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Clark Quinn’s Learnings about Learning

Immersion or collaboration?

25 August 2011 by Clark 2 Comments

In something I’ve just been involved in, I realized I had a question.  I’m a fan of scenarios (read: serious games), to the point that I’ve written a book about how to design them!  I’m also a fan of social learning, and consequently argue for the benefits of collaborative assignments.  They both have the opportunity for powerful outcomes.  The question, naturally, is which makes sense when?

This is an important question, to the point that I’ve recommended it as a critical hiring criteria: that a candidate can not only articulate when you should do which, but also articulate how to do both.  Really, if you’re responsible for learning design, you need to go farther: when would you use scenarios, role-plays, or collaborative assignments?  How would you capitalize on the experience, formatively?  How would you design such a practice?

This gets into not only your pedagogical philosophy, but also your meta-cognitive ability.  Before you read my answer, take a moment and think: what’s my answer?  Seriously: what is your answer?

In short. my take is on the nature of the task the learners will be performing in the real world. Will they be performing individually, or will they be working as a member of a team?    There are processing differences (I do recommend that there is collaborative reflection after an individual learning scenario, to get meaningful processing).  Regardless, the core nature of the real world task should be closely aligned to the practice situation. If they’ll perform alone, make it a scenario. If they’ll work in a group, make it  a collaborative task, or a multi-player scenario/role-play.

Regardless, it’s worth checking: who’s your audience, what are your learning goals, and what is the most appropriate practice.  So: immersion, or collaboration?

WIIFL

24 August 2011 by Clark Leave a Comment

What’s In It For Learners?

In organizations, we talk about addressing WIIFM (What’s In It For Me).  As a key component of motivation, we want to connect to individuals viscerally.  With my focus on engagement in learning, I’ve felt it’s important to address the conative (anxiety, motivation, etc) of learners as well.

What I’ve meant by this has included having introductions that viscerally capture the consequences of the knowledge (positive or negative, dramatically or comically; I’ve a predilection for comically negative), help them connect the learning to the broader context of the world, help them understand why it’s important for them, remove anxiety, etc.  I believe we need to open up learners emotionally as well as the well-known benefits of activating relevant knowledge cognitively.

I was just writing up a list of what would need to change for schools to be effective, and as I was riffing on epistemology (having learners understand and take responsibility for learners), it occurred to me that we needed to address the WIIFM, and I realized it’s about WIIFL.  We need to explicitly address what makes the learning experience valuable to learners.  I’m sure we’ve all heard learners say something like “I’ll never use this”.  If it’s true, bin it.  If it’s not, then help them see it.

On a set of content I was lead on the design of (math), I created the spec for our introductions to show how the content would get used in real life, and then we worked through meaningful examples and practice items. In another set of content I created the engagement for, we used a professional cartoonist to create a comic that introduced every section.

We don’t emphasize enough helping learners understand why they should care, so is it any wonder why they question the WIIFM?  And it’s not  presenting the learning objectives that we use to design, it’s a more coherent story that uses, essentially, marketing to get them to get it.

Ask yourself, if and when you’re creating a learning experience: WIIFL.  If you do, you can either eliminate unneeded content, or help learners connect in a motivating way. If you don’t, you risk learners tuning out and staying away.  Which isn’t a worthwhile investment of time and money.

Mind the SME (and process)

23 August 2011 by Clark Leave a Comment

At the recent Distance Teaching & Learning Conference I keynoted at, I met up with Jon Aleckson who, among other things, provided me a copy of his new book MindMeld. As the subtitle tells you, the book is about “micro collaboration between elearning designers and instructor experts”. To put it another way, the book is primarily about how to work successfully with Subject Matter Experts (SMEs).

Bsed upon Jon’s Ph.D. thesis work, this doesn’t read as an academic treatise for the simple fact that Jon’s run an elearning business for years now. While solidly grounded in good theory, the book is also focused very pragmatically on success factors. Written in a very accessible style, illuminated with case studies and hints and tips, this is a short and readable.

