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Aspire2Engage Walkthrough

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Page 1: Aspire2Engage Walkthrough

8/12/2019 Aspire2Engage Walkthrough

http://slidepdf.com/reader/full/aspire2engage-walkthrough 1/9

Page 2: Aspire2Engage Walkthrough

8/12/2019 Aspire2Engage Walkthrough

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 ASPIRE TO

ENGAGE

Opening the app a vast sea with some islands iswhat catches the eye of the player. The map

represents the learners understanding of the all the

capabilities he or she needs for now and the

foreseeable future.

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Section 1

2

Panning across this map the player finds

islands in all shapes and forms, some

grouped together representing

related or dependent skill sets, some

isolated.

Read more in the next chapter

Each island provides the learner with all

that is needed to master that skill in

today's environment.

Read more in the next chapter

Keeping in touch with the learner's social

network environment is being

encouraged by posting interest to other

learners through "likes", "leader-boards",

"challenges" and tournaments.

Read more in the next chapter

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3

Section 2

Gamification of the learner’s personal and

professional development is not only

used by us to keep a unique and

appealing view of their world but also

to conduct an informal and

continuous assessment of skills.

Read more in the next chapter

Overseeing change in behaviour and culture across your

students or employees is usually a time consuming task

that is difficult to measure and to analyse.

Read more in the next chapter

As the player and observers can inspect

the progress of outcomes they can also

inspect a heat-map that highlights where

areas of poor or weak knowledge exists.

Read more in the next chapter

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Opening the app

a vast sea with

some

islands is

what

catches

the eye of

the player.

The map

represents

the learners

understanding of

the all the capabilities he or

she needs for now and the foreseeable

future.

Panning across

this map the

player finds

islands in all

shapes and

forms, some

grouped together

representing related or

dependent skill sets, some isolated.

Each island provides the learner with

all that is needed to master that skill in

today's environment. It provides

an informal

and

engaging

form of skill

assessment

based on

the best out

of gamification

learning’s, social

networking and itprovides instruments to measure

the learners understanding, their

behaviour and overall interest all at the

same time. The maps are being

created in random fashion to each

user in order to make it more

personalised, interesting and also

to nurture the human exploration

instinct, especially when it comes to

find out what other learners in their

social network are up to, which can be

blended in the learners own view of the

sea of skills.

The map is completely owned by the

learner and even though there are

policies in place to ensure that

aspects of the skill or

knowledge provided

by employers or

educational

institutions

might be considered

sensitive and

be restricted

from sharing

outside certain

networks, the

learner will

keep the

evidence of what was accomplished

within that skill set forever.

Our goal is to encourage everybody to

include all their interests into their

development plan, whether directly

related to their role or not, to make it a

truly personal experience. Showing an

appropriate mix of personal- and

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professional- development in one

pathway means to us we to engage with

the learner on a deeper level.

Engagement is the main driver for any

learning process in order to make it

successful – long after the subject matter

or skill has been presented, long after

formal assessments have been verified.

Keeping in

touch with the

learner's social network

environment is being encouraged by

posting interest to other learners

through "likes", "leader-boards",

"challenges" and tournaments. 

 Aspire2Engage also generates comic

strip like picture stories of activities and

behaviours of things that actually happen

to the learner during interactions on the

map. The learner then has the option to

post these stories so other learners can

come across them and get inspired by

them.

Gamification of the learner’s personal

and professional development is not only

used by us to keep a unique and

appealing view of their world but also to

conduct an informal and continuous

assessment of skills. We chose picked agame board layout with a common and

simple game strategy to assess all skills

in the same way. Today too many

systems o"er di"erent user interfaces for

assessing knowledge, so by keeping that

portion stable we allow the player to get

and stay familiar with the interface which

allows them to concentrate on what they

came here to do.

