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Social Cognitive Processing

6 September 2011 by Clark 4 Comments

In an earlier post, I tried to convey the advantages of social activities in formal learning from the cognitive processing perspective, but my diagram apparently didn’t work for everyone.  I took another shot for a presentation I gave on mobile social at the Guild’s mLearnCon, and I thought I’d raise it here as well.

Cognitive reprocessing via social interactionI’m going through this diagram line by line, from the top.

If you go from just having an idea (first line) to trying to capture it as a product (next), whether a diagram or a screed, to communicate to some hypothetical reader, you find out that you might not have thought it out fully (the first benefit to having a personal journal, e.g. blogging).  And you do some processing to generate that product.

Then, if someone actually reads it, they  do some processing.

If they write a response, they do more processing to crystalize their thoughts.

Then, the author, when reading it, also does some more processing.

If someone else reads it, that person does some processing, and if they write  a comment, well, the process continues.

The author could then write a reply to one or both, and that causes even  more  processing. And so on.

And this is good.  Processing is part of learning, and focused processing is part of good learning design.  So, having learners capture and communicate their thoughts is a valuable learning activity.  It can be personal reflections, e.g. “what does this explain in my past” or “what will I do differently in the future”, or responses to a question.

If other learners are asked to read and constructively  comment (not just “great post”), you can get valuable learning outcomes.

Cognitive processing in group assignmentsThis extends to the social learning situation. Here, you have every learner contribute their initial  thoughts on a group assignment (recommended).

Then, every learner reads the other proposals, and they start to put out their integrated ideas.

As they negotiate a shared understanding as a group response, some great processing is happening.

Ultimately, they create an outcome that’s richer than what they’d create on their own.

If you’ve created the right  amount of ambiguity in the project, you’ll get some great discussions.  The processing benefits here are because the learners will bring somewhat different interpretations and experiences to the project, and that diversity allows a mre robust understanding to emerge.

Consequently, I suggest that social learning adds benefits to the learning experience beyond what individual assignments can achieve. You can mimic some of these effects by staging additional information, but it’s not quite as effective as individual learning (nor near as engaging).

So, does this make sense?  And, hopefully, inspire you to find ways to add social interaction into your learning experiences? It’s not unique to social media, but social media give you a channel to bring these benefits to learning whenever and wherever.

Immersion or collaboration?

25 August 2011 by Clark 2 Comments

In something I’ve just been involved in, I realized I had a question.  I’m a fan of scenarios (read: serious games), to the point that I’ve written a book about how to design them!  I’m also a fan of social learning, and consequently argue for the benefits of collaborative assignments.  They both have the opportunity for powerful outcomes.  The question, naturally, is which makes sense when?

This is an important question, to the point that I’ve recommended it as a critical hiring criteria: that a candidate can not only articulate when you should do which, but also articulate how to do both.  Really, if you’re responsible for learning design, you need to go farther: when would you use scenarios, role-plays, or collaborative assignments?  How would you capitalize on the experience, formatively?  How would you design such a practice?

This gets into not only your pedagogical philosophy, but also your meta-cognitive ability.  Before you read my answer, take a moment and think: what’s my answer?  Seriously: what is your answer?

In short. my take is on the nature of the task the learners will be performing in the real world. Will they be performing individually, or will they be working as a member of a team?    There are processing differences (I do recommend that there is collaborative reflection after an individual learning scenario, to get meaningful processing).  Regardless, the core nature of the real world task should be closely aligned to the practice situation. If they’ll perform alone, make it a scenario. If they’ll work in a group, make it  a collaborative task, or a multi-player scenario/role-play.

Regardless, it’s worth checking: who’s your audience, what are your learning goals, and what is the most appropriate practice.  So: immersion, or collaboration?

Quick mobile thoughts

27 June 2011 by Clark Leave a Comment

SIM card vending machine

It’s obvious that mobile is booming, as you can tell from this shot taken as I deplaned at Heathrow Airport on my way from  mLearnCon conference to an engagement.  It made me reflect on an interesting tension that emerged at the conference.  The resolution will happen, so it’s a question of when, not if, but it’s still a pain.

I was honored to be part of a closing panel with some very clever folks (Bill Rankin, David Metcalf, Carmen Taran, Jim Box, and Richard Culatta, to be specific) responding to crowd-sourced questions.  Paul Clothier served as ringmaster, and the highest rated questions were lobbed at us.

One of the emergent themes was considering what would be really innovative mobile learning applications.  We imagined things from individual coaches to universal teachers.  All this requiring, of course, a pretty robust infrastructure.

And of course, as I sit in an airport (awaiting the 3rd and final leg of which Heathrow was the first), and recognizing that I can’t use the data plan on my phone for fear of penury, I’m still quite frustrated with the situation.  However, there is hope.

advert for a ubiquitous data package

On the wall right next to the vending machine, which I also captured, is one solution.  Here, Vodafone is offering Brits mobile internet when they travel, at a very favorable rate. This is better than the solution I thought was possible: having a service at an airport where you hire a personal wifi device for some reasonable rate of $10 a day or something that you return when you finish your trip.

