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Clark Quinn’s Learnings about Learning

Doing trumps analysis

25 July 2006 by Clark Leave a Comment

I had a great conversation with my brother-in-law on Sunday. He’s in charge of the training for a division of a sector of a major organization. He took over a group that was stuck in analysis paralysis, and has started executing against their concepts.

What he’s doing is mostly face-to-face stuff, and it’s very broad and general. He doesn’t call it training, he calls it learning (hear, hear). His attitude is very much about winning back trust in the group first, and is happily doing lots of different wild, fun things, and then learning from the outcomes of those experiments. He’s fortunate in that he’s got a supportive leadership (now), a relatively hands-off management, and a budget.

He’s not doing a lot of ROI analysis at this point, but he did a lot of consultation beforehand about what the big pains were, and I have to say that I laud his approach; it’s pragmatic and it seems to be working. Find the big issues, and address them in an open and engaging way to rebuild trust. The rest can follow.

What I forgot to ask was what he intended to do once he had those wins on the board!

Slow Learning

25 July 2006 by Clark 18 Comments

We’re in a rush. A rush to get content to learners (rapid learning), to get the minimum to them to get them over the hump (performance support), to not waste their time. All valuable, all I’ve lauded. But…

The UK eLearning visit that I co-chaired mentioned the Slow Food movement, and the thought’s stuck with me that there’s a flip-side we’re forgetting. It’s about having a long-term relationship with the learner, where we care about them, and are interested in developing them as people, not just as cogs.

So I’m hereby initiating the Slow Learning movement. It’s a move where we care about our learners as learners, helping them with their suite of learning and problem-solving skills as well as their job-related skills. There’s an ROI here, as Jay Cross and I have argued for (warning: PDF file). It’s a move where we care about learners as individuals, not just helping them be better, but wiser as well. It’s about using technology to use drip-irrigation over time as well as the firehose for the moment.

I think there’s a concrete value here that we’re missing, an opportunity, maybe even money we’re leaving on the table. It’s about improving our workforce from within. It could be about helping them better understand their organization’s mission, about helping them be better innovators, and even just making them feel valued and decreasing turnover.

Won’t you join the Slow Learning movement?

Running a pervasive game

18 July 2006 by Clark Leave a Comment

There was mayhem in the streets of Palo Alto yesterday as teams of players chased the clues to solve a mystery. At the Institute For the Future we ran a pervasive game as an example of the topic of this month’s meeting. Credit goes to Jim Schuyler of Red7 for organizing and leading the team who developed the game, and implemented it in his FIT environment for just such purposes. Not a learning game, but definitely fun and it *could* be.

Nicole Lazarro of Xeo Design who I’ve mentioned in an earlier post, Mads Rydahl of Planet (a Scandinavian game design firm), and Mike Love from IFTF all helped Jim and I create the design, which was tested, refined, and then run. The game included props such as posters on notice boards, clues to be sent in by phone, and confederates hanging out.

We had an inside team manning the web browser while 3 different teams (each doing the same thing, to have the right group size, but there’s no technical reason they couldn’t have different tasks) ran around figuring out puzzles and text-messaging them to the game system which gave them the next task. At times, interaction with the inside team was required.

It was tough; not all teams solved the puzzles in the allotted time (we had to go back for the presentations by Nicole and myself, and discussion: her on the 4 emotional keys, me on learning games), but the interaction was well-received. Competitive spirits came into play as well as the thrill of discovery (Nicole’s ‘fiero’), and frustration. It wasn’t perfect, given that it was thrown together by a volunteer team in a short period of time, but it worked: 1 team managed to save the day (accomplishing the final rescue), and a good time was had by all.

It was a great learning experience, both in working with others on the design and in watching the players (I followed one team around). In addition to Nicole’s model, Mads was quite keen on having the boundaries between the game action and the real world blur. This actually happened not only by design, but also by circumstance; but a police officer was in the building as the teams left (the mystery was solving a theft), and the confederate’s bike was stolen while he was talking to the team!

There’s great potential in this for marketing (the gelato store built into the plotline did a rousing business on a blazing hot day from the team members), learning, as well as just plain fun. If we believe Pine & Gilmore that the next step beyond the experience economy will be the transformation economy, this will be one of the tools in our repertoire.

