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Clark Quinn’s Learnings about Learning

Learning Experience Design in Action

8 October 2010 by Clark 4 Comments

I was working with one of my clients/partners on an opportunity to develop classroom learning on a tablet.   The first push is to get something to show teachers and trial in a classroom.   It’s not yet going to be socially enabled, nor particularly mobile, nor yet augmented with resources; the point now is to demonstrate capability to develop compelling interactives (pretty much regardless of whether it’s a tablet or not).

As context, they’d sent me some storyboards that I’d responded to with some comments.     They actually started from a good point, but there were nuances that needed to be teased out.   Their questions   led me to think through some principles that underpinned my recommendations.   In the course of their questions, I talked about these perspectives:

Start with visceral experience: I want to ground the learning in their world.   I want to start with phenomena that they understand, and have them do a little free exploration followed by some focused tasks, but at a qualitative, experiential level. Drill down from the bigger picture in the world, to intermediate issues, to why this in particular is important, and have them actively explore the relationships.

Connect conceptual to formal: after the learner has an experiential basis, then link it to formal representations.   Help the learners connect their actions to the tools used to structure our understanding.   At the end of the day, at least in this domain, we want them to be able to use the formal representations to solve problems that their capabilities can’t solve with their bodies (e.g. applying forces in microjoules or gigajoules).   As a guide, the point is not to teach science, say, but instead to teach them to be scientists, using tools to solve problems.   Finally, they should be taking measurements, transforming to manipulable representations, transforming the representations to a solution, and then applying that back to the world.

Focus on action, not content: rather than require learners to view this video or that document, make them available.   Ideally, the only required elements would be the series of activities, and the information resources surround the activities as options.   The challenge of the activities, and quality of the content, would ideally drive the learner to the resources, but there might be required quick overviews that point to deeper resources, and individuals who struggle might be pointed to the content.

Launch with a meaningful context: I suggested an overall task that would ultimately need to be performed, using a recognized problem as the motivation for learning this content, though there are other ways.   However, you do want to harness learners hearts as well as their brains in the endeavor.   In this case it was about saving people’s lives that motivated going through the course to be prepared to come back and provide the knowledge of what force to apply, in what direction.

And in one I didn’t convey, but is implicit in the learning situation but could and should be implicit in the development of the learning experience:

Scaffold the learning process: don’t assume that the learner is equipped for learning this way, provide support. Pedagogical support can be through an agent, and there has to be feedback involved both addressing the content and the process.   If only requiring the activities, the evaluation, inadequate performance might trigger a requirement to view content, for example.   A pedagogical avatar could be useful.

All of this is based upon a research base in learning theory, even the emotional side.   There could be more involved, as I had ides for options in being social, and actually being mobile, which are currently beyond the scope of their engagement, but the point is to start with a visceral and active base upon which to drive motivation for content, formalisms, and ultimate mastery.

Quip: Quality

4 October 2010 by Clark 5 Comments

I had the (dubious) pleasure of picking up an award for a client at an eLearning awards ceremony a number of years back. There’s been some apt criticism of the whole awards industry thing overall, but it did give me a chance to see what was passing as award-winning content.   And I was dismayed.   One memorable example had traditional HR policy drill-and-kill tarted up into a ‘country fair’ theme. It was, frankly, quite well produced and visually attractive.   And complete dreck, instructionally.   Yet, it had won an award!

My client typically fights the good fight when they can (hey, they use me ;), but sometimes they can’t convince the client or know not to bother. In another instance, I actually took on the design for a project, and at the end the client’s manager asked what was so special. After I walked him through it, he was singing the hallelujah chorus, but there’s an important point here.   I’ve heard this tale from many of my colleagues as well, and it indicates a problem.

Quality design is hard to distinguish from well-produced but under-designed content.

To the layperson, or even perhaps the ordinary instructional designer, the nuances of good content aren’t obvious. If the learning objective is focused on knowledge, it’s because that’s what the SME told us was important. So what if the emotional engagement is extrinsic, not intrinsic, it’s still engaging, right?   We cover the content, show an example, and then ensure they know it.   That’s what we do.

