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Clark Quinn’s Learnings about Learning

(Serious) Games in 5 paragraphs

15 May 2008 by Clark 3 Comments

Just as I did for mobile, here’re 5 paragraphs on games:

Serious Games (or, to be Politically Correctâ„¢, Immersive Learning Simulations) have hit the corporate learning mainstream, so you should be asking yourself: “why are people excited” Quite simply, because games (I‘m not PCâ„¢) are probably the most pragmatically effective learning practice you can get. Sure, mentored real performance is the ideal, but there are two potential hiccups: scaling individual mentors has proven to be unrealistically expensive, and mistakes in live practice often are expensive, dangerous, or both. Why do you think we have flight simulators?

For principled reasons, the best learning practice is contextualized, motivating, and challenging. Interestingly, so are the most engaging experiences. It turns out that the elements that cause effective educational practice line up perfectly with those that create engaging experiences. Thus, we can safely say that learning should be ‘hard fun‘.

Then the issue becomes if we can do this reliably, repeatably, and on a cost-effective basis. It turns out that the answer to this question is also in the affirmative. While you can‘t just shove gamers and educators in a room and expect the result to work (all the bad examples that led to ‘edutainment‘ becoming a bad word are evidence), if they understand the alignment above, systematically follow a creative process (no, systematic creativity is not an oxymoron; why do we have brainstorming processes?), and are willing to take time to ‘tune‘ the result, we can do this reliably.

The question is really: when to use games. The answer for engine-driven (read: programmed, variable) games is when we have a need for deep practice: when there are complex relationships to explore, or making the change will be really hard. Branching scenarios are useful when we want to experience some contextualized practice but we don‘t need a lot of it. And the principles suggest that at minimum, we should write better multiple-choice questions that put learners into contexts where they must make decisions where they‘re applying the knowledge, not just reciting it.

And, yes, we can spend millions of dollars (I can help :), but for many needs we may not need to. While there isn‘t any one tool that lets us do this, there are a number of cost-effective ways to develop and deliver on the resulting design. As I like to say “if you get the design right, there are lots of ways to implement it; if you don‘t get the design right, it doesn‘t matter how you implement it”.

Further resources include:

  • My book on designing games
  • The eLearning Guild’s Research Report on ILS
  • The Serious Games site
  • Clark Aldrich’s blog on learning games
  • My other game blog posts

Mobile in 5 Paragraphs

14 May 2008 by Clark Leave a Comment

A colleague asked me for 5 paragraphs on mobile:

Let‘s get that straight right from the beginning: mobile learning is not about courses on a phone. mLearning is where we really bring home the message: “It‘s not about learning…it‘s about doing”, because while there are learning implications for mobile devices, it‘s really about performance support. Yes, one of the applications of mobile devices is learning augmentation, extending the learning experience over time through distributed presentations, examples, and practice, but the real opportunities are providing context-sensitive support for the mobile workforce. Increasingly, the workforce is mobile, whether directly for work or indirectly, e.g. commuting, and they have the devices (“Have you already purchased a mobile learning device” “Let me rephrase the question: do you have a cell phone” “Hello…”). Not taking advantage of it is just leaving money on the table.

The variety of mobile devices is vast, spanning media players, handheld gaming platforms, PDAs, cell phones (though that name is no longer apt; cellular technology is long gone), and, increasingly, smartphones. There are convergences, however, where many mobile devices are now phones, media players, PIM (Personal Information Management, read: contacts, calendars, memos, and ToDos), GPS, and more. If you‘re having trouble with any of these TLAs (Three Letter Acronyms) BTW, you can do a search on them to get them defined.