Mobile Affordances

10 July 2006 by Clark Leave a Comment

Yesterday at the International Conference on ICT in Teaching and Learning here in Hong Kong, Song Yanjie presented a paper looking at the affordances of mobile learning. I was intrigued by the concept; I’ve been a fan of the concept of affordances since I was introduced to it by Bill Gaver as part of his PhD work, and promulgated by Don Norman in his book The Design of Everyday Things, and using it as a framework to think about the performance benefits of mobile devices seemed inspired.

And inspired I was. Song’s a PhD student with Professor Bob Fox from the University of Hong Kong, and presented a wide variety of applications. It took a while, but I finally got my mind around what I thought were some fundamental principles. Feedback welcome.

It occured to me that one of the main capabilities of mobile devices is a tradeoff of convenience for bandwidth. That is, we put up with lower voice quality, small screens, and other limitations, in exchange for the ability to connect more often. There may be two types of bandwidth tradeoffs: bandwidth from device to network, and bandwidth between device and our senses.

This isn’t, however, the ‘killer app’ possibility of mobile. That comes, I think, from something else. I’ve previously characterized mobile devices as mobile processors with input and output. That’s not fundamentally different than the characterization above. Adding networking still doesn’t change that, with one exception. That exception is context-awareness. A mobile device that is contextually aware, *either* location or time, and can use that information to provide interactive capabilities, is, to me, the real opportunity.

So, if a device knows where we are, or knows what time it is and what we’re scheduled to be doing, it can use that information to support us. We can also capture local information (audio/video) and deliver that information in an interactive loop to contextualize our communication. THAT, is where our devices switch from being reference or communication to being proactive partners.

Let me elaborate that with one more point: there might be a dedicated contextual relationship, such as Fed Ex’s barcode readers, but I think the benefit really lies in devices that can be customized with different software to meet one’s needs. That is, using a Palm OS or Linux or even Windows to link your various capabilities (voice, camera, web browsing) into a personally enabled workspace that can capitalize on context awareness as you like.

Which has led me to posit linking calendars with learning systems to wrap content and/or people around events in your life to create a new learning relationship. But that’s a different story…

Oh, yeah, one other affordance, already noted by folks like Elliot Soloway and Jeremy Roschelle: the form factor of mobile devices like PDA’s is far more appropriate for kids than the affordances of full laptops.

Jonassen on Problem-solving

10 July 2006 by Clark Leave a Comment

Right after my opening keynote at the International Conference on ICT in Teaching and Learning in Hong Kong, David Jonassen presented via a canned video and a live video chat Q&A afterward. David’s presentation on his long term work on problem-solving dove-tailed nicely with mine, as I talked about how to design learning experiences around meaningful decisions, and he talked about different categories of those meaningful decisions. (On a personal note, I was thrilled to hear he was going to use my book in a class of his!)

He started with the claim that we need meaningful education, and that problem-solving was a core skill going forward, a theme I too support. He argued that we also needed to recognize that the types of problems we teach learners to solve in school bear little resemblance to the types of problems our learners face outside of schoo, and that we needed to change the types of problems we introduce learners to. An astute observation!

He made off-hand comments that I suspect not all the audience picked up: the importance of addressing new concepts and problems qualitatively before addressing them quantitatively (contrary to much done in schools), quoting (I *think* it was Gardner) that theories have no meaning until they’re applied, and that our learners were coming to us too spoon-fed with overly simplistic problems and consequently that it was hard to develop richer abilities to flexibly apply schemas (nor, I might add, with mindsets about persistence and willingness to fail).

He also talked about how while he supported problem-based learning,
I’ve taken to given challenging problems as group assignments in my classes when I teach, having them wrestle with some ambuigity as part of developing a decontextualized approach to applying the concepts to the outside world. The problems are simplified to unrealistically focus on particular aspects, but are otherwise framed as Requests For Proposals or grant opportunities that they might really face. They sometimes complain, but I do think at the end of the experience they’re better equipped to solve the problems we want graduates to be able to solve. It’s nice to be able to blame David!

