Tony O’Driscoll kicked off the Innovations in eLearning Symposium with an entertaining and apt tour of the changes in business owing to information change, and the need to adapt. My take was that organizations have to become in a more organic relationship with their ecosystem by empowering their people to engage and act. His final message was that the learning community are the folks who have to figure this out and engage.
Search Results for: engag
Getting Pragmatic About Informal
In my post on reconciling informal and informal, I suggested that there are practical things L&D groups can do about informal learning. I’ve detected a fair bit of concern amongst L&D folks that this threatens their jobs, and I think that’s misplaced. Consequently, I want to get a wee bit more specific than what I said then:
- they can make courses about how to use social media better (not everyone knows how to communicate and collaborate well)
- share best practices
- work social media into formal learning to make it easier to facilitate the segue into the workplace
- provide performance support for social media
- be facilitating the use of social media
- unearth good practices in the organization and share them
- foster discussion
I also noted “And, yes, L&D interventions there will be formal in the sense that they‘re applying rigor, but they‘re facilitating emergent behaviors that they don‘t own“. And that’s an important point. It’s wrapping support around activities that aren’t content generated by the L&D group. Two things:
- the expertise for much doesn’t reside in the L&D group and it’s time to stop thinking that it all can pass through the L&D group (there’s too much, too fast, and the L&D group has to find ways to get more efficient)
- there is expertise in the L&D group (or should be) that’s more about process than product and can and should be put into practice.
So, the L&D group has to start facilitating the sharing of information between folks. How can they represent and share their understandings in ways the L&D group can facilitate, not own? How about ensuring the availability of tools like blogs, micro-blogs, wikis, discussion forums, media file creating/sharing, and profiles, and helping communities learn to use them? Here’s a way that L&D groups can partner with IT and add real value via a synergy that benefits the company.
That latter bit, helping them learn to use them is also important. Not everyone is naturally a good coach or mentor, yet these are valuable roles. It’s not just producing a course about it, but facilitating a community around these roles. There are a lot of myths about what makes brainstorming work, but just putting people in a room isn’t it. If you don’t know, find out and disseminate it! How about even just knowing how to work and play well with others, how to ask for help in ways that will actually get useful responses, supporting needs for blogging, etc.
There are a whole host of valuable activities that L&D groups can engage in besides developing content, and increasingly the resources are likely to be more valuable addressing the facilitation than the design and development. It’s going to be just too much (by the time it’s codified, it’s irrelevant). Yes, there’ll still be a role for fixed content (e.g. compliance), but hopefully more and more curricula and content will be crowd-sourced, which increases the likelihood of it’s relevance, timeliness, and accuracy.
Start supporting activity, not controlling it, and you will likely find it liberating, not threatening.
Educational Game Design Q&A
I was contacted for a research project, and asked a series of questions. Thought I’d document the answers here, too.
Q0. How many years have you been designing educational games?
Q1. Please walk us through your process for creating an educational game from concept to implementation. Please use one of your games as an example.
A long answer is the only option (it’s a big process). Using a design framework of Analysis, Specification, Implementation, and Evaluation:
Analysis
For any educational task, you have to start by looking at what your design objective is: you need to document what folks should be able to do that they can’t do now. I argue that this is most importantly going to manifest as an ability to make better decisions, ones that the learner doesn’t reliably make now. It’s complicated, because SMEs don’t always have access to how they do what they do, and you have to work hard. This isn’t unusual to learning design, except perhaps the focus on skills.
Then, you need to know how folks go wrong; what are the reliable misconceptions. People don’t tend to make random mistakes (though there is some randomness in our architecture), but instead make mistakes based upon some wrong models.
You also need to know the consequences of those mistakes, as well as the consequence of the right answer. Decisions tend to travel in packs, and if you make this one wrong, you’re then likely to face that other one. You need to know what these are. (And the probabilities associated with them).
In addition, you need to know the settings in which these decisions occur, as many as possible.
