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Clark Quinn’s Learnings about Learning

Microcourses?

22 December 2009 by Clark 7 Comments

In the conversation with Kris Rockwell of Hybrid Learning I mentioned previously, we talked about the definition of mobile learning.   We both agreed that it wasn’t about loading your average asynchronous elearning course onto the phone, and that it was more about performance support.   Brevity is the soul of mobile, as well as wit.   And I also am happy to think of mobile as an augment to formal learning: reactivating knowledge, distributing practice, contextualizing learning, and even performance capture.   But then we came to the ‘grey’ area of so-called microcourses.

I have mentioned the possibility in the past, sort of on faith rather than having thought through the actual design.   Kris mentioned cited a colleague who talks about “2 minute courses” (which I can’t find on the interweb), but I really have to wonder what it might really mean.   What learning objectives could we meet that way?   I can see small chunks of content delivery, but that’s more learning augment than course.

To me, a full course has to have an introduction to reactivate relevant knowledge, a model presented to guide performance, an example that shows how the concept gets applied in context, and a chance to practice applying the concept to another context.   Finally, some post-practice reflection and   closing of the learning experience should occur.

If it’s less than that, e.g. the learner’s primed because it’s in the moment, the information is pared down to the minimum to successfully get the learner past the immediate point, it’s performance support.   Or, if the learner’s motivated and receptive already, and it’s just an information update, not a new skill, then again I don’t think of it as a course.

On the other hand, it may be that just a rethink of something they’ve been doing, a ‘tuning’ of an approach, could make sense.   Or, perhaps, regular mini-presentations and small practices of a different way to look at the same thing.   Though that might be distributed learning, not a mini-course, which would be OK.

So I’m okay if it’s just a semantic thing, and we’re talking learning augment or performance support.   And, I’m willing to think there might be limited learning topics that a quick cartoon, a simple model, an illustrated example (comic strip, brief animation), and a single practice (read: multiple choice question) with feedback that’s also a summary might work.   But none are springing to mind.

So, are there cases you can think of that would qualify?   Is microlearning for real?

The Great eLearning Garbage Vortex

15 December 2009 by Clark 2 Comments

Norbert Hockenberry here, reporting on a giant floating patch of elearning that has recently been discovered.  Like the Great Pacific Garbage Patch, this has been created by discarded material being gathered by oceanic currents into a giant mess.

Unlike the Pacific patch, this isn’t an environmental disaster so much as a economic and social catastrophe.  The waste of organizational resources, and learner time, is tragic.  Seldom has so much been done, for so many, for so little gain.

What is the cause of this mess?  Two main things: bad design, and mismanagement.

Bad Design

First, bad design means that the content has no actual impact on performance.  Typically, it’s delivered too far away from the time of need, and not reinforced, so it’s liable to have been forgotten when needed.

Even if it is available, it probably won’t get activated.  The content is usually developed as a knowledge dump and recitation, which is well-known to lead to ‘inert knowledge’.  Truly, a pathetic misuse of resources.

Mismanagement

Good content development practices also imply content management and governance.  Too often we see neither.

Content isn’t well articulated, starting from the objectives, and the development isn’t carefully articulated within a curriculum let alone across the curriculum, so consequently the content is limited in reuse and repurposing. Often, it can’t even be found for updating!  So, when information changes, the content is tossed away.

The flip-side is similar: content that has reached it’s ‘use by’ date isn’t culled from the available contents, and hangs around, making it hard for more useful content to live a full life.  Without content management and governance, content lies around in limbo, rather than be properly recycled or composted.

What can be done?

The clear implication is to start with proper content management up front, following good design principles, and establishing governance across the policy.  Content shouldn’t be developed without a clear view of it’s lifecycle and planned processes for getting maximum advantage and then disposing of it in appropriate ways.

This is Norbert Hockenberry, asking you to help prevent such disasters, and invest wisely in content development. Start with a focus on meaningful impacts, have a development process that supports good design, and has a clear intention about how to develop, access, and make content available for the learner.  Responsibly reuse, update, or appropriately dismiss content that is no longer functional in it’s current state.  It’s just being responsible!