SO not.   Frankly, if you don’t really understand the underlying important elements that constitute the components of learning, if you can’t distinguish good from ordinary, you’re wasting your time and money.   If that were the only consequence,well, shame on the buyer.   But if there’s a Great eLearning Garbage Patch, it gets harder to pitch quality.   If you don’t care that it ‘sticks’ and leads to meaningful behavior change in the workplace, you shouldn’t even start. If you do care, then you have to do more.

Hey, low production values aren’t what make the learning occur, it’s just to minimize barriers (“ooh, this is so ugly”).   Learning is really a probability game (you can’t make a learner learn), and every element you under-design knocks something like 10-50% off the likelihood it’ll lead to change.   Several of those combined and you’ve dropped your odds to darn near zero (ending up working only for those who’ll figure it out no matter what you do to them).

And the problem is,   your client, your audience, doesn’t know.   So you can lose out to someone who shows flashy content but knows bugger all about learning.   You see it everywhere.

So, we have to do more.   We have to educate our clients, partners, and the audience.   It’s not easy, but if we don’t, we’ll continue to be awash in garbage content. We’ll be wasting time and money, and our effort will be unappreciated.

If you’re a designer, get on top of it, and get good at explaining it. If you’re a customer, ask them to explain how their content actually achieves learning outcomes.   Or get some independent evaluation.   There are still vulnerabilities, but it’s a push in the right direction.   We need more better learning!

Social Media for Trainers (by Jane Bozarth)

1 October 2010 by Clark 1 Comment

Jane Bozarth’s Social Media for Trainers is a wonderfully handy, and important, book. It succinctly introduces why you would want to think about social media to augment training, introduces several of the major social media tools that represent categorical differences, and, for each, focuses on practical explanations about the tools, pluses and minuses, and classic ways to use them before, during, and after learning events.

As a disclaimer, let me note that not only am I mentioned in the book, but I also reviewed the manuscript for the publisher, so understand that I’m not completely unbiased.   On the other hand, I can point to principle about why this book is so needed.

As I mentioned before, the key to deep learning is processing the information in a variety of ways, and social interaction around the content is a valuable form of processing. Consequently, social media can have a valuable role in training and learning.   However, trainers are not always familiar or comfortable with social media, nor understand how they could practically be used.

This book provides just the concise information needed.   The media are presented simply with examples and steps, the examples are clear and relevant, and appropriate disclaimers are made about the changing nature of the technology.

The nicest part, for me, is the last chapter where Jane reconnects the message back into the larger picture: of learning, of work, and of organizations.   For one, she talks a bit about how social relates to learning, an important conception. And she makes the necessary link between augmenting formal learning and the informal learning power of social networks.

The last, in particular, is enabled by mobile. Jane does address mobile, as the social tools mentioned have mobile mechanisms. The mobile dimension extends the reach of the opportunities, and the learning experience, as well as opening up the possibilities of bridging the gap between informal and formal.

While I could make small tweaks (put the processing up front, mention personal reflection via blogs), overall this book is a ‘must own’ for trainer & instructional designers, and managers of same.   This book complements Marcia Conner & Tony Bingham’s The New Social Learning, and our The Working Smarter Fieldbook, serving as the hands on guide to frontline use of social media.

Levels of learning experience design

28 September 2010 by Clark Leave a Comment

If you want to achieve meaningful outcomes in the space of the important work, you need to ensure that the process is optimized. This means that you want to streamline formal learning, maximize the utility of resources, and facilitate optimal interaction. This is the realm of learning experience design.

Learning experience design can, and should, operate at several levels. For one, you want individual learning experiences to be optimal. You want a minimalist approach that combines effective cognitive design with engaging emotional design. You want the formal resources to be designed to mesh with the task and provide effective information design. And you want the social learning tools to be organized around the way the team coheres.

Here we are talking deeper instructional design, information mapping, and aligned social media.

At the next level, you want your learning development processes to make it easy to do good learning design: you want your tools and templates to scaffold proper outcomes (and preclude bad design), and you want your oversight to be based upon sound principles.

Here we are on about design processes and teams, as well as tools. We can be talking about content models and delivery architectures as well.

At a higher level, you want your components of learning to complement one another, so courses are designed in synchrony with your resources and networks, and vice versa, and you want your IT infrastructure to be based upon structures that maintain security, reliability, and maintainability with flexibility so as not to preclude new directions.