And you need to know what makes this task inherently interesting (it is). Here’s where the SME is your friend, because they’re so passionate about this they’ve made it the subject of their expertise, find out what makes them find it interesting.
Specification
With this information, you address those aligned elements from effective education practice and engaging experiences. You need to find a storyline that integrates what makes the task interesting with the settings in which the decisions occur. I like a heuristic I heard from Henry Jenkins: “find a role the player would like to be in”. Exaggeration is a great tool here: e.g. you’d likely rather be working on the ambassador’s daughter than just another patient.
You need to make those misconceptions seductive to get challenge. You don’t want them getting it right unless they really know their stuff.
You need to handle adjusting the difficulty level up at an appropriate rate; you might have complications that don’t start until after they’ve mastered the interface.
You need to specify characters, dialog, rules that describe the relationships, variables that code the state of the game, a visual (and auditory) look and feel. The UI expressed to the learner, and more.
You’ll need to specify what the ‘perspective’ of the player is in relation to the character.
Overall, you need to nail meaningfulness, novelty, and the cycle of action and feedback to really get this right.
Finally, you need to specify the metrics you’ll use to evaluate your creation. What will be the usability goals, educational outcomes, and engagement metrics that will define you’re done?
Implementation & Evaluation
I’m a design guy, so I don’t talk so much about implementation, and evaluation follows the above. That said…
The tools change constantly, and it will vary by size and scope. The main thing here is that you will have to tune. As Will Wright said, “tuning is 9/10ths of the work”. Now that’s for a commercially viable game, but really, that’s a substantial realization compared to how complex the programming and media production is.
Tuning requires regular evaluation. You’ll want to prototype in as low a fidelity as you can, so it’s easier to change. Prototype, test, lather, rinse, repeat. (Have ever 3 words ever sold more unnecessary product in human history?)
There’s much more, but this is a good first cut.
Q2. Describe your greatest success, challenge, failure.
My greatest success, at least the most personally rewarding in terms of feeling like making a contribution, is definitely the Quest game. When you’re making a game that can save kids’ lives, you’ve got to feel good about it. On no budget (we eventually got a little money to hire my honors student for a summer, and then some philanthropic money to do a real graphic treatment), we developed a game that helped kids who grow up without parents experience a bit of what it’s like to survive on your own (goal: talk to your counselors). Interestingly, I subsequently got it ported to the web as a student project (as soon as I heard about CGI’s, the first web standard to support maintaining ‘state’, I realized it could run as a web game), and it still runs! As far as I know, BTW, it’s the first web-based serious game ever.
My greatest challenge was another game you can still play on the web. We’d developed a ‘linear scenario’ game on project management for non-project-managers, and they liked it so much they then asked for a game to accompany it. But we’d already accomplished the learning! Still, we did it. I made the game about just managing to cope with missing data, scope creep, and other PM issues, so engineers could a) understand why they should be glad there were project managers, and b) that they shouldn’t be jerks to work with.
Biggest failure that I recollect was a team brought together by a publisher to work with the lead author on a wildly successful book series. There was a movie script writer who’d become a game designer, and me, and a very creative team. However, we had a real problem with the SME, who couldn’t get over the idea that the ‘game’ had to develop the concept without getting mired in the boring details of particular tools. We would get progress, and then generate a great concept, and we’d be reined back in to “but where’s the tool simulation”? Unfortunately, the SME had ultimate control, not the creative team, and the continuing back and forth ultimately doomed the project.
Q3. When determining game play is avoiding violence an issue? Q4. Is accounting for gender an issue when creating games?
I answered these two questions together; I don’t shy away from controversy, and believe that you use the design that works for the audience and the learning objective. I believe education trumps censorship. I argued many years ago (when Doom was the GTA of the day) that you could get meaningful learning experiences out of the worst of the shoot-em-ups. Not that I’d advocate it. Same with gender. Figure out what’s needed.
As a caveat, I don’t believe in gratuitous violence, sex, or gender issues, (Why is sex more taboo than violence? I don’t get it.) but I believe you need to address them when relevant in context. In ways that glorify people, not violence or intolerance.
