
Virtual Learning Mall Prototype
Technology Used:
SoWork
Rooms.xyz
iMovie
Canva
Zoom for Screen Recording
Competency Connections:
In developing this idea, I analyzed the need relationships between high school students and counselors, colleges, and the industry of employers and unions. I considered the positionality of all of those groups and interventions that could improve some current needs for bigger gains down the road. I considered cost and funding streams in my model. I provided benefits and rationales based in existing institutional desires to expand year-round learning efforts.
Audience: High School students, teachers, and counselors as learners, a Professional organization as the host
Instructional/Performance Problem: Recruiting high school students for theatre design and production careers or college programs is challenging due to the relatively small numbers of interested students at most high schools. At the same time, career and college information can be hard for potential candidates to find despite internet resources. Students who can afford to attend conferences have advantaged access to information. This organization, United States Institute for Theatre Technology (USITT), has a small year-round education program that mostly consists of webinar recordings submitted by member-volunteers.
I created this program idea as a step toward more robust year-round learning. I want to create career exploration tools, pathways for entering the profession, and community building for the next generation of students and workers.
This video explains my idea for a self-funded metaverse space that would function as both a social platform and an LMS. Students would explore the space and learn about careers and disciplines in the field. They would connect to professionals, resources, companies, and colleges. And they would have spaces to meet other students in the same phase of their education or career. The model makes use of cutting edge technology and AI to broaden access to the field and reduce barriers.
I used software that I had access to, but the program is not dependent on a particular application. Next steps would be a feasibility study and needs assessment to determine the demand and cost of delivering the program.
Analysis Competencies:
Use a variety of analysis practices such as performance system analysis, needs assessment, goal, task, learner, and context analysis.
Estimate costs and benefits for proposed solutions.
Technology and Media Competencies:
Provide a rationale for technology and media decisions.
Analyze the cost and benefit of technology and media use.