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Clark Quinn’s Learnings about Learning

The Latest Goldrush

19 June 2007 by Clark 1 Comment

My first job out of college was designing and programming educational computer games on the old Apple ][, TRS-80 Model 1 (shudder), etc (a couple of my better-known products were FaceMaker & Spellicopter). At that time, these initial PCs were new, and people were excited. A whole bunch of folks came out to ‘Silicon Valley’ (before it really had that label) and started saying that they could program applications for these machines. Some great companies were formed, including the Learning Company, and some great applications, including Visicalc. But also a whole bunch of other companies sprung up, and eventually there was a crash. Out of the ashes, some good companies survived but also some good ones failed.

The reason I tell this story is not to show how old I am (I was a child prodigy, honest ;), but because that was my first experience with a gold rush mentality. What I mean here is when something new becomes perceived as an opportunity, and a whole bunch of people jump on the bandwagon and try to make money off of it. I’ve subsequent seen the same story repeat with multimedia, the internet, and online learning.

I think I’m seeing it now in Serious Games. There’s a lot of good stuff going on, don’t get me wrong, yet I think I’m also seeing a lot of people jumping on the bandwagon who are the equivalent of the ‘snake oil’ salesman: talking a good game but not really ‘getting’ what’s important. I’m afraid that the consequence of hype and disappoints will be a backlash against this new incarnation of a great idea just as there was against the previous version, ‘edutainment’. I do see a lot of good things happening, and for once I hope I’m just being an alarmist.

There’s nothing wrong with a company with game experience looking to this new area as a potential business opportunity, but I hope they do so with more than just a token nod to the learning side. I don’t believe you can put game designers and instructional designers in a room together and get an optimal outcome. I think you need to have a language to do so (hence Engaging Learning). So, I’ve a clear interest and bias, but I truly believe what I say. And it’s my blog anyway…

Moving forward…

15 June 2007 by Clark Leave a Comment

A colleague’s question about the need for ecommunity caused me to react thusly:

The success factor going forward will be new ideas: to innovate, design, problem-solve, and learn from mistakes in ways that are more effective and actionable. It will also require efficiency in execution, but the advantages will be to the knowledge creators. It’s about experimenting more effectively: creating new understandings, testing them, refining them, and documenting the outcomes for others to avoid replication.

First and foremost it’s about smart sharing, both in who and how. Tools for sharing are critical.

Secondarily, it’s about developing learners who can play like this. You need to make the tools natural extensions. It takes a culture.

It’s about creating an environment for knowledge worker success, and that’s scaffolding both the resources we develop and provide, and access to the resources of others. It’s about the development of novices, support of practitioners, and collaboration of experts negotiating new understandings.

United we learn or divided we fail.

Thoughts? My own reaction is to be smart in sharing: who, how, and what.

Political Systems

14 June 2007 by Clark Leave a Comment

I‘ve been talking about thinking systemically, and I‘m quite interested in politics (mostly in changing it in a positive direction), and a recent editorial in USAToday (of all places) really put something together for me. Robert Kegan, Meehan Professor of Adult Learning at Harvard University, has a piece titled: Wanted: A president with a complex mind.

His point is that, as we‘re shopping for a new president (and we are), we should be looking not just for policies, but a defined ability to think about complex situations and create and adapt appropriate policies. In short, he wants a president who can think systemically about the issues.

He also makes it clear that being smart or intelligent isn‘t enough, but instead that the world is now to a state that we can‘t have simple answers and we need a president, going forward, who can think about alternate viewpoints, who can have a reflective conversation. And he is aware that the ability to think complexly is not enough; it is necessary but not sufficient.

I‘ve argued that our curriculum needs to teach people to deal with an increasingly challenging world, and I think this is only more evidence for the point. However, Robert‘s wake-up call is that our nation can‘t wait until the new generation is developed along those lines (and I’ll suggest we‘re not doing it yet), and that we need to be searching for that capability now. I couldn‘t agree more. I hope we can bring into our discussions and choices, for the next election, the criteria of a president who is capable of coming up with policies that reflect the real world‘s complexities, and adapting to the resulting consequences.