Q5. How did you develop your creation process?
I went from ad h0c at the start to trying to find the best grounding for process possible. Even as an undergrad I had received a background in learning, but as a grad student I pursued it with a vengeance (I looked at cognitive, behavioral, constructivist, ID, social, even machine learning looking for insight). At the time, the HCI field was also looking at what made engaging experiences, and I pursued that too. The real integration happened when I looked systematically at design and creative processes: what worked and what didn’t. Using the learning design process as a framework (since folks don’t tend to adopt new processes whole-cloth, but tend to modify their existing ones), I worked out what specifically was needed in addition to make the process work for (learning) game design.
Q6. How do you work? Individually? As a team? If so, how do you develop a team?
Euphemistically, I work however anyone wants. I seldom really do individual, however, because I have no graphic design skills to speak of (much to my dismay, but a person’s got to know their limitations, to paraphrase the great sage Harry Calahan). Also, I strongly believe you should source the full suite of talent a game design needs: writing, audio, graphic, programming, UI, learning design, etc. Naturally, in the real world, you do the best you can (“oh, I can do a good enough job of writing, and you can probably do a good enough job of audio as well as the programming”).
Q7. Is there a recipe for success in this industry? If so what is it and what would you say your biggest lesson has been so far?
My short answer is two-fold. I immodestly think that you really have to understand the alignment between effective practice and engaging experience (there’re lots of bad examples that show why you can’t just shove game and instructional designers into a room and expect anything good). Second, you have to know how to work and play well with others. Game design is a team sport.
And finally, you really, really, have to develop your creative side. As I tell my workshop attendees: I’ve got bad news, you have a big job ahead of you; if you’re going to do good serious game design, you’re going to have to play more games, go to more amusement parks, read more novels, watch more movies. It’s a big ask, I know, an onerous task, but hey, you’re professionals. But you also have to be willing to take risks. Much to m’lady’s dismay, I argue that I continue to have to crack bad jokes as practice to find out what works (that’s my story, and I’m sticking with it).
If you can get a handle on these three elements: understanding the alignment, able to convince people to work with you on it, and push the envelope, I reckon you can succeed. What do you reckon?
Thinking well and, well, not so well
A number of books have crossed my path for a variety of reasons, and there’re some lessons to be extracted from three of them. All have to do with looking at how our brains work, and some lessons therefrom. There have been quite a bit of kerfuffle about ‘brain-based learning’, of which too much is inappropriate inferences from neuroscience to learning. What I’m doing here is not that, but instead reporting on three books, only one of which has an explicit discussion of implications for both education and work. Still, valuable insight comes from all three.
Let me get the negative stuff out of the way first, a book that a number of folks have been excited about, Joshua Foer’s Moonwalking with Einstein, just did nothing for me. It’s a great tale well told, but the lessons were only cautionary. In it, a journalist gets intrigued enough with remembering to train sufficiently to win the US memory championships (apparently, globally, a relatively minor accomplishment). He reveals many memory tools to accomplish this, and points out some potential fraud along the way. He also concludes that despite this heightened ability, there is little relevance in the real world. We have devices that can be our memory now, and the need for these skills is questionable at best. All in all, little benefit except to be skeptical.
A second book, Daniel Kahnemann’s Thinking Fast and Slow, is a different story. Kahnemann, and his late long-time collaborator Amos Tversky, conducted some seminal research in how we make decisions (essential reading in my grad school career). And the best way to convey how we do this, as Kahnemann tells us, is to postulate two separate systems. Not surprisingly one is fast, and one is slow. The book is quite long, as Kahnemann goes through every phenomenon of these outcomes that they’ve discovered (often with collaborators), but each chapter closes with some statements that capture the ways your thinking might be wrong, and ways to compensate. It could use more prescriptions and less description (I started skimming, I confess), but understand the two systems and the implications are important. It’s a well-written and engaging book, I just wish there was a ‘take home’ version.