Creating meaningful experiences

8 December 2009 by Clark 7 Comments

What if the learner’s experience was ‘hard fun’: challenging, but engaging, yielding a desirable experience, not just an event to be tolerated, OR what is learning experience design?

Can you imagine creating a ‘course’ that wins raving fans?   It’s about designing learning that is not only effective but seriously engaging.   I believe that this is not only doable, but doable under real world constraints.

Let me start with this bit of the wikipedia definition of experience design:

the practice of designing…with a focus placed on the quality of the user experience…, with less emphasis placed on increasing and improving functionality

That is, experience design is about creating a user experience, not just focusing on their goals, but thinking about the process as well.     And that’s, to me, what is largely ignored in creating elearning is thinking about process from the learner’s perspective. There are really two components: what we need to accomplish, and what we’d like the learner to experience.

Our first goal still has to look at the learning need, and identify an objective that we’d like learners to meet, but even that we need to rethink.   We may have constraints on delivery environment, resources, and more that we have to address as well, but that’s not the barrier.   The barrier is the mistake of focusing on knowledge-level objectives, not on meaningful skill change.   Let me be very clear: one of the real components of creating a learning experience is ensuring that we develop, and communicate, a learning objective that the learner will ‘get’ is important and meaningful to them.   And we have to take on the responsibility for making that happen.

Then, we need to design an experience that accomplishes that goal, but in a way that yields a worthwhile experience.   I’ve talked before about the emotional trajectory we might want the learner to go through.   It should start with a (potentially wry) recognition that this is needed, some initial anxiety but a cautious optimism, etc.   We want the learner to gradually develop confidence in their ability, and even some excitement about the experience and the outcome.   We’d like them to leave with no anxiety about the learning, and a sense of accomplishment.   There are a lot of components I’ve talked about along the way, but at core it’s about addressing motivation, expectations, and concerns.

Actually, we might even shoot for more: a transformative experience, where the learner leaves with an awareness of a fundamental shift in their understanding of the world, with new perspectives and attitudes to accompany their changed vocabulary and capabilities.   People look for those in many ways in their life; we should deliver.

This does not come from applying traditional instructional design to an interview with a SME (or even a Subject Matter Network, as I’m increasingly hearing and inclined to agree).   As I defined it before, learning design is the intersection of learning, information, and experience design.   It takes a broad awareness of how we learn, incorporating viewpoints behavior, cognitive, constructive, connective, and more.   It takes an awareness of how we experience: media effects on cognition and emotion, and of the dramatic arts.   And most of all, it takes creativity and vision.

However, that does not mean it can’t be developed reliably and repeatably, on a pragmatic basis.     It just means you have to approach it anew.   It take expertise, and a team with the requisite complementary skill sets, and organizational support. And commitment.   What will work will depend on the context and goals (best principles, not best practices), but I will suggest that with good content development processes, a sound design approach, and a will to achieve more than the ordinary.   This is doable on a scalable basis, but we have to be willing to take the necessary steps.   Are you ready to take your learning to the next level, and create experiences?

Who authorizes the authority?

28 November 2009 by Clark 2 Comments

As a reaction to my eLearnMag editorial on the changing nature of the educational publishing market, Publish or Perish, a colleague said: “There is a tremendous opportunity in the higher ed publishing market for a company that understands what it means to design and deliver engaging, valuable, and authentic customer experiences–from content to services to customer service and training.”

I agree, but it triggered a further thought. When we go beyond delivering content as a component of a learning experience, and start delivering learning experiences, are we moving from publisher to education provider?   And if so, what are the certification processes?

Currently, institutions are accredited by accrediting bodies.   Different bodies accredit different things.   There are special accrediting bodies (a.g. AACSB or ACBSP for business[2?], ABET for applied science).   In some cases, there are just regional accreditation bodies (e.g. WASC).     There’s overlap, in that a computer science school might want to align with ABET, and yet the institution has to be accredited by, say, WASC.