Learning by prostheses

31 May 2007 by Clark 5 Comments

Jim Schuyler, CTO of the Dalai Lama Foundation (and colleague, mentor, friend), writes in his blog:

My contention is that much of what we have to accomplish in educating people is to help individuals understand the limits of their own cognitive (and memory) abilities and find ways to interface with memory and cognition-devices in the external world so they can effectively and productively learn – and I mean learn and learn and learn for an entire lifetime – and make use of what they have learned.

In one sense this sounds a lot like George Siemen’s connectivism, and in another like the meta-learning (learning to learn) that I was promoting with Jay Cross and several others. I still think that meta-learning is a big missed opportunity in the corporate world, and it’s definitely part of the curriculum I’d like our schools to be working on.

It’s about developing a mind-set to steadily and systematically learn along our lives, and having the skills to do so effectively and efficiently. Sounds like the best investment I can think of. We know our limitations: great pattern matchers, poor arbitrary rememberers. Which is why I push my ‘external brain’ (my Treo) to see how much smarter it can make me (part of my mobile learning learning).

As a side note, I wish Sky allowed me to put this comment on his site, but he requires having a log-on and I’ve enough of those already. In general, when I’ve read others’ comments on my blog in their blog, I leave comments on their blog rather than reiterate them here. And maybe I’m missing one of the benefits or responsibilities of blogging? Live and learn, so opinions welcome.

Surfacing

30 May 2007 by Clark Leave a Comment

MS Surface Map CollaborationMicrosoft’s just released Surface, a new product based upon a coffee-table size (and form factor) touchscreen which supports multiple finger gestures and will include placing devices on them (e.g. smartphones, music players) and having them become ‘available’ to share music, photos, and whatever you might imagine. At first I thought it looked cool but limited, but they showed some intriguing scenarios such as having the table be a menu and placing your cards down to pay at the end, dividing up the things ordered between the cards. It’s fairly high resolution and quite interactive.

While I’m a wee bit worried about bending over the table (with my back aching from a weekend which included carrying large landscaping bricks), I can see some interesting opportunities. They showed one person drawing, and it strikes me as a great surface for co-construction of representations. You know I like models, and having a multi-touch interface on top of an application like OmniGraffle would be great to sit over and talk with colleagues about. They talk about sharing files, but I wonder if you could bring in your own applications.

I can really easily see kids all ganging up around one, too, like they already do with the whiteboard, lego, whatever. With that device connectivity, they could take their devices out into the world, bring stuff back, share, and create projects in a more natural way. Or even share their creations (drawings, Spore creatures, genetically created pets, what have you). Then, of course, finding a way to have different surfaces in different places and have them linked, so that they could collaborate at a distance (with VoIP, and maybe their photo or something on the side for ‘telepresence’.

And board games could take on a whole new dimension. Wizard’s Chess, anyone?

Ok, I’m game to play.

Shame on me…

25 May 2007 by Clark Leave a Comment

Speaking of mistakes, there’s one I’ve made. Again. The old saying “fool me once, shame on your, fool me twice, shame on me” comes to mind. I had a conversation about my recent eLearning Guild presentation on elearning strategy, and got sucked into helping interpret it for this particular individual’s circumstance. I knew it was a corporate initiative, and was looking to see if they needed help, but instead there I was answering questions. It’s a bad habit.

I like talking ideas. And I like helping people. However, interpreting them to someone’s benefits is my business. Many years ago I derived a principle that I’ll talk ideas for free, I’ll help someone personally for drinks, dinner, etc, but if someone’s making money off of it, I want a cut. I think it’s still relevant.