Here we are talking content frameworks and hosting architectures, semantics, and organizational alignment and culture.

Unfortunately, most organizations in my experience, are using flawed models at the first level, are embryonic at the second, and are oblivious of the top. Yet, the competitive advantage will increasingly come from just such an optimized structure, as working *smarter* will increasingly be the only sustainable edge. So, are you ready to move ahead?

Learning malpractice

27 September 2010 by Clark 8 Comments

Richard Nantel tweeted about Chris Dede talking about Educational Malpractice. Unfortunately, while it does accurately characterize the education space, it is not inappropriate to apply to the workplace as well. I would extend that to Training Malpractice, but I want to take it further. Because organizations are committing crimes at more than just the training level.

Let’s start with formal learning, or training. Remember, our goals are retention over time until the learning is needed, and transfer to all appropriate situations, not just ones that are seen in the learning experience. Now, realize that one of the worst things you can do to lead to long term retention is to try to have all the learning condensed into one session.. Consequently, the ‘massed practice’ of the learning *event* is a broken model! Similarly, the ‘knowledge test’ as a form of assessment has essentially no transfer value to meaningful practice. Yet these are the trusted hallmarks of corporate learning.

But wait, there’s more! Beyond courses, there are performance support resources. Are they organized by need, so that each performer has a unique portal? Well, no. (“Portals? Yeah, we’ve got hundreds of them!”). Every unit has it’s own place to put things for others, and the poor worker has to search high and low to find resources. No wonder they give up. Worse, courses are designed in lieu of any cognizance of the resources.

And while informal learning, as facilitated by search and social networks, may not be actively discouraged, the lack of any cohesive effort to coordinate the network, let alone aligning with resources and formal learning, characterizes the average workplace. Sharing may not be valued or even punished!

The levels above this (systems, strategies) are even more broken. How, when companies supposedly believe that “employees are our most important asset”, can this wholesale malfeasance continue? Please, help right this wrong. If you need help, ask, but don’t continue these mistakes. For your company and your own self-respect.

Brainstorming, Cognition, #lrnchat, and Innovative Thinking

7 September 2010 by Clark 2 Comments

Two recent events converged to spark some new thinking.

First, I had the pleasure of meeting up with Dave Gray, who I’d first met in Abu Dhabi where we both were presenting at a conference. Dave’s an interesting guy; he started XPlane as a firm to deliver meaningful graphics (which was recently bought by Dachis Group, and he’s recently been lead author on the book Gamestorming.

What Gamestorming is, I found out, is a really nice way to frame some common activities that help facilitate creative thinking.   Dave’s all over creativity, and took the intersection of game rules and structured activities to facilitate innovative thinking, and came up with a model that guides thinking about social interaction to optimize useful outcomes.   The approach incorporates, on a quick survey, a lot of techniques to overcome our cognitive limitations. I really like his approach to provide an underlying rationale about why activities that follow the structure implicitly address our cognitive limitations and are highly effective at getting individuals to contribute to some emergent outcomes.

I also happened to have a conversation with a lady who has been creating some local salons, particular get-togethers that have a structured approach to interaction (I’ve attended another such).   Hers was based upon biasing the conversation to the creative side, a very intriguing approach. Not only was she thinking of leveraging this for tech topics, but she was also thinking about leveraging new technologies, e.g., a Second Life Salon.

Which got me thinking that there were some relationships between Dave’s Gamestorming approach and the salons . I wouldn’t be surprised to find salons in Dave’s book!   Moreover, however, was that there are intriguing potentials from tapping into virtual worlds to remove the geographic constraints on such social interactions.

What was also interesting to me, reflecting on an early experience with the Active Worlds virtual world, your attention eventually focused on the chat stream, because that’s where all meaningful interaction really happened.   Which is really what #lrnchat is, a chat.     One of the nice properties of a chat is that you’re not limited to turn-taking.   A problem in the real world is that the more people you add, the less time each gets to contribute in a conversation. In a simultaneous medium like #lrnchat, everyone can contribute as fast as they can, and the only limitations are on the participants ability to process the stream and contribute (which are, admittedly, finite).   Still, it’s a richer medium for contribution, as I find I can process more chats in the same time only one person would talk (of course, the 140 char limit helps too).

