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Learning Experience Design thru the Macroscope

7 April 2011 by Clark 11 Comments

Our learning experience design is focused, essentially, on achieving one particular learning objective.  At the level of curricular design, we are then looking at sequences of learning objectives that lead to aggregate competencies.  And these are delivered as punctate events.  But with mobile technologies, we have the capability to truly start to deliver what I call ‘slow learning’: delivering small bits of learning over time to really develop an individual.  It’s a more natural map to how we learn; the event model is pretty broken.  Most of our learning comes from outside the learning experience.  But can we do better?

Really, I don’t think we have a handle on designing and delivering a learning experience that is spaced over time, and layered over our real world activities, to develop individuals in micro bits over a macro period of time rather than macro bits over a micro bit of time (which really doesn’t work).  We have pieces of the puzzle ( smaller chunks, content models) and we have the tools (individualized delivery, semantics), but putting them together really hasn’t been done yet.

Conceptually, it’s not hard, I reckon.  You have more small chunks of content, and more distributed performance model. You couple it with more self-evaluation, and you design a system that is patiently persistent in assisting people and supporting them along.  You’d have to change your content design, and provide mechanisms to recognize external content and real performance contexts as learning experiences.  You’d want to support lots of forms of equivalency, allowing self-evaluation against a rubric to co-exist with mentor evaluation.

There are some consequences, of course.  You’d have to trust the learner, they’d have to understand the value proposition, it’s a changed model that all parties would have to accommodate.  On the other hand, putting trust and value into a learning arrangement somehow feels important (and refreshingly different :).  The upside potential is quite big, however: learning that sticks, learners that feel invested in, and better organizational outcomes.  It’s really trying to build a system that is more mentor like than instructor like.  It’s certainly a worthwhile investigation, and potentially a big opportunity.

The point is to take the fact that technology is no longer the limit, our imaginations are. Then you can start thinking about what we would really want from a learning experience, and figure out how to deliver it.  We still have to figure out what our design process would look like, what representations we would need to consider, and our associated technology models, but this is doable.  The possibility is now well and truly on the table, anyone want to play?  I’m ready to talk when you are.

Pedagogical Cycle

30 March 2011 by Clark Leave a Comment

In a recent post, I was trying to communicate the benefits of social learning: the additional processing that occurs while negotiating a shared understanding. Interestingly, the diagram I designed to accompany the post and communicate the concept was not well received. C’est la vie.  As this was to be the representation on a slide talking about social learning, I was forced to come up with another way to communicate the concept.  Instead of focusing on exactly the same concept, I decided to take another tack.  The idea I’m communicating is how our model of learning has changed.

The first organized learning was really accomplished through apprenticeship: an individual would come to a task developing some artifact or performing some task, and would perform some minimal component in the context of the overall work.  As we developed more abstract concepts, we moved to a dialog, where individuals would express their understanding, and others would engage in a conversation until agreement (even to disagree) was reached.  Then, for efficiency reasons, we moved to a classroom model, where one individual would propose knowledge and the others would recite it.

The latter model has some problems, not least that the little learning would dissipate quickly, as it was typically knowledge focused and only applied in abstract ways.  Such learning situations can be well-done, but only to the extent that there are meaningful tasks and learners are supported in accomplishing those tasks.

In other words, we move back to the apprenticeship model.  Learning research has largely converged on a model that say we learn best when we are motivated and applying our knowledge to solve problems we realize are important, and are supported both with information resources and scaffolding, and reflection is guided around that performance.  My favorite model is Collins & Brown’s Cognitive Apprenticeship, influenced by anthropological work and abstracting across several great pieces of work to create an integrated approach that still seems relevant.

In short, we’re looking backwards to how we learned naturally and bypassing a learning approach that is driven more by industrial and agricultural constraints than cognitive and social ones.  We can certainly use technology to augment this approach, and we’re more aware of the nuances, but in taking a step back we’re taking a major step forward.  How about that!

Pseudoteaching

17 March 2011 by Clark 4 Comments

As a nice complement to my last post on Understanding by Design, comes this piece on Pseudoteaching that Donald Taylor (who runs the excellent UK Learning Technologies conference) pointed out.   The premise is that much teaching that appears good to both the instructor and observers is really ineffective.   And this is instructive in a couple of ways.