The fast system is, essentially, intuition. This comes in many ways from your experience, and experts in a field should trust their intuition (there’s a strong argument here for hiring someone with lots of experience) in their area. In areas where expertise is needed, and you don’t have it, you should go to the slow system, conscious rational thought. Which is very vulnerable to fatigue (it taxes your brain), so complex decisions late in a day of decision are suspect. If your decision is commonplace, you can trust the fast system, and many times you’ll be using the slow system just to explain the decision the fast system came up with, but we’re prone to many forms of bias. It’s a worthwhile read, and tells us a lot about how we might adapt our learning to develop the fast system when necessary, and when to look to the slow system.
Finally, Cathy Davidson’s written Now You See It, a book that takes an attentional phenomena and builds a strong case for more closely matching learning and work to how we really think. (I was pointed to it by a colleague who complained that my learning theory references are old; I still take my integration of learning theory as appropriate but nice to see that more recent work reflects my take on the best from the past. :) The phenomena is related to how our attention is limited and we need help focusing it. For a dramatic demonstration of this phenomena, view this video and follow the instructions. Her point is that what and how we pay attention does not reflect our current schooling systems nor our traditional work environments. She uses this and myriad examples to make a compelling case for change in both. On the learning side, she argues strongly for making learning active and meaningful (a view I strongly support), and start using the technology. On the other side, she talks about the new ways of working consonant with our Internet Time Alliance views. It’s very readable, as it’s funny, poignant, apt, and more.
I highly recommend Cathy Davidson’s book as something everyone should understand. Like I said, I wish there were a ‘Readers Digest Condensed‘ version of Kahnemann’s book. It’s worth having a look at if you’re responsible for decisions by folks, however, and at least the first few chapters if you’re at all responsible for helping people make better decisions.
Kapp’s Gamification for Learning and Instruction
Karl Kapp’s written another book, this time on gamification, and I certainly liked his previous book with Tony O’Driscoll on Virtual Worlds. This one’s got some great stuff in it too, and some other ideas that raise some hackles.
Let me get one of the quibbles out of the way at the start: I hate the title “The Gamification of Learning and Instruction” (to the point I previously wrote a post arguing instead for ‘engagification‘). Karl makes it clear that he’s not on the trivial notion of gamification: “Gamification is not Badges, Points, and Rewards”. My problem is that by just having the title, folks who don’t read the book will still point to it to justify doing the trivial stuff. I’d much rather he’d titled it something like “Beyond Gamification” or “Engagification” or “Serious Gamification” or something. He can’t be blamed for people misusing the term, and even his book, but I still fret about the possible consequences.
With that caveat, I think there is a lot to like here. Karl’s got the right perspective: “Serious games and gamification are both trying to solve a problem, motivate people, and promote learning using game-based thinking and techniques.” He does a good job of laying out the core ideas, such as:
“Games based on this complex subject matter work, not because they include all the complexities, but precisely because they reduce the complexity and use broad generalizations to represent reality. The player is involved in an abstraction of events, ideas, and reality.”
I liked his chapter 2, as it does a good job of exploring the elements of games (though it’s not quite as categorical as I’d like ;). He’s got pragmatic advices there, and lots of examples to help illustrate the possibilities. He goes beyond serious games in a number of ways, talking about adding motivation factors for other things than making good decisions. I worry somewhat that folks might (and do) use the same things to get people to do things that they might not otherwise believe are good to do, and the ethical issues aren’t addressed too much, but again that’s not Karl’s point, as his many examples clearly show.
Chapters 7-9 are, to me, the most valuable from my point of view; how do you do game design (the focus of Engaging Learning). Chapter 7 talks about Applying Gamification to Problem Solving and helps explain how serious games provide deep practice. Chapter 8 maps gamification on to different learning domains such as declarative, procedural, affective, and more. There are valuable hints and tips here for other areas as well as the ones I think are most important. And Chapter 9 provides valuable guidance about the design process itself.
