Neil deGrasse Tyson opened this year’s DevLearn conference. A clear crowd favorite, folks lined up to get in (despite the huge room). In a engaging, funny, and poignant talk, he made a great case for science and learning.
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#DevLearn Schedule
As usual, I will be at DevLearn (in Las Vegas) this next week, and welcome meeting up with you there. There is a lot going on. Here’re the things I’m involved in:
- On Tuesday, I’m running an all day workshop on eLearning Strategy. (Hint: it’s really a Revolutionize L&D workshop ;). I’m pleasantly surprised at how many folks will be there!
- On Wednesday at 1:15 (right after lunch), I’ll be speaking on the design approach I’m leading at the Wadhwani Foundation, where we’re trying to integrate learning science with pragmatic execution. It’s at least partly a Serious eLearning Manifesto session.
- On Wednesday at 2:45, I’ll be part of a panel on mlearning with my fellow mLearnCon advisory board members Robert Gadd, Sarah Gilbert, and Chad Udell, chaired by conference program director David Kelly.
Of course, there’s much more. A few things I’m looking forward to:
- The keynotes:
- Neil DeGrasse Tyson, a fave for his witty support of science
- Beau Lotto talking about perception
- Belinda Parmar talking about women in tech (a burning issue right now)
- DemoFest, all the great examples people are bringing
- and, of course, the networking opportunities
DevLearn is probably my favorite conference of the year: learning focused, technologically advanced, well organized, and with the right people. If you can’t make it this year, you might want to put it on your calendar for another!
Types of meaningful processing
In an previous post, I argued for different types and ratios for worthwhile learning activities. I’ve been thinking about this (and working on it) quite a bit lately. I know there are other resources that I should know about (pointers welcome), but I’m currently wrestling with several types of situations and wanted to share my thinking. This is aside from scenarios/simulations (e.g. games) that are the first, best, learning practice you can engage in, of course. What I’m looking for is ways to get learners to do processing in ways that will assist their ability to do. This isn’t recitation, but application.
So one situation is where the learner has to execute the right procedure. This seems easy, but the problem is that they’re liable to get it right in practice. The problem is that they still can get it wrong when in real situations. An idea I had heard of before, but was reiterated through Socratic Arts (Roger Schank & cohorts) was to have learners observe (e.g. video) of someone performing it and identifying whether it was right or not. This is a more challenging task than just doing it right for many routine but important tasks (e.g. sanitation). It has learners monitor the process, and then they can turn that on themselves to become self-monitoring. If the selection of mistakes is broad enough, they’ll have experience that will transfer to their whole performance.
Another task that I faced earlier was the situation where people had to interpret guidelines to make a decision. Typically, the extreme cases are obvious, and instructors argue that they all are, but in reality there are many ambiguous situations. Here, as I’ve argued before, the thing to do is have folks work in groups and be presented with increasingly ambiguous situations. What emerges from the discussion is usually a rich unpacking of the elements. This processing of the rules in context exposes the underlying issues in important ways.
Another type of task is helping people understand applying models to make decisions. Rather than present them with the models, I’m again looking for more meaningful processing. Eventually I’ll expect learners to make decisions with them, but as a scaffolding step, I’m asking them to interpret the models in terms of their recommendations for use. So before I have them engage in scenarios, I’ll ask them to use the models to create, say, a guide to how to use that information. To diagnose, to remedy, to put in place initial protections. At other times, I’ll have them derive subsequent processes from the theoretical model.
One other example I recall came from a paper that Tom Reeves wrote (and I can’t find) where he had learners pick from a number of options that indicated problems or actions to take. The interesting difference was then there was a followup question about why. Every choice was two stages: decision and then rationale. This is a very clever way to see if they’re not just getting the right answer but can understand why it’s right. I wonder if any of the authoring tools on the market right now include such a template!
I know there are more categories of learning and associated tasks that require useful processing (towards do, not know, mind you ;), but here are a couple that are ‘top of mind’ right now. Thoughts?
The resurgence of games?
I talked yesterday about how some concepts may not resonate immediately, and need to continue to be raised until the context is right. There I was talking about explorability and my own experience with service science, but it occurred to me that the same may be true of games.
Now, I’ve been pushing games as a vehicle for learning for a long time, well before my book came out on the topic. I strongly believe that next to mentored live practice (which doesn’t scale well), (serious) games are the next best learning opportunity. The reasons are strong:
- safe practice: learners can make mistakes without real consequences (tho’ world-based ones can play out)
- contextualized practice (and feedback): learning works better in context rather than on abstract problems
- sufficient practice: a game engine can give essentially infinite replay
- adaptive practice: the game can get more difficult to develop the learner to the necessary level
- meaningful practice: we can choose the world and story to be relevant and interesting to learners
the list goes on. Pretty much all the principles of the Serious eLearning Manifesto are addressed in games.