The power of passion

7 July 2006 by Clark Leave a Comment

Who’d have thought it’d be fun to spend two mornings studying the constitution? I’m in San Diego at one of the We The People: The Citizen & The Constitution teacher institutes (from the Center for Civic Education), looking for ways technology might support this activity, to either make it more efficient, more effective, or broaden the reach.
Susan Leeson, a former Oregon Supreme Court Justice and expert in political theory and public law has been riveting in bringing to life the context in which the US Constitution struggled to be born. Far from a miracle, it almost didn’t happen. Documenting the personal and political intrigues, she also communicates the philosophical tensions that led to the document that has governed this nation for more than 200 years.

It’s quite clear that you couldn’t replace her, and any experience would have to find different ways to develop the understanding. Personal passion, personal presence, and effective pedagogy trump anything else you can do. Note that it’s interactive, not a monologue, but her ability to bring it alive, make it a story, and connect it to the context and causes, is a powerful lesson for moving from our tendency to teach this as a set of facts (3 branches of government, checks and balances, etc). Much as I can imagine a compelling game that let you role play this would be a strong second, hearing her would be my first choice.

So I guess my real task is to figure out what to do if and when we can’t have her! Which is, of course, is probably as it should be.

Innovation, Creativity, & Problem-solving

28 June 2006 by Clark Leave a Comment

You’ve heard me talk about the importance of innovation, creativity, and problem-solving, and recently I had a chance to explore it further.

On Sunday on my way to the airport, I had breakfast with Dr. Chris Stevens and David Burroughs of Creative Mastery at Lori‘s Diner in San Francisco (a classic American diner) to talk about innovation. At the UK eLearning Mission last month, I had chatted with Charles Jennings of Reuters about trying to generate innovation, and he suggested I contact Chris.

As background, my PhD thesis focused on improving general (analogical) reasoning skills, while the whole lab was focused on user interface design. As a consequence, I started teaching interaction design at the University of New South Wales in 1991, and got interested in the design process itself, naturally wanting to transfer that to learning system design as well.

Looking at design naturally led me also to look at innovation and creativity, other general purpose skills. Given the increasing pressures on organizations for problem-solving and innovation, I‘m increasingly thinking that has to be an explicit focus for curriculum. And can be. Naturally, my interest is also in how technology might facilitate this.

Creative Mastery provide interventions around organizational creativity. It‘s clear that they were passionate about the need, knowledgeable about the solutions, and professional about the implementation.

Their business has been the ‘creative‘ industries, but we agreed that this is going to have to go global across any industry that will need innovation to thrive or even just survive. There are component skills, but their position is that there‘s more about the mental space needed. This is in consonance with Don Norman‘s points about the effects of emotional design, a positive affects supports lateral and associative thinking. It also takes ongoing support to develop it as a culture, not just a one-off workshop.

There‘s lots of cognitive science research that problem-solving support is domain-specific, but increasingly our knowledge workers are getting into new domains, and the value of more general approaches makes sense, and there are some more domain-general approaches (e.g. engineering‘s Triz approach). I think making support available, whether formal courses, or informal resources, is an obvious first step, but I‘m also thinking about ways in which we can ‘bake‘ this into our IT infrastructure. An opportunity for innovation and creative problem-solving; I’d love to hear from you if this interests you.

Self Evaluation

20 June 2006 by Clark Leave a Comment

In the previous post about reflection, I was reminded about a trick we used when we couldn’t auto-evaluate learner responses. The topic was Media Skills, and after some earlier simpler tasks like identifying a well-formed statement, ordering elements, and choosing an appropriate response, we needed to get the learners to respond on their own.

We continued this careful scaffolding (ala Cognitive Apprenticeship), where first they wrote into a text box, but then we needed more immediacy. We rigged up an automated phone system that you dialed in and navigated to questions that you would answer. First, you knew the questions that were coming (the website gave them to you before giving you the number to call), and then you wouldn’t. Not quite as rigorous as facing an interviewer, but plenty challenging regardless. There was a cover story about choosing the different news agency, print, radio, or TV, and a particular reporter, so that you had a reason to navigate the system to where you needed to go.

While I still think this was extraordinarily clever (it was a team effort, not just me :), the important thing was how to evaluate it. We couldn’t evaluate their written prose (at the time, and even now Latent Semantic Analysis would be overkill), let alone their verbal responses. What could we do? We gave them model answers, and asked them to compare their responses to our model ones.

I would (I frankly can’t recall, now, whether we did this) add in a set of heuristics about how to evaluate your responses: what to look for, to note whether you did or not. If you knew common mistakes, and you would, you could prompt for those, too.