I wish there was more discussion of how meaningful challenges for problem-solving will make fact based learning more relevant, rather than just gamifying it, but that’s not necessarily the role of this book. I very much like this statement, however: “The gamification of learning cannot be a random afterthought. It needs to be carefully planned, well designed, and undertaken with a careful balance of game, pedagogy, and simulation.” Exactly! You can’t just put instructional designers and game designers in the room together and expect good things to happen (look at all the bad examples of edutainment out there); you have to understand the alignment.
There are some interesting additional chapters. Guest authors come in and write on motivations and achievements (Blair), the gamer perspective (presumably son Kapp), a case study of a serious initiative in gaming (Sanchez), and alternate reality games (Olbrish). These provide valuable depth in a variety of ways; certainly Alicia Sanchez is walking the walk, and the alternate reality games that Koreen Olbrish are talking about have struck me as a really compelling opportunity.
There are flaws. I can’t comprehend how he can go from talking about objectives straight to talking about content. Games are not about content, they’re about context; putting the player into a place where they have to make the decision that they need to be able to make as an outcome. This statement really strikes me as wrong: “The goal of gamification is to take content that is typically presented as a lecture or an e-learning course and add game-based elements…”. Given my focus on ability, not content, this predictably irks me.
Karl also misses what I would consider are some important folks who probably should be referenced. While he did get Raph Koster and Jane McGonigal, he hasn’t cited Aldrich, Gee, Shaffer, Barab, Jenkins, Squire, Steinkuehler, or even Quinn (ok, I had to say it). It seems a bit narrow-focused to miss at least (the ‘other’ Clark) Aldrich, who’s written now 4 books on the topic. I mean, being an academic and all…. :)
Overall, I know he’s fighting for the right things, and think there’s some very broad and useful information in here. If you’re looking to make your learning designs more effective, this book will show you a lot of examples, give you some valuable frameworks, and provide many hints and tips.
X-based learning: sorting out pedagogies and design
It’s come up in a couple of ways how my (in progress) activity-based framework for learning is related to other models, e.g. performance-based learning. And, looking around, I am reminded that there’s a plethora of models that have overlap. I’ll try to sort them out. This will undoubtedly be an ever-growing list, as there seems to be X-based learning where X = anything, and I’m sure folks supportive of their approach will let me know ;). Recognize that these are very sketchy descriptions, intended to communicate similarities, not tease apart deep nuances.
At core is the reasoning that meaningful activities have myriad benefits. Learners are engaged in working on real things, and the contextualization facilitates transfer to the extent that you’ve designed the activity to require the types of performance they’ll need in the world. There’s the opportunity to layer on multiple learning goals from different domain, and 21st century skills like media communications, and if it’s social (which is a recurring theme in these models) you get things like leadership and teamwork as well. Better engagement and learning outcomes are the big win.
First, there’s already an activity-based learning out of India! It seems to focus on having learners do meaningful things, which very much is at core here. There’s also an activity-based curriculum, by the way, which is also the way I’m thinking of it: a sequence of activities is a curriculum. This fits within active learning, arguably, in that there’s a desire for the learner to be actually doing something as the basis of learning, though the types of classroom activities of debates and discussions seem not as powerful as others cited below.
So, performance-based learning seems to be focused on assessment, having the students actively demonstrate their ability. This is, to me, an important aspect, as cognitive science recognizes that passing a knowledge test about something is not likely to transfer to the ability to do (we call it ‘inert knowledge’). That’s the point of having products of activities, at least reflection , so it sounds very much is in synergy. This also appears to be the focus of outcomes-based learning, which also emphasizes actual production, but while touting constructivism seems to end up being more a tool of the status quo. This can also be similar (and ideally should be) to competency-based learning, where there are explicit performance outcomes expected, rather than grading on the curve.
And there is problem-based learning and project-based learning. Both focus on having learners engage in meaningful activity, with the distinction between the two having to do with whether the problem is set by the instructor, or whether the project is decided is decided by the students. There are arguments for both, of course; for me, problems are easier to specify, it takes a special teacher to help shape a project and wrap the learning goals around it. I reckon serious games are problem-based learning, by the way.