Now, I and others (Gee, Aldrich, Shaffer, again the list goes on) have touted this for years. Yet we haven’t seen as much progress as we could and should. It seemed like there was a resurgence around 2009-2010, but then it seemed to go quiet again. And now, with Karl Kapp’s Gamification book and the rise of interest in gamification, we have yet another wave of interest.
Now, I’m not a fan of the extrinsic gamification, but it appears there’s a growing awareness of the difference between extrinsic and intrinsic. And I’m seeing more use of games to develop understanding in at least K12 circles. Hopefully, the awareness will arise in higher ed and corp too.
As some fear, it’s too costly, but my response is twofold:
- games aren’t as expensive as you fear; there are lots of opportunities for games in lower price ranges (e.g. $100K), don’t buy into the $1M and up mentality
- they’re actually likely to be effective (as part of a complete learning experience), compared to many if not most of the things being done in learning
So I hope we might finally go beyond Clicky Clicky Bling Bling, (tarted quiz shows, cheesy videos and more) and get to interaction that actually leads to change. Here’s hoping!
Learning in 2024 #LRN2024
The eLearning Guild is celebrating it’s 10th year, and is using the opportunity to reflect on what learning will look like 10 years from now. While I couldn’t participate in the twitter chat they held, I optimistically weighed in: “learning in 2024 will look like individualized personal mentoring via augmented reality, AI, and the network”. However, I thought I would elaborate in line with a series of followup posts leveraging the #lrn2024 hashtag. The twitter chat had a series of questions, so I’ll address them here (with a caveat that our learning really hasn’t changed, our wetware hasn’t evolved in the past decade and won’t again in the next; our support of learning is what I’m referring to here):
1. How has learning changed in the last 10 years (from the perspective of the learner)?
I reckon the learner has seen a significant move to more elearning instead of an almost complete dependence on face-to-face events. And I reckon most learners have begun to use technology in their own ways to get answers, whether via the Google, or social networks like FaceBook and LinkedIn. And I expect they’re seeing more media such as videos and animations, and may even be creating their own. I also expect that the elearning they’re seeing is not particularly good, nor improving, if not actually decreasing in quality. I expect they’re seeing more info dump/knowledge test, more and more ‘click to learn more‘, more tarted-up drill-and-kill. For which we should apologize!
2. What is the most significant change technology has made to organizational learning in the past decade?
I reckon there are two significant changes that have happened. One is rather subtle as yet, but will be profound, and that is the ability to track more activity, mine more data, and gain more insights. The ExperienceAPI coupled with analytics is a huge opportunity. The other is the rise of social networks. The ability to stay more tightly coupled with colleagues, sharing information and collaborating, has really become mainstream in our lives, and is going to have a big impact on our organizations. Working ‘out loud’, showing our work, and working together is a critical inflection point in bringing learning back into the workflow in a natural way and away from the ‘event’ model.
3. What are the most significant challenges facing organizational learning today?
The most significant change is the status quo: the belief that an information oriented event model has any relationship to meaningful outcomes. This plays out in so many ways: order-taking for courses, equating information with skills, being concerned with speed and quantity instead of quality of outcomes, not measuring the impact, the list goes on. We’ve become self-deluded that an LMS and a rapid elearning tool means you’re doing something worthwhile, when it’s profoundly wrong. L&D needs a revolution.
4. What technologies will have the greatest impact on learning in the next decade? Why?
The short answer is mobile. Mobile is the catalyst for change. So many other technologies go through the hype cycle: initial over-excitement, crash, and then a gradual resurgence (c.f. virtual worlds), but mobile has been resistant for the simple reason that there’s so much value proposition. The cognitive augmentation that digital technology provides, available whenever and wherever you are clearly has benefits, and it’s not courses! It will naturally incorporate augmented reality with the variety of new devices we’re seeing, and be contextualized as well. We’re seeing a richer picture of how technology can support us in being effective, and L&D can facilitate these other activities as a way to move to a more strategic and valuable role in the organization. As above, also new tracking and analysis tools, and social networks. I’ll add that simulations/serious games are an opportunity that is yet to really be capitalized on. (There are reasons I wrote those books :)
5. What new skills will professionals need to develop to support learning in the future?
As I wrote (PDF), the new skills that are necessary fall into two major categories: performance consulting and interaction facilitation. We need to not design courses until we’ve ascertained that no other approach will work, so we need to get down to the real problems. We should hope that the answer comes from the network when it can, and we should want to design performance support solutions if it can’t, and reserve courses for only when it absolutely has to be in the head. To get good outcomes from the network, it takes facilitation, and I think facilitation is a good model for promoting innovation, supporting coaching and mentoring, and helping individuals develop self-learning skills. So the ability to get those root causes of problems, choose between solutions, and measure the impact are key for the first part, and understanding what skills are needed by the individuals (whether performers or mentors/coaches/leaders) and how to develop them are the key new additions.