And I think this is good, in that having groups working to oversee specific domains can be responsive to changing demands, and general accreditation to oversee ongoing process.   I recall in the past, this latter was largely about ensuring that there were regular reviews and specific improvement processes, almost an ISO 9001 approach. However, are they really able to keep up?   Are they in touch with new directions?   The recent scandals around business school curricula seem to indicate some flaws.

On the other hand, who needs accreditation?   We still have corporate universities, they don’t seem to need to be accredited except by their organization, though sometimes they partner with institutions to deliver accredited programs. And many people provide coaching services, and workshops.   There are even certificates for workshops which presumably depend on the quality of the presenter, and sometimes some rigor around the process to ensure that there’s feedback going on so that continuing education credits can be earned.

My point is, the standards vary considerably, but when do you cross the line? Presumably, you can’t claim outcomes that aren’t legitimate (“we’ll raise your IQ 30 points” or somesuch), but otherwise, you can sell whatever the market will bear.   And you can arrange to be vetted by an independent body, but that’s problematic from a cost and scale perspective.

Several issues arise from this for me.   Say you wanted to develop some content (e.g. deeper instructional design, if you’re concerned like me about the lack of quality in elearning).   You could just put it out there, and make it available for free, if you’ve the resources.   Otherwise, you could try to attach a pricetag, and see if anyone would pay.   However, what if you really felt it was a definitive suite of content, the equivalent of a Master’s course in Instructional Technology?   You could sell it, but you couldn’t award a degree even if you had the background and expertise to make a strong claim that it’s a more rigorous degree than some of those offered by accredited institutions, and more worthwhile.

The broader question, to me, is what is the ongoing role of accreditation?   I’ve argued that the role of universities, going forward, will likely be to develop learning to learn skills. So, post your higher ed experience (which really should be accomplished K12, but that’s another rant), you should be capable of developing your own skills.   If you’ve developed your own learning abilities, and believe you’ve mastered an area, I guess you really only need to satisfy your current or prospective employer.

On the other hand, an external validation certainly makes it easier to evaluate someone rather than the time-intensive process of evaluation by yourself.   Maybe there’s a market for much more focused evaluations, and associated content?

So, will we see broader diversity of acceptable evaluations, more evaluation of the authorial voice of any particular learning experience, a lifting of the game by educational institutions, or a growing   market of diverse accreditation (“get credit for your life experience” from the Fly By Night School of Chicanery)?

Zimmerman Keynote Mindmap DevLearn 09

12 November 2009 by Clark Leave a Comment

Eric Zimmerman spoke eloquently on games as the second day keynote at DevLearn.   In it, he talked about how systems thinking was important, how games are systems of rules and consequently develop systems thinking.   He talked about how our play brings meaning to the rules, and that creating spaces of possible outcomes allow us to explore.

He ended up advocating that we design for possibilities of unexpected outcomes to create meaning for our learners.   Cammy Bean has blogged the presentation too.

ZimmermanDevLearnMindMap

Engaging Learning

9 November 2009 by Clark 1 Comment

How do you systematically design learning experiences that effectively engage the learner?

This was the question I set out to address more than 5 years ago.   Based upon years of deep investigation into learning & instruction theories and design processes, and practical experience in designing games, I wrote Engaging Learning: Designing e-Learning Simulation Games.

The book was based upon work I’d published as an academic, but was focused very pragmatically.   There were already a few books out about the value of computer games to support learning, notably Marc Prensky’s prescient Digital Game-Based Learning, and Clark Aldrich’s Games and the Future of Learning was also already out.   Subsequently, books by Gee, Shaffer, and others have highlighted the opportunities.

However, I thought and think that my book had a unique contribution, being quite specific around:

  • the principles that underpin why games are the best learning
  • how to modify your design processes to successfully design games

Having looked at the books out there, I still feel it does the best job of making the case.

ElementsAt core was an alignment between what makes effective learning practice, and what makes engaging experiences.   Looking across educational theories, repeated elements emerge. Similarly with experience design.   It turns that they perfectly align.   If you recognize that, and can execute against it, your learning will be greater than the sum of the parts, and will both seriously engage and truly educate.   Learning can, and should, be hard fun!

