This book focuses on how to design immersive learning environments and how these design practices differ from traditional instructional design processes. Traditional instruction often amounts to providing information to the learners, and expecting them to apply it and change their behaviour. What it lacks is the practice phase, where they can work on improving their skills.Immersive learning creates practice opportunities for the learners, which leads to improved performance and true behaviour change. By following the design process laid out in this book, you'll create learning that drives real change and is fun for the learners.
Koreen Olbrish, CEO, founded Tandem Learning to address an unmet need in the learning space. Applying her background in experiential learning and technology for education, Koreen advocates new ways of looking at enterprise learning to accelerate from knowledge acquisition to behaviour change. She has strong ties to education, having received her M.S. in Curriculum and Instruction from Penn State University and helped start Freire Charter School in Philadelphia in 1999. The majority of Koreen's experience has been in the development of enterprise learning solutions, with particular expertise in simulation, serious games, and the application of virtual world technology for learning.