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307 Designing and Assessing Learning in VR Using an Evidence-Centered Approach

3:00 PM - 4:00 PM PT
Wednesday, October 20

Tracks: AR/VR

Virtual reality (VR) development is quite an investment, so it’s important for learning designers to be confident that their VR solutions are able to produce the highest ROI. The challenge that many face is that the affordances of VR can be both a blessing and a curse when designing experiences. The perception of unlimited possibilities can often pose challenges for learning designers: They may not know where to start or they may have so many ideas that they struggle to sift out all but the most viable ones. What if there were a method of designing VR experiences that ensures you’re fulfilling the intended learning goals and behavior changes you wish to see? One that can also produce data that measures learning and drives evidence-based insights about user’s competency levels?

This session will help you design and measure learning within your VR solutions and help you embed assessments directly within the experience using an Evidence-Centered Design for Assessment (ECD). In the ECD framework, evidence of learning is directly tied to and measured by a user’s actions within the VR space, providing empirical data that you and your company can use to make inferences about their competency levels. You’ll discover how you can leverage the three main models of the ECD framework to ensure that your VR designs are strategic and measurable. You’ll start by examining how developing a competency model enables you to make claims about a learner using evidence collected within your VR solution. You’ll see firsthand how it shifts unobservable facets to observable indicators and provides a tangible way to identify the key behavioral evidence of a learner’s proficiency. Next, you’ll look at what qualifies as ‘evidence’ within the Evidence Model, and mechanisms for how it can be measured within your VR training. You’ll draw insights from use cases and the tactics they’ve used to measure evidence. Then, you’ll uncover how to use this model to inform the design of immersive VR experiences such as scenarios, tasks, or activities within the task model to elicit evidence of learning. You’ll come away from this session knowing how to design evidence-based VR experiences that have a lasting, positive impact on the success of both the learners and your company.

In this session, you will learn:

  • How to use Evidence-Centered Design for Assessment as both a design framework and a diagnostic measurement tool for VR solutions
  • The intricacies of the competency model, evidence model, and task model, and how their interconnections fuel both design and evaluation
  • How to use and develop a competency model to narrow the focus of your VR training on the most critical knowledge or skills pertaining to your learning objectives
  • How empirical data collected within the task model can be measured by the evidence model to reveal insights about learner’s proficiency levels
  • How you can adapt the ECD framework to fit your VR training needs

Session Trailer:

Kristin Torrence

Learning Experience Designer

Talespin

Kristin Torrence is a versatile learning experience designer who has designed learning solutions ranging from educational games, mobile applications, eLearning, instructor-led training, and virtual reality. She received a graduate degree in cognitive studies in education with a concentration in intelligent technologies from the Teacher’s College of Columbia University. Kristin currently works as a learning experience designer for Talespin, a company that creates transformative XR (VR, AR, and MR) business solutions.