The workshops I’ve run based upon the book have been very well received, reinforcing the value of the book.   Similarly, the content has been solicited as a component of both Silberman’s Handbook of Experiential Learning, and the Guild’s Immersive Learning Simulation report.   I’ve now heard Tony O’Driscoll talk about the design principles for learning experiences in Virtual Worlds (in his and Karl Kapp’s coming book on the topic), and they’re the same principles!

So why hasn’t the book penetrated corporate learning more than it has?   There are several contributing factors.   First, the work I published as an academic didn’t hit the mainstream.   I was part of the international society on computers, and a member of the group specifically about learning through computers (IFIP WG 3.3). They’d just started their own journal, and I wanted to support it (and get a publication). In retrospect, it would’ve been better to publish in one of the more recognized journals on the topic.   As I was overseas, the work never hit the US academic awareness.

Second, I didn’t really understand book marketing then, and trusted that the publisher did.   At the time, they weren’t very pro-active in developing a joint understanding of responsibility (that’s changed), and my book fell through their cracks (and I’m not a marketing person).   (Still, I’m going to be a bit more proactive on the mobile learning book, and they have promised likewise.)

I still firmly believe that the book is the best guide to designing meaningful learning experiences that are centered on deep practice, and a guide for everything from better multiple choice questions to full on simulation-driven serious games.   I’ve tracked the rest of the books out there, and they do a good job of arguing why games are a powerful learning environment, why they make business sense, and more.   However, Engaging Learning is still the best book out there that tells designers how to go about making them.   Sure, I recommend having the workshop to actually get a chance to practice the skills (you know, get your whole team to lift their game), but many who have read it have told me they found value in the book on it’s own.

I don’t say this to generate sales; I get so little it’s not going to make a difference.   I say this because I really worked hard to ensure there is a lot of value in it for you.   I’m just trying to make sure there’s better learning out there, and there’s a lot more need than I can service individually.   There are other good books, Michael Allen’s Guide to eLearning being one, but my book focuses specifically on helping you make more meaningful practice, and that’s a big area of needed improvement, and a major opportunity in making your learning more meaningful.

Please, wherever you draw inspiration, however you figure it out, make more engaging learning. Align the elements of effective practice and the elements of engaging experiences, and make your learning rock. For your learners’ sake, please!

Convenience vs Context

7 November 2009 by Clark 2 Comments

What are the real opportunities in mobile learning?

One of the several sessions I’m doing at DevLearn next week (in addition to a pre-conference workshop with Jay Cross, a mobile development session with Richard Clark, and another session on the future of orgnanizational learning) is a mobile learning design introduction.   In thinking through it, I reflected on a distinction I make between convenience and contextualization, and as usual I got into diagramming as a way to get a handle on it.

ContextConvenienceI’ve argued before that mobile is not really about learning, but about performance support.   That said, there are roles for mobile in courses, either as a learning augment or even microcourses (but not putting a whole elearning course on a mobile device).   In talking about mobile, I distinguish between convenience and context.

Convenience is when you access content at a time that’s not at work but you have free.   So, listening to a podcast while commuting, or viewing a video while waiting in the queue at the grocery store, both would qualify. So would doing a little quiz while waiting for your flight, or reading a document on that flight.

Contextualization, on the other hand, is much more specific.   Here, you’re doing something relevant to where you are. In performance support, this is a huge opportunity: providing location specific information (about this device, or this client), or event-based support (providing a quick reference sheet for a negotiation, having a reflection session afterward).

Even for learning, however, there could be specific location information (“this is where X happened”, or “an application of Y is seen here, where…”).   That can be enacted by the device sensing location (GPS, RFID, etc), or by actively reading a location marker (cf QR code).   Similarly, event information could be provided (“for your review meeting, remember to focus on the behavior, not the individual”).