The important thing to me is that social media have new capabilities to enable contribution, and achieve the innovation end that Dave’s excited about in ways that maximize the outcomes based upon new technology affordances that we are just beginning to appreciate.   Can we do better than we’ve done in the past, leveraging new technologies?   I think Dave’s model can serve for virtual as well as real events, and we may be able to improve upon the activities with some technology capabilities.   To do so, however, means we really have to look at our capabilities in conjunction with new technologies.   Yeah, I think we can have some fun with that ;).

Learning Experience Design Strategy

31 August 2010 by Clark 5 Comments

On our weekly twitter learning fest, #lrnchat, I regularly identify myself as a learning experience design strategist.   I don’t always assume people know what that means, but for that audience I figure they can infer what it means.   However, I think the idea is worth exploring, because increasingly I think that not only is that what I do, but it also is important.

First, I think it is important to stop thinking about content, and start thinking about learning experience.   It’s too easy, when focusing on content, to focus on knowledge, not skills, yet skills are what will make the difference – the ability to do.   Also, it helps focus on the conative side of learning, the motivation for and anxiety about learning when you think about the learner experience. And, as always, I take a broad interpretation of learning, so this holds true beyond formal learning; it applies to thinking about performer experience when you consider the tools they’ll have, and even the way that access to communities and other informal learning components will be made available in situ.

When you think about creating learning experiences, you are talking about design.   How do you create effective and engaging learning experiences?   You need a design process, tools, and good concepts around learning and engagement.   Really, both my book on designing engaging learning experiences, and my forthcoming one on mobile learning, are at core about design.   And there are levels of design, from individual experiences to the architecture and infrastructure that can support the rich suite of experiences that characterize an organization’s full needs.

Which takes us to the last part, strategy.   By and large, I don’t do the design anymore, since I can add more value at a higher level.   Increasingly, what I’m doing is helping organizations look at their needs, current state, teams, processes, and more, and helping them develop a strategic approach to delivering learning experiences.   I help design pedagogies, processes, templates, and short-, medium-, and long-term steps.   And it is in this way that I accomplish what my first real client told me I did for them, I helped them take their solutions to the ‘next level’.

I think learning experience design is important, so important that I want to not just execute against a project at a time, but find ways to develop capability so a lot more good learning experience is created.   That means working with groups and systems. More organizations need this than might be imagined: I’ve done this for for-profit education, education publishing, those servicing corporate learning needs, and of course organizations (governmental and corporate)   wanting their external or internal learning solutions to be effective and engaging.   The sad fact is, too much ‘learning design’ is content design, still.   I’m always looking for ways to help spread a better way of creating learning.

For example, I ran a ‘deeper ID’ workshop this week for a team, and presented the concepts, modeled the application to samples of their learning objectives, gave them a practice opportunity, and wrapped up, across each of the learning elements. It was a way to address learning design in a bigger way. An extension would be to then submit sample content to me to have me comment, developing their abilities over time, as I did with another client working on integrating scenarios.

There are lots of ways this plays out, not just workshops but developing content models, spreading new metaphors for mobile learning, creating pedagogy templates, and more, but I reckon it is important work, and I have the background to do it.   I’ve found it hard to describe in the past, and I do question whether the ‘learning’ label is somewhat limiting, given my engagement in social learning with ITA and more, but I reckon it’s the right way to think about it. So I’ll keep describing it this way, and doing this work, until someone gives me a better idea!

Designing Social Processing

27 August 2010 by Clark 2 Comments

In reflecting on the presentation I gave earlier this week, I realize that I didn’t make it clear that just making it social will make activities lead to better processing.   Of course, my goal was evangelizing, but I reckon I should followup with some clarity.   There are some design principles involved.

First, the assignment itself needs to be designed to involve valuable processing activities.   If it’s merely reviewing other’s comments (after you’ve had them either “restate the concepts in your own words” or “indicate how this explains something in your past or will influence your future behavior”), asking for a “contentful contribution” (where you’ve made clear that a contentful contribution addresses the substance of their post in an elaborative or constructively critical way) is fairly straightforward. If, however, you’re looking for discussion, you will need to strive for a topic that is likely to have different points of view, either from a base of values or from different conceptions.   Areas where misconceptions are rife are useful as they can be used for constructive feedback.

