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Installing 4DX with your Organization

Teachers in the classroom are always looking for more creative ways to better connect the real-world application process to the curriculum they teach daily. However, many educators may be afraid to implement new technology in their classrooms and are hesitant to learn a new skill while creating lesson plans for it. Therefore, implementing changes in the classroom can be challenging, as it often requires educators to step outside their comfort zones and adapt their established teaching methods. This process forces collaboration among teachers to identify areas needing improvement. However, creating a supportive environment that acknowledges the difficulties that come with this new frontier and allows educators to test out their concepts can gradually create a mindset of adaptability, ultimately preparing students for success in a rapidly changing world.

This is where the four disciplines offer a systematic method for progressing toward our wildly important goals (WIG) while acknowledging that daily "whirlwind" tasks still need to be addressed. I believe that adopting a 4DX strategy can empower teachers in the education system to help students find their career path after graduation.

The 4 Disciplines

5 Stages of Change

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  1. Getting Clear: Begin by clarifying your 4DX goals regarding integrating VR technology into the classroom. This involves defining the desired outcomes, such as enhancing student engagement, improving learning retention, and preparing students for real-world applications through immersive experiences.
     

  2. Launch: Initiate the implementation process with a focus on leadership, ensuring that school administrators, CTE administrators, and key stakeholders are on board. Their support is essential for garnering the resources and commitment needed for successful integration.
     

  3. Adoption: Encourage teachers to actively pursue the 4DX outcomes by incorporating VR technology into their lesson plans. This phase involves training educators on how to effectively use VR tools and ensuring they have the necessary resources to facilitate engaging learning experiences. Even setting up staff development training to give teachers the oppertunity to practice hands on, discuss lesson plans with other teachers, and work out any initial potential issues.
     

  4. Optimization: As other teachers and classes begin to bring in VR technology, they should continuously refine the 4DX strategy based on feedback from both teachers and students. This may involve adjusting lesson plans, exploring new VR applications/software, and ensuring that the technology is effectively meeting educational goals.
     

  5. Habits: Finally, establish habits among educators and students to sustain momentum in using VR technology. This includes regular check-ins, ongoing professional development, and creating a culture that embraces innovation and continuous improvement in teaching practices. Even bringing in rewards for teachers to incentivize using this technology in their classes to expand education in the 21st century.
     

By applying these stages, educators can effectively integrate VR technology into the classroom, ultimately enhancing student learning and engagement.​​

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5 Stages of Implementation (Yamashita, 2018)

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How the Influencer Model and 4DX Complement Each Other

The Influencer Model and 4DX work together to help bring VR technology into the classroom. The Influencer Model focuses on finding key behaviors that encourage teachers to adopt VR, supporting the steps outlined in the 4DX framework. By involving influential teachers, this model creates a positive classroom for using VR technology. It also addresses teachers' unique concerns and motivations, aligning nicely with the organized approach of 4DX. This combined strategy ensures that both emotional and practical aspects of using VR are considered, making the transition easier.

 

Additionally, the feedback process from the Influencer Model helps reinforce accountability measures in 4DX, leading to better results. Together, these methods help teachers successfully integrate VR into their lesson plans, helping improve students' learning experiences and knowledge retention while also creating a fun and enjoyable learning classroom.

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References

Grenny, J., Patterson, K., Maxfield, D., McMillan, R., & Switzler, A.. (2013). Influencer:
               The new science of leading change. New York, NY: McGraw-Hill Education.

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Khan, M. (2025). The 4 disciplines of execution summary. Muzammil
              Khan. https://www.muzammilkhan.us/the-4-disciplines-of-execution
              summary/

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​McChesney, C., Covey, S., & Huling, J. (2016). The 4 disciplines of execution:
               Achieving your wildly important goals. New York: Free Press.

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Yamashita, J. (n.d.). 4 disciplines of execution. AdultEdTech. Retrieved April 22, 2023,
              from https://jerryyamashita.com/4-disciplines-of-execution.html

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