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Strategy, strategically

21 February 2009 by Clark Leave a Comment

In addition to working on the technology plan for my school district, I’ve also been assisting a not-for-profit trying to get strategic about technology.   The struggles are instructive, but looking across these two separate instances as well as the previous organizations I’ve assisted, I’m realizing that there are some common barriers.

The obvious one is time. The old saying about alligators and draining the swamp is too true, and it’s only getting worse.   Despite an economic stimulus package for the US and other countries, and (finally) a budget in my own state, things are not likely to get better soon.   Even if companies could hire back everyone they’ve laid off, the transition time would be significant.   It’s hard to sit back and reflect when you’re tackling more work with less resources.   Yet, we must.

The second part is more problematic.   Strategic thinking isn’t easy or obvious, at least to all.   For some it’s probably in their nature, but I reckon for most it takes a breadth of experience and an ability to abstract from that experience to take a broader perspective.   Abstraction, I know from my PhD research on analogy, isn’t well done without support.   Aligning that perspective with organizational goals simultaneously adds to the task.   Doing it keeping both short- and long-term values, for several different layers of stakeholders, and you’re talking some serious cognitive overhead.

We do need to take the time to be strategic.   As I was just explaining on a call, you don’t want to be taking small steps that aren’t working together towards a longer-term goal.   If you’re investing in X, and Y, and Z, and each one doesn’t build on each other, you’re missing an opportunity. If you’ve alternatives A & B, and A seems more expedient, if you haven’t looked to the future you might miss that B is a better long term investment.   If you don’t evaluate what else is going on, and leverage those initiatives because you’re just meeting your immediate needs, you’re not making the best investment for the organization, and putting yourself at risk.   You need to find a way to address the strategic position, at least for a percentage of your time (and that percentage goes up with your level in the organization).

To cope, we use frameworks and tools to help reduce the load, and follow processes to support systematicity and thoroughness. The performance ecosystem framework is one specific to use of technology to improve organizational learning, innovation, and problem-solving, but there are others.   Sometimes we bring in outside expertise to help, as we may be too tightly bound to the context and an external perspective can be more objective.

You can totally outsource it, to a big consulting company, but I reckon that the principle of ‘least assistance‘ holds here too.     You want to bring in top thinking in a lightweight way, rather than ending up with a bunch of interns trying to tie themselves to you at the wrist and ankles.   What can you do that will provide just the amount of help you need to make progress?   I have found that a lightweight approach can work in engagements with clients, so I know it can be done.   Regardless, however of wWhether you do it yourself, with partners, or bring in outside help, don’t abandon the forest for the trees, do take the time.   You need to be strategic, so be strategic about it!

Less than words

22 January 2009 by Clark 8 Comments

Yesterday, while I was posting on how words could be transcended by presentation, there was an ongoing twitfest on terms that have become overused and, consequently, meaningless.   It started when Jane Bozarth asked what ‘instructionally sound’ meant, then Cammy Bean chimed in with ‘rich’, Steve Sorden added ‘robust’, and it went downhill from there.

I responded to Jane’s initial query that instructionally sound cynically meant following the ID cookie cutter, but ideally meant following what’s known about how people learn.   I similarly tried to distinguish the hyped version of engaging (gratuitous media use) from a more principled one (challenging, contextualized, meaningful, etc).   (I had to do the latter, given I’ve got the word engaging in my book title.)

Other overused terms mentioned include: adaptive, brain-based. game-like, comprehensive, interactive, compelling, & robust.   Yet, behind most of these are important concepts (ok, game-like is hype, and Daniel Willingham’s put a bucket of cold water on brain-based).   I should’ve added ‘personalized’ when a demo of an elearning authoring suite I sat through yesterday could capture the learner’s name and use it to print a ‘personalized’ certificate at the end.

And that’s the problem: important concepts are co-opted for marketing by using the most trivially qualifying meaning of the term to justify touting it as an instance.   Similarly, clicking to move on is, apparently, interactive.   Ahem.   It’s like the marketers don’t want to give us any credit for having a brain. (Though, sadly, from what I see, there does seem to be some lack of awareness of the deeper principles behind learning.)   I invoke the Cluetrain, and ask elearning vendors to get on board.