First, it’s easy to believe that if you’re preparing, and presenting eloquently, you are communicating.   And that isn’t necessarily so.   For learning to stick, there are several necessary components, the most important being that the learner needs to be engaged in meaningful activity.   That’s not likely the case in the classroom where learners are in your control.   Now, if you’re giving meaningful assignments before the lecture, and then extending the learning afterward, you have a chance.   Otherwise, the content is likely to fall on deaf ears.

And, to fend off the hoary old canard about why do we attend conferences then (and I give a lot of talks): if people are doing meaningful activity, like their jobs, then a presentation related to their work can serve as a valuable reflection opportunity. So, speaking to practitioners makes sense: it can provide new insights, inspiration, and more.   But not for learners who don’t have meaningful activity and aligned content resources.

Which brings me to the second point, you need to start with thinking about what you want learners to be able to do after the learning experience, and then align assessment and learning materials accordingly. Like the post author, I too probably was “doin’ a Lewin” when I first started lecturing, but I coupled it with meaningful and challenging assignments.   And not as well as I now would do, but I improved over time and if I ever get a chance to be an instructor again, I will continue to improve (I’ve got some courses or a program I’d love to run).

It’s real easy to delude ourselves that good production equals good learning, but the evidence is to the contrary.   Similarly, it’s easy to convince ourselves that we’ve given the learners the necessary information.   That doesn’t work either.   You’ve got to understand learning, formally or intuitively (and the latter is not the way to bet), and align the elements to succeed.

That’s if a significant skill-shift is what’s needed, and there are lots of times a course isn’t the answer. But when it is, get it right.   Please.   We really can’t afford to waste money and time like it is all too easy to do.

Understanding by Design

16 March 2011 by Clark 1 Comment

I have long advocated, in consonance with sound learning   principles, that in a good design process works backwards:

  • start with the desired outcomes as capabilities,
  • align assessment to the outcomes,
  • and then design the learning experience to achieve those outcomes.

This shouldn’t be new.   Recently, I was pointed towards Wiggins & McTighe’s Understanding by Design, which turns out to be a curricular approach predicated on just such lines.   I am of mixed feelings.

First, I am thrilled to see someone in formal education talking about looking at more meaningful outcomes, particularly aimed at “clarify learning goals, devise revealing assessments of student understanding, and craft effective and engaging learning activities”.   This is something I’ve been trying to argue for in my work with formal education, e.g. with publishers, schools, and more.   It’s a more enlightened approach to design.

On the other hand, it’s sort of like my reaction when we investigated what should be covered in continuing medical education and were told that we should proselytize evidence-based medicine: “what have they been doing ’til now?!?!”   I continue to be amazed at how folks go about things in ways that do not reflect what we understand about doing things well.   And what I’ve seen of their 6 Facets of Understanding seem a bit vague (and mea culpa, I have not read their thorough exposition, but it seems like YAT, Yet Another Taxonomy), though I’m perfectly willing to be wrong about that.

Interestingly, they apparently do not recommend applying this approach to individual lesson plans, and instead constrain it to curriculum level goals. I can see how the focus should be on the goal, not the time-frame, and I personally believe in spreading out learning over a longer period of time.

It’s nice to have another label to attach to good design, so I laud the initiative, and hope we can get more good design, and more understanding, in our schools and everywhere else.

On Homework

15 March 2011 by Clark 6 Comments

In the ‘getting it off my chest’ department:

I gave a talk to a national society last week on the future of learning.   An off-hand comment on ‘homework’ got more interest than I expected.   My point was that there are limits to reactivation.   However, given the battles I know so many are having with schools on homework, and we too, some thoughts.

The underlying mechanism, roughly, for learning is associations between related neurons (and, at a bigger scale into patterns). However, our brains saturate in their ability to associate new information.   Some activation a day is about all a brain can take.   Re-activating is key, over time.   That is, the next day, and the next.   And, of course, the feedback should come quickly after the effort (not the next day).   And, let’s be real: some kids need more practice than others.   Why aren’t we adapting it?   And are we really rewarding achievement?   In elementary school, my first-born noticed that by being smart, he got more work than the other kids with the ‘stretch’ assignments, and wondered why being smart was punished!

So, in theory, a light bit of homework on a topic that was first visited in prior days might make sense. So you see it on Monday in class, say, and then visit it again in homework.   Note that reactivating it in class the next day in a slightly more complex problem is better.   And, as, John Taylor Gatto has hypothesized, everything we need to learn in K6 really ought to take only 100 hours to learn, if the kids are motivated.   With the feedback coming the next day, it will also be harder for the learner to be able to make the connection. This post I found while verifying the 100 hour claim is fascinating on the amount of time really necessary.

