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Archives for March 2009

elearning, strategically

12 March 2009 by Clark 3 Comments

elearningvaluenet.jpgWhile I’ve lots more to say, I put a short version of my vision of elearning strategy in Michael Allen’s 2009 e-Learning Annual.   It’s about both getting the individual elements right, and establishing the connections between the elements to achieve synergy, not irrelevance (or worse).

This doesn’t include assessments, action plans, or more (I’m planning that for my pre-conference workshop on strategy at ASTD’s International Conference & Exposition), but it does lay out some of the reasoning and history behind the approach, the elements and some of the ways they go right (and wrong), and why they need to be tied together.

The whole book has a wonderful collection of articles.   It includes authors like Jay Cross, Karl Kapp, Lance Dublin, Bob Mosher, Ruth Colvin Clark, Marc Prensky, Saul Carliner & Margaret Driscoll, just to mention the ones I’ve met.   And important topics like Appreciative Inquiry, Performance Support, ROI, implementation, the value of research for design, virtual world design, and more.   It’s a great collection, and recommended.

However, I did want to make my chapter available, and am happy to say that I’ve done so. You can download the article (PDF).   I’d welcome your thoughts and feedback.

A wee bit o’ experience…

11 March 2009 by Clark 1 Comment

A personal reflection, read if you’d like a little insight into what I do, why and what I’ve done.

Reading an article in Game Developer about some of the Bay Area history of the video game industry has made me reflective.   As an undergrad (back before there really were programs in instructional technology) I saw the link between computers and learning, and it’s been my life ever since.   I designed my own major, and got to be part of a project where we used email to conduct classroom discussion, in 1978!

Having called all around the country to find a job doing computers and learning,   I arrived in the Bay Area as a ‘wet behind the ears’ uni graduate to design and program ‘educational’ computer games.   I liked it; I said my job was making computers sing and dance.   I was responsible for FaceMaker, Creature Creator, and Spellicopter (among others) back in 81-82.   (So, I’ve been designing ‘serious games’, though these were pretty un-serious, for getting close to 30 years!)

I watched the first Silicon Valley gold rush, as the success of the first few home computers and software had every snake oil salesman promising that they could do it too.   The crash inevitably happened, and while some good companies managed to emerge out of the ashes, some were trashed as well.   Still, it was an exciting time, with real innovation happening (and lots of it in games; in addition to the first ‘drag and drop’ showing up in Bill Budge’s Pinball Construction Set, I put windows into FaceMaker!).

I went back to grad school for a PhD in applied cog sci (with Don Norman), because I had questions about how best to design learning (and I’d always been an AI groupie :).   I did a relatively straightforward thesis, not technical but focused on training meta-cognitive skills, a persistent (and, I argue, important) interest.   I looked at all forms of learning; not just cognitive but behavioral, ID, constructivist, connectionist, social, even machine learning.   I was also getting steeped in applying cognitive science to the design of systems, and of course hanging around the latest/coolest tech.   On the side, I worked part-time at San Diego State University’s Center for Research on Mathematics and Science Education working with Kathy Fischer and her application SemNet.

My next stop was the University of Pittsburgh’s Learning Research & Development Center for a post-doctoral fellowship working on a project about mental models of science through manipulable systems, and on the side I designed a game that exercised my dissertation research on analogy (and published on it).   This was around 1990, so I’d put a pretty good stake in the ground about computer games for deep thinking.

In 1991 I headed to the Antipodes, taking up a faculty position at UNSW in the School of Computer Science, teaching interface design, but quickly getting into learning technology again.   I was asked, and I supervised a project designing a game to help kids (who grow up without parents) learn to live on their own. This was a very serious game (these kids can die because they don’t know how to be independent), around 1993.   As soon as I found out about CGIs (the first ‘state’-maintaining technology) we ported it to the web (circa 1995), where you can still play it (the tech’s old, but the design’s still relevant).

I did a couple other game-related projects, but also experimented in several other areas.   For one, as a result of looking at design processes,   I supervised the development of a web-based performance support system for usability, as well as meta-cognitive training and some adaptive learning stuff.

