The simplifying conditions method is a theory borrowed from instructional design that utilizes strategies for how to sequence instructional tasks, procedures, or processes. The model at the end of the photo slide show (above) displays two strategies for sequencing instruction (from Reigeluth & Kim, 1993, as cited by Reigeluth, p. 432).
A "simple-to-complex sequence by starting with the simplest real-world version of the task and gradually progressing to evermore complex versions as each is mastered." (Reigeluth, p. 435)
The design of the is meant to be a very simple version of the career process. Let's review some characteristics found in it's design:
- research
- reflection
- resume building basics
- understanding/choosing job terminology
- contacting/searching for an employer/job/company
Elements of the entire career development process are available in the design, however, it's just a simple bare-boned version of this process. Actually doing it will be a more complex version of the overall process. The Simplifying Conditions Method is significant, here, because the design can help the learners to build confidence in doing the process, it gives them a general understanding of how the process works, and can also serve as a prototype for learning to take with them when they do finally implement the process (e.g. searching for jobs, contacting people, networking, writing a resume, checking and choosing job task/performance terminology, etc.)
Unfortunately, as in any design, there are tradeoffs. No design is perfect, and many designs are reiterated many times over after their release. There are a number of limitations to this design in its current state:
- is not a magic 'job chooser'
- users cannot create a real resume
- users cannot directly contact employers
- users practice very superficial research skills
- without employer participation, the effectiveness is lessened.
Both sides of the task flow (shown above) are designed to almost mirror each other. Hence, both users will be communicating through the design and through their familiarity of the use of interactions over time. This would be similar to users who are able to communicate more intimately through their familiarity of interactions in an MMORPG. As your usage of the tool becomes more ready-to-hand, users are left with a simple and bare-boned form of communication--communication that revolves around and involves careers, job performances, and choosing the best job terminology for both employers and soldiers to express themselves with.
Schon, Donald. Donald Schon's Presentation "Educating the Reflective Practitioner" to the 1987 meeting of the American Educational Research Association. Washington, DC. 1987.
Reigeluth, C.M. (1997). Green Book II: Instructional-Design Theories and Models, Volume II. |