Service learning is another related idea, that has learners doing meaningful projects out in the community. This is activity-based and expands upon the meaningfulness by connecting it to the community. I’ve been a fan of the Center for Civic Education’s Project Citizen as an example of this, having students try to pass legislation to improve things in their area, and consequently learning about law-making.
Inquiry-based learning shares the focus on activities of information gathering, but has primarily been based in science. It seems to not have a goal other than exploration and understanding, with an even more extreme view of learner control. This seems good with a self-motivated learner, and as long as the learner is either a self-capable learner, or there’s a facilitator, it could work. This seems very similar to the MOOC approach of Siemens & Downes. It also seems to be almost identical to the community of inquiry approach.
I frankly want an activity-based pedagogy and curriculum to support all of these models. The benefits, and the resistance to knowledge dump and fact test forms of learning, drive this perspective. Getting there requires a different type of learning design that one focused on standards. You need to shift, focusing on what do the students need to be able to do afterwards, and working backward from there. Understanding by design is a design approach that works backwards from goals, and if you set your outcomes on performance, and then align activities to require that performance, you have a good chance of impacting pedagogy, and learning, in meaningful ways. I admit it surprises me that this needs to be pointed out, but I see the consequences of content-driven (forward) design too often to argue.
The point is to find an umbrella that holds a suite of appropriate pedagogies and makes it difficult to do inappropriate ones. As Les Foltos tweeted: “We need to fan the fires for these instructional strategies. They don’t align well with standardized tests”. Exactly.
Reimagining Learning
On the way to the recent Up To All Of Us unconference (#utaou), I hadn’t planned a personal agenda. However, I was going through the diagrams that I’d created on my iPad, and discovered one that I’d frankly forgotten. Which was nice, because it allowed me to review it with fresh eyes, and it resonated. And I decided to put it out at the event to get feedback. Let me talk you through it, because I welcome your feedback too.
Up front, let me state at least part of the motivation. I’m trying to capture rethinking about education or formal learning. I’m tired of anything that allows folks to think knowledge dump and test is going to lead to meaningful change. I’m also trying to ‘think out loud’ for myself. And start getting more concrete about learning experience design.
Let me start with the second row from the top. I want to start thinking about a learning experience as a series of activities, not a progression of content. These can be a rich suite of things: engagement with a simulation, a group project, a museum visit, an interview, anything you might choose for an individual to engage in to further their learning. And, yes, it can include traditional things: e.g. read this chapter.
This, by the way, has a direct relation to Project Tin Can, a proposal to supersede SCORM, allowing a greater variety of activities: Actor – Verb – Object, or I – did – this. (For all I can recall, the origin of the diagram may have been an attempt to place Tin Can in a broad context!)
Around these activities, there are a couple of things. For one, content is accessed on the basis of the activities, not the other way around. Also, the activities produce products, and also reflections.
For the activities to be maximally valuable, they should produce output. A sim use could produce a track of the learner’s exploration. A group project could provide a documented solution, or a concept-expression video or performance. An interview could produce an audio recording. These products are portfolio items, going forward, and assessable items. The assessment could be self, peer, or mentor.
However, in the context of ‘make your thinking visible’ (aka ‘show your work’), there should also be reflections or cognitive annotations. The underlying thinking needs to be visible for inspection. This is also part of your portfolio, and assessable. This is where, however, the opportunity to really recognize where the learner is, or is not, getting the content, and detect opportunities for assistance.
The learner is driven to content resources (audios, videos, documents, etc) by meaningful activity. This in opposition to the notion that content dump happens before meaningful action. However, prior activities can ensure that learners are prepared to engage in the new activities.
The content could be pre-chosen, or the learners could be scaffolded in choosing appropriate materials. The latter is an opportunity for meta-learning. Similarly, the choice of product could be determined, or up to learner/group choice, and again an opportunity for learning cross-project skills. Helping learners create useful reflections is valuable (I recall guiding honours students to take credit for the work they’d done; they were blind to much of the own hard work they had put in!).