6. What will learning look like in the year 2024?
Ideally, it would look like an ‘always on’ mentoring solution, so the experience is that of someone always with you to watch your performance and provide just the right guidance to help you perform in the moment and develop you over time. Learning will be layered on to your activities, and only occasionally will require some special events but mostly will be wrapped around your life in a supportive way. Some of this will be system-delivered, and some will come from the network, but it should feel like you’re being cared for in the most efficacious way.
In closing, I note that, unfortunately,my Revolution book and the Manifesto were both driven by a sense of frustration around the lack of meaningful change in L&D. Hopefully, they’re riding or catalyzing the needed change, but in a cynical mood I might believe that things won’t change near as much as I’d hope. I also remember a talk (cleverly titled: Predict Anything but the Future :) that said that the future does tend to come as an informed basis would predict with an unexpected twist, so it’ll be interesting to discover what that twist will be.
Vale Joe Miller
This is a name you’re not likely to know, but I can’t let his passing go without comment. Joe was an intensely private person who had a sizable impact on the field of technology in learning, and I was privileged to know him.
I met Joe when my colleague Jim “Sky” Schuyler, who had hired for my first job out of college, subsequently dragged me back from overseas to work for him at a new company: Knowledge Universe Interactive Studios (KUIS). I’d stayed in touch with Sky over the years, and I was looking to come back at the same time he had been hired to lead KUIS’s work to be an ISP for the KU companies, but also to create a common platform. I was brought on board to lead the latter initiative.
To make a long story short, initially I reported to Sky, but ultimately he moved on and I began to report to the CEO, Joe, directly. Sky had said that he liked working for people smarter than himself, and if indeed Joe was such this was quite the proposition, as Sky was not only a Northwestern PhD but a wise colleague in many ways. He’d been a mentor and friend as well as a colleague, and if Sky (reticent as he is) thought highly of Joe, this was high praise indeed.
I got to know Joe slowly. He was quite reserved not only personally but professionally, but he did share his thinking. It quickly became clear that not only did he have the engineering chops of a true techy, he also had the strategic insight of an visionary executive. What I learned more slowly was that he was not just a natural leader, but a man with impeccable integrity and values.
I found out that he’d been involved with Plato via his first job at Battelle, and was suitably inspired to start a company supporting Plato. He moved to the Bay Area to join Atari, and subsequently was involved with Koala Technologies, which created early PC (e.g. Apple) peripherals. His trajectory subsequently covered gaming as well as core technology, eventually ending up at Sega before he convinced the KU folks to let him head up KUIS. He seemed to know everyone.
More importantly, he had the vision to understand system and infrastructure, and barriers to same. He was excited about Plato as a new capability for learning. He supported systems at Koala for new interface devices. He worked to get Sega to recognize the new landscape. In so many ways he worked behind the scenes to enable new experiences, but he was never at the forefront of the public explanation, preferring to make things happen at the back end (despite the fact that he was an engaging speaker: tall, resonant voice, and compelling charisma).
In my short time to get to know him, he shared his vision on a learning system that respected who learners were, and let me shape a team that could (and did) deliver on that vision. He fought to give us the space and the resources, and asked the tough questions to make sure we were focused. We got a working version up and running before the 2001 crash.
He continued to have an impact, leading some of the major initiatives of Linden Labs as they went open source and met some challenging technical issues while negotiating cultural change to take down barriers. He ended up at SportVision, where he was beginning to help them understand they were not about information, but insight. Unfortunately, I didn’t have much view into what was happening there, as it was proprietary and Joe was, as I said, private.
Joe served as a mentor for me. I found him to have deep values, and under his austere exterior he exemplified values of humanity and compassion. I was truly grateful when I could continue to meet him regularly and learn from him as he expressed true interest as well as sharing his insights.
He was taken from us too early, and too quickly. He fought a tough battle at the end, but at least was surrounded by the love of his life and their children as they passed. Rest in Peace.
