Time — this is one of the most important considerations when designing educational experiences.
And a particular challenge for the VR metaverse.
Why?
Because instructors have a limited amount of time to achieve specific learning outcomes for each course that they teach.
And, with courses that have synchronous delivery (live online or in person), each session is often less than one hour.
Instructional designers must consider how much time their learning experience will take, and how it can be segmented into multiple short sessions when necessary.
Students may spend time on lectures, textbooks, videos, lessons, activities, games, simulations, virtual reality, quizzes, and more.
If one learning experience requires too much time, many instructors will not be able to fit it into their curricula, otherwise they risk not being able to achieve all the required educational standards for the course.
Back to VR
VR is amazing for exploration.
But such exploration needs guidance to assure that students (all students in the same cohort) make progress towards the end goal within a reasonable period of time.
If you design the learning experience to be too open-ended, the burden will fall on the instructor to keep things moving forward. And that is a recipe for frustration.
Be On Time
When designing a VR experience for education, be sure to consider:
The learning outcomes that will be achieved and how they may fit in the context of a broader educational requirement.
How time can be segmented and managed to assure a well-structured experience for instructors and students.
Doing this will increase your chances of your experience being adopted more widely.
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I'm Mathew Georghiou and I write about how games are transforming education and learning. I also share my experience as an entrepreneur inventing products and designing educational resources used by millions around the world. More about me at Georghiou.com