Chapter 8. PHASE 4 OF THE R2D2 MODEL: Hands-On Learners
Once learners have read or listened to new content, reflected upon it, and displayed their learning, what else do they need to do? Do is the operative word here—of course, they want to try out that knowledge in various settings or contexts. Practice runs can take place in either simulated worlds or real ones. Or such trials might be located somewhere between these electronic and physical worlds, with videoclips of problems faced by expert practitioners that learners are asked to solve.
Are you a doer? Are your learners or trainees doers? Are they excited to test their knowledge within complex and time-restricted real-life problems, scenarios, and vignettes? If so, you might whet their appetites ...
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