I joined a government-sponsored initiative on online learning, determining how to run an internet university, but the initiative lost out to politics.   I jumped to another, and got involved in developing an online course that was too far ahead of the market (this would be about 1996-1997).   The design was lean, engaging, and challenging, I believe (I shared responsibility), and they’re looking at resurrecting it now, more than 10 years later!   I returned to the US to lead an R&D project developing an intelligent learning system based on learning objects that adapted on learner characteristics (hence my strong opinions on learning styles), which we got up and running in 2001 before that gold rush went bust.   Since then, I’ve been an independent consultant.

It’s been interesting watching the excitement around serious games.   Starting with Prensky, and then Aldrich, Gee, and now a deluge, there’s been a growing awareness and interest; now there are multiple conferences on the topics, and new initiatives all the time.   The folks in it now bring new sensibilities, and it’s nice to see that the potential is finally being realized. While I’ve not been in the thick of it, I’ve quietly continued to work, think, and write on the issue (thanks to clients, my book, and the eLearning Guild‘s research reports).   Fortunately, I’ve kept from being pigeonholed, and have been allowed to explore and be active in other areas, like mobile, advanced design, performance support, content models, and strategy.

The nice thing about my background is that it generalizes to many relevant tasks: usability and user experience design and information design are just two, in addition to the work I cited, so I can play in many relevant places, and not only keep up with but also generate new ideas.   My early technology experience and geeky curiosity keeps me up on the capabilities of the new tools, and allows me to quickly determine their fundamental learning capabilities.   Working on real projects, meeting real needs, and ability to abstract to the larger picture has given me the ability to add value across a range of areas and needs.   I find that I’m able to quickly come in and identify opportunities for improvement, pretty much without exception, at levels from products, through processes, to strategy.   And I’m less liable to succumb to fads, perhaps because I’ve seen so many of them.

I’m incredibly lucky and grateful to be able to work in the field that is my passion, and still getting to work on cool and cutting edge projects, adding value.   You’ll keep seeing me do so, and if you’ve an appetite for pushing the boundaries, give me a holler!

Whither the library?

10 March 2009 by Clark 3 Comments

I go to libraries, and check out books.   I admit it, when there’s a lot I want to read, I’d rather read it on paper (at 1200 dpi) versus on the screen.   And some recent debates have got me thinking about libraries in general, public and university.   There’re some issues that are unresolved, but leave me curious.

As the editor on one for-profit journal (British Journal of Education Technology), and now on one ‘open access’ (Impact: Journal of Applied Research in Workplace E-learning), I’ve been thinking more about the role of the journal, and the library.   There’s certainly been a lively discussion going on about the internet and the role of for-profit publishers.

The model for decades has been that books, magazine, journals, and newspapers had material that was submitted, reviewed, edited, and published by publishers, and available for a fee.   Yes, there have been some free newspapers, paid for by advertising (e.g. San Diego’s weekly Reader was an eagerly sought resource while I was a student), but in general the costs of paper, publishing, distribution, and more meant that information had an associated overhead.

Libraries democratized access, by aggregating purchasing power.   People could come in and find material on particular subjects, read popular books, and more recently, also other materials like albums, tapes, CDs, DVDs, etc.   Public libraries provided places to read as well, and librarians were resources to find or ask about particular topics.   University libraries purchased journals, copies of textbooks, and of course the obvious reference materials, while providing places to study.

Now, of course, the internet has thrown all that on it’s head.   With some notable exceptions, people have the capability to put up information (e.g. this blog), to access information (Google becoming a verb), and the distribution is covered in the cost of internet access.   Consequently, the publishers have struggled to come to grips with this.   As have researchers and learners.   On one side, those who say what’s on the internet isn’t vetted, while others say that the proprietary information is irrelevant and the wisdom of the crowds reigns supreme.