 

The board is randomly generated each

time with the goal to move the player’s

figurines from a starting point to an

end point. The journey includes

competing with other players, solving

problems and forming alliances. Under

the cover Aspire2Engage will profile

moves and behaviour of the players forlater analysis. An example for a profile

update could be the level of which a

particular player tries to avoid activities,

chooses risky shortcuts over more

secure paths or how often or regularly

the player o"ers other players help. All of

this contributes to paint a picture of the

overall capabilities of the player. This

profile information can also be used by

observers who want to understand the

outcome of learning strategies they

implemented earlier across a group of

learners such as a class of students, a

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particular grade of students or a

particular role in an organisation.

 Activities are the place where

knowledge is being assessed by using

game mechanics to make it more

informal and

fun. Activities

are randomly

placed across

the game

board andexecuted when a

player comes across

them. When played in

multiplayer environments these activities

include options to form alliances for

encouragement and

team building

and

encouragement.

Policies can dictate

if certain skills that are

categorized as necessary to complete in

a certain timeframe will be accessed

continuously regardless of the

skill a player has selected.

It forms part of the

continuous assessment

that enables the learner

to recall important

information at any time

instead of at the time the

standard formal assessment is

done. (Ref. Compliance Assessment or

HSC)

The Sea Of Skills is our way to visually

present what future focused learners

need to succeed, to monitor their

progress and to understand their

strengths and weaknesses. It makes it

easy for everybody to stay engaged

and motivated throughout the

never-ending process of what

learning is.

 As

the

player and

observers can inspect the

progress of outcomes they can also

inspect a heat-map that highlights whereareas of poor or weak knowledge exists.

These maps show a snapshot of the

learner’s knowledge across all skills that

the observer has access to. If in charge

of multiple groups of learner’s snapshots

can be broken down into di"erent

demographics to enhance the e#ciency

of the information displayed.

Wouldn’t it be great for parents and

teachers at the same time to

understand which subjects of fields

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they'd need to focus their teaching or

resources on, at an individual child

basis without having to make their

children sit a formal exam that doesn't

necessarily reflect their ability or

would in most cases to late to act

upon?

Identifying the skills or subjects that the

kids engage with the most allows better

development away form the location or

time restricted classroom by allowing

them to build communities with kids

away from the formal class to explore

what the world has on o"er.

Private study groups can be formed,

leader boards conquered or tournamentsbeing set up. If we can attract our

learners to come back to the things that

they like, to interact with the people they

value and make them learn by reiterating

through assessments in high frequency

we can manifest that learning into their

minds so that they

have the skill they

need to apply at

hand when needed.

Overseeing change in

behaviour and culture

across your students or employees is

usually a time consuming task that is

di!cult to measure and to analyse.

Utilizing the short feedback loop that

 Aspire2Engage provides observerscan now spot trends in

behaviour or culture

change as it happens.

Equipped with these

instruments the

observer now has

the opportunity to

reassess the tools and

resources to use to react

to the circumstances.

Using a timeline view across these

observations allows the observer to

verify and to measure how

e"ective their strategies have

been so they can find the best

way that works for their learners

and therefore benefits all

Identifying the skills or subjects that

the kids engage with the most allows

better development away form the

location or time restricted classroom by

allowing them to build communities with

kids away from the formal class to

explore what the world has on o"er.

Wouldn't it be fantastic if we

could gain more understanding

around the things that matter

to us the most without having

to wait for management to sign

us up for a course or to wait until

we've finished primary school in

order to start studying subjects that

are part of the curriculum of a higher

grade or are not even part of what our

school o"ers full stop?

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There are

already a

great

amount of

online

resources

available to do

this, in form of MOOCS, open

universities etc. They are a fantastic way

for anybody to expand their knowledge.

With Aspire2Engage they are able toform their own skill islands around these

courses. Learners can invite like minded

individuals to join them on the

 Aspire2Engage platform and encourage

them to pass on their invitation to their

social media friends to grow the

community around a skill set and make it

even more interesting. By allowing for

these micro communities to create their

own islands we ensure that there is a

community for everyone, no one has to

stay isolated. Whether in a classroom or

in a regional small o#ce, learning will

become so much more enjoyable.

Please visit us on our website:

http://www.aspiretoengage.com

or follow us on twitter:@AspireToEngage

 

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