Skip to main content

Learning objectives (more detail)

info

This page provides additional guidnace on composing learning objectives, but you should start with the basic learning objective overview in the toolkit.

In order to

The "in order to" principle works the same for LOs as it does with skills. For example:

  • Distinguish between Unity's Particle System and VFX Graph in order to select the appropriate tool for a given visual effects requirement.
  • Choose time-based or action-based methods in order to play audio clips.

As with skills, these LOs are reversible:

  • Select the appropriate tool for a given visual effects requirement by distinguishing between Unity's Particle System and VFX Graph.
  • Play audio clips by choosing time-based or action-based methods.

Cumulative skills and unique learning objectives​

Once a learner has achieved all the LOs for a skill, they should be ready to practice that skill.

Each skill has a unique set of LOs. Rather than repeat LOs in multiple skills, organize LOs within skills so that the skills can build on one another. For example, don't add "Add a point light" to every lighting skill!

Don't add any learning objectives that are covered by your prerequisites.

Don't subdivide LOs​

Learning objectives are the most discrete and granular descriptor in the skills database. If you find yourself adding sub-bulleted items to the table below or wanting to break down LOs even further, consider the following:

  • Is your LO really a skill? Would using a skill verb describe it more accurately? It's common to discover that a complex LO is really a skill that should be promoted.
  • Are you getting too detailed? Is it necessary to list every sub-item? For example, it isn't necessary to explain the function of each type of primitive GameObject (cube, sphere, capsule) because they all behave the same way. Imagine how you would write instructions for using each item, and if your instructions would be repetitive, skip the detail.