Many of the challenges that we face now are design issues. And I believe that they can be addressed only by effective design.
Here I am jotting down some design considerations, which will be operationalized while working out the detailed design.
- Focus shifts from delivery by the facilitator to delivery by the learners. ("Teachers are midwives in the delivery of understanding." -- Ernst von Glaserfeld, proponet of
Radical Constructivism.) - Learners are engaged in an active construction mode, rather than in a passive reception mode.
- Learners are continuously challenged to exercise their thinking skills, communication skills and interpersonal skills, and to stretch beyond their comfort zone to deliver visible results on a very frequent basis. Delivery of tangible outcomes (of a substantial size) will be at short intervals of two to three days.
- Deliverables (remember, by the participants) are divided into Mandatory and Desirable (must have, good to have). Learner cannot move to a subsequent stage without delivering the mandatory /must have items at every stage. Such interlocks are built into the design for error-proofing. Deviation, if any, can be obtained only after due deliberation, and will be documented through Deviation Notes.
- Effective use of the principles in Game Design: Excitement, immediate feedback, rewards, increasing levels of challenge, giving a clue when stuck, etc.
- Individuals learn in teams, working together to deliver tangible results as a team. Teams get rewarded for their performance as a team. Criteria for evaluation will include quality of the output, on-time delivery, participation of all the team members, compliance to processes, improvement / innovations in process or product, etc. Evaluation criteria for each deliverable are decided in advance and known to the participants.
- The programme design uses metaphors such as exploration, expedition, trekking, treasure hunt and space mission. Phases or modules are modelled as 'camps'.
- Focus in evaluations is on deeper cognitive processes (analysis, synthesis, development and application of models etc.) rather than memory or recall of information.
- Systematic progress tracking, with significant use of visual displays and controls. Immediate feedback is given on corrections required. For enabling this, emphasis on written examinations is reduced, because it takes more time for detailed evaluation and thus delays feedback. Peer feedback becomes more important as the participants progress through the programme.
- Participants earn Credits by submitting deliverables - tangible outputs in the form of various artifacts and projects. Some weightage may also be given to traditional methods of assessment (such as quiz, written exam and viva), but bulk of the weightage goes to an ongoing delivery of agreed delvierables as part of the learning process. Credit Scorecard at any point shows the progress for individual learner. Exceptions are analysed rigorously, not individually by the facilitator, but in dialogue with the learner.