Conversation

The idea (as I understand!) is that a guide works with you to understand your current design projects, life activities, etc—then selects/adapts and sequences "quests" created to let you enact the textbook's contents in the context of your actual work/life.
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This is an intriguing path for instructional design! It's like project-based learning, but those curricula usually supply/scaffold the projects, rather than working with ones you already have. It's like unschooling (framed around your projects), but with an explicit curriculum.
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I'm excited about this because I think building (or going beyond) the Young Lady's Illustrated Primer really means developing a) a mass communications media form which b) communicates through "enacted experiences"; c) which themselves serve some intrinsically meaningful purpose.
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A great dinner party host often pulls this off: they invite people and structure the environment so that certain experiences will be had. Y Combinator's batch activities cause founders to intensely experience certain values and understandings. But these aren't mass mediums!
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Games *are* a mass medium. Journey is designed to produce a series of powerful emotional experiences, made all the more powerful because you feel like you bring them about with your actions. And those enacted experiences serve an intrinsically meaningful purpose: aesthetics.
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Replying to
The form of Joe's class is awfully close to checking all three boxes. Learning primarily happens not through implicit instruction, but as a carefully-crafted side effect of participating in activities woven into meaningful parts of your life. And it's *almost* a mass medium!
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The guides in Joe's class are, I suppose, a little like the ractors in the Primer. Maybe they'll experience the same fate! Hm hm. (This thread's a bit ranty—I hope you'll forgive me. I've been collecting notes on this problem for a couple years, and I'm still lost in the forest)
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