LEARNING EXPERIENCE (LX) PROJECT

The mission is to increase females in tech careers

The Learning Experience is a lifelong journey where females are guided in learning as they navigate and explore a career in the technology sector. The focus of this project is on evaluating and remixing the workshops provided to students in high school in South Australia.The lesson plan remix focuses on how this could be expanded nationally and expand to other learner groups e.g. Parents & Caregivers, Educators & Teachers, Career Counsellors, Employers.Implementation of the learning experience lifecycle would mean that current generations of girls in high school could become mentors and inspire future generations. The lesson plan remix provides the opportunity for a learning experience to be woven from high school to higher education and then into the workforce.

© Kathy Wooller. All rights reserved.

Image 1: UNE logo, University of New England [UNE], 2022

Project scope

EDIT426: Digital Learning Essentials is the unit of study with University of New England being undertaken to complete the requirements towards a Bachelor in Training & Development for Kathy Wooller.This project has been completed with permission from HerTechPath (HerTechPath, 2022) as a relevant work based learning experience project with the outcomes to be utilised within the organisation.Completion of this project is in 2 stages: Parts 1, 2 & 3 due 10.4.22 and parts 4 & 5 due 22.5.22.You can find out more about the learning outcomes that outline the requirements of the unit.

© Kathy Wooller. All rights reserved.

  • Project Brief Read about the brief criteria for success.

Image: HerTechPath Logo, Canva, 2022

Project Brief, Canva, 2022

  • Project Report Dive deeper into the relevant justifications, evidence, pedagogies, modalities, principles.

  • References + Sources jump to view the relevant academic references and non academic sources for this project.

Project brief

The mission is to increase females in tech careers.The Learning Experience (LX) project brief is to scale the current high school workshop program for impact. Taking the existing in person model and enabling it to be shared and shown nationally.The Learning Experience is a journey where students are guided in learning as they navigate and explore a future career in technology. The lifecycle starts in high school, transitions with them into vocational or tertiary education, and then into the workforce.Key aspects of the project brief:

  • To evaluate the existing high school workshop program.

  • Target Audience is Girls aged 12-17.

  • Not for profit organisation located in Adelaide South Australia.

  • Propose a strategy to scale the program as a Learning Experience (LX) nationally.

  • Utilise Learning Experience (LX) pedagogies, modalities, theories and principles to remix the student workshops and transform it ready to scale and achieve the mission, vision and goals of this not for profit organisation.

  • Current learning modality is conversational and peer learning in person using live poll, quiz and response technology over wifi and applications on devices.

Stage 1: LESSON PLAN - EVALUTION

  • Existing Lesson Plan Watch video Stage 1: Lesson Planning video Embedded video below.

  • Project Report read about relevant learning modalities, Learning theory, Analysis of current versus future state.

  • References + Sources relevant to this section where applicable.

  • Lesson Planning is essential to enable successful design and implementation of learning experience programs.

  • The focus of Stage 1 is on the evaluation of the current lesson plan.

Stage 2: LESSON PLAN - THE REMIX

  • Lesson Plan - Remix Watch video Stage 2: Lesson Plan remix video

  • Project Report read about relevant learning modalities, Learning theory, Analysis of current versus future state.

  • References + Sources relevant to this section where applicable.

Lesson Planning is essential to enable successful design and implementation of learning experience programs.
Stage 2 focus is on the future lesson plan.

Image: HerTechPath Learning Experiences Lifecycle, Canva, 2022

Gif: HerTechPath Learning Experiences Lifecycle, Canva, 2022

STAGE 3: TECHNOLOGIES FOR TEACHING AND LEARNING

Technologies that support this lesson needed to meet the criteria set out in the project brief. The brief was to help learners learn, have a foundation in theoretical learning, and be adaptable to different learning environments eg high schools anywhere in Australia.

  • Automated The existing approach is manual which is not scalable for a volunteer run organisation to facilitate. So the technology applications, software and tools selected had to have automation sequences.

  • Integrated The learning and teaching technologies needed to easily integrate between applications, software and tools.

  • Accessible Whatever learning modality (online, in person or hybrid) the learning program needs to be accessible for anyone to view and access across Australia.

  • Scalable To go from hundreds to 30,000 girls statewide and then to 250,000 girls nationally requires learning technologies that are easily scalable without having to significantly increase financial commitment, resources etc.

  • Return on Investment Financial commitment and ROI is essential in a not for profit organisation.

  • User Experience for Educators and Students to easily interact, engage, connect and learn.

Image: Technology Lesson remix GIF, Canva, 2022
  • Project Report read further about how these technologies help learners learn, the relevant affordances, relevant learning theory, ability to support learning in different situations.

  • References + Sources relevant to this section where applicable.

STAGE 4: CONSIDERATIONS

  • Considerations of chosen technology Slid.o.

  • Slid.o technology tools utilised are Live quizzes and polls to engage the students and support the discussion between female panellists sharing their stories to inspire future generations.

  • Lesson context is panel workshops held at high schools

  • Aligned to lesson outcomes designed to increase the number of girls in technology careers.

  • Relevant academic articles relevant to chosen technology.

Select from the options below to view the project report including references. The project reflection and forum posts can be viewed by UNE peers in EDIT426 via Moodle.Use your mouse to right click on button to open in new tab.

  • WATCH THE VIDEO FOR REVISIONS AND COMPARE WITH REMIX VIDEO IN STAGE 2

  • DISCOVER CONSIDERATIONS RELEVANT TO THE LESSON

  • VIEW CONSIDERATIONS FORUM POST [UNE]

STAGE 5: LEARNING DESIGN

  • OAR & RASE Learning Design Models chosen when moving forward with this lesson.

  • Lesson context is panel workshops held at high schools for girls

  • Aligned to lesson outcomes designed to increase the number of girls in technology careers.

  • Relevant academic articles relevant to chosen learning design approach.

Select from the options below to view the project report including references. The project reflection and forum posts can be viewed by UNE peers in EDIT426 via Moodle.Use your mouse to right click on button to open in new tab.

  • DISCOVER LEARNING DESIGN REPORT

  • REVIEW LD FORUM POST [UNE]

© Kathy Wooller. All rights reserved.

Project Contact

Image: Kathy Wooller headshot, Urban Safari Photography, 2021

Got a project tech support question or issue? Log it below for a speedy reply.

© Kathy Wooller. All rights reserved.