August 07, 2018 1 min read

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.” For those of us unfamiliar with portable cassette players, that’s about all that could be said. I could not even begin to imagine …

I’ve been facing a similar problem with Interactive Learning eXperiences (I-L-Xs). I call them video games 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 I-L-X, 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 I-L-Xs. 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