Update: there’s a memorial site for Joe, http://www.josephbmilleriii.com where you can leave thoughts, view pictures, and more. RIP.
Rethinking Design: Curriculum
In addition to yesterday’s post about pedagogy, I also mentioned the need to get deeper on curriculum as well. The notion is that we need to redefine curriculum as a way to get away from a content base, and start moving to an activity base.
The focus is on creating a curriculum that has tasks at it’s core, and these tasks are tasks like the learner will be expected to be performing in the world. These tasks can be viewed as competencies that, if the learner possesses them, there is evidence that they are prepared to perform.
The goal is to choose tasks, with the final task likely being chosen first and working backwards (as in Understanding By Design) to determine what needs to be done. From each chosen ‘task’ will be a suite of activities that comprise the pre-, in-, and post-class activities, but here we are focusing on the overall curriculum before we get into the individual pedagogy.
Note that the content is subsequently chosen to support successful execution of the tasks, and is not presented to the learner but is, instead, made available to them at the time of the task. The goal is to have them process the content in service of accomplishing the task, an approach more consonant with our cognitive architecture. We’re more likely to remember information we’ve had to process rather than information we’ve just been presented with. Information that a learner can recite is unlikely to be activated at a relevant time (“inert knowledge) unless it’s been applied, and the focus should be on the application, not the recitation.
Again, this turns out to be very much the approach of Roger Schank of Socratic Arts as well, but emerged from my own thoughts and frustrations before I found out about the Story-Centered Curricula. Of course, I referenced the Goal-Based Scenarios in my book on learning (game) design, but I hadn’t been aware of his curricular processes at the time of this or my Reimagining rant pointed to above.
There’re more details required to fully flesh out the process here. I reckon it’d be easier to do with an employer than faculty, but even with faculty, I reckon if you can get more than one in a room, focus on decisions, and help them understand the power of activity-focused learning, it’ll work. Fingers crossed ;).
Rethinking Design: Pedagogy
In thinking through how to design courses that lead to both engaging experiences and meaningful outcomes, I’ve been working on the component activities. As part of that, I’ve been looking at elements such as pedagogy in pre-, in-, and post-class sessions so that there are principled reasons behind the design.
So, here I’m looking at trying for guidance to align what happens in all three sections. In this case, two major types of activities have emerged: more procedural activities, such as using equipment appropriately; and more conceptual activities such as making the right decisions of what to say and do. These aren’t clearly discriminated, but it’s a coarse description.
Of course, there’s an introduction that both emotionally and cognitively prepares the learner for the coming learning experience.
So for conceptual tasks, what we’re looking to do is drive learning to content. In typical approaches, you’d be presenting conceptual information (e.g. ‘click to see more‘) and maybe asking quiz questions. Here, I’m looking to make the task of processing the information to generate something, whether a document, presentation, or whatever, and that the processing is close to the way the information will be used. So they might create a guide for decisions (e.g. a decision tree), or a checklist, or something that requires them to use the information. (And if the information doesn’t support doing, it’s probably not necessary.) As support, in a recent conversation I heard that interviewed organizations said that making better decisions were the keys to better job performance.
Whereas in the procedural approach, we really want to give them practice in the task. It may be scaffolded, e.g. simplified, but it’s the same practice that they’ll need to be able to perform after the learning experience. Ideally, they’ll have to explore and use content resources to figure out how to do it appropriate, in a guided exploration sense, rather than just be given the steps.
In both cases, models are key to helping them determine what needs to happen. Also in both cases, an instructor should be reviewing their output. In the conceptual case, learners might get feedback on their output, and have a chance to revise their creation. In the case of the practice, the experience is likely a simulation, and the learner should be getting feedback about their success. In either case, the instructor has information about how the cohort is doing. So…
…for in-class learning, the learners should be reflecting on their performances, and the instructor should be facilitating that at the beginning, using the information about what’s working (and not). Then there should be additional activities that the learners engage in that require them interacting with the material, processing (conceptual) or applying (procedural) it with each other and then with facilitated reflection.
Finally, the learners after class should be getting given elaborative activities. In the case of the conceptual task, coming up with an elaborated version or some additional element that helps cement the learning would be valuable. The practice or activity should get fleshed out to the point where the learner will be capable of appropriately acting after the learning experience, owing to sufficient practice and appropriate decontextualization. The goal is for retention over time and transfer to all appropriate situations.
Am I making sense here?
Click to learn less
All too often, when I review content, I see a recurrent interaction. And I really can‘t figure out why, except a thorough lack of understanding of learning, and a determination to put interaction in regardless. Click here to learn more.
