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· 분류 : 외국도서 > 경제경영 > 멘토/코칭
· ISBN : 9781484287972
· 쪽수 : 301쪽
· 출판일 : 2022-12-30
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Mentoring is often a crucial, yet informal part of an organization’s best practices and skill development, whether targeted towards a team lead, project manager, designer, developer or a valued senior team member. This book provides practical strategies and methodologies for professionals to mentor others to successfully develop and deliver digital media projects across different types of settings.
Many professionals working with teams in the digital media industry (games, web development, XR, IoT, mobile) are drawn to teaching others, but may not know how or where to start. Many might be a subject expert but may not have the structure and skills in place to be able to teach others effectively in workplace and institutional settings. This handbook will give professionals a guide on how to mentor junior designers, developers and other learners in formal and informal learning environments.What You'll Learn
- Understand the difference between mentoring and teaching
- Design thinking strategies to better identify where, when and how you can help and mentor others
- Build mentoring pipelines, end-to end, especially in post-secondary learning environments
- Create emerging technology projects with teams
Who This Book Is For
Digital media professionals (game, web development, XR, mobile, IoT, etc.) who have experience working in teams in their specific discipline and who want to mentor others.
Intermediate
New feature
Mentoring is often a crucial, yet informal part of an organization’s best practices and skill development, whether targeted towards a team lead, project manager, designer, developer or a valued senior team member. This book provides practical strategies and methodologies for professionals to mentor others to successfully develop and deliver digital media projects across different types of settings.
Many professionals working with teams in the digital media industry (games, web development, XR, IoT, mobile) are drawn to teaching others, but may not know how or where to start. Many might be a subject expert but may not have the structure and skills in place to be able to teach others effectively in workplace and institutional settings. This handbook will give professionals a guide on how to mentor junior designers, developers and other learners in formal and informal learning environments.
You will:
- Understand the difference between mentoring and teaching
- Design thinking strategies to better identify where, when and how you can help and mentor others
- Build mentoring pipelines, end-to end, especially in post-secondary learning environments
- Create emerging technology projects with teams
목차
Introduction
How to read this book
Overview of each Chapter
The What, Why and How of this Book
User Stories for each chapter
Chapter 1: Know the territory: Teaching and Mentoring in PjBL environments
Chart the Known Unknowns of PjBL in post-secondary
To Do: Map known unknowns
Ferrying learners: Facilitating learner management of projects
To Do: Map features of PjBL that need mentoring
Summary of PjBL Features
Deeper Dive
Chapter 2: Know yourself as Mentor
Mentors bridge the gap between acquiring knowledge and applying it
To do: Bridging Knowledge to Action
Mentors guide Individual and Team learning in PjBL
Mentors guide prototyping in PjBL courses
To Do: Know-How Knowledge
Mentor personas
To Do: Mentor Personas
Mentee personas
To Do: Mentee Personas
Chapter 3: Know yourself as Teacher: Designing Teaching Activities from What you Know
Breaking Down What You Know
To Do: Map what you Know
Identifying What You Don’t Know
To do: Map What you Don’t Know
Chapter 4: Know the Patterns of Mentoring and Teaching Interactions
Patterns of teaching and mentoring in the workplacePatterns of teaching and mentoring in learning environments
Activities where teaching and mentoring interactions will occur in PjBL
Chapter 5: Know what needs to be taught and mentored in PjBL
What needs to be taught in a PjBL course
What needs to be mentored throughout a PjBL course
Differentiating Between Teaching and Mentoring Activities in PjBL
Chapter 6: Know Your Mentoring Strategies
A Strategic Approach to Organizing Your Mentoring Strategies
A Mentoring Strategy typology from research
Modelling
To Do: Modelling
Feedback
To Do: Feedback
Surprise
Timing
Humour
Socratic QuestioningLearning Goals
Group Genres
Deep Dive
Scaffolding
Deep Dive
Productive Failure
Memorable StoriesTo Do: Write out your memorable stories
Managing Your Client
Listening
Organizing your own Mentoring Strategies within specific Categories
To Do: Identify your Mentoring Strategies
The strategy of balance between individual and group mentoring
Planning the unplanned mentoring of individuals and team as a strategy
Strategically shifting between mentoring and teaching interventions
Targeting your teaching and mentoring to Project, Team and Client
Chapter 7: Know the PjBL Development Pipeline
Taking apart an emerging technology pipeline
Applying real-world development pipelines to a PjBL one
Plotting what you think needs to be taught in a PjBL course
Identifying the gaps in your own knowledge of what you can and cannot teach
Pre-course and pre-project preparation
Chapter 8: Know the Core Features of PjBL
Design for Learning Creativity
Project Brief
Brainstorming
Ideation toolsScoping Tools
Solving Problems first
Developing a visual vocabulary
Design for Learning to Design for Humans
Interaction Patterns
Psychodemographic Profiling
Storyboarding
User Stories in Agile
Prioritization
Design for Learning How to Solve Problems Together
Design for Learning Agility
Core features of Agile evident in PjBL environments
Practicing Agility
Scrum
Weeklies
Backlogs and Parking Lots
Design for Learning Emerging Technologies Advantages of Cyclic Development of Emerging Technologies in PjBlChoose the x in xR
Design for Learning Prototyping
Iteration
Low to High
Always IncompleteUser-testing
Design for (re)learning the value of Failing
Design for Learning Collaboration
Agile Alignment
Making Ideas Visible
Culture Tools
Design for Learning to Adapt to Change
Design for Reflection
Persistent feedback
To Do: Targeted Reflection Questions
Chapter 9: Know how to assess learners
Process of Developing Criteria
Step 1: Skills Brainstorm
Step 2: Relating Skills to Competencies
Step 3: Distill Core Competencies
Identifying learning outcomes from demonstrated competencies
Pre-Course Competencies
Discovery Sprint
Production Phase(s)
Broader Learning Outcomes
Agile retrospectives as a key formative assessment tool
Testing Bias
Rubrics
Participation Rubrics
Assignment RubricsCollaboration Rubrics
Course Rubrics
Assessment milestones
Iterating on the course outline
Chapter 10: Know-How to anticipate and remove obstacles
Conclusion