I live by the ideas and experience I bring to the table and my ability to interpret them for a particular client. I love what I do, and if I were independently wealthy (and, as I joke, you’re welcome to make that happen) I’d still do this. But I’m not independently wealthy, and I work hard to feed family, mortgage, HMO (don’t get me started), etc. I also like to think that I’m very good at what I do, and believe my track record shows it. ( It’s not because of my marketing and sales skills.)

So, I’ll post my mistake here as support to not make it again. Fortuitously, the day after that call I had a chance to do it right, and did much better. That should be an upward path. Err less and less and less…

Mistakes

23 May 2007 by Clark 2 Comments

In a conversation today the topic of mistakes came up, and it’s one I think we could talk about more (and I’ve done so in the past, I discover). It’s clear that innovating and improving requires experimentation (again, he who fails fastest, wins). Yet, you can’t celebrate mistakes, as it can send the wrong message.

I was reminded of a story I heard at the Creating a Learning Culture conference Marcia Conner was kind enough to invite me to. To reiterate the earlier post, a company celebrated not when the mistake was made, but when the lesson was learned. That’s stuck with me as a great idea that allows mistakes as part of an overall culture that says it’s ok to experiment, and we know you’ll fail occasionally, but learn from it. Piet Hein is quotable here:   “The road to wisdom? Well it’s simple to express: err and err and err again, but less and less and less.” Just don’t make the same mistake!

My interlocutor recalled his approach, saying to teams: “I don’t mind small mistakes”, and that makes a lot of sense. I used to tell my team that I didn’t mind bad news, but I hated surprises. I like his approach better. Big mistakes are a problem, small mistakes are an investment in the future.

I mentioned corporate cultures I’d seen (in seemingly successful companies) where you couldn’t talk about mistakes. He recited his experience where when a mistake was made, they’d fire someone, and think they’d solved the problem!

So, another quote: “when you lose, don’t lose the lesson”. Find out why the mistake was made, how not to make it again, and make sure everyone learns from it.

Coaching

22 May 2007 by Clark Leave a Comment

My son’s baseball season is over, and it was a lesson to me about the value of good coaching. There’re lots of things that go into coaching, it became clear. For example, I began to believe that if you first don’t instill an understanding of what it means to be a team, you don’t have a chance. And then you’ve got to build not only the individual skills, but also the strategy. Also, you’ve got to have support. I saw teams with really active assistant coaches, and the effect on the team performance was obvious.

I recall from previous years’ soccer coaching that the association’s approach was to drill skills first, and then introduce strategy (not even in the first year). This is apparently something that helps build to a national capacity, though it only works if all coaches observe it. That wasn’t the case, unfortunately, but we still supported our coach in that perspective and were glad he focused on the kids development, not the parent’s desire for their kids to win (and my son’s team did win some). And at this stage baseball strategy would be appropriate.

It occurred to me that a great technique would be to ask the kids what is necessary, and tease it out of them, and even do some experiments to help them learn the tradeoffs and why to do it a particular way. There’s a role for instruction, typically for expediency, but I think a blend could be achieved. I heard other coaches telling their players, before each batter, where the play was. I’d be inclined to think that a better approach might be to ask them where the play is. Making them self-coaching would be a good outcome.

I admit I find the prospect a little daunting, but I still regret that my unpredictable schedule means I can’t commit to coaching. I’d like to think that a chance to practice what I preach in that specific instance would be of benefit not only to me but also to the kids.

Evaluating learning game design quality

21 May 2007 by Clark 2 Comments

The quest has raged on and on: where’s the data on how effective games are? And the problem has continued: well, how do you evaluate the quality of the design of the game? Because, unless you feel confident the game is designed properly, you can’t decide whether a bad outcome (or even a good one) is due to the game, or something else. We have criteria for instructional design, but how can we compare?