The reason this is so important, beyond being pragmatic, is that asking learners to self-evaluate leads them another step along the way towards internalizing the concept and self-monitoring, becoming self-improving learners. So go for grander tasks, ask learners to self-evaluate (with support, which you might gradually remove), and really accelerate your learners towards self-sufficiency. Now, to go practice what I preach…

Reflection(s)

20 June 2006 by Clark Leave a Comment

I stumbled across the term Heutology, which is a word coined to talk about self-directed learning. It’s very similar to the ideas Jay Cross talks about for informal learning, but it is proposed as a successor to Malcolm Knowles Andragogy, wherein the role of the instructor is lost. I’ve argued that you can’t take self-directed learning capability for granted, as you can’t assume everyone’s developed the skills. And even then, you may need help.

For instance, even though I think of myself as a fairly capable self-learner, I need help on getting past my self-marketing barriers, and have been involved in one of Robert Middleton‘s Marketing Action Groups. A great resource for guidance on marketing yourself as an independent professional.

But I was reflecting on reflection as a critical tool of meta-learning or learning to learn. We don’t do enough of it, generally, though those I see as highly successful usually have a reflection process built into their lifestyles. Organizations say there isn’t enough time for reflection, we have to do, yet reflection is one of they keys to learning, and learning will be the key to ongoing creativity and innovation that will be differentiator for success going forward.

On a more practical note, I’ve been thinking about reflection as a part of our learning design. Of course we provide feedback, and we often have ‘thought questions’, but I’m convincing myself that we don’t do enough. I’ve started ending the scenarios I develop with a series of thought questions (credits to Deborah Zimmerman, of Agile Mind, who first tossed this into a scenario we developed on nursing) to generalize the learning. In scenarios you can only present so many contexts, and for transfer to broader contexts you can ask questions like:

  • “How would that play out in a different situation?”
  • “What would this look like in your own work situation?”
  • “Can you hear this in your own life?”

I’d like to suggest that you consider wrapping up any learning content with some reflection questions before you close the experience, as a practical step. And find time to reflect in your own life, becoming clear about what you’re looking for.

Emotion in Game Experience

12 June 2006 by Clark Leave a Comment

Today I was working with a team (coordinated by my long-time mentor/colleague/friend Jim Schuyler, who knows the most interesting people) to design an experience for an upcoming event. Dialed in for a big part of the planning session was Nicole Lazzaro, a real revelation!

Nicole gave us a rundown on her insightful take on the four “fun keys” that serve as emotional signposts in the gaming experience. They’re a different cut through the elements I draw upon, and are insightful and well-based in her research on game playing. Moreover, she taps into an element I have largely ignored (owing to my own ‘non-social’ learning style; I’m not asocial, I’m just shy and kind of independent), the social aspect.

Her elements were:

  • Fiero: an Italian word capturing individual triumph over adversity (requiring frustration beforehand). This is something that movies don’t do well, she asserts (and certainly vicarious triumph isn’t quite the same). I was pleased to hear her use ‘hard fun’, which those who know me is a concept I tout, though her take was more specific than mine. I align this with a perfectly-pitched ‘challenge’.
  • Curiosity: this is an ‘easy fun’ which is interleaved with the hard fun, providing choice and opportunity to explore. I have choice and novelty which are combined to some extent here. Her take is that this leads to wonder, surprise, and/or awe. Delightful!
  • Relaxation/Excitement: I didn’t quite get the nuances here, obviously, because this seemed like a twist on the shift between fiero and Curiosity. It’s a continuum, but the bits that did ‘stick’ included playing to learn and achieving goals, and also the importance of meta-cognition. These are concepts near and dear to my heart, so I’ll have to pursue these further.
  • People fun: Here she included the joy of working with others, and also Shadenfreude “pleasure taken from someone else’s misfortune”. I tend to focus on individual learning experiences, and so she’s providing valuable new perspective to me here. This incorporates all the social emotions from envy and jealousy to camaraderie, gratitude, and generosity.

I have written about emotion in elearning(a PDF), but this is an elegant analysis of emotion in the gaming experience, and valuable for learning game design as well. There’s a brief introduction in a Gamasutra article summarizing a session on emotion that Nicole participated in (free registration may be required). Have at it!

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