My traveling companion on the post-US legs (and Internet Time Alliance colleague), Charles Jennings, resides in the UK and said that the competition between providers supports this sort of offer.   £2 is far better than the rate I was hoping for, and way better than a $1 – $20 per MB that is my current option.

Unlike some who worry that we might lose thinking skills, I’m quite happy to devolve certain tasks to my external brain, and only retain the ones I wish to keep for myself.  And once I’ve become so enabled, it’s painful to do without.  I’m glad to see some are getting viable solutions, and hoping I’ll have one soon too.  So we can come up with even more fabulous ways to accessorize our brains. Which is what we want to do!

 

Amber MacArthur #mLearnCon Keynote Mindmap

22 June 2011 by Clark 1 Comment

This morning’s mLearnCon keynote was by journalist Amber MacArthur. She talked about the intersection of mobile and social, though mostly talking the social side. Definitely a fun presentation with lots of humorous examples.

20110622-094603.jpg

Jeremiah Owyang mLearnCon keynote mindmap

21 June 2011 by Clark 2 Comments

Jeremiah Owyang, analyst at Altimeter, keynoted the opening day of the eLearning Guild’s mLearnCon conference.  He talked about the intersection of mobile and social, talking mobile definitions, organizational structures, and core transitions, using a metaphor of bees.

Integration (or not)

14 June 2011 by Clark 1 Comment

I’ve recently been asked about what industries are leading in the use of (choose one: mobile, games, social).  And, in my experience, while there are some industries (medicine in mobile, for example), it’s more about who’s enlightened enough yet.  Which made me think a little deeper about what I do, and don’t see.

What I do see are pockets of innovation. This company, or this manager, or this individual, will innovate in a particular area.  Chris Hoyt has innovated in social learning for recruitment for PepsiCo, and is now branching out into mobile.  One company will do games, another mobile, another social. And that’s ok as a starting point, but there’s more on the table.  You want to move from tactics to strategy.

Performance EcosystemI want to suggest it’s better if someone higher up sees that tying the elements together into a coherent system is the larger picture.  You don’t just want the individual tactics, but you want to see them as steps towards the larger picture.  At the end of  the day, you want your systems tied together in the back end, providing a unified environment for performance for the individual.  And that takes a view of where you’re going, and the appropriate investment and experimentation.

I recall (but not the link, mea culpa) a recent post or article talking about the lack of R&D investment in the learning space (let me add, the performance space overall).  That is, folks aren’t deliberately setting aside monies to fund some experimentation around learning.  Every learning unit should be spending 3-5% of the budget on R&D.  Is that happening?  If so, it’s not obvious, but I’m happy to be wrong.

I really struggle to find an organization that I think is getting on top of this in a systematic way: that has realized the vision, is aligning tactics to organizational outcomes, and is looking to integrate the technologies in the backend to capitalize on investment in content systems, social media systems, portal technologies, and learning management systems.  This can also be customer-facing as well, so that you’re either meeting customer learning needs around other products or services, or delivering learning experiences as a core business, but still doing so in a coherent, comprehensive, and coordinated approach.

I am working with some folks who are just starting out, but I think the necessity to link optimal execution with continual innovation is going to require much more thorough efforts than I’m yet seeing.  Am I missing someone?  While I love to hear about exemplary individual efforts, I’d really like to hear from those who are pulling it all together as well.

Chris Dede Keynote Mindmap

8 June 2011 by Clark 1 Comment

Chris Dede opened the Innovations in eLearning keynote with a speech that very much resonated with me and reflected things I’ve been blogging about here since Learnlets started, but has had the opportunity to build.  His closing comment is intriguing: “infrastructures shape civilization”.

He talked about teaching skills to deal with wicked problems and developing new literacies, using MultiUser Virtual Environments.

Engagification

24 May 2011 by Clark 11 Comments

The latest ‘flavor of the month’ is so-called gamification. Without claiming to be an expert in this area (tho’ with a bit of experience in game design), I have to say that I’ve some thoughts both positive and negative on this.

So what is ‘gamification’? As far as I can tell, it’s the (and I’m greatly resisting the temptation to put the word ‘gratuitous’ in here :) addition of game mechanics to user experiences to increase their participation, loyalty, and more. Now, there are levels of game mechanics, and I can see tapping into some deeper elements, but what I see are relatively simple things like adding scoring, achievements (e.g. badges), etc.   A colleague of mine who released a major learning game admitted that they added score at the end to compensate for the lack of ability to tune further and needing to release to appease investors. I get it; there are times that adding in gamification increases bottom lines in meaningful ways. But I want to suggest that we strive a little bit higher.

In Engaging Learning, I talked about the elements that synergistically lead to both better effectiveness of education practice, and more engaging experiences. These weren’t extrinsic like ‘frame games’ (tarted-up drill-and-kill), but instead focused on aligning with learner interests, intrinsic elements of the task, and more. This means finding out what drives experts to find this intriguing, a role that learners can play that’s compelling, meaningful decisions to make, appropriate level of challenges, and more. That’s what I’m shooting for.