One of the consequences has been the call for open access publishing, essentially   that articles are submitted, reviewed, and published online, with anyone being able to view the outcomes.   This is a threat to publishers, who’ve argued strongly that their processes are time-tested.   And universities (particularly for promotion and tenure) have been slow to accept online publication as an equivalent, due to the uncertainty of the rigor of the publication (clearly, it depends on the particular journal).

This isn’t restricted to journals, of course, textbooks are also under threat.   And publishers are similarly scrambling.   I’ve been advising publishers and working on projects to get them online, and more.   The ‘and more’ part is because I’ve been trying to tell them it’s not “it’s not about the book, it’s about the content:, but instead “it’s not about the content, it’s about the experience”.   Whether academic publishing will continue is an interesting issue.   Publisher’s who’ve depended on this have serious issues.   So do libraries.

Which brings me back to my library. It’s a vibrant place, by   no means dying.   While the book shelves are relatively quiet (though there are dedicated readers browsing the stacks), there are kids in the young book section, people grazing the videos and music, and a queue for access to the internet.   They’re tightly couple with other library networks, and so when a book I wanted wasn’t in our library system, they got it on loan from another library system in the state.   Easily!     They also have ways to make recommendations, even in areas they don’t read in themselves.

How about university libraries? They’re the ones I was curious about, and where I had some thoughts.   University libraries are more about research.   Popular culture will be distributed across media, and public libraries can have a role as a media access center, but university libraries are situated on internet rich campuses, where the demand for other popular media probably isn’t as strong.   Do they have a role?

I’ve argued before that the role of the university is shifting to developing 21st century skills (unfortunately in lieu of our public education systems).   The library is well-placed to accommodate this need. They may not be the technology gurus, but they are (or can be) the information gurus.     It’s a hub of information searching, evaluation, and sense-making.   The librarians may need a mind-set change to not be about finding resources, but teaching their information science skills, but no one’s untouched (teachers need to move to being learning mentors, etc).

I considered, but didn’t title this post “Wither the library”, because I think libraries have a role.   They may need to become shift their focus (and it occurs to me that we need to think about how they become more visual), but they still have a role.

Monday Broken ID Series: Summaries

8 March 2009 by Clark 1 Comment

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This is one in a series of thoughts on some broken areas of ID that I’m posting for Mondays.   The intention is to provide insight into many ways much of instructional design fails, and some pointers to avoid the problems. The point is not to say ‘bad designer’, but instead to point out how to do better design.

When it comes to closing the elearning experience, not surprisingly too often we drop the ball here, too.   Our endings tend to be too abrupt, and merely rehash what has been learned, and, if we’re lucky, point out further directions. Not that we don’t want to let them know what they‘ve learned, and indicate that if they want to go deeper, they should go here, and they’re now prepared to learn about this thing over there.   But there’s so much more!

First of all, if we’re viewing this as an experience, developing motivation and addressing the emotional components, and we should be, then we should close off the experience emotionally as well.   We should acknowledge the effort they’ve put in, and celebrate the fact that they‘ve learned the ability to do something new (and it should be do something new, if you‘ve got your objectives right).

Ideally, we’d personalize this, and say something like”you did really good on A, but your B was a little weak, try a bit of C to build that up” or whatever.   We don’t always have the ability to track performance at this more granular level, nor the ability to make the learning content adapt in that way, but it’s conceptually feasible and you should be thinking about how you might accomplish that.

Also, in the introduction, we drilled down from the larger context in the world (right?), and we should similarly drill back up.   Let‘s reconnect the learner with the broader context, and reactivate and associate the learning experience by letting them know how what they now can do plays a role in the world.   It‘s not just “you learned X”, but “you learned X, which means Y”.

Finally, let me add a valuable lesson I learned.   I was working on some content for speaking to the media, and the SMEs (hello, Jane & Susan!) had a nice statement format that worked really well (with a memorable acronym: the SEX statement – Statement, Examples, eXplanation – I’ve never forgotten it :).   However, they realized that the opportunities to apply it might be few and far-between, so they encouraged ways to practice it.   They suggested using it with co-workers, bosses, even your kids!