However, that’s not what we see.     I’ve seen my kids complaining about trying to solve more of the same problems they saw in school that day.   That’s not going to help. And it’s too much.   If every teacher wants to get an hour out of them, they’d be overloaded with homework.   This is middleschool, but the same problem manifests in K6, and I’m only dreading what comes next.

And then we get the ‘coloring’ assignments.   I’m sure the argument is something along the lines of ‘by seeing the information represented as they color, they’ll remember it’.   Sorry, no.   If they’re not applying the information, or extrapolating from it, or personalizing it, processing it, it’s not going to lead to anything but prettier classrooms for open house. I’m sorry, but don’t spoil my child’s youth to pretty up your room.   And it’s very clear that, at least in our school, largely the mothers are doing it.

And then there is the weekend homework.   I’m sorry, but I do believe kids are entitled to a life, or at least most of one. Why have work hanging over them on the weekend?   Now, if you give them long term projects and it replaces some homework, and they decide to put it off ’til the weekend, well, I suppose that’s ok, because I think interesting overarching projects are valuable (and bring in important meta-skills).   So then there’s the homework assigned on Friday that’s due on Tuesday, so supposedly you can get it done on Monday so it’s not really homework, but who do you think you’re fooling?

So, my first-born got hammered with homework the first year of middle school.   Worse, it was idiosyncratic; so it was luck of the draw whether your kid got a teacher who assigned lots of homework.   My school admitted that while the math teachers were pretty much in synch, the science department had great variability, and didn’t explicitly admit that they can’t do anything about it (*cough* tenure *cough*).   This had been going on, but now my better half had me behind her as she rallied the other mom’s into a persistent force against what was happening.   There’s now a homework policy, which still gets violated (oh, this is a honors class at highschool level, so we have to assign weekend homework).   Nope, sorry, don’t buy it.

My second has not been hammered by the first year of homework (luck of the draw, the science teacher who doesn’t believe in homework), and hasn’t had her love of schooling squelched.   The first, however, has had to have serious support by us to not turn off completely.   I really believe that the middle school (a good one) has a belief that the only way to deal with all these coddled elementary school students is to hammer them the first year. Frankly, I’m not convinced that most kids are ready for middle school in 6th grade.   But I’m getting away from my point and getting personal…

Some reactivation, within limits of the overall load can’t keep kids tied to desks hours after school’s out, can be understandable, but I’m inclined to believe that it’s not really that necessary. If we tap into motivation, we can accelerate learning and get more utility out of school.   Doing the same problems at night, overloading from too many classes, and weekend homework don’t really provide enough advantage to justify such assignments.

I’m not sure whether they’re teaching the principles of homework to teaching students, and whether there’s any education of existing teachers from whatever path, but we’ve got to get it right. If Finland can get by minimal homework, I reckon we can too.

Quip: tuning

1 March 2011 by Clark 2 Comments

You can’t declare it’s a game, your learners will tell you if it is or not.

I found a game for my iPad that I really liked.   A casual gamer, so that while it has a story, I can play it without having to get too crazy about learning timing issues or complicated commands.

I played it through, and several different times again with different characters, and eagerly awaited the sequel.   Which finally occurred and I was again progressing through the game.   Er, until the end, and that’s where this story begins.

When I got to the last boss, suddenly I couldn’t finish.   I couldn’t beat the boss!   Instead of happily progressing, suddenly I was grinding to get my character to level up, and trying again, while looking for more special equipment.   It was suddenly frustrating, not fun.

Now, I’d pretty well just bashed my way through: no finesse in movement.   But that had worked.   So if I was supposed to pick up more nuanced movements and commands, there had been no incentive. Well, I finally beat the boss after numerous attempts, and then the game was over, but I hadn’t really found out what I’d done that worked.

Again, I started with a different character, and again it was fun. Up until the end, and again I was faced with the unbeatable boss. Again I ground, and again I finally succeeded, but it was still an anti-climax after so much fun prior to that point.

The point here is not to complain about this particular game, but to point out that getting the experience right matters.   When I run my game design lectures and/or workshops, I point out that as Will Wright once told me, tuning is 9/10ths of the work.   And it’s got to go all the way through, with the right audience.   It may be that they didn’t test the end with a casual gamer like me, but it was a jarring ending to what had been.