More importantly, the book is valuable. It talks about how to work with what the book calls instructor-experts in ways that increase the likelihood for success. Along the way, it provides useful coverage of topics like shared representations, process, and the value of project management. Along the way, the book isn’t afraid to touch upon the more intangible but real issues like culture and momentum.

The book is not without it’s flaws. Perhaps not surprisingly, situated in Madison WI, there’s a very strong emphasis on games as learning activities. Certainly I don’t disagree, but I would also emphasize collaboration equally. Also, despite not being academic, and admittedly also intended for academic designers as well as corporate, the examples appear to skew to the academic side. There also isn’t my favorite tip about where SMEs add extra value, finding their passion for the topic as a hint to designing the learning solution. These, however, are minor points.

Overall, I can strongly recommend this book to any individual or team that needs to be working to create a learning solution. The conceptual clarity around the practice of working as a team, and the practical advice, on a topic too seldom discussed, wrapped in a brief and accessible package, make this an easy recommendation.

PS: note that just because I get a copy of a book doesn’t mean I review it favorably; my integrity prohibits it (testimony in the stacks of free and unreviewed books that sit around my office).  I do not  recommend giving me a free book in any expectation of favorable consideration.

A jot of design

22 July 2011 by Clark Leave a Comment

Ordinarily, I don’t even look at vendor products when offered free trials. I like to remain unbiased, and not give free advice.  I retain the right to look at what interests me, not what might be commercially expedient (a perverted legacy of my academic tenure, no doubt :).

However, two things interested me about this particular offer. First, it was an iPad app supporting design. Given that I’m very much about improving design, *and* quite into mobile, this was of interest. Second, I mistakenly thought it came from Michael Allen’s company Allen Interactions, and he’s not only been an early advocate of engaging design, but also he’s a supremely nice guy to complement his smarts. It turns out, of course, that I jumped too fast to a conclusion, and it’s really from Allen Communications.  Oh well.  I’m talking about DesignJot, btw.

Now, I’m not going to give a formal review, because instead I want to use this as an opportunity to reflect on supporting design.  Though you’ll likely get some idea of what it does and how.

Briefly, this app takes Allen Communications analysis and design process, using the acronym ANSWER, and provides support for using it.  You initiate a new project and then get support for design by having questions and even subtopics and questions under that rubric that you fill out for analysis. That information then populates some initial parts of the design support, which then guides you to define strategies and sub-components.  There are note-taking and sketching tools too.

The notion of supporting the design process is not new, certainly it was key in the toolset used by one of the major content developers in the past, and such performance support is a good idea.  Scaffolding process is an obvious outcome of how our brains work (systematic creativity is not an oxymoron), so the question becomes one of what process you are using as your guide. Without any guidance about ANSWER, I did a spot-check for one of my heuristics and it wasn’t in there. Overall, there seem to be some good and odd things.  Using someone else’s particular process may not be your cup of tea, and while you can add your own questions, youcan’t, as far as I could tell, add to the template.

There are some hiccups, e.g. I was surprised that some of the information isn’t carried forward, and some of the interface is a bit counterintuitive (e.g. home button sort of to the right but close to the middle). On the other hand, there are handy tips for many if not all of the steps.

The choice of making it an iPad app is interesting and understandable.  It certainly makes it easy to carry around as you talk to SMEs, etc., and that makes it reason enough.  The output functions are interesting, however, seeing it produces a ‘project’ file which I *think* only works with another instance of the iPad project (e.g. sharing), or PDFs.  Which isn’t bad, as it’s not clear what else you might use, but I might prefer a more manipulable format like an Excel or HTML output that I might post-process.

I think the idea of creating performance support tools on mobile platforms makes a lot of sense.  Whether you want to trust to their choice of questions and structure is another question.  Overall, it’s an interesting business move, an interesting mobile move, and an interesting chance to reflect on the design process.