The important point was the effort they put in to help you keep it active until you needed it, and that‘s too often an element we forget.   We can and should stream out reactivations at a rate that is appropriate for how soon and how often we’ll apply the skills, but our decision about how to support the learner’s retention should be conscious and related to their task and practice opportunities.

Note that this can and should be all done in a minimum amount of words.   It doesn’t take much, a sentence or two at most, unless it‘s been a big elearning experience, but it is appropriate.

So, in summary, make sure you wrap up the learning experience with the same care that you began it. Make it an experience to be remembered!

Focusing on the Do: Moore’s Action Mapping

4 March 2009 by Clark 6 Comments

Cathy Moore has a lovely post with a slideshow that talks about using action mapping to design better elearning, and it’s a really nice approach.   While I don’t know from Action Mapping (tm?), I do know that the approach taken avoids the typical mistakes and focuses on the same thing I advocate: what do people need to be able to do?

The presentation rightly points out the problems with knowledge dump, and instead focuses on the business goal first, and then asks you to map out what the learner would need to be able to do to achieve that business goal.   That’s the point I was making in my ‘objectives‘ post of the Broken ID series.

Cathy nicely elaborates on that point, going directly to practice that has them doing the task, as close as possible to the real task.   Finally, she has you bring in the minimum information needed to allow them to do the task.   This is really a great ‘least assistance‘ approach!

Now, it’s not talking about examples or models (though those could fit under the minimum information principle, above), nor introducing the topic, so I’d want to ensure that the learners are engaged into the learning experience up-front, and provide a model to guide their performance in the task.   What this does, however, is give you a framework and set of steps that really focuses on the important elements and avoiding the typical approach that is knowledge-full and value-light.   Recommended.

What it takes

3 March 2009 by Clark Leave a Comment

Over at the TogetherLearn site, I’ve added a post about ‘what it takes‘.   I guess it’s the ‘how do we make this work’ in me, but I wanted to wrap some concrete definition about their ‘the future of   the training department‘.   I very much agree with their view, but was concerned it could be viewed as too difficult.

Note that they are largely talking about a move to a self-help environment, as I discussed in my last post on the training department of the future.   I reckon, however, that a truly deep revisit and rethink will look at formal learning, portals, content governance and more, as well as the social learning component.   Still, the process is largely the same, it’s just that the scope is larger.   Just doing the social component, however, is likely to be the best short-term investment to get large benefits from a small step.

Realize that the roadmap isn’t going to be as specific as might be desired, but it helps to take an objective look from an experienced perspective and at least line up some near-term goals as well as some long-term desires, and figure out some steps that will take you there.   I can’t see an alternative, can   you?

Workplace Learning in 10 years?

2 March 2009 by Clark 3 Comments

This month’s Learning Circuit’s blog Big Question is “What will workplace learning look like in 10 years”.   Triggered by Jay & Harold’s post and reactions (and ignoring my two related posts on Revisiting and Learning Design), it’s asking what the training department might look like in 10 years.   I certainly   have my desired answer.

Ideally, in 10 years the ‘training department’ will be an ‘organizational learning’ group, that’s looking across expertise levels and learning needs, and responsible for equipping people not only to come up to speed, but to work optimally, and collaborate to innovate.   That is, will be responsible for the full performance ecosystem.

So, there may still be ‘courses’, though they’ll be more interactive, more distributed across time, space, and context.   There’ll be flexible customized learning paths, that will not only skill you, but introduce you into the community of practice.

Learning/Information/Experience DesignHowever, the community of practice will be responsible for collaboratively developing the content and resources, and the training department will have morphed into learning facilitators: refining the learning, information, and experience design around the community-established content, and also facilitating the learning skills of the community and it’s members.   The learning facilitators will be monitoring the ongoing dialog and discussions, on the lookout for opportunities to help capture some outcomes, and watching the learners to look for opportunities to develop their abilities to contribute.   They’ll also be looking for opportunities to introduce new tools that can augment the community capabilities, and create new learning, communication, and collaboration channels.