Now, in most of the formal learning situations we design for, we have sticks as well as carrots, so we aren’t expecting our learners to pay for the privilege of completing our learning experience, but it’s important to understand what learner experience we think would be reasonable and shoot for achieving that.   It’s subjective, so asking them is just fine, but you want to set metrics for the user experience (tested for after you ensure usability   isn’t a barrier and you are achieving your learning outcomes) and then tune until you get them. Or, of course, until you find out you won’t on your current budget and adjust your expectations, but doing so consciously.

As I say, you don’t turn a scenario into a game, you tune it into a game.   And even when you are not shooting for a game, this applies to learning experience design as well.   Emotions and subjective experience matters, so do consider testing and tuning until you achieve the experience you need.

Quip: limits

21 February 2011 by Clark Leave a Comment

The limits are no longer the technology; the limits are between our ears (ok, and our pocketbooks).

My old surfing buddy Carl Kuck used to say that the only limits are between our ears, and I’ve purloined his phrase for my nefarious purposes.   This comes from the observation that Arthur C. Clarke made that “any truly advanced technology is indistinguishable from magic“.   I want to suggest that we now have magic: we can summon up demons (ok, agents) to do our bidding, and peer across distances with crystal balls (or web cams). We really can bring anything, anywhere, anytime. If we can imagine it, we can make it happen if we can marshal the vision and the resources. The question is, what do we want to do with it?

Really, what we do in most schooling is contrary to what leads to real learning. I believe that technology has given us a chance to go back to real learning and ask “what should we be doing?”.   We look at apprenticeship, and meaningful activity, and scaffolding, and realize that we need to find ways to achieve this.   (Then we look at most schooling and recoil in horror.)

So, let’s stop letting the ways in which our cognitive architecture limits us (set effects, functional fixedness, premature evaluation) and think broadly about what we could be doing, and then figure out how to make it so. I’ll suggest that some components are slow learning, distributed cognition, social interaction, and meta-learning (aka 21st Century skills).   What do you think might be in the picture?

Quip: design

11 February 2011 by Clark Leave a Comment

If you get the design right, there are lots of ways to implement it; if you don’t get the design right, it doesn’t matter how you implement it.

Too often, people under design and overproduce, resulting in great looking products that are worthless.   This is certainly the case in elearning, but you see it in other fields, too.

Similarly, I’ve found that if you get the design right, you don’t need lots of production.   In an example cited in my Engaging Learning book, we designed a game for kids that need to learn how to live on their own. The first version looked like it was done by lame 3rd graders, but the play was right; as a consequence, we got some funding to tart up the graphics.   On the other hand, if the play hadn’t been right, it wouldn’t have gotten used.

One of the reasons to tout this is so many people are concerned about what tool to use.   I don’t really systematically study tools, because once you’ve got the design, you can probably implement it in a variety of tool solutions. And the tools will change, but the need for quality design won’t.

The focus has to be on the learning experience design first, and then you can worry about how you might build the delivery environment.   So, please, get design, and get the design right.   Then we can talk about how to develop it.

Quip: tradeoffs

10 February 2011 by Clark 1 Comment

There are no right answers, only tradeoffs.

This is something I frequently say in my design workshops (games, mobile, whatever). When you are doing a design, there are many factors to be considered, and many alternatives.   The question is not “what is the right answer”, the question is “what is the right answer for now, in this context”.   The reason being that there are many possible answers, and you will have to consider several alternatives.

When we do an analysis, we have to decide whether it’s a skill, knowledge, attitude, or something else.   Then we can decide whether to address it with training, job aids, interface redesign, or something else.   And usually it could be one or the other but we eventually converge on a solution.

In the interface design space, there arose an approach called a ‘design rationale‘ just to keep new folks on the team from revisiting prior decisions.   There were even tools created to document these.   There are a lot of factors that affect a solution, including audience, current environment (tech, sociocultural, resources, etc), and goals.   There will be tensions between them, and the solution will end up being a compromise that is the best guess at a solution space.

Or, as I depicted it a while ago, the potential solution space is large, and various factors end up constraining that space down to a solution (if we end up with the empty set, we have to relax one or more of the constraints).   It helps to have constraints.   Some of the solutions are better than others, but seldom is any one so dominantly optimal.   Just think of the problem of what car to buy?   Economy, style, reliability, current sales incentives, there are lots of factors, and   you probably ended up choosing among several possibilities.

