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John Stinson

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... of project-based action learning with the power of electronic collaboration ... Clickerati Kids, Net Gen, Gen X, Boomer. Adult, non-traditional learners, 18 ... – PowerPoint PPT presentation

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Title: John Stinson


1
John Stinson
  • A process for designing learning experiences
    Lessons learned from the MBAWB

2
This session
  • Brief description of the MBA without Boundaries
  • A process for developing learning experiences
  • Considerations for assessing learning experience
    designs

3
MBA without Boundaries
  • A program designed specifically for high
    potential working individuals who aspire to be
    leaders in the corporate world
  • A program that combines the robustness of
    project-based action learning with the power of
    electronic collaboration
  • A program that views business holistically, not
    compartmentalized into disciplinary silos

4
MBA without Boundaries
  • A program that combines the personal touch of
    high intensity residential experiences, with the
    any time - any place convenience and ease of
    access of on-line education
  • A program that allows individuals to continue
    working AND integrates their working experience
    into their learning experience

5
Program Structure
  • The program consists of nine learning units. Each
    unit, with the exception of the first - which is
    completed during the first week of residency -
    begins and ends during a residency.
  • The program lasts two years and includes nine
    face-to face residential experiences

6
Program Structure
  • Between residencies, participants do their
    research, collaborate with other members of their
    learning team, and receive faculty tutoring, all
    on the MBAWB intranet.

7
The MBAWB Learning Model
  • The Challenge
  • Issue Identification
  • Inquiry
  • Action - Deliverable
  • Reflection

8
MBAWB Learning projects
  • Project 1. Orientation - The business concept
  • Project 2. Basic business concepts - making
    and selling and financing activities
  • Project 3. Developing strategy
  • Project 4. Global competition international
    trade
  • Project 5. Individual project

9
MBAWB Learning projects
  • Project 6. Financing the firm
  • Project 7. Entrepreneurial activity -
    commercializing an invention
  • Project 8. Business and public policy
  • Project 9. Individual project

10
The MBAWB Intranet
  • A resource center that includes materials
    prepared and posted by faculty and staff and
    links to other data sources accessible through
    the World Wide Web.

11
The MBAWB Intranet
  • A collaboration center where members of learning
    teams can ask questions and post responses
    asynchronously (at anytime from any place) when
    working on learning projects, all in a private
    collaboration room.

12
The MBAWB Intranet
  • A tutorial center where participants can respond
    to faculty questions and interact with faculty
    and other participants to develop concept papers.
    This center will be open to all participants and
    faculty.

13
Technology Enables
  • Inquiry and research in unlimited digital
    domains.
  • Discussion and collaboration - synchronous or
    asynchronous - from anyplace at anytime.
  • Interactive multimedia learning experiences that
    focus on content acquisition, skill in
    application, or both.

14
Technology Enables
  • Learners can work collaboratively on action
    learning projects with learners from across the
    globe, receiving tutoring from experts regardless
    of location.
  • Move from a mass production model to a mass
    customization model - from one size fits all to
    individuation.

15
Developing Learning Experiences
  • Identify the target audience
  • Who are the learners and why is this learning
    important?
  • Clickerati Kids, Net Gen, Gen X, Boomer
  • Adult, non-traditional learners, 18-24 year-old
  • Distributed, co-located, blended

16
Developing Learning Experiences
  • Identify learning outcomes
  • What should the learner be able to do as a result
    of the learning experience(Competency)?
  • What must the learner know to be able to achieve
    learning outcomes (Knowledge Competency)?
  • Develop through an outside-in process, using
    inputs from diverse constituencies
  • Incorporate holistic meta outcomes as well as
    content specific outcomes

17
Developing Learning Experiences
  • Design an activity, situation, problem, project
    to drive the learning
  • Engages the learner and creates a need to know
  • Provides a context in which content can be
    learned
  • Provides a setting to learn content and
    application of the content concurrently
  • Activity based on both learning outcomes and
    targeted learners

18
Developing Learning Experiences
  • Design introduction to the learning experience
  • Set expectations regarding deliverable(s)
  • Set clear deadlines for deliverable(s)
  • Set expectations regarding assessment of learning
  • Identify resources that learners can use and
    those that you will provide

19
Developing Learning Experiences
  • Design deliverable evaluation - how and by whom
    will the deliverable be evaluated
  • Design learning assessment - how will content
    learning be evaluated
  • Design final reflection - process used to make
    learning explicit and help generalize learning to
    other contexts

20
Assessing a Learning Design
  • Are the desired learning outcomes clear?
  • Are the target learners clearly identified?
  • Is the design consistent with the desired
    learning outcomes and the target learners?
  • Is the project, problem, or activity clearly
    established?

21
Assessing a Learning Design
  • Is the activity grounded in a realistic context?
  • Is the role of learner clear and appropriate?
  • Is the expected product or deliverable clear and
    appropriate?

22
Assessing a Learning Design
  • Is the design of the assessment consistent with
    the desired outcomes?
  • How will learners reflect upon action and make
    learning explicit?
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