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Clark Quinn’s Learnings about Learning

Expert vs designer: who wins?

3 July 2008 by Clark 4 Comments

We had quite the heated discussion today on a project I’m working on, and one of the emergent issues was whether ‘the expert’ dictates the objectives, or whether the developer could change them. I recognized that this is not only an issue in our process going forward (read: scalability), but it’s also a larger issue.

In this case, the design that was presented by the developer to the expert (this is a simplification, our team process is more complicated than this :) ) didn’t match the expert’s expectation. (This was an artifact of a bad choice of language at the beginning that confounded the issue.) However, the expert expected to present the objectives, and the game would be designed to achieve that objective. Which I would agree with, but with one caveat.

My caveat is two-fold. First, experts aren’t necessarily masters of learning. Second, they may not actually have access to the necessary objectives: expertise is ‘compiled’ and experts don’t necessarily know how they do what they do! (An outcome of cognitive science research, it’s something I talk about in my ‘deeper elearning’ talk and also my white paper on the topic, .pdf) In this case the experts will be instructors on the topic, so presumably they’re both aware of content and learning design, but we all know courses can be too much knowledge, not enough skill.

Now, as Sid Meier said, “a good game is a series of interesting decisions”, and my extension is that good learning practice is a series of important decisions. I claim that you can’t give me a learning objective I can’t make a game for, but I reserve the right to move the objective high enough (in a learning taxonomy sense). Similarly, I can see that an expert might bring in an objective that’s not appropriate for any number of reasons: too low a level, not something individuals would really have difficulty with, or not important in the coming years, and the developer might not recognize it as wrong from the point of view of domain expertise, but when mapping a game mechanic onto it would realize it’s wrong because it’s an uninteresting task (or they’re more closely tied to the audience, often being younger, more tech-savvy, etc).

So, I believe (and it’s been my experience) that there’s of necessity a dialog between the source of the domain knowledge, be it expert, professor, whatever, and the designer/developer/whatever. When it comes to objectives, once the expert understands the developer’s point, they do get the final say on the necessary task & skills, but they need to be open to the developer’s feedback and willing to work with them to produce a design that’s both effective and engaging. My book is all about why that’s a doable goal and how to, but in short the elements that make learning practice effective align perfectly with the elements that make an engaging interactive experience (and so say many authors, including Gee, Prensky, Aldrich, Johnson, Shaffer, the list goes on).

Similarly, the developer has to design the game experience around the objective, and while the expert may provide feedback about aesthetic preferences or information helping to establish the audience, at the end the developer has final say on the engagement. With good intentions all around, this will work (with bad intentions, it won’t work regardless :).

Which is, of course, where the team ended up, after an hour of raised voices and frustration. All’s well that ends well, I reckon. Are your experiences or expectations different?

Consumer’s revenge

30 June 2008 by Clark Leave a Comment

Thanks to Harold Jarche, I tuned into this site, named for the first person to create a mall. Harold points out how it’s led to some negative reaction, but my reaction was hilarity. The site is for an Aussie telly show: “Each week two of the advertising industry’s finest agencies are pitted against each other and challenged with selling the unsellable.” The sample ads I saw were funny and effective, but what really struck me was a particular section of the site.

They’ve created a really clever web app. They provide some stock ad footage as clips for a beer, a bank, and a beauty creme, and the ability to create your own ads, with text, voiceover, or whatever. Of course, you can download the stuff and edit it with your own tools, as well. There’s a gallery, too, where what’s been created can be seen, and that’s where I was LOL.

What’s been created (at least, what I viewed) is wickedly funny, albeit occasionally crude and not Politically Correct ™ by any means. While I can see that advertising agencies might be upset, as Harold notes, there is an advertising lingo glossary and a list of ad roles which does a nice job of explaining the business and creative functions of agencies. You may know I’m interested in helping individuals buy smarter, and understanding advertising is a key.

What’s interesting is the underlying design.   By giving people differing views of the same situation, they allow people to choose how to put it together, and in doing so, they’ve given them the tools to understand.   Not that it’s guaranteed folks will learn about advertising by playing with it (tho’ clearly some have, demonstrating they’ve internalized the concepts by using the concepts to have fun), which is why we learned that we need guided discovery environments unless you can guarantee motivated and effective self-learners, but scaffolded tools are a great start to a learning experience.

So, if you’re looking for some entertaining and educational fun, have a look at the Gruen site.

