Instructional design professor Karl M. Kapp advocates action-first learning that immediately engages learners in applying new skills and knowledge. In keeping with the action-first theme, each of the book’s sections — focused on live interaction, card and board games, escape rooms, comics, “branching scenarios,” AI coaches, and immersive technology — provides practical steps and sample AI prompts to help designers start creating experiences right away. Extensive tips for accessibility ensure options for learners of all backgrounds and abilities.
Action-first learning engages people immediately, making the experience more memorable and meaningful.
When learners take action — by playing a role, solving a puzzle, or collaborating with peers — they immediately practice what they learn. Instructional designers should let learners make decisions or interact with hands-on materials. For live learning experiences — in person or virtual — learners can “think-pair-share,” respond to a thought-provoking prompt, and pair up to share responses. Learners can practice solving a sample problem, such as auditing inventory discrepancies, as the instructor coaches rather than lectures.
After an action-first experience, learners should reflect on what they learned by engaging in discussion, responding to questions, or writing in a journal. Reflection helps participants apply what they’ve learned to the real world.
Card games’ familiar rules allow learners to apply knowledge and build camaraderie with teammates.
People all over the world play card games with similar fundamental rules, such as shuffling, dealing, determining value, and playing or discarding cards. This makes card games easy for learners to understand...
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