
in the driver’s seat and passenger seat to represent themselves. ·
Ask them to make the decision to... 1) Take an internship + Individuals get more choices in their career and salary range. ·
They must borrow $40,000 from bank to fund their
project. ·
They will not be in the lead for Vacation
Acres. 2) Take a fast track. + Individuals get a jump on the competition to finish the project and get the rewards of Vacation Acres first (they delegate the responsibilities). + They do not need to borrow money to fund their project. ·
They do not get the opportunity to gain Awards on
the other route. ·
They do not get to select their salary/career
cards. · Have them place their cars on the appropriate space (intern/fast track) and give each pair $10,000 to start. ·
Explain that if they borrow money from the bank
during the game they must pay it back, plus interest, before the end of the game
or they will be sent back to the grindstone! ·
Ask the pairs to spin for the highest
number. The
pair with the highest number goes first and the plays continue around the room
to their left (clockwise). ·
Explain that if one person spins a number that
places him/her on an occupied space they proceed to the next available space
(unless it is a mandatory stop space). ·
Players receive their pay whether they land or
simply pass a payday space. ·
Awards are only received after the player has
completed the instructions on the space. ·
As an instructor, use the instructions/answers as
you guide the game along and check off each space as it is landed on, so you can
keep an inventory of the spaces that are missed and review the later. Materials
· Large game board ·
Cars ·
People pegs ·
Career cards ·
Salary cards ·
Vendor cards ·
Award cards ·
Flip chart and markers Transition· Now we are ready to begin the game. A - Fast Track Sign PostIf a player chooses to start on this space they... · Pick one career card. ·
Pick one salary card. B - Internship Sign PostIf a player chooses to start on this space they... · Pick three career cards - choose one. ·
Pick three salary cards - choose one.
C - Administrative Review - Stop SignAs players land on this space they must stop no matter what number they spun. · Pairs add an additional peg to their car. ·
This peg represents a new supervisor on their
project. · When the last person has landed on this space take a moment to review any spaces that were not landed on up until this point of the game.
D - Instructional Review - Stop SignAs players land on this space they must stop no matter what number they spun. · Pairs draw a card and select a vendor and pay whatever amount is listed on the card. ·
Pairs add an additional peg to their car. ·
This peg represents the vendor on their
project. · When the last person has landed on this space take a moment to review any spaces that were not landed on up until this point of the game. E - Production Signal (Green Light)
G - Focus On Professionalism SignpostAt this point the path goes in two directions and players may choose either path (neither is a wrong decision).
Pause after last person has passed this gateway and review any spaces or points that were missed in Beginning the Course.
After the last person has passed this gate identify any spaces/points that have been missed.
After the last person has passed this gate identify any spaces/points that have been missed.
If award chips are all distributed, give out $5000. Players add up their wealth and awards. Give the winner a t-shirt! Presentation and DiscussionActivity PurposeThis activity provides the participants an opportunity to become more familiar with the job aids at the back of the Delivery section in the Training Guidelines. Procedure
· Ask participants to open their Training Guidelines to pages 4-19 through 4-26. ·
Note the checklists provided for them so they
will not miss any important details. ·
Ask if there are any remaining questions or
issues about these lists and address them. ·
These checklists are included on their workshop
diskette. Transition
· Now that we have gone over all of the steps let us take a look at the Delivery as a whole. Facilitator PresentationActivity PurposeBefore closing this phase, it is necessary to summarize the key points and to discuss any concerns or issues. It is especially important that the participants: · Realize how the accompanying support pieces (i.e. checklists) will facilitate the Training delivery. Procedure· Have the participants turn to page 54 in their participant guides. ·
Refer to the Workshop Map to review Delivery
Phase. ·
Point out that these Guidelines fall primarily
into 2 catagories: ·
Administrative ·
Instructional · Discuss any Delivery Phase questions and issues. ·
Discuss “shortcuts.” Materials·
Delivery Phase Map Transition·
Thank the participants for their attendance. |
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