The issues are in how to develop content and resources for these devices, and the answers stack up like a pyramid. The bottom is the proverbial “low hanging fruit”, the content you already have that can be made available “as is” or converting the files to mobile formats. So, your PDFs, your audio recordings of presentations, any videos, and of course your web pages/HTML. The next level is taking all the content you will continue to produce, and proactively capture it (if you‘re not) and ensure that it‘s an automatic feature of your process to produce mobile ready versions. The top is to develop specific mobile resources, and that‘s where we‘re reaching the tipping point: instead of custom tools, we‘re seeing the major tool providers now providing mobile output options. The mobile web is another increasing option, as more and more mobile devices include browsers. As I say, “480 x 320 is the new 1024 x 768”. Mobile is hitting the mainstream.
And, it is hitting it in many ways. There have been instances of successful courses on mobile devices, but that‘s not the sweet spot. One of the more useful options is in augmenting online or face-to-face courses.

We know learning retention fades fast unless reactivated, and mobile gives us a great way to do that. We can send out different ways of thinking about it, more examples, and even new forms of practice. In fact, we should start rethinking the course, moving to blending including mobile as part of the extended experience! The second major big win is in making accessible support for the mobile workforce. We can provide manuals, trouble-shooting, even remote part ordering, to the field engineer. We can bring customer refreshers and updates, cross-selling recommendations, and purchasing capabilities to our mobile field force. And more.

Organizationally, the workforce is more distributed, more mobile, and needing to be more opportunistic and contextually optimal. Mobile is an enabler of increased individual and organizational performance. You need to treat it like any other initiative, managing the change process, but it also leverages other changes that might be happening. Knowledge or content management, mobile device deployment, webinars, many are the initiatives that, with a marginal extra effort, make mobile an additional delivery channel and opportunity. Take advantage of this new direction!
Further resources include:

  • The eLearning Guild‘s July 2007 360 Research Report on Mobile Learning.
  • Judy Brown and friends‘ mLearnopedia.
  • My other blog posts on mobile.
  • The Mobile Gadgeteer blog.
  • The Mobile Development Site.

Learning content in scenarios

13 May 2008 by Clark 1 Comment

We’re developing a scenario (code word for serious game :), and I’ve come into a situation where I can see a plausible case for either side, and don’t know of any research results.

The scenario is serving as a the major organizing focus for a course (this specifically is designed for the formal education system). We’ve got a contextualized task that requires applying the curriculum material, and want to make the curriculum material available for access during the scenario.

Here’re the two options I see:

  • One is to have all the tutorial material available from within the scenario. The notion is that once there’s a need, having the information available will optimize the moment of learning. The fear is that taking time to access the information could break the flow of the scenario experience. So, if you couldn’t decide how to set up the quantum physics experiment, you’d access a tutorial on said topic from the lab library.
  • The other is to have a digested down version of the information (in a ‘performance support’ model, that serves as a reference guide and you stay very much ‘in the moment’, but if you don’t know the material, you exit the scenario to get the concepts, and then you go back into the scenario experience, and use the guides for assistance but they’re not sufficient to actually learn from (unless, of course, you’ve already got some foundation). So, if you couldn’t set up the quantum physics experiment with the ‘checklist’, you’d leave the scenario motivated to read the tutorial and then restart/reenter the scenario.

The tradeoff is learning material available versus any effect on ‘breaking the wall’ between the scenario and the external learning environment.

We’re building the scenario, so we’ll actually have the second, and of course if that’s insufficient we’ll add in the first, but I wondered if there’s any ‘a priori’ information. Research solicited, opinions welcome.

New White Paper: Mobile Devices

10 May 2008 by Clark 4 Comments

I’d started writing up mobile learning for either a book or a chapter. However, the part on mobile design got written into the eLearning Guild’s 360 Research Report on Mobile Learning (which I highly recommend, with great chapters by David Metcalf, Judy Brown, and more). With that out there, I was at a loss as to what to do with the rest.

Well, I first finished writing the part on the technologies, the devices and the networks, and figured I’d make it available while I decide whether I want to write more about tools than I already have. You can find this 10 page 3.1 MB PDF here. I welcome feedback on whether you like it, find it useful, what’s missing, etc.

