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Clark Quinn’s Learnings about Learning

Mobilized reactions

16 March 2008 by Clark Leave a Comment

In this (anonymous) post on the Learning Technologies conference blog, there’s a reaction to my previous post on mobile tipping point. Two pertinent quotes: “To my mind mobile learning will always be one of two things – either a niche delivery mechanism to tackle particular issues, as with BT, or (and less commonly within organisational L&D) a general delivery mechanism for ‘just-in-case‘ learning.” and “I also find it difficult to imagine mobile learning being used as the primary mechanism for a general, on-going programme of organisational learning and development.”

The response I posted:

Yes, it’s not about putting a full course on a mobile devices, it’s performance support or learning augment.
But it is about the technology to the point that once mainstream content development/authoring tools start having mobile-capable output as an easy option, it will cross the chasm, and that appears to be happening. The devices are out there, but it’s not yet easy enough to get content onto them.

It’s really about ‘just in time’ learning, not ‘just in case’, ala the Zen of Palm showing mobile use is in short amounts frequently, versus desktop. There are more ‘just in case’ delivery options including, specifically, podcasts, and ebooks, but that’s really about convenience rather than ideal opportunity. Yes, it’s another specialist tool.

However, there’s a wide swath of space under the “niche delivery mechanism to tackle particular issues” with many nuances, and really a wealth of opportunity. “mLearning” may be the wrong monicker, maybe ‘mPerformance’, but the organizational impact potential is truly worth exploring. Adventure, anyone?

The Apple of my Design

14 March 2008 by Clark 1 Comment

There’s an interesting article on Apple’s design process at BusinessWeek (no, I don’t read it; I learned about it somewhere else :). Now, I’ve taken a long look at design over the years from a lot of perspectives, partly because I taught interface design for a while, but mostly because I want to know how to execute good design in general (and how to support it). I’ve similarly looked at what makes effective learning, what makes engaging experiences, etc. And design’s fun!

Along the way, I looked at graphic design, instructional design, architectural design, industrial design, etc, and design in domains like writing, comics, etc. Design’s interesting, in that you’re trying to explore a potentially vast space of possible solutions, and you don’t want to miss any areas of the overall space in case you miss out on a great solution. We tend to prematurely converge, bringing in subconscious constraints from our cognitive limitations like functional fixedness, set effects, etc. So, what we look for are ways to help keep us be highly divergent before we get convergent.

Across disciplines, you see repeated effort to do this. Brainstorming is of course common. An approach I knew a small interface design house used was to have to parallel teams working separately on a design before choosing one to develop further, and in Apple’s approach we see a much bigger version thereof.   Egoless design (sharing and being open to constructive feedback), no-limits design (what would you do if you had magic), kitchen-sink design (look at what others have done; as far as your lawyers will let you, plagiarize), etc, are a few of the rubrics I came up with to help facilitate thinking out of the box. They are all tricks to help widely populate the design space. Systematic creativity is not, in fact, an oxymoron, but the result of the fact that certain processes increase the likelihood of the best solution (yes, it’s probabilistic).

Apple’s approaches of the multiple solutions, and the parallel meetings really do help partner systematicity with creativity in demonstrably effective ways. There are interesting lessons here. Design is a key component of the ability to continue to innovate, which is a critical survival skill, even more so going forward. Design on!

Always blogging, always learning

13 March 2008 by Clark Leave a Comment

After the panel at TechKnowledge, one of my fellow panelists lauded the way I handled a particular question. Naturally pleased, I also had to admit that I had handled the question before. Where? Here in my blog! And that’s the point.

There are many reasons to blog, but I started this primarily to practice what I preach: use technology to be smarter (or wiser). You should see that (as a relation used to say), “me, I’m thinking all the time”. I really do try to make the posts my ongoing reflections about learning. It keeps me always on the lookout for my own learning, which I believe is a valuable thing. It keeps me open to new ideas, and processing those ideas to see what’s a new opportunity.

That sort of mindset, consciously scanning the horizon, is not only a ‘learning to learn’ thing, it’s a necessity for the almost cliched exponential increase in information, and decreasing half-life of knowledge. I was talking today with the strategic team for our school about what’s needed for our new generations, and it definitely includes an attitude of continual learning. Blogging is a ‘forcing function’ that, if you’re committed to continually refreshing the content, serves the purpose. There are others, but it’s certainly a low overhead, high return option.