The point is that while convenience is a win, contextualized information is the big win.   It takes a bit more design, but by doing it systemically, the opportunities for really relevant learning are definitely worth considering.

The worst of best practices and benchmarking

5 October 2009 by Clark 4 Comments

In a recent post, Jane Bozarth goes to task on ‘best practices’, which I want to elaborate on.   In the post, she talks about how best practices are contextualized, so that they may work well here, but not there.   She’s got a cute and apt metaphor with marriage, and she’s absolutely right.

However, I want to go further.   Let me set the stage: years ago as a grad student, our lab was approached with the task of developing an expert system for a particular task.   It certainly was something we could have done.   Eventually, we asked what the description was for the ideal performance, and were told that the best source was the person who’d been doing it the longest.   Now, people are fabulous pattern matchers, and performing something for a long time with some reflection on improvement likely could get you some really good performance. However, there are some barriers: experts no longer have access to their own performance; without an external frame of reference, they can get trapped into local maxima; and other phenomena of our cognitive architecture interfere with optimal performance (e.g. set effects, functional fixedness).   I’ve riffed on this often; it’s compiled and they tell stories about what they do that have little correlation to what they actually do. We didn’t end up taking up the opportunity.   So it may be the best out there, but is it the best that can be?

And that’s the problem.   Why are we only looking at what the best is that anyone’s doing?   Why not abstract across that and other performances, looking for emergent principles, and trying to infer what would on principle be the best?   That is, if it hasn’t already been documented in theory and is available (academics do that sort of thing as a career, and in between the obfuscation there are often good thoughts and answers).   The same with benchmarking: it’s relatively the best, not absolutely the best.

I’ve largely made a career out of trying to find the principled best approaches, interpreting cognitive science research and looking broadly across relevant fields (including HCI/UI, software engineering, entertainment, and others) to find emergent principles that can guide design of solutions.   And, reliably, I find that there are idea, concepts, models, etc that can guide efforts as broadly dispersed as virtual worlds, mobile, adaptive systems, content models, organizational implementation, and more.   Models emerge that serve as checklists, principles, frameworks for design that allow us to examine tradeoffs and make the principled best solution.   I regularly capture these models and share them (e.g. my models page, and more recent ones regularly appear in this blog).

I’m not saying it’s easy, but you look across our field and recognize there are those who are doing good work in either translating research into practice or finding emergent patterns that resonate with theoretical principles.   It’s time to stop looking at what other organizations are doing in their context as a guide, and start drawing upon what’s known and customizing it to   your context, and then having a cycle of continual tuning. With the increasing pressures to be competitive, I’d suggest that just being good enough isn’t.   Being the best you can be is the only sustainable advantage.

Let’s see: copy your best competitor, and keep equal; or shoot for the principled best that can be in the category, and have an unassailable position of leadership?   The answer seems obvious to me.   How about you?

Seed, feed, & weed

17 September 2009 by Clark 12 Comments

In my presentation yesterday, I was talking about how to get informal learning going.   As many have noted, it’s about moving from a notion of being a builder, handcrafting (or mass-producing) solutions, to being a facilitator, nurturing the community to develop it’s own capabilities.   Jay Cross talks about the learnscape, while I term it the performance ecosystem. The point, however, is from the point of the view of the learner, all the resources needed are ‘to hand’   through every stage of knowledge work. Courses, information resources, people, representational tools, the ability to tap into the 4 C’s (create, contextualize, connect, co-create).

Overall, it taps into our natural learning, where we experiment, reflect, converse, mimic, collaborate, and more.   Our approach to formal learning needs to more naturally mimic this approach, having us attempting to do something, and resourcing around it with information and facilitation.   Our approach to informal learning similarly needs to reflect our natural learning.

Networks grow from separate nodes, to a hierarchical organization where one node manages the connections, but the true power of a network is unleashed when every node knows what the goal is and the nodes coordinate to achieve it.   It is this unleashing of the power of the network that we want to facilitate.   But if you build it, they may not come.