When I presented this to the groups, there were several questions asked via post-its on the picture I hand-drew. Let me address them here:
What scale are you thinking about?
This unpacks. What goes into activity design is a whole separate area. And learning experience design may well play a role beneath this level. However, the granularity of the activities is at issue. I think about this at several scales, from an individual lesson plan to a full curriculum. The choice of evaluation should be competency-based, assessed by rubrics, even jointly designed ones. There is a lot of depth that is linked to this.
How does this differ from a traditional performance-based learning model?
I hadn’t heard of performance-based learning. Looking it up, there seems considerable overlap. Also with outcome-based learning, problem-based learning, or service learning, and similarly Understanding By Design. It may not be more, I haven’t yet done the side-by-side. It’s scaling it up , and arguably a different lens, and maybe more, or not. Still, I’m trying to carry it to more places, and help provide ways to think anew about instruction and formal education.
An interesting aside, for me, is that this does segue to informal learning. That is, you, as an adult, choose certain activities to continue to develop your ability in certain areas. Taking this framework provides a reference for learners to take control of their own learning, and develop their ability to be better learners. Or so I would think, if done right. Imagine the right side of the diagram moving from mentor to learner control.
How much is algorithmic?
That really depends. Let me answer that in conjunction with this other comment:
Make a convert of this type of process out of a non-tech traditional process and tell that story…
I can’t do that now, but one of the attendees suggested this sounded a lot like what she did in traditional design education. The point is that this framework is independent of technology. You could be assigning studio and classroom and community projects, and getting back write-ups, performances, and more. No digital tech involved.
There are definite ways in which technology can assist: providing tools for content search, and product and reflection generation, but this is not about technology. You could be algorithmic in choosing from a suite of activities by a set of rules governing recommendations based upon learner performance, content available, etc. You could also be algorithmic in programming some feedback around tech-traversal. But that’s definitely not where I’m going right now.
Similarly, I’m going to answer two other questions together:
How can I look at the path others take? and How can I see how I am doing?
The portfolio is really the answer. You should be getting feedback on your products, and seeing others’ feedback (within limits). This is definitely not intended to be individual, but instead hopefully it could be in a group, or at least some of the activities would be (e.g. communing on blog posts, participating in a discussion forum, etc). In a tech-mediated environment, you could see others’ (anonymized) paths, access your feedback, and see traces of other’s trajectories.
The real question is: is this formulation useful? Does it give you a new and useful way of thinking about designing learning, and supporting learning?
MOOC reflections
A recent phenomena is the MOOC, Massively Open Online Courses. I see two major manifestations: the type I have participated in briefly (mea culpa) as run by George Siemens, Stephen Downes, and co-conspirators, and the type being run by places like Stanford. Each share running large numbers of students, and laudable goals. Each also has flaws, in my mind, which illustrate some issues about education.
The Stanford model, as I understand it (and I haven’t taken one), features a rigorous curriculum of content and assessments, in technical fields like AI and programming. The goal is to ensure a high quality learning experience to anyone with sufficient technical ability and access to the Internet. Currently, the experience does support a discussion board, but otherwise the experience is, effectively, solo.
The connectivist MOOCs, on the other hand, are highly social. The learning comes from content presented by a lecturer, and then dialog via social media, where the contributions of the participants are shared. Assessment comes from participation and reflection, without explicit contextualized practice.
The downside of the latter is just that, with little direction, the courses really require effective self-learners. These courses assume that through the process, learners will develop learning skills, and the philosophical underpinning is that learning is about making the connections oneself. As was pointed out by Lisa Chamberlin and Tracy Parish in an article, this can be problematic. As of yet, I don’t think that effective self-learning skills is a safe assumption (and we do need to remedy).