If you’re asking them to collaborate to apply the knowledge to a problem (which I encourage), then you’ll want to find an application exercises the core knowledge in ways that is as closely related as possible to how they’ll need to apply it in the world.   Choose appropriately challenging applications that will bring out differences of opinion that will need active interaction to resolve.   Having teams submit intermediate representations gives the instructor a chance to provide guidance, ala Laurillard.

However, there’s more than just the assignment.   For one, do not assume learners know how to interact well on a collaborative project.   When I first assigned such to online learning teams, they questioned how to work together. I’m glad they did, as I was able to develop a set of guidelines for them that subsequently smoothed the process.   Things like each coming up with their draft response, and then sharing before negotiating a shared approach are not necessarily obvious to learners.

Finally, you need to have an environment where learners understand the expectations about taking responsibility for learning and contributing sincerely on projects, as well as tolerating differences of opinion and tolerating diversity.   Don’t assume it, engineer it by stating at the outset what’s appropriate, and always welcome inquiries on process.

Social learning does provide richer processing (next to an individual Socratic tutor, but that’s not very scalable), but it takes careful design as well.   Design your learning experiences well, and generate powerful outcomes!

Hit ’em in the gut first

9 August 2010 by Clark 4 Comments

I’ve argued before that you need to emotionally hook learners even before you cognitively activate related knowledge.   I reckon that learners are more likely to be open to any manipulation you might provide if they understand viscerally why something’s important before they are informed cognitively.   Some new research might support this argument.

An article points to a theory proposed by two philosophers that interprets a broad range of cognitive phenomena in terms of human communication and argumentation. In particular, some reliable flaws exhibited in our thinking, such as confirmation bias, are hypothesized to exist because we’ve evolved to be able to argue for our beliefs. We argue, therefore we are.

This isn’t to say that we can’t evaluate arguments effectively under the right contexts (when we have no bias or when we’re searching for ‘the truth’), but that when we’re creating arguments we are likely to be suboptimal from a logical standpoint, but very good at trying to marshal the evidence in a particular direction when we care.   As the authors make clear.

My particular take on this, however, is that we should ensure to marshal a convincing case about why this learning is important or our learners may make a convincing case to the contrary.   Hook the learner’s interests and motivations, and the rest of the work will be easier.

And, of course, I’m making my case in the same way they argue we should, but that doesn’t undermine the quality of the reasoning ;).

Collaborative co-design

7 August 2010 by Clark 1 Comment

In my previous post, I mentioned that we needed to start thinking about designing not just formal learning content, or formal learning experiences, but learning experiences in the context of the informal learning resources (job aids, social tools), and moreover, learning in the context of a workflow.   I’d sold myself on this, when I realized just where my ITA colleagues would draw me up short: it’s still the thinking that we can design solutions a priori!

Things are moving so fast, and increasingly the work will be solving new problems, designing new solutions/products/services, etc, that we won’t be able to anticipate the actual work needs.   What we will need to do, instead, is ensure that a full suite of tools are available, and provide individuals with the ability to work together to create worthwhile working/learning environments.

In short, tying back to my post on collaboratively designing job aids, I think we need to be collaboratively designing workflows. What I mean is that the learning function role will move to facilitating individuals tailoring content and tools to achieve their learning goals.   (And not, I should add, to ‘accreditation‘!)

And that’s where I tie back to Explorability and Incremental Advantage: we need easy to use tools that let us build not just pages, but environments.   The ‘pods’ that you can drag around and reconfigure interfaces are a part, but there’s a semantic level behind it as well. No one wants to get tied to a) learning a complex system that’s separate from their goals, or b) depending on some department to do it when and where convenient for the department.

Obviously, providing a good default is the starting point, but if people can invest as much as they want to get the power they want to configure the system to work the way they want, with minimal assistance, we’re making progress.

So that, to me, facilitating the development of personal (and group) learning environments is a valuable role for the learning function, and a necessary tool will be an easily configurable environment.

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