Virtual Worldly

1 June 2008 by Clark Leave a Comment

The Learning Circuits Blog Big Question of the Month for June is about Second Life. They elaborate the question:

In what situations, do you believe it makes sense to develop a learning experience that will be delivered within Second Life?

If you were to develop a training island in Second Life, what kind of environment and artifacts would you consider essential for teaching?

Just as there are considerable differences in blended learning and virtualclassroom training, what are some of the major differences (surprises) in training within virtual worlds?

I‘ve made my thoughts on virtual world affordances clear before: virtual worlds (of which Second Life is one) are 3D environments where one can interact with others through an avatar (it‘s not a profile, but an alternative representation of yourself that you can craft), and the key two components are the spatial representation, and the ability to invest a personalization in the avatar.

If you‘re not doing spatial, there are other vehicles for doing collaboration textually or visually. The social aspect with the 3D representation of one‘s self may have unique learning aspects as well, though the overhead (the time to learn, craft an avatar, the download, bandwidth requirements, etc) is significant for that capability. I think the jury is still out on the benefit of the purely social aspects of Second Life, and consequently I‘m still on the fence about the learning environment if your goals aren’t inherently spatial as well.

There are other aspects to Second Life, including the economy, but that‘s not necessarily yet germane to organizational learning goals. There is considerable potential for an individual learning opportunity in Second Life, but that‘s yet to be seen on a broad scale.

So, to me it comes back to spatial situation, but this is not a niche application. I‘ve argued that systems-thinking is part of the new skill set we need to have, and spatial modeling and using spatial representations gives us an extra representation dimension to comprehend and communicate.

A very special version of this is co-collaboration. Second Life lets you work together on creating things, and having disparate experts able to negotiate developing a 3D model to capture their understanding. What‘s more, you can make dynamic representations, with scripts, which really takes you into systems-thinking. The overhead is high, as modeling is difficult in Second Life, and scripting more so, but this is a truly awesome opportunity.

To answer the questions, I wouldn‘t use Second Life for all teaching, but specifically where we want people to understand inherently spatial relationships (e.g. the internals of devices, places, or spaces) or relationships we‘ve mapped into spatial ones. And when I want to let folks jointly create new understandings in a very rich way.

Manga on the rise…

23 May 2008 by Clark 6 Comments

I’ve long been a proponent of comics for learning, recognizing some great cognitive and emotional properties they possess, so I was thrilled when, in a sales presentation the potential client suggested using manga as a communication vehicle. It’s usually a hard sell, and here he was asking for it!

More is happening these days, thankfully. Tom King mentions a presentation on story and comics I’m sorry I missed, and talks about how Dan Pink’s new book on career guidance in the new generation is also in manga form.

I’d be thrilled if we can break down the corporate barriers to comics, graphic novels, etc (the potential client was in the K-12 education space). We need to overcome perceptions of lack of substance, but I suppose we also need to find out reliable and cost-effective ways to get them produced. Anyone?

Anxiety, ergonomics, and performance

21 May 2008 by Clark Leave a Comment

I’m a little under the weather today. Not sick, but I’ve had a procedure done (minor, really), and have been a naughty boy on my keyboard. They’ve combined to jump on me this week, and there are some interesting side effects.

First, a number of years ago I was teaching in a department of Computer Science (I taught interface design). Here were faculty members who used computers for their research, their teaching, everything. And, of course, started suffering the side effects of too much keyboard use. In teaching HCI/interface design I talked about ergonomics, and still was as guilty as the rest. Fortunately, the administration recognized the problem, and hired some guidance and was willing to invest in products to remedy the problems including chairs, keyboards, etc.

I rightly noted that just telling folks about how to do it ‘right’ and giving equipment wasn’t sufficient, and that they’d need support in making the change to new ways. Which didn’t happen, so I don’t know how well the lesson stuck for others, but I did put in place support for myself, specifically a piece of software that threw me off every 30 minutes for 5 minutes. It worked after I got rid of the unix terminal on my desk so I couldn’t switch to the other machine in those 5 minutes…

I’ve got a good chair now, and have adjusted the ergonomics to match recommended guidelines.

OSHA seating guidelinesWhat I didn’t do was use the mouse properly. I had a wrist rest that I used while mousing, not just in-between. I’ve got pain in my right wrist now. I thought I might’ve broken it snowboarding or skateboarding, but it was x-rayed and that wasn’t the issue. Referred to a physical therapist, it appears to just be overuse again (maybe a WoW side effect?). And a big deliverable.

