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5. Let learners act

Decide: in each step, what does the learner do?

Learners who act learn more than learners who watch, and learners who watch learn more than learners who only read. An XR lesson where learners only press Next is a slideshow with a headset.

5.1 Finish steps with an action, not with Next​

Do

  • When a step asks for an action, let the step finish when the learner does it: pressing the right button, walking to the right place.
  • Keep Next for steps where learners only read or watch.

In ALF

The step should finish when the learner…Trigger Method
presses a button you placedPress a flat button or Press a hand-pressable button: Use a button to advance a step
presses a part of the machine itself, such as a switch or a lidPress a hand-pressable button, with a clickable part
walks to a placeReach a place in the room
has read the panelPress Next on the guidance canvas

All are in Choose how a step finishes. Steps that finish on an action need Scenario Setup, not Guidance Setup.

The learner experiences: the lesson moves on because they did something, not because they clicked.

Avoid: a whole lesson of panels and Next.

Why: engagement modes rank from passive (watching) to active (doing) to constructive (explaining, predicting) to interactive (discussing). Each level up learns more. ICAP (Chi & Wylie).

5.2 Make the movement match the real one​

Do

  • If the real task is done by hand, use hand tracking: grabbing should mean grabbing, pressing should mean pressing with a finger.
  • Controllers are fine when the movement itself isn't what learners need to learn.

In ALF

Avoid: pointing a controller ray at a part when the real task is to grip it.

Why: the body learns along when the gesture matches the real action. Embodied cognition (Johnson-Glenberg).

5.3 Let actions have visible consequences​

Do

  • Make the system react to the learner like the real one: a cover opens, a part moves, a light comes on, a sound plays.
  • Let learners operate the controls themselves.

In ALF

The learner experiences: "I did that." The system responds believably.

Avoid: parts that only move in an animation the learner watches.

Why: a believable reaction to the learner's action matters more for learning than realistic graphics. Plausibility (Slater), CAMIL: agency (Makransky & Petersen).

5.4 Match the activity to the kind of goal​

Your goal is to…Let learnersIn ALF
Carry out a fixed procedureDo every step themselves, in the real order, with less help each run.Steps that finish on actions; buttons; moving parts
Solve a task with decisionsChoose what to do next. Offer several options, only one of them right.A button or clickable part per option, with the step finishing on the right one; Part Palette to choose the right part
Understand how something worksPredict, try, observe, explain (see 5.5). Connect what they see to a graph (see 5.8).Moving parts with controls; exploded view; Graphs
Recognise and tell apartFind and press the right part on the machine; pick the right one from similar-looking options; compare side by side.Clickable parts, the step finishing on the right one; Part Palette; image panels
Follow rules and act safelyDecide in a situation, and see what happens if the rule is broken, safely.Show or hide objects to show the consequence; buttons for the decision

5.5 Ask for a prediction before you show​

Do: use three steps.

  1. Predict: the panel asks "What will happen when…?" Learners say their answer aloud, to a partner or on paper.
  2. Observe: learners make it happen themselves.
  3. Explain: the next panel shows why, and asks learners to compare with their prediction.

In ALF: three steps in Scenario Setup; the observation with buttons that move the parts, the step finishing on that button.

Avoid: showing the result first and explaining afterwards. Learners then nod along, and their misconceptions stay.

Why: committing to a prediction brings misconceptions to the surface, so the observation can correct them. Predict–Observe–Explain (White & Gunstone).

Not built in yet

ALF can't record which answer a learner chose. Ask for the prediction aloud or on paper, and pick it up in the debrief.

5.6 Explore with a goal, not freely​

Do

  • Give exploration a clear question, a limited set of controls, and an answer at the end.
  • Let learners explore freely only after they know the basics.

In ALF: a control panel with only the controls the question needs: Add buttons that move the parts.

Avoid: "Have a look around" as a task for beginners.

Why: unguided discovery fails for beginners. Guided inquiry, with a question, structure and feedback, works better than both pure discovery and pure instruction. Guided inquiry (de Jong), Kirschner, Sweller & Clark (2006).

5.7 Let learners handle the parts​

Do: let learners pick up pieces, turn them, look at them from all sides, and see how they fit together.

In ALF

Why: learners who find it harder to imagine objects in 3D gain the most from handling 3D models. Spatial ability research (Hegarty; Uttal et al.).

5.8 Connect the scene to a graph​

Do

  • When learners should understand how quantities relate, show the measured values as a graph next to what happens in the scene.
  • Point out explicitly what in the scene matches what in the graph, for example: "This point is the moment the part stops."
  • Ask learners to read a value off the graph, or to predict how the curve will change.

In ALF

Avoid: a graph that stands in the room without anyone explaining how it relates to the scene.

Why: several representations help only when learners are supported in translating between them. Multiple external representations (Ainsworth).