A Storied History

14 July 2011 by Clark Leave a Comment

Rothenburg ob der Tauber (RodT) is a charming small town that has retained it’s medieval nature through both design and chance. The story is interesting, but more interesting for my purposes here is how You can learn that story.

One of the opportunities available in Rothenburg is the Night Watchman’s Tour, where a local dressed up as a night watchman walks you through various stops around town and tells Rothenburg’s history. You pay at the end, so you could skip paying, but after the experience it is definitely worth the money.  

The story telling is interesting; it’s very personal, starting with the life and role of the night watchman, a low class (because of ignorant prejudice) but important job. Across the course of the talk, the perspective becomes one of a proprietary interest in the city itself. The events are recited with a very causal but also human level of detail (e.g. how the post-war administrator’s mother’s connection to RodT saved the town).  There is a self-deprecating humor that leavens the message.

Also interesting is the story-telling style. The character speaks with great projection, but also in an almost sing-song style. There are somewhat odd but engaging emphases. It’s hard to characterize (I couldn’t reproduce it), but it worked.

As my lad said, it’s the most interesting history he’s ever learned. And that, I think, says a lot.  Don’t neglect the power of story, as Roger Schank would have us remember. Wrap up the details in a narrative that ties it together, as our brains are optimized for understanding in this way.

Engagification

24 May 2011 by Clark 11 Comments

The latest ‘flavor of the month’ is so-called gamification. Without claiming to be an expert in this area (tho’ with a bit of experience in game design), I have to say that I’ve some thoughts both positive and negative on this.

So what is ‘gamification’? As far as I can tell, it’s the (and I’m greatly resisting the temptation to put the word ‘gratuitous’ in here :) addition of game mechanics to user experiences to increase their participation, loyalty, and more. Now, there are levels of game mechanics, and I can see tapping into some deeper elements, but what I see are relatively simple things like adding scoring, achievements (e.g. badges), etc.   A colleague of mine who released a major learning game admitted that they added score at the end to compensate for the lack of ability to tune further and needing to release to appease investors. I get it; there are times that adding in gamification increases bottom lines in meaningful ways. But I want to suggest that we strive a little bit higher.

In Engaging Learning, I talked about the elements that synergistically lead to both better effectiveness of education practice, and more engaging experiences. These weren’t extrinsic like ‘frame games’ (tarted-up drill-and-kill), but instead focused on aligning with learner interests, intrinsic elements of the task, and more. This means finding out what drives experts to find this intriguing, a role that learners can play that’s compelling, meaningful decisions to make, appropriate level of challenges, and more. That’s what I’m shooting for.

The benefits of intrinsic motivation instead of extrinsic have been studied since the late 70’s in work by Tom Malone and Mark Lepper. In short, you get better outcomes when people are meaningfully engaged rather than trivially engaged. Dan Pink’s book Drive lays out a wealth of related research that suggests we need to avoid rewards for rote performance and instead should be focusing on helping folks do real tasks. I can’t remember where I first heard the term ‘engagification’, but that’s just what I’m thinking of.

To me, it’s the right way take gamification, focus on intrinsic motivation. If we’re gamifying, we’re covering up for some other deficiency, I reckon. Yes, there may be times that intrinsic motivation is hard to find (e.g. to get fit), but that probably means we haven’t tried hard enough yet. I recall recently hearing about gamifying kids math problems; yes, but rote problems are the wrong thing to drill. Can’t we find the intrinsic interest in math, solving real problems (like the ones they’ll see in the real world, not on tests)?  I reckon we could, and should. It would take more effort initially, but the payoff ought to be better.

Perhaps gamify if you have to, but only after you’ve first tried to engagify. Please.

Getting iNtimate

23 May 2011 by Clark Leave a Comment

In a recent post, I talked about the difference between a smartphone and a tablet (substitute PDA for smartphone if that’s how you roll).  I’ve been thinking more about that, and have wondered about the effects of a particular phenomena.

