The aim of target project and learning process is to define the process supported by a pedagogical framework for using the TARGET platform, highlighting the interplay between the various stages of the process. The individual Experience: The choice of which learning strategies are to be proposed to the learner is made via the TARGET Navigator, which enables the learner to manage all his/her learning plans and monitor his/her progress by collating all the assessment information. The process of building the set of stories from the competence gap is driven by what is known as the competence framework, where a set of competences (gap) determines the narrative building blocks to be composed together for a story. Throughout the experience, the TARGET platform provides immediate feedback to the performance of the learner, which via the Artificial Mentor, results in the fine tuning of the experience itself by adapting the game story. Although each player of the game has his/her own individual experience, the learner may collaborate with other learners in a multi-user experience irrespective of their roles as collaborators or competitors in the story. The Social Experience: The platform offers multiple ways of engaging with other learners, beginning with one of the entry points for the learner to engage with the TARGET platform: a social setting in the form of a 3D environment where learners may congregate and interact with one another using the social tools provided. The TARGET platform provides a focal point for deeper types of socialization in the form of the Knowledge Ecology, which encompasses all the knowledge generated and managed by the various communities of TARGET. To support the sharing of knowledge, the platform provides appropriate tools for the management of knowledge, in addition to the social tools that provide web2.0 features such as blogs, wikis, micro-blogging, tagging, etc. The TARGET Learning Process starts with the learners choosing on the off chance that they wish to do objective arranged learning (passage point 1) or guided toward oneself learning (entrance point 2). On account of objective arranged taking in, the learners characterize their current ability profile and their sought learning conclusion as delineating their target skill profile, which permits the framework to make the capability hole. The aftereffect of this prompts the making of a learning arrangement focused around custom stories customized to the specific needs of the individual learner caught by the capability hole. Every story catches an arranged setting where the learner is tested in utilizing capabilities by accepting a character part inside a business connection.
Thursday, November 6 2014
By System Admin on Thursday, November 6 2014, 08:06 - Blog