As an extension of yesterday’s post, this is one way I keep myself continually looking for new ideas. And I find that I’ve already considered a lot about things other people end up thinking about, and having some thoughtful responses (which I’ll suggest is valuable). What are your thoughts about that?

Learning to eLearn

12 March 2008 by Clark 1 Comment

Lisa Neal’s put a nice list of hints and tips to be a better elearning professional. Her tips focus on how to get deeper into formal learning, which Scott Leslie expands in a comment. However, there are some good additions from Jay Cross and Saul Carliner about how to broaden the fields you draw upon.

The point being, you’ve got to be a consistent and persistent self-learner, which is a meta-learning topic. Things are dynamic and changing, and you’ve got to keep pushing the envelope. It takes little time (Lisa’s talking about 10 minutes per day), and yet it may be the best investment you can make personally. I’ll also argue that helping learners to learn (what Tony Karrer calls “building learning skills”) is probably the best investment an organization can make!

What are the ways you keep yourself continually learning?

60 Minute Master’s

11 March 2008 by Clark Leave a Comment

In an asynchronous ‘interview’, I was prompted to provide examples of elearning I liked. It was an odd list, with games, animations, etc, but one which I wanted to mention is Clive Shepherd’s 60 Minute Master’s (used to be 30 minutes, but it got longer ;). (Disclaimer, I, among others, contributed to the original wiki used to generate it.) I found an aberration requiring an enrollment key which he’s kindly removed, so now all you have to do is register (I haven’t received any unsolicited email yet ;).

This is a great service, as it’s designed not for the instructional designer (though many could benefit), but instead to be a quick course for SMEs to learn enough to be viable rapid elearning partners. It’s been done as a public service, yet it’s got an appropriate amount of polish, and some pretty good illustrations.

I’m, of course, thrilled to see them talk about hooking in the emotions at the beginning, providing guidance for augmenting and streamlining information presentation, about making meaningful practice, and about wrapping up. I recommend those who are developing online learning to have a look!

Warcrack

10 March 2008 by Clark 2 Comments

My wife was away, so I had the kids and a big deliverable. Life was hectic until Friday, and we had the weekend to kill. Both kids were looking for downtime, so I had a chunk of time at my disposal. Now it was time to do something I’ve been wanting to do for a long time: I signed up for the free trial of World of Warcraft (which, in case you somehow don’t know, is *the* massively multiplayer online role playing game, or MMORPG, set in a ‘swords & sorcery’ fantasy).

Now, this isn’t a frivolous pursuit; as I tell the attendees at my (learning) game design workshop, to do this well you have to be on top of the different forms of media experiences and what makes them engaging, to have the broadest repertoire of sources to draw upon. I also say that it’s important to try games outside your area of comfort. Being ever mindful of financial issues, I note that a great way to do this is to try out the free trial demos of all the different games that are available. So, it was with serious intent that I started my trial…oh, the heck with it, I like fantasy, and I was looking forward to it. OK?

Now, it’s a bit of a confession to admit that this was my first MMORPG, but I also to get to admit that it wasn’t much different than I imagined. You move around, and fight monsters, gaining levels, attempting to get more powerful weapons and armor. That said, there are some very interesting features, and some frustrations.

The world is quite simply gorgeously realized. It may not rival the best console games, but it’s certainly stunning, particularly as it’s playing over a network! And the entrance for new players is quite reasonable. They do suggest you read the manuals (which I’ve yet to find), but they give you hints as you go along, and set you a series of quests that develop your skills. The nice thing about the quests is that they’re reasonably well set in the world.

It’s quite impressive, BTW, just how much they can cram into a small area.   You don’t go far to be questing after new goals, even surrounded by a bunch of other folks doing the same.   It doesn’t feel crowded, but right next door to a previous quest is a new one.   You didn’t realize that just beyond that rise, there was a whole new camp of evil creatures, yet when you make that traverse it’s totally plausible that they were there all the time.

The difficulty goes pretty linearly, the farther from your home you go.   The world is constrained to have you doing things in this area, then this next, one, and each gets gradually   harder.   If you go too far too fast, you’ll die.   Of course, dying is of no real consequence, either, you can go back and revive your corpse and keep playing (and it’s not morbid, really).