On a side note, this is an important way the real world differs from ‘schooling’.   I like what David Jonassen says about how the problems we give our kids in class don’t bear any relation to the problems they face in the world (and his focus on changing the problems seen in schools).

And, as m’lady likes to say, there should be no ‘coulda shoulda woulda’s.   You made the best decision at the time (right?), and then if it later turns out to have been wrong you had no way to know or you would’ve factored it into your decision at the time.   Unless you missed something you could and should have seen then, you still made the right decision.

This is why consultants typically answer with ‘it depends’ when asked for specifics beforehand (much to potential customers dismay).   When the expert realizes the myriad factors that could affect the choices and outcomes, it’s naive to give a pat answer to the client who needs help.   There are likely parameters that affect the decision and may help to constrain it to a range,   and the experience may allow a qualified guess, but don’t expect a binding agreement until a scoping exercise has been performed.

It is important to be explicit about this, rather than assume you can make a perfect decision.   Recognizing the process allows you to be open in your evaluations and honest in your assessment of the solution.   Make the best tradeoffs you can, recognize that you can be wrong, and move ahead.

Reflections on the final day of TechKnowledge 11

7 February 2011 by Clark 1 Comment

Because of prior commitments, I only got to attend the last day of the TechKnowledge conference, to participate in two panels, one on mobile and one on instructional design, and then listen to the closing session.   Some thoughts stuck with me:

The Mobile Panel

It’s clear to me that many folks are still thinking of mobile as content delivery in a course mode.   There’s nothing wrong with content delivery, e.g. for performance support, and for course augmentation, but the panel (Kris Rockwell, Ed Prentice) was wisely arguing for a broader vision for mobile learning.

Kris mentioned the possibilities of just using voice, and I chimed in with the potential for using SMS.   Again, you really want to think a little differently to take advantage of mobile.   I also mentioned the other 3 C’s: Compute, Capture (images, videos, audio), and Communicate.

The possibilities provided by knowing where you are, that these devices have GPS in many cases, was also mentioned. The real point is you need to move beyond thinking of content for courses to really take advantage of the opportunities mobile presents.

Instructional Design Panel

With participants as widely experienced as Steve Villachica, Ellen Wagner, Karl Kapp, and Allison Rossett, you’d expect fun and irreverence in addition to sage advice, and that’s just what you got.   Topics ranged from what should be taught in classes to the reality of practice in the field.   There was some disagreement (I was a self-labeled contrarian a couple of times), but in general we were nodding at what others were saying.

One of the major points was that just understanding instructional design wasn’t enough.   Ellen told the story of her journey out of academia and the wake-up call she received when having to work in an organization.   Steve talked about how they wanted learners to understand business and project management, and Karl talked about the internships they use to ground their classes.

The counter came from the audience where instructional design departments of one were concerned about having time to take on a ‘consulting’ role in addition to meeting their required duties, and how to accommodate the need to add things like mobile to their repertoire.   The need to move up to thinking at a higher level is easy to proselytize, but hard to accomplish in practice.   However, I do argue for the bigger picture, asking you to avoid Learning Malpractice.

Closing Session

The closing session was a brave move by ASTD, and more credit to them for giving it a go; they had a BBC host conduct the session in a TV-style presentation, with rapid fire interviews mixed in with video footage, a quick SkypeCast with a UK-based expert, and tweeted questions.   In the end it came across as a bit too much (the videos had gratuitous graphics and the soundtrack was too like an advertisement), but it was lively and I have to commend experimentation.   It certainly was better than some alternatives I’ve seen (e.g. another conference that closed with a content-free motivational speaker).

One of the most contentious points was a face-off between the view that we’ve been using things like social learning for ever, and only the tools have changed to a contrary point that our learning fundamentally has changed.   The latter point got cheers, but I think what’s changed is we’ve moved away from industrial age efficiency and back to matching our our brains really learn, but with new tools.   So I disagree with both (there’s that contrarian thing again :).

I like the TechKnowledge conference, as I think they work hard to get mostly the right folks (tho’ I confess to being surprised to see a ‘learning styles’ workshop put on pre-conference), and many of our top colleagues have taken a shot at serving on the program committee.   I think it’s in Las Vegas next year, and a good conference to attend regardless.

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