I think this is an important issue that may be the biggest barrier we’ve had to trying to get the data people are demanding: real evaluations of games. There are other barriers: people doing evaluations but not wanting to publicize it as a competitive advantage, doing games but not evaluating them, but I’d argue that it’s hard to compare until you feel you’re comparing a well-designed game to a well-designed alternative. Clark Aldrich has done some good independent evaluation with Virtual Leader, and demonstrated improvements, but I’d like to see more on different scopes of games, in different domains, for a range of cognitive skills (and, as always, I’m not talking about tarted-up quiz show ‘frame games’ but meaningful cognitive decisions).

So, it occurred to me, the answer is in a framework for game design. Which, ahem, is what my whole book is based upon. I don’t know why I didn’t think of it before, frankly. And, before you accuse me of too much self-serving thinking, I do want to point out that I’ve been looking for other systematic frameworks for learning game design, and haven’t found them.

I’ve read Prensky, Aldrich, Gee, and now am on Shaffer, (and others, but these are the ones who’ve been writing specifically about learning games) and I see great stuff, but I haven’t seen what I can term a systematic design approach other than mine (again, I know how this sounds, but such a design approach was my very specific goal and opportunity). They all cover at least some elements of design, and I made an effort to review their approaches and make sure they didn’t have anything I didn’t at least explicitly consider.

And I’m happy to be wrong, but I have tried to be fairly exhaustive because I do care. And I’m sure there’s more richness that can be wrapped around what I’ve done (I’ve added some thoughts myself since the book came out), but I still think the core framework is sound and I’ve been looking at this for over 10 years (since my first article on the topic came out) and really more like 25 (when I first told my boss at DesignWare that we could be doing much more meaningful games than spelling drills).

So, what’s my point? I think that maybe what could be done and hasn’t been is to operationalize (a word I used to hate, but don’t have a better one to hand) my framework as an evaluation instrument as well as a design framework. It’s tough, because how do you evaluate how well the story integrated the decisions? Yet that’s what you have to come to grips with. It’s not something I can do in my copious spare time (independent, with children; what’s spare time?), but I think there’s an argument to be made that it’d be a useful contribution for someone to do. Ph.D. thesis, anyone?

Learnlets in virtual worlds?

21 May 2007 by Clark Leave a Comment

Martine from Angils (a European-centric serious games group) asked me:

I just had a look at your blog and was interested in your views about virtual worlds and MMOs for selling learnlets…Many of the large service organizations I have spoken with are dealing with this type of proposition for some of their clients – where SL will be the test-bed for them to then develop their own virtual world for including the selling of learnlets.

My thoughts on learnlets originally were more that they could be viable commercially through websites, but certainly there’s no inherent barrier to them existing and being desirable in virtual worlds/MMOs. If one could provide a demonstrably effective and subjectively appealing experience for a skill in demand, there should be a potential transaction basis.

My thing, of course, is how to systematically design them to be effective and engaging. I’ve yet to find a better framework than the one I developed, but then I may be biased…;)

On the bigger scale, worlds for the sale of learnlets, I suppose it’s a virtual university with mini-courses. I’ve been trying hard to understand the value proposition for virtual worlds, as the overhead is high to get what I think are the unique contributions (e.g. co-creating models) but others are convincing me the personal aspect of building your own character and the social aspects are both ‘sticky’.

So, how do you build an interesting social life around the learnlets? Studying together, and learning together (learning can be more effective socially), so ways to find cohorts to do it together would be the selling point. And, of course, you’d need a way for people to connect and jointly experience meaningful and effective learning. You’d probably have different sizes (read: scopes) of the learning, and ideally you’d have different ‘styles’, different cohort sizes, etc.

One model would be a world just for this, another would be a way to integrate this into an existing world, whether 2nd Life, Entropia, or elsewhere where there’s an economy.   There clearly are ranges from paying someone else to do it (or purchasing the result) or learning to do it yourself.   Some of it naturally has to be available in the environment, but extensions or emergent capabilities could be a market.   It’s Pine & Gilmore’s ‘transformation’ economy (the last stage of the experience economy), virtually. Whether and how anyone locks it up is a different issue.

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