It *is* a multiplayer world, with all that conveys. There are other people clearly doing the same quests you are, and you can all do them independently, but you do realize that it’s a ‘setup’. And there are the predictable puerile folks doing things like creating inappropriate names and yelling obscenities. However, as a trial user I couldn’t join groups, and the quests were capable of being done alone. I could see how coordination would help on some I’m currently at right now, but I worked out one on my own via some strategic thinking.

There are only a couple downsides. For one, some of the interface elements are not ‘safe’ enough. I was trying to look through my stuff to trade and sell, and I think I bought something and then sold it back again before I realized it. Unfortunately, the price you get is less than the price you pay, so it was a very quick act of unintended philanthropy. It’s also surprisingly hard to find good information about certain constraints. As I mentioned, the manual is hard to find, and it’s tough to find answers to specific questions. I’ll admit that I have a tendency to charge ahead (at least, in games ;) and just try things, which isn’t bad but may lead me to inappropriate actions that I’d rather have warnings about at the beginning. And it’s a very rich world.

It’s well done, and it’s clear what a big budget will let you do. I think that there are some real good ideas in helping new folks (newbies) get up to speed, when you have a large investment in time to pay off. and, it really is fun, but ‘hard fun’, and I’m going back ’til my trial is over.   Then I’ll stop. Other things to do, and no need to acquire yet another time sink. But I’m glad it’s a limited time trial!

Scope of Responsibility

6 March 2008 by Clark 1 Comment

The Learning Circuit’s Blog Big Question of the Month for March is “what is the scope of our responsibility as learning professionals”. It’s an interesting question, and what prompted it is an interesting read in itself. I’ve been on the stump in a variety of ways suggesting our responsibility is quite broad, if we want to matter to the organization, and we should.

First, I believe it is the learning professional’s scope of responsibility to go beyond courses to resources and job aids, portals, knowledge management, eCommunity, etc, populating the ‘performance ecosystem‘ to support individuals throughout their development and meeting their performance needs. This is the foundation of my elearning strategy, though of course it goes beyond elearning and eventually covers all learning, including coaching & mentoring, instructor-led, organization of workspaces, informal learning, etc.

That’s pretty good, but it’s not enough. I think there’s a broader issue of Creating a Learning Culture (disclaimer: I co-wrote a chapter), which involves ensuring that the climate is supportive for learning, where individuals believe it’s ok to reflect, share ideas (even mistakes), and more. I think that this shouldn’t be taken for granted, but is the result of deliberate effort, and that the learning professional should be working to develop and promote this.

How much would you pay for this now? But wait, there’s more! I think the biggest gap, and the biggest opportunity, is in developing learners as learners, scaffolding them into a learning culture where they are confident and competent self-learners, understanding their role in the learning process, taking command and actively engaging in learning. And this, too, is a role that learning professionals should be supporting. It’s a layer across the previous activities, but should have the largest organizational payoff.

I suppose this seems like quite a lot, but it’s really at core about creating the learning environment in an organization, which includes lots of elements including the culture, goals, as well as resources. As I captured it in a diagram for thinking about the learning environment:

Learning Environment

our responsibility, to me, means watching out over all of these, and ensuring that the area within the organization is as optimized as possible, and in alignment with the elements outside the box. So, do you buy into this?

Mobile eCommunity?

3 March 2008 by Clark Leave a Comment

I‘m working with a client on their mobile strategy. Most of this is reasonably straightforward, but one of their problems is a need for a cross-hierarchy ability to share best practices. It’s a globally distributed workforce, however not all of the individuals have personal internet access (though many apparently have access through a colleague or internet café). Some will have MP3 players, or PDAs, and pretty much all of them have cellphones, though perhaps without digital services.

eCommunity is important, but to truly reach out globally, we may need mobile access. I recently opined that soon mobile web browsers will be quite capable, and that we‘ll see soon see Web 2.0 apps being accessible on the go. I‘m not sure that I want to count on that in the short term, and wonder if there are any other mobile accessible community tools available. I‘m hoping someone knows a pre-existing solution. Ideas?

What’s the (m)point?

29 February 2008 by Clark 1 Comment

Laura asks in a comment on my last mobile post: “When do you think the tipping point to mobile will occur?” It’s something I’ve been trying to understand, and I think I’ve got a handle on it. My response was long enough that I thought I’d make it a post:

Right now the mLearning space feels like the gaming space did a couple of years ago. I’ve been on the stump for games for 6 years or so at least, and it always felt like they were just ready to break. However, there was a point where games suddenly became mainstream. For instance, a couple of years ago Captivate added the ability to make branching scenarios.