The problem with the former is that learners are largely dependent on the instructors, and will end up with that understanding, that learners aren’t seeing how other learners conceptualize the information and consequently developing a richer understanding. You have to have really high quality materials, and highly targeted assessments. The success will live and die on the quality of the assessments, until the social aspect is engaged.
I was recently chided that the learning theories I subscribe to are somewhat dated, and guilty as charged; my grounding has taken a small hit by my not being solidly in the academic community of late. On the other hand, I have yet to see a theory that is as usefully integrative of cognitive and social learning theory as Cognitive Apprenticeship (and willing to be wrong), so I will continue to use (my somewhat adulterated version of) it until I am otherwise informed.
From the Cognitive Apprenticeship perspective, learners need motivating and meaningful tasks around which to organize their collective learning. I reckon more social interaction will be wrapped around the Stanford environment, and that either I’ve not experienced the formal version of the connectivist MOOCs, or learners will be expected to take on the responsibility to make it meaningful but will be scaffolded in that (if not already).
The upshot is that these are valuable initiatives from both pragmatic and principled perspectives, deepening our understanding while broadening educational reach. I look forward to seeing further developments.
Making it visible and viral
On a recent client engagement, the issue was spreading an important initiative through the organization. The challenges were numerous: getting consistent uptake across management and leadership, aligning across organizational units, and making the initiative seem important and yet also doable in a concrete way. Pockets of success were seen, and these are of interest.
For one, the particular unit had focused on making the initiative viral, and consequently had selected and trained appropriate representatives dispersed through their organization. These individuals were supported and empowered to incite change wherever appropriate. And they were seeing initial signs of success. The lesson here is that top down is not always sufficient, and that benevolent infiltration is a valuable addition.
The other involvement was also social, in that the approach was to make the outcomes of the initiative visible. In addition to mantras, graphs depicting status were placed in prominent places, showing current status. Further, suggestions for improvement were not only solicited, but made visible and their status tracked. Again, indicators were positive on these moves.
The point is that change is hard, and a variety of mechanisms may be appropriate. You need to understand not just what formal mechanisms you have, but also how people actually work. I think that too often, planning fails to anticipate the effects of inertia, ambivalence, and apathy. More emotional emphasis is needed, more direct connection to individual outcomes, and more digestion into manageable chunks. This is true for elearning, learning, and change.
In looking at attitude change, and from experience, I recognize that even if folks are committed to change, it can be easy to fall back into old habits without ongoing support. Confusion in message, lack of emotional appeal, and idiosyncratic leadership only reduce the likelihood. If it’s important, get alignment and sweat the details. If it’s not, why bother?
At the Edge of India
A few months back, courtesy of my colleague Jay Cross, I got into discussions about the EdgeX conference, scheduled for March 12-14 in New Delhi. Titled the “Disruptive Educational Research Conference”, it certainly has intriguing aspects.
I was asked to talk about games, the topic of my first book. Owing to unfortunate circumstances (my friend and co-speaker on games had to change plans), it looks like I’ll also be talking about mobile (books two and three) which is exciting despite the circumstances.
However, what’s really exciting is the lineup of other people speaking. I’ve been a fan of George Siemens and Stephen Downes for years, and an eager but less focused follower of Dave Cormier and Alex Couros. And I’ve only met Stephen once, and am eager to meet the rest. I don’t really know the other speakers, but their positions and descriptions suggest that this is going to be a great event. Meeting new and interesting people is one of the reasons to go to a conference in the first place! And, of course, Jay will be there too.
I’ve been to India before, as one of my partners has it’s origins there, and it’s a fascinating place. Part of the conference is to look at how the latest concepts of learning play out in the Indian context, but given that it’s across K12, higher ed, and corporate, we’ll be talking principles that are across contexts.
Looking at disruptive concepts, with top thinkers, in an intriguing context, makes this an exciting opportunity, I reckon. I realize it may not make sense for many readers, but I’m hoping some will be intrigued enough to check it out, and there will be a steady stream of related materials. Already there are links from many speakers, and resources about the Indian education context. If you do go, please say hi!