Their metrics will be different, not courses or smile sheets, but value added to the community and it’s individuals, and impact on the ability of the community to be effective.   The skill sets will be different too: understanding not just instructional but information and experience design, continually experimenting with tools to look for new augmentation possibilities, and having a good ability to identify and facilitate the process of knowledge or concept work, not just the product.

10 years from now the tools will have changed, so it may be that some of the tasks can be automated, e.g. mining the nuggets from the informal channels, but design & facilitation will still be key.   We’ll distribute the roles to the tools, leaving the important pattern matching to the facilitators.

At least, that’s what I hope.

Monday Broken ID Series: Perfect Practice

1 March 2009 by Clark 1 Comment

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This is one in a series of thoughts on some broken areas of ID that I‘m posting for Mondays.   I intend to provide insight into many ways much of instructional design fails, and some pointers to avoid the problems. The point is not to say ‘bad designer‘, but instead to point out how to do good design.

Really, the key to learning is the practice. Learners have to apply knowledge, in the form of skills, to really internalize and ‘own‘ the learning.   Knowledge recitation, in the absence of application, leads to what cognitive science calls ‘inert knowledge‘, that‘s able to be recited back, but isn‘t activated in appropriate contexts.

What we see, unfortunately, is too much of knowledge test, and not meaningful application. We see meaningless questions seeing if people can recite back memorized facts, and no application of those facts to solve problems.   We see alternatives to the right answer that are so obviously wrong that we can pass the test without learning anything!   And we see feedback that‘s not specific to the deficit.   In short, we waste our and the learner‘s time.
What we want is appropriate challenge, contextualized performance, meaningful tasks, appropriate feedback, and more.

First, we should have picked meaningful objectives that indicate what they can do, in what context, to what level, and now we design the practice to determine whether they can do it. Of course, we may need to have some intermediate tasks to develop their skills at an appropriate pace, providing scaffolding to simplify the task until it‘s mastered.

We can scaffold in a variety of ways. We can provide tasks with simplified data first, that don‘t get complicated with other factors.   We can provide problems with parts worked, so learners can accomplish the component skills separately and then combine. We can provide support tools such as checklists or flowcharts to assist, and gradually remove them until the learner is capable.

We do need to balance the level of challenge, so that the task gets difficult at the right rate for the learner: too easy, and the learner is bored; too hard and the learner is frustrated.   Don‘t make it too easy!   If it matters, ensure they know it (and if it doesn‘t, why are you bothering?).

The trick is not only the inherent nature of the task, but many times is a factor of the alternatives to the right answer.   Learners don‘t make random mistakes (generally), they make patterned mistakes that represent inappropriate models that they perceive as appropriate.   We should choose alternatives to the right answer or choice that represent these misconceptions.

Consequently, we need to provide specific feedback for that particular misconception.   That‘s why any quiz tool that only has one response for all the wrong answers should be tossed out; it‘s worthless.

We need to ensure that the setting for the task is of interest to the learner.   The contexts we choose should setup problems that the learner viscerally understands are important problems, and ones that they are interested in.
We also need, as mentioned with examples, that the contexts seen across both examples and practice determine the space of transfer, so that still needs to be kept in mind.

The elements listed here are the elements that make effective practice, but also those that make engaging experiences (hence, the book).   That is, games.   While the best practice is individually mentored real performance, that doesn‘t scale well, and the consequences can be costly.   The next best practice, I argue, is simulated performance, tuned into a game (not turned, tuned).   While model-driven simulations are ideal for a variety of reasons (essentially infinite replay, novelty, adaptive challenge), it can be simplified to branching or linear scenarios.   If nothing else, just write better multiple choice questions!

Note that, here, practice encompasses formative and summative assessment. In either case, the learner‘s performing, it‘s just whether you evaluate and record that performance to determine what the learner is capable of.   I reckon assessment should always be formative, helping the learner understand what they know. And summative assessment, in my mind, has to be tied back to the learning objectives , seeing if they can now do what they need to be able to do that‘s difference.

If you make meaningful challenging, contextualized performance, you make effective practice.   And that‘s key to behavior change, and learning.   So practice making perfect practice, because practice makes perfect.

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