Networks take nurturing.   Using the gardener or landscaper metaphor,   yesterday I said that networks need seeding, feeding, and weeding.   What do I mean?   If you want to grow a network, you will have to:

Seed: you need to put in place the network tool, where individuals can register, and then create the types of connections they need.   They may self-organize around roles, or tasks, or projects, or all of the above.   They may need discussion forums, blogs, wikis, and IM.   They may need to load, tag, and search on resources.   You likely will need to preload it with resources, to ensure there’s value to be found.   And you’ll have to ensure that there are rewards for participating and contributing.   The environment needs to be there, and they have to be aware.

Feed: you can’t just put in place, you have to nurture the network.   People have to know what the goals are and their role.   Don’t tell them what to do, tell them what needs done.   You may need to quietly ‘encourage’ the opinion makers to participate.   And the top of the food chain needs to not only anoint the process, but model the behavior as well.   The top level of the group (ie not the CEO, but the leader of whatever group you’ve chosen to facilitate) needs to be active in the network.   You may need to highlight what other people have said, elicit questions and answers, and take a role both within and outside the network to get it going.     You may have to go in and reorganize the resources, take what’s heard and make it concrete and usable. You’ll undoubtedly have to facilitate the skills to take advantage of the environment.   And you have to ensure there’s value there for them.

Weed: you may have to help people learn how to participate.   You may well find some inappropriate behavior, and help those learn what’s acceptable. You’ll likely have to develop, and modify, policies and procedures.   You may have to take out some submitted resources and revise them for better usability.   You may well have to address cultural issues that arise, when you find that participation is stunted by a lack of tolerance of diversity, no openness to new ideas, no safety for putting ideas out, and other factors that facilitate a learning organization.

However, if you recognize that it will take time and tuning, and diligently work to nurture the network, you should be able to reap the benefits of an aligned group of empowered people.   And those benefits are real: innovation, problem-solving, and more, and those are the key to organizational competitiveness going forward. Ready to get grubby?

Driving formal & informal from the same place

8 September 2009 by Clark 4 Comments

There’s been such a division between formal and informal; the fight for resources, mindspace, and the ability for people to get their mind around making informal concrete.   However, I’ve been preparing a presentation from another way of looking at it, and I want to suggest that, at core, both are being driven from the same point: how humans learn.

I was looking at the history of society, and it’s getting more and more complex. Organizationally, we started from a village, to a city, and started getting hierarchical.   Businesses are now retreating from that point of view, and trying to get flatter, and more networked.

Organizational learning, however, seems to have done almost the opposite. From networks of apprenticeship through most of history, through the dialectical approach of the Greeks that started imposing a hierarchy, to classrooms which really treat each person as an independent node, the same, and autonomous with no connections.

Certainly, we’re trying to improve our pedagogy (to more of an andragogy), by looking at how people really learn.   In natural settings, we learn by being engaged in meaningful tasks, where there’re resources to assist us, and others to help us learn. We’re developed in communities of practice, with our learning distributed across time and across resources.

That’s what we’re trying to support through informal approaches to learning. We’re going beyond just making people ready for what we can anticipate, and supporting them in working together to go beyond what’s known, and be able to problem-solve, to innovate, to create new products, services, and solutions.   We provide resources, and communication channels, and meaning representation tools.

And that’s what we should be shooting for in our formal learning, too. Not an artificial event, but presented with meaningful activity, that learners get as important, with resources to support, and ideally, collaboration to help disambiguate and co-create understanding.   The task may be artificial, the resources structured for success, but there’s much less gap between what they do for learning and what they do in practice.

In both cases, the learning is facilitated. Don’t assume self-learning skills, but support both task-oriented behaviors, and the development of self-monitoring, self learning.

The goal is to remove the artificial divide between formal and informal, and recognize the continuum of developing skills from foundational abilities into new areas, developing learners from novices to experts in both domains, and in learning..

This is the perspective that drives the vision of moving the learning organization role from ‘training’ to learning facilitator. Across all organizational knowledge activities, you may still design and develop, but you nurture as much, or more.   So, nurture your understanding, and your learners.   The outcome should be better learning for all.

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