In my experience, I have found the relationship with a tablet to be more ‘intimate’ (to use the technical term :). What I mean here is I hold it close instead of arms length and I touch the device itself, not some intermediary peripheral.  Even using a touch interface to swipe and pinch (ooh!) is qualitatively different that point and click.  The question is, what does this mean for the outcomes of the interaction, rather than the interaction itself?

Cognitively, if you’re closer to the interaction, more engaged with the content, it would seem plausible that more would ‘stick’. Particularly compared to a desktop, where you might be distracted by the shiny objects (new messages, whether email, IM, or whatever).

And I’m perfectly comfortable with that alone, and inclined to believe that what you experience with a tablet comes close to what you experience with a book: it’s a dedicated interface (by and large) for consuming content, and it’s a directly tactile interaction as opposed to one that’s indirect.  I’d suggest that it’s plausible that a tablet experience is cognitively more tangible than what’s represented through a laptop or desktop.

Now, how about the emotional experience?  Is there anything there? Is that intimacy anything more than just a minimization of distance?  Here I’m on more tentative ground, but I’d be inclined to believe that the more direct experience is more emotionally engaging, coupling a sensory experience with the cognitive. Would that have a beneficial influence? I can’t say.

What I can say is that when we couple the more immediate experience of a tablet with the power of digital interaction, we’re moving into area that has real potential to accelerate the learning experience.  If we can interact with an engine-driven simulation, a serious game, we’re combining an intimate experience with an engaging one, and beginning to combine two powerful experiences in ways that may allow the whole to be greater than the sum of the parts.  But wait, there’s more!

First, however, let me add in a recent discovery: I was alerted to a new form of app for the iPad, a combination of a comic book and interactive games.  While this particular instance, Imaginary Range, is purely entertainment focused, I was intrigued by the approximation of an experience I’ve been interested in co-opting for learning purposes.  I’ve long been an advocate of the comic strip format (aka manga or graphic novels) as a communication tool because of the ability to add meta-cognitive annotation (thought bubbles), strip away unnecessary contextual details, low bandwidth requirements, trans-cultural familiarity and more.  The ability to use a powerful story with meaningful interactions is pretty intriguing, capitalizing on what we’re talking about.

The extra dimension to cap off this trifecta is to add in the social element: so learners can reflect on their experience compared to others, or even better, collaborate.  When we can have tablets providing ways for learners to interact with content, each other, and a learning mentor, we have a potentially transformative environment.  And that’s worth getting involved with.

 

Alternate Pedagogies and Experiences

18 May 2011 by Clark 4 Comments

In writing about mobile for higher education, other than meeting learner administrative and information needs, I obviously focused more on the formal learning roles mobile devices could facilitate.  And one of the things that has been of interest to me is looking differently at pedagogies.

Traditional

In the traditional view, we activate the learner’s interest, we present them with the concept, we provide examples, we have them practice (with feedback), and we conclude the learning experience.  I think this makes sense cognitively, but it doesn’t make sense when we start considering the learner’s emotional side.  Unless we open up the learner emotionally, I reckon the rest of the effort won’t stick. We can do this with the intro, but there are other approaches.

Navigable/adaptive

For one, we don’t need to stick to the traditional order.  At least with elearning, we can make the order navigable, allowing the learner to choose what they want to see.  We took that approach when we developed a course on speaking to the media (which had some other innovations too) back around 1997.  It was also seen at UNext.  We provided a ‘follow the bouncing ball’ path for uncertain learners, but anecdotally we found half the audiences, presumably confident self-learners, explored in other approaches than the recommended approach.

This approach also provides the necessary structure to support adaptive systems, which can present different objects at different times. We used this approach when developing the Intellectricityâ„¢ system that adapted the learning experience based upon learner characteristics.

Problem-based

The approach I typically refer to as the problem-based approach (similar approaches are seen in case-based, project-based, and service learning) essentially puts the problem, an overarching practice, first.  By showing the learner the type of problem this learning experience will help you address, you build in the emotional side.  Now they’re understanding why this is important, and are motivated to go explore the concept, examples, and perhaps do trial practices before it matters. This is the pedagogy that drives the interest in serious games, embedding meaningful practice in a compelling context.