I’ve moved the mouse to the left side for the time being (as I did before) to get some rest, and am working to get better habits going (tho’ I just noticed I was typing with my wrists on the wristrest for the keyboard!). I usually am jumping up for something, so I typically don’t spend too much time at the keyboard in one go, but there are times when I’ve got to be more careful.   I’ll get better and switch back (it’s tough at first, and while you get used to it, I’ll be happy to switch back).

Before I draw on the learnings from this, I’ll confess to one other issue. I just had a minor procedure done, that involved some cutting. It was a followup to a previous one. The first one wasn’t a problem, but for some reason this one had induced more anxiety than I expected. I was trying to type a message while waiting for the anesthetic to kick in (local), and my fingers were shaky! I’m fine, but the effects of anxiety were brought home to me in a big way.

So, what are the take-homes here? First, be careful out there! Watch out for your own computing, and keep yourself practicing safe keyboarding (as well as safe surfing). As the therapist said, she’s surprised by how many folks say they’re too busy, but don’t realize that they’re more effective overall if they take the necessary breaks.

Second, how important it is in behavior change to get support. If you don’t provide support, it’s too easy to backslide into bad habits. And by the time symptoms manifest, you’re already damaged.

Finally, don’t forget to make a safe learning environment. There’s an (upside-down) u-shaped curve for performance, where as anxiety/pressure increases, there’s improved performance to a point, but then it falls back down fairly quickly. That high point in relation to pressure shifts a lot depending on the learner. Be careful to ensure that any anxiety is reduced sufficiently to allow learning to be effective (and now so low as to similarly interfere with learning).

Here’s to safe and effective keyboarding and learning.

Better Learning Design

17 May 2008 by Clark Leave a Comment

A few recent blog posts have listed elements of better learning, and I’m pleased to see that the elements they talk about are ones I’ve previously touted in my white paper “The Seven Step Program” (PDF) for better elearning design. These are the same principles that I talk about in my conference presentations on designing for the way people really learn.

Karl Kapp talks about using stories in training after hearing Stephen Denning talk about stories in business. (I’ve read Stephen, but not heard him.) Karl reiterates some of my points about portraying the consequences of not having the knowledge as a way to motivate the learner, and talks about reconnecting the learner back into the world at the end, but there is some great value from taking the perspective of story rather than learning.

Clive Shepherd points to 10 facts about learning that include a number of my points as well and some other great ones. He talks about it being meaningful to the learner, about prior knowledge, about relevant practice, and stories as well. A recommended read!

Just for the sake of completeness, Donald Clark has a list of ten learning facts with very little overlap, but important stuff to know.   I think his link of semantic to text and episodic to visual is misguided, but otherwise there’re some good points, for example “learn by doing”.

Check it out!

Big Question: Learning Design for Digital Natives? Bugwash!

2 May 2008 by Clark 3 Comments

This month’s Learning Circuit’s Blog Big Question of the Month is: Do we design learning different for digital natives? My short answer is no, but let me elaborate, as I’ve gone off on this in various places but not here (as far as I can see), and I think there’s something importantly wrong going on here

Let’s start with the hypothesis: that these digital ‘natives’ are fundamentally different than us – they’re immersed in a digital world, are better multi-taskers, and need more immersive and engaging learning environments.

My take is a twist on this. The old ways of learning are wrong for everyone; the instructivist model of tell & test doesn’t work for the new generation any more than it did for the old one! It was designed for industrial efficiency in delivery, and wasn’t worried about effectiveness as it was really a filter to higher-learning for those who *could* learn in this way.

So we do need to do new learning design, immersive and engaging, but for everyone, as it brings in the elements we’ve lost. We used to have apprenticeships, and we’ve gone away from this. We need to get back to contextualized task performance with learning layered on, for everyone! No wasted time, no dull and plodding content push, but instead meaningful action and appropriate information nuggets.

Look, the differences in this new generation are more attitudinal than mental skill set. Ask any mother about multi-tasking! It’s not about catering to them, it’s about the best learning for everyone.

Guild Keynote: Stefan Sagmeister

17 April 2008 by Clark Leave a Comment

Stefan Sagmeister’s a renowned designer, and gave us a talk about what he’s learned and how it’s influenced his design. Or rather, more how what he’s learned has driven a number of design projects. He started with the type of stuff his studio does: music business design (a music building flexible logo approach), socially responsible design (helping TrueMajority.org demonstrate Pentagon spending in context, with creative approaches including the pig car train and the topsy-turvy bus), and corporate design (an embossed organic hierarchy, e.g. flowers, as a vehicle for different lighting treatments to illustrate a lighting company corporate report).