The benefits of intrinsic motivation instead of extrinsic have been studied since the late 70’s in work by Tom Malone and Mark Lepper. In short, you get better outcomes when people are meaningfully engaged rather than trivially engaged. Dan Pink’s book Drive lays out a wealth of related research that suggests we need to avoid rewards for rote performance and instead should be focusing on helping folks do real tasks. I can’t remember where I first heard the term ‘engagification’, but that’s just what I’m thinking of.

To me, it’s the right way take gamification, focus on intrinsic motivation. If we’re gamifying, we’re covering up for some other deficiency, I reckon. Yes, there may be times that intrinsic motivation is hard to find (e.g. to get fit), but that probably means we haven’t tried hard enough yet. I recall recently hearing about gamifying kids math problems; yes, but rote problems are the wrong thing to drill. Can’t we find the intrinsic interest in math, solving real problems (like the ones they’ll see in the real world, not on tests)?  I reckon we could, and should. It would take more effort initially, but the payoff ought to be better.

Perhaps gamify if you have to, but only after you’ve first tried to engagify. Please.

eLearning Guild Mobile Learning Research Report now available

19 May 2011 by Clark Leave a Comment

I’ve had my head down on a couple of projects, but I can now announce one of them: the eLearning Guild’s Mobile Learning Research Report is now available. This is a timely release to help set the context for their upcoming mLearnCon mlearning conference.  (And, yes, I’m speaking, running a pre-conference workshop, all the usual. :)

In it, I review the latest trends in the mobile market, and then synthesize the results of the Guild’s member surveys.  Here’s the marketing blurb:

Mobile learning is not just a fad. It is instead a transformative opportunity both for learning, and the learning organization. Mobile learning means both augmenting formal learning, and moving to performance support, informal, and social learning as well. If you have not yet done so, it is now both possible and desirable to put in place a mobile experiment to create an mLearning strategy articulated with the overall learning, performance, and technology strategy.

The actual implementation of mLearning is growing faster in some capabilities than others. According to eLearning Guild research data collected from thousands of members worldwide, the use of mLearning for social networking and communication is more prevalent than it is for the development of custom applications, with 38.1% of organizations either implementing, designing, or building the business case for social networking and only 25.7% for custom application development.   Of those who have conducted an mLearning implementation, 50% are seeing positive returns.

In this report, author Clark Quinn begins his examination of mobile learning by establishing a foundation with some context and a discussion of devices and major categories of application. Clark then analyzes eLearning Guild research data about how people are currently using mobile, and discusses implementation issues, before taking a look to the future.

The report is free for all paid members of the eLearning Guild, with plenty of other benefits.  Check it out.

Alternate Pedagogies and Experiences

18 May 2011 by Clark 4 Comments

In writing about mobile for higher education, other than meeting learner administrative and information needs, I obviously focused more on the formal learning roles mobile devices could facilitate.  And one of the things that has been of interest to me is looking differently at pedagogies.

Traditional

In the traditional view, we activate the learner’s interest, we present them with the concept, we provide examples, we have them practice (with feedback), and we conclude the learning experience.  I think this makes sense cognitively, but it doesn’t make sense when we start considering the learner’s emotional side.  Unless we open up the learner emotionally, I reckon the rest of the effort won’t stick. We can do this with the intro, but there are other approaches.

Navigable/adaptive

For one, we don’t need to stick to the traditional order.  At least with elearning, we can make the order navigable, allowing the learner to choose what they want to see.  We took that approach when we developed a course on speaking to the media (which had some other innovations too) back around 1997.  It was also seen at UNext.  We provided a ‘follow the bouncing ball’ path for uncertain learners, but anecdotally we found half the audiences, presumably confident self-learners, explored in other approaches than the recommended approach.

This approach also provides the necessary structure to support adaptive systems, which can present different objects at different times. We used this approach when developing the Intellectricityâ„¢ system that adapted the learning experience based upon learner characteristics.

Problem-based

The approach I typically refer to as the problem-based approach (similar approaches are seen in case-based, project-based, and service learning) essentially puts the problem, an overarching practice, first.  By showing the learner the type of problem this learning experience will help you address, you build in the emotional side.  Now they’re understanding why this is important, and are motivated to go explore the concept, examples, and perhaps do trial practices before it matters. This is the pedagogy that drives the interest in serious games, embedding meaningful practice in a compelling context.

The problem-based approach more closely mimics the motivation learners will feel when faced with real performance contexts, and makes the content more meaningful.  Engaging the learner in meaningful practice provides experience for reflection, and shifts the instructor to be a facilitator and guide instead of a content presenter.

The point, of course, is to think more broadly about the learning experience, tapping into intrinsic motivation, whether for learning or for the problem, and start embedding what we know about the emotional side of learning into the learning experience.

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