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I-L-X Blog

Interactive Learning eXperiences

The holy grail of education is making learning experiences as attention getting and keeping as a videogame.  
I've been working on the idea for 30 years and we finally can see the light at the end of the tunnel.  Follow our journey here!

John Beck - Monday, August 07, 2017

How do you describe something no one has ever described before?

I was a teenager the first time anyone described a Sony Walkman to me: they called it “a stereo that fits in your pocket and your ears.” I could not even begin to imagine. For those of us unfamiliar with portable cassette players, that’s about all that could be said.

I’ve been facing a similar problem with Interactive Learning eXperiences (I-L-Xs).  I call them videogames a lot, but they really are not.  In fact, “experience” is the best anyone can come up with once they’ve experienced it.  But a less clunky name would be great… if you have suggestions, I’d LOVE to hear!

One of the problems: there is so much going on behind the scenes: even if you “play” the ILX, it takes a long time for it to dawn on you just how much of your play is being assessed, how much you are being directed to apply concepts to your actions, how complex every interaction has the potential to be.

So, we came up with an A to Z description of what is behind these ILXs.  And, I’m proud to say, that we didn’t fudge much on these – even for X, we realized there was an entirely apt word. So, I’ve included the whole list below, but over the next months, let me describe the elements of I-L-Xs to you … letter by letter.

Ambiguous
Behavioral
Complex
Development-BASED
Editable
Foundational
Grounded
Hypothesis-driven
Individual
Judicial
Kinetic
Logical
Managerial
Nurturing
Organic
Puzzling
Quirky
Rigorous
Synapse-building
Time-constrained
Ubiquitous
Vicarious
Wholly-contained
Xenial
Young-ish
Zenithal





image: flickr/RainLoveAMR & PhilipWilson