The second part of his talk started with talking about how creative organizations use reflection to maintain innovation. This was an interesting contrast to a discussion in the first day of the Learning Management Colloquium where Lance was arguing with a audience member about whether reflection was necessary (!?!). Obviously, I’m all for it; in times of increasing change, execution of established patterns won’t help, and you’ll need to innovate, and reflection is a component of that.

From his reflections, he had a list of statements or mantras that he then had used as the basis for a number of commissioned works with a wide variety of representations, from words created out of a variety of materials to huge manifestations of the prose. There was quite a variety, some of them seeming to overlap a bit in the content of the phrases, and sometimes in the approach taken. Some were very clever plays, however, on the concepts. A billboard that faded illustrated letting go of issues, and a visual web that you got ‘tangled in’ as you passed by reflected the problems of lying.

Not specifically about learning, the issues of creativity and reflection were valuable and inspirational. My last mind map, at least for this conference:

Sagmeister Guild Keynote MindMap

Course technology and assignments

10 April 2008 by Clark Leave a Comment

In the recent ITFORUM discussion, I had an opportunity to revisit the assignment strategy I had developed last time I taught an online course, and I thought it worth repeating here:

I had a philosophy that the major components to successful retention and transfer were for learners to connect the learning to their own life, to elaborate the material conceptually, and to apply the knowledge practically. Consequently, I had them: keep journals (e.g. blogs) with three posts per week about their own reflections on how the course materials were relevant in their lives; post answers to my posed conceptual questions on the discussion board and comment in a elaborative way on someone else’s post (the prior post to theirs, except the first person who commented on the last post); and the group assignments applying the knowledge to a posed ‘real’ problem (no hesitation about ‘exaggerating’ the importance of the situation when possible ;).

It seemed to work, as their final report (a separate task) generally correlated with the quality of the work above and overall their understanding seemed to coalesce to the desired level.

There are problems with group assignments, when some students don’t contribute sufficiently, but these days tools like wikis track who’s done what (for example, in the CentralDesktop workspace I’m working with a few colleagues on a next-gen organizational learning approach), so it should be possible to evaluate it.

Central Desktop Contribution Tracking

It’s nice that the tool diversity supports different cognitive tasks, and then the only question is whether/how to integrate them together.

Out of my head…

7 April 2008 by Clark Leave a Comment

… and into the world. No, I’m not talking about the fact that I’ve the kids for the week, I’ve actually got that pretty well handled (or so I think, which probably means I’m missing something ;). Instead I’m talking about how we need to better recognize that our thinking and performing is not all in our head. I was reminded of this by a PhD student who pinged me about his thesis on mobile learning. The student wasn’t interested in context-sensitive as a core affordance and largely untapped opportunity, for whatever reason, and brought up grounded cognition. This reminded me of distributed cognition, and the concept behind both is really relevant for informal learning, mobile learning, and instructional design in general.

I wasn’t familiar with ‘grounded cognition’, though from the definitions I’ve found it’s similar to distributed cognition but without as much of the social component (though that’s not what I focus on in distributed cognition either). It’s apparently a reaction to the symbol-grounding problem from AI that Stevan Harnad carried the banner for, that the ‘symbols in the head’ needed a real-world referent.   It may seem a bit obtuse, but the point is that when we try to build smart systems, we find out that they really can’t act in the world as they’re not connected to it. But that’s not what’s important here.

The interesting thing pragmatically is that our thinking isn’t all in our heads, but distributed across external representations (e.g. the letters associated with the keys on a phones). This is similar to connectivism, in that it’s not what you know, but what you can access, that is the determinant of success. As I’ve said before, it’s certainly a fair reflection of the fact that our brains aren’t good at arbitrary fact remembering, but instead are pattern matchers (e.g. my old claim that if I make a promise to do something for you and it doesn’t get into my PIM, we never had the conversation).

The take-home for learning is that we don’t need to carry all the information in our head, but instead we should have it available. Our courses should be designed for reference as well as learning, and we should carefully examine our performance needs to see how we should distribute information between the world and our head. Heck, too much of the elearning I’ve seen is overloaded with rote memorization, and we’ve got to do better. And, obviously, this is a great application for mobile.

The student was interested in relevant theories of cognition, and it really does illustrate a need to go beyond both behavioral and traditional cognitive and look at how people really perform. John Carroll’s minimalism was effective just for the reason that he focused on the least amount of information people needed to be successful, and took advantage of what they knew. We need to extend that to take advantage of what’s in the world already, or can be.

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