It‘s not just the next button I‘m railing about here, but instead that, on a screen, there‘ll be n things, tabs, boxes, something, with the instructions to ‘click to learn more‘. The point being that information is available but not directly. It appears that the designer has a lot of content to present, and yet just presenting lots of content is obviously wrong, so we‘ll make it more interactive by chunking it up and then showing it iteratively with clicks. That‘s more interactive, yes? Yes, and it‘s bad. Two problems: the content, and the interactions.
First, if you‘ve got so much content to present, it‘s a strong indicator that something‘s wrong. People aren‘t good at remembering large bits of information. They retain gist, not details. If you‘re presenting a lot of content, you‘re undoubtedly presenting too many details. Put the detail in the world if it has to be accessible. And my guess is that lots of it is ‘nice to have‘, not ‘must have‘. If it really has to go in the head, you are really going to have to do a lot more than just have them read it, you’ll need drill and kill. Instead, find the core model that predicts the right actions, and have them learn the model. Then give them practice in applying it, which leads to the second problem. Reading once just isn’t going to have much impact.
Learners should be having meaningful interaction. The learner should be using the content to do something. Which isn‘t a click each, it‘s a click the right one. It‘s making a choice, taking an action, applying the knowledge in context to make a decision. What will make a difference to the organization is not the ability to recite knowledge (leave that to videos, documents, chatbots, what have you), but instead the ability to make better decisions.
You can do the ‘reveal’ in certain circumstances, such as to present an example: present the initial situation, then reveal to show the complication, then reveal to show the solution, and the results. (Here‘s the story: click here to see the problem that arose, click here to see the alternatives considered, click here to see the decision made, click here to see the consequences). So, it might be a somewhat engaging way to present an example, but good writing would trump that. Or you might have alternative actions and click to see the consequences of that action. Which wouldn‘t make sense if there were a right answer, or you should immediately be getting them to first commit to a choice and then provide feedback.
Where does this come from? I think it comes from the fact that Subject Matter Experts (SMEs) don‘t have access to most of what they actually do, but they do have access to all they know, so they tend to put out information. There are processes to get around this, but designers have to have the gumption to stand up to knowledge dump on the part of the SMEs and fight to find out how that information is used. It‘s not necessarily easy (though it gets easier with practice), but it is necessary.
So, please, avoid the ‘click here to learn more‘ and instead look for ‘click here to choose an action to take‘.
Benign role-playing
In #lrnchat a couple of weeks ago on anxiety in learning, Shannon Tipton suggested that role plays are the worst. Now, I know Shannon and respect her (we’re in synch, her Learning Rebels movement very much resonates with my Revolutionary tendencies), so this somewhat surprised me. We debated it a bit on twitter, and we thought maybe we should make the argument more extended, so here’s my take.
Her concern, as I understood it, was role plays where a subset get up and play roles in front of the room are uncomfortable. That is, there’re roles and goals, and they’re set up to illustrate a point. And I can see that type of role play might create a problem for a non-assertive person, particularly in an uncomfortable environment. (She mentions it here, and see the extended explanation in the comment.)
Now, a favorite model of mine is Ann Brown and Anne-Marie Palincsar’s reciprocal teaching. In this model (generalized from the original focus on reading), everyone takes a turn performing (including instructor) and others critique the performance. Of course, there have to be ground rules, such as talking about the performance not the person, making it safe to share, small enough steps between tasks, etc. However, the benefits are that you internalize the monitoring, becoming self-monitoring and self-improving.
As another data point, I think of the Online Role Playing as characterized by Sandra Wills, Elyssabeth Leigh, and Albert Ip. Here, learners take roles and goals and explore virtually over time. The original one they reference was done by John Shepherd and Andrew Vincent and explored the mideast crisis. Learners got engaged in the roles, and the whole process really illuminated the tensions underlying the topic.
When I put these together, I see a powerful tool for learning. You should design the roles and goals to explore a topic, and unpack an issue. You should prep learners to help them do a fair job of the role. And, most of all, you have to make it safe. The instructor should be willing to take on the challenging role, and similarly be seen to fail, or maybe everyone does it in groups so no one group is in front, then you facilitate a discussion. I’ve done this in my game design workshop, where everyone pairs up and alternates being a SME and being an ID.
I understand that performing is an area of fear for many, but I think that role playing can be a powerful learning experience without anxiety when you manage the process right. Bad design is bad design, after all (PowerPoint doesn’t kill people…). What say you?