I’ve similarly been on the stump for mobile for 5 or so years, and it feels like the gaming space did a couple of years ago. There are mobile tools, and we’re seeing initial work, but now vendors at the expo were saying they had mobile prototypes underway for more mainstream tools. Probably next year we will have more generic tools, or rather mobile output from existing tools.

How that will play out is an interesting challenge. There isn’t an easy ‘works on all mobile devices’ solution. Phone browsers are pretty limited, but they do a fairly consistent java. Other platforms (Palm, iPhone) do better web, but more idiosyncratic java. FlashLite is coming, but is still on a limited set of phones. And so on. Getting a solution that works on a broad variety of devices, some reasonable percentage, even if it’s two separate forms of output, is probably not far away but still problematic.

I think that we will see sufficient (not great, just sufficient) convergence on a reasonable set of platforms that we can make progress in a year or so, and that will be the tipping point. In two years we’ll have some mainstream examples and typical organizations will be making some mobile moves. Fingers crossed!

Questions from the audience

29 February 2008 by Clark 4 Comments

Today we held the Emerging Trends panel session at the TechKnowledge conference. We‘d intended to use an audience response system (aka ‘clickers‘), but of course the technology didn‘t work at that moment, so my colleagues (Frank Nguyen, Ann Kwinn, and Jim Javenkoski) and I winged it with questions from the audience.

Second Life came up a couple times. Joe Miller was the keynote on Wednesday, and in his far ranging and thoughtful presentation he reinforced my previous thoughts on what the fundamental learning affordances are, and helped illuminate a point that hadn‘t really gelled for me.

Using Tony O‘Driscoll‘s diagram, he elaborated on the topic of the current state of virtual worlds. In 1995, when you first looked at HTML, did you have any idea that the web would grow to where it is today? The argument is similar for Second Life, in that the first generation of the web was “Democratization of Access”, where now anyone could find information. Web 2.0 is “Democratization of Collaboration”, where you can create, share, and comment. He called virtual worlds the “3D internet”, and here it‘s the “Democratization of co-creation”.

Besides that, the panel still felt that it‘s about socialization and spatial capabilities, and, as Frank said, that if your objectives didn‘t match those, a virtual world wouldn‘t need to be your solution. I also recited the barriers that Joe had mentioned – usability, download, and processing load -as a way to reinforce the point that there‘s considerable initial investment, and I believe that such worlds make sense when you are intending to have a long-term in-world involvement.

Several questions danced around the relevance of instructional design and the teaching thereof. I pointed to the ongoing dialogs, and we generally agreed that the teaching wasn‘t as aligned to real world practice as it could be, but, as Ann pointed out, ISD principles still apply (our brains haven‘t changed).

Another question came out about the real world validity of Web 2.0. I cited an audiocast of a cutting edge project leader who used BaseCamp, Twitter, Deli.cio.us, IM, and more to keep his team aligned, and my own use of technologies to accomplish various business goals. Jim raised the point that Web 2.0 is a way to have the communication be two way, not just from the designers to the victims, er, learners.   These tools may initially take up extra time, but once ‘assimilated’, they are proving to be time-savers in productivity as well.

One individual pointed out how there seemed to be two camps of instructional technology: traditional eLearning which was instructivist and a second that was social. I agreed and pointed out how we really need to wrap instruction with collaboration from the get-go to help learners immediately recognize that dialog is part of the process and enculturate them into the community.

We also talked about the pragmatics of introductions of technology. To a question about moving the government along, I suggested that there‘s a ‘late adopter‘ advantage of avoiding mistakes (though I‘m not so certain it‘s strategy rather than inertia :), and that solid examples with ROI were the best leverage.

Another question on how to get people to use wikis seemed to suggest that in the particular instance, wikis were the wrong tool (the goal was capturing ‘stories‘). As it pushed one of my hot buttons, I suggested that we should not forget to do a proper match between need and tool, nor forget older tools in the flush of new technologies; in this case a discussion list would probably be a better tool. However, my real answer is that when the need is a resource, a wiki can be a collaboratively improved resource and the way to get participation is to make sure the resource is valuable. I would add, now, that a session I heard indicated success in using incentives to get initial participation, and that may be pragmatic, if not principled ;).

Many thanks to the participants, I thought it was a nice way to cap off the conference.

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