The problem-based approach more closely mimics the motivation learners will feel when faced with real performance contexts, and makes the content more meaningful.  Engaging the learner in meaningful practice provides experience for reflection, and shifts the instructor to be a facilitator and guide instead of a content presenter.

The point, of course, is to think more broadly about the learning experience, tapping into intrinsic motivation, whether for learning or for the problem, and start embedding what we know about the emotional side of learning into the learning experience.

Quinnovation Does Australia

26 April 2011 by Clark Leave a Comment

My itinerary for my upcoming Australian visit has largely converged.  I land on the 22nd of May at around 6:30 AM, but that will give me what will likely be a grueling day of staying awake to get on schedule, and then depart on the 1st of June, no doubt weary but happy.  In between is a lot of really interesting things I’m looking forward to:

I’m excited about the Australasian Talent Conference (discount code: ‘CQ11’), covering the entire talent management space, which looks to be a great event:

24th: I will be running two half-day workshops:

Mobile

Performance Technology Strategy

25th: I will be sharing the stage with Prof. Sara de Freitas of the Serious Games Institute, talking about, not surprisingly, serious games

26th: I will lead a general session talking about social media

Then, on the 27th, I’ve the pleasure of heading down to the University of Wollongong to talk with my friend and colleague Prof. Sandra Wills and audience about her book on  online role playing and mine on mobile learning.

To cap off the visit, the E-learning Network of Australia will be hosting me to offer two different workshops:

30th: a half day on deeper instructional design

31st: a full day on game design

(You can do either or both, but unless you have sufficient background in the former, you probably shouldn’t take the latter alone. The ElNet team includes my friend Anne Forster, and looks like they’re generating an exciting community for elearning folks in Australia.)

Hopefully, I’ll see some of  my Aussie friends from UNSW and elsewhere over the intervening weekend, and maybe even catch a surf if all the necessary elements align.  Looking forward to a visit to my second home, and hope to see you at one of these events!

Me, ‘to go’ and on the go

14 April 2011 by Clark Leave a Comment

Owing to a busy spring pushing the new book on mobile, I’ve been captured in a variety of ways. If you haven’t already seen too much of me talking mobile, here are some of the available options:

  • Cammy Bean did an audio interview of me for Kineo (cut into sensible size chunks)
  • Terrance Wing and Rick Zanotti hosted me for a #elearnchat video interview
  • I also have given a series of webinars on mobile for a variety of groups, here’s a sample.

Also, with the Internet Time Alliance, we gave a webinar on Working Smarter.

Coming up in the near future:

As I mentioned before, I’ll be in Sydney for the Australasian Talent Conference talking games and social learning, and workshopping mobile and elearning strategy.

In addition, however, I’ll also be running a deeper ID session and then a game design workshop on the same trip with Elnet on the 30th and 31st of May and an event at the University of Wollongong (more soon).

In June, I’ll be presenting at the DAU/GMU Innovations in eLearning conference that’s always been an intimate and quality event.

Also in June, I’ll be running my mobile design workshop and presenting on several different topics at the eLearning Guild’s exciting new mobile learning conference, mLearnCon.

And I’ll be participating virtually with a mobile  event with the Cascadia Chapter of ASTD also in June.

In August, I’m off to Madison Wisconsin to keynote the Annual Conference on Distance Teaching and Learning, as well as running a pre-conference workshop.

There’s more to come:

  • The CSTD annual conference in November in Toronto.
  • The Metro DC ASTD chapter in November as well.
  • Other things still on the bubble; stay tuned!

All of these events have great promise regardless of my participation, and I encourage you to check them out and see if they make sense to you. If you attend one, do introduce yourself (I’m not aloof, just initially shy).  Hope to catch up with you somewhere.

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