Create a 3-5 minute video that introduced the origin of money to a group of kids who are 5-10 years old. The goal is for them to understand that people started to use commodity money due to the inconveniences of bartering (e.g. Lack of double coincidence of wants).
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When creating this training I focused on Magic Keys 2, and 4 out of the Seven Magic Keys of Enhancing Learning Motivation. In regard to Magic Key 2: Put the learner at risk, I implemented a villain named “The Money Mizer”. The only way to defeat him was to learn about the origin of money. Throughout the storyline, The Money Mizer tries to sabotage the lesson either by using his laser vision or throwing objects and it’s up to the students to continue the lesson in order to defeat him. Magic key 4: Create appealing content, I decided to create an animation with superheroes versus a villain. It was the superheroes’ duty to make sure that the villain, The Money Mizer, don’t sabotage the entire storyline so that the students are able to continue the lesson. Throughout the lesson there is music playing in the background and every time the villain shows up, you will hear a “boom” to regain the students’ attention, once “The Money Mizer” is defeated once and for all, students will hear cheering.
When it comes to the motivational model, I chose to focus on the ARCS Model. To gain attention, I made sure the lesson was short since this lesson was designed for a younger audience and I made sure I implemented characters, superheroes, that are able to grab and hold their attention. Relevance, I wanted to implement a simple example of farmers and how they wanted to trade their items then I made the connection to today’s shopping experience and how difficult it may be if we still bartered instead of using money to pay for items that we wanted or needed. Satisfaction, I wanted the learners to have fun while learning so that they will continue the learning process without expecting some form of an award, so implementing superheroes and an intriguing storyline encourages intrinsic motivation.
DESIGNER. LEARNER. EDUCATOR.
A visual/interactive designer and digital marketer with an instructional design background.
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