Evaluating Serious Games (er, ILS)

7 May 2008 by Clark 2 Comments

I’ve been working with a group creating the rubrics for evaluating submissions in a 2nd Life serious game competition. It’s an interesting issue, as there’re broad variances in what folks are thinking. As a reaction to a draft consensus of opinion, I rewrote the criteria to be evaluated as:

Learning
Comprehensiveness of alternatives to right answer
Match of game decisions to learning objectives
Appropriateness of feedback

Usability
Appropriate interface match to action
Interface navigation

Game
Naturalness of feedback mechanism
Continuity of experience
Seamlessness in embedding decisions into game world
Appropriateness of world to audience
Relevant to irrelevant action ratio
Appropriate challenge balancing
Level of replay (linear, branching, engine-driven)

I know this can be done better.     Your thoughts?

It’s an effort to combine my aligned elements from both education and engagement (the theoretical basis for my book on learning game design): clear goals, balanced challenge, thematic context, meaningfulness of action to story, meaningfulness of story to player, active choice, direct manipulation, integrated feedback, and novelty (see below), with the more standard elements necessary to make a successful online experience.

Alignment of Engagement and Game Elements

I find it useful to revisit principles from another angle, as it gives me a fresh chance to put a reality-check on my thinking. I think my older model holds up (and has continued to over the years), and the extras are not unique to learning games. Some elements cross boundaries, such as feedback having to components: one being the relation to the learning, and the other to the action.

The principles state that, done properly, the best practice (next to mentored real performance) ought to be games. Or, as I like to say: “Learning can, and should, be hard fun!”

Social Nutworking

6 May 2008 by Clark 4 Comments

It’s not the well-meaning people who are nuts, it’s the proliferation of ways in which to network; it’s completely nuts! In recent weeks I’ve received invitations to join Pulse, FriendFeed, Naymz, Twitter, and now Diigo (and I’m probably forgetting a few). This is in addition to FaceBook, LinkedIn, and a few Ning sites, where I’m already on. And these are people I do want to link to, it’s just that I’m getting leery of joining too many sites. Which may not be a concern, but I just don’t know. So far, I’ve been shining them on or asking what’s up. I suspect that a number of them have just been read off of email lists…

I’m trialing differing philosophies: on LinkedIn, I try very much to only link to people I know (or, in a few cases, that I should). And I haven’t really tried taking advantage of LinkedIn, like asking questions. On FaceBook I’ve been more open and experimental, but with no real payoff. And I’ve joined a few relevant Ning sites.

The social web is supposed to be the killer app, and maybe I’m too much the introvert. I want to network, but I really want to invest where the payoff is (and minimize exposure to too much junk), and it seems like only a few people are on each, whereas most of the people I know seem to be on LinkedIn. I talk about eCommunity, because I believe in it, and use it in a variety of ways, but I’m still coming to grips with it in the bigger picture.

So this is a question about your advice and recommendations. Join all, and see what happens (thankfully, I use secure software to store all these #$*%! passwords)? Ignore the oddball sites until they get momentum? Run and hide? ?

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.

eLearning Strategy

30 April 2008 by Clark Leave a Comment

I’ll be presenting on eLearning Strategy for the ASTD LA Chapter’s Special Division on eLearning on the 21st of May (virtually). I’ve also just presented to the Best Practices Institute (but you have to be a member to see the archived version). It’s similar to how I’ve presented it before, but I keep adding new thoughts.

The notion is still the same performance ecosystem, but I made a point of searching out more on eCommunity at the eLearning Guild’s last conference to augment my knowledge. Can’t promise it’s improved the presentation yet (that’s the problem, they always want the deck weeks before the actual presentation, and my thinking isn’t static).

I’ve talked before about how Marc Rosenberg and I carve up the space differently, but agree on the main principles. The one thing I add is mobile, but I’m sure he’d rightly see that as a different channel for the underlying support. There is no one ‘right’ way to carve it up, but I still find my framework useful.

I’m seeing more interest in this from a corporate perspective. As I think I’ve mentioned, I’ve used this framework increasingly to help understand the context in which an elearning initiative sits. And using it to look at broader strategies for elearning for organizations. Harold Jarche also points to an initiative we did with an organization and the framework was very much in my mind as I tossed out answers. Maybe there’s one for you. Maybe we’ll see you at the ASTD LA chapter meeting?

Fantastic Gaming (long)

27 April 2008 by Clark Leave a Comment

In the Serious Games discussion list, Richard Wainess posted a thoughtful and eloquent reply to my request for research on the value (or not) of fantastic settings, in which he argued about the necessary learning design depth required in game design. I‘m primed for the discussion since I‘ve just been in the process of designing a learning game with a team. I thoroughly agree with him, and I’d highly recommend you find and read his response except for the fact that it appears there’s no archive. However, I had assumed the issues he‘s suggested, and penned this (slightly modified) response:

I think you’re missing the value of fantastic settings in effectively adding on top of what you say. We could set a task (e.g. negotiation) in several real-life environments, including with a car dealer, with the boss for a raise, with the kids about bed time (bad idea), etc. Or we could set it in space, for example, negotiating with suppliers for equipment, with civilizations for territory, with buyers for products, etc. Once we ensure we’ve put the necessary skills into the game, across differing contexts, and added the post-game reflection, is there a potential benefit for having a more compelling storyline? That trades off positively against the less direct transfer?

Yes, it takes different contexts to abstract and generalize, but let’s not neglect the value of motivation. So I agree it absolutely *has* to encompass the essential skills across contexts (broad enough to generalize to all relevant situations, and to no irrelevant ones). But there’s more than just that. My hypothesis is that embedding them into an exaggerated storyline may enhance the outcomes more than a real-world setting (and the more so the more general the skill).

If it’s not a storyline that the learner cares about, they’re not going to engage like they will when it really matters to them (e.g. the car *they* want to purchase). So we need that motivation, that emotional engagement as well. And that’s when we’re going to want to align the cognitive and game engagement. When people really have to perform, they have external motivation. Don’t we want to embed that in the experience as well?

I suggest that once we get the educational process down and vary the settings in context, that increasing the motivation through a compelling storyline that both is a meaningful application of the skill and is a storyline that the learners care about, will increase the outcome measure more than an more realistic, and dull, exercise. It’s testable, and I want the answer rather than just relying on my intuition (which will suffice for now; I too am trying to meet real needs, not just satisfy academic interests, but I’d feel far better knowing the answer one way or another).

My feeling is, rightly or wrongly, that not enough people get the depths he talks about, and on the other side, the argument I make above. I‘d like the answer, but in lieu of that, I‘m going to stick with my belief. (And later, Richard responded about how my response made him smile, as he’s starting just this research.)

A further claim from another respondent said that we just need to make the next Oregon Trail, which spurred this rejoinder:

If you don’t have the academic underpinning that Richard argues so eloquently for, all the cool window-dressing won’t lead to a thing. If you’ve infinite resources, you can iterate ’til you get the outcomes you suggest, but I’d prefer to draw upon principled bases and shorten the development process by systematically combining deep learning design with creative engagement design.

It almost appears that the few good edutainment titles were more a case of “even a blind pig finds a truffle once in a while” (a botched metaphor, to be sure, but personally relevant as how my friend described me finding my wife) than the result of a real understanding; there are too many bad titles out there. I don’t want to trust to chance that NASA’s MMO will be effective, nor burn through too much $$ to ensure it. I’d like to use what we know to help do it reliably, and repeatably. We owe it to ourselves and to society to demonstrate that serious games are a viable learning vehicle, not a hit or miss (or money sink) proposition.

Ok, so I‘m opinionated. What did you expect? I didn‘t spend, off and on, 25+ years doing learning game design to just throw up my hands. So, am I off my rocker?

Notes on my game Espresso Learning session at the Guild’s Annual Gathering

25 April 2008 by Clark Leave a Comment

I didn’t blog it, since I *was* it (3 times), but Brent did. Here’re his notes from the session.

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