So, before you listen to the next pitch from a vendor, get your Official eLearning Buzzword Bingoâ„¢ card, make sure you know what the terms mean, and challenge them to ensure that they a) really understand the concept, and b) really have the capability.   You win when you catch them out; a smarter market is a better market. Ok, let’s play!

Predictions for 2009

30 December 2008 by Clark 13 Comments

Over at eLearn Magazine, Lisa Neal Gualtieri gets elearning predictions for 2009, and they’re reliably interesting. Here’re mine:

The ordinary: Mobile will emerge, not as a major upheaval, but quietly infiltrating our learning experiences. We‘ll see more use of games (er, Immersive Learning Simulations) as a powerful learning opportunity, and tools to make it easier to develop. Social networking will become the ‘go to‘ option to drive performance improvements.

The extraordinary: Semantics will arise; we‘ll start realizing the power of consistent tagging, and start being able to meta-process content to do smart things on our behalf.   And we‘ll start seeing cloud-hosting as a new vehicle for learning services.

I’ve been over-optimistic in the past, for example continuing to believe mobile will make it’s appearance (and it is, but not in the big leap I hoped).   It’s quietly appearing, but interest isn’t matching the potential I’ve described in various places.   I’m not sure if that’s due to a lack of awareness of the potential, or perceptions of the barriers: too many platforms, insufficient tools.

I continue to see interest in games, and naturally I’m excited.   There is still a sadly-persistent view that it’s about making it ‘fun’ (e.g. tarted up drill and kill), while the real issue is attaching the features that drive games (challenge, contextualization, focus on important decisions) and lead to better learning.   Still, the awareness is growing, and that’s a good thing.

And I’ve been riffing quite a lot recently about social networking (e.g. here), as my own awareness of the potential has grown (better late than never :).   The whole issues of enabling organizational learning is powerful.   And I’ve also previously opined about elearning 3.0, the semantic web, so I’ll point you there rather than reiterating.

So there you have it, my optimistic predictions. I welcome your thoughts.

Thinking & Learning

19 December 2008 by Clark 4 Comments

Today I stumbled across two interesting articles.   Both talk about some relevant research on learning, and coincidentally, both are by folks I know.

An alumni bulletin mentioned research done by Hal Pashler (who was a new professor while I was a grad student; I was a teaching assistant for him, and he let me give my first lecture in his class), and talks about the intervals necessary for successful learning.   Will Thalheimer has done a great job publicizing how we need to space learning out, and this research was interesting for the the length of time recommended.

The study provided obscure information (true but unusual), with an initial study, subsequent re-study, and then a test, with varying intervals between the study periods, and between the second study and the test (up to a year).   The article implied the results for studying (no new news: cramming doesn’t work), but the implications for organizational learning.   The interesting result is the potential length of time between studying and performance.

“If you want to remember information for just a week, it is probably best if study sessions are spaced out over a day or two.   On the other hand, if you want to remember information for a year, it is best for learning to be spaced out over about a month.”

Extrapolating from the results, he added, “it seems plausible that whenever the goal is for someone to remember information over a lifetime, it is probably best for them to be re-exposed to it over a number of years.”

“The results imply,” said Pashler, “that instruction that packs a lot of learning into a short period is likely to be extremely inefficient, at least for remembering factual information.”

This latter isn’t new information, but does fly in the face of much formal training conducted on behalf of organizations.   We’ve got to stop massing our information in single event workshops, and starting preparing, reactivating, and reactivating again for anything that isn’t performed daily.

Moving from learning to thinking and doing (it’s not about learning after all), the second one concerns research done by Jonathan Schooler (who was a new faculty member where I was doing my post-doc; we published some work we did together with one of his PhD students).   Schooler’s work has been looking at day-dreaming, and found that it’s not a unitary thing, but actually has a couple of different modes, which differ in whether you’re not aware you’re daydreaming or are, instead, mindful of it.   The latter is to be preferred.

In the one where you’re aware you are daydreaming, you can mentally simulate situations and plan what might happen and how to respond, or review what did happen and consider alternatives.   This works for social situations as well as other forms of interactions.   And the results are beneficial: “people who engage in more daydreaming score higher on experimental measures of creativity, which require people to make a set of unusual connections.”

This is what I mean when I talk about reflection, and in the coming times of increasing change and decreasing knowledge half-life, the ability to be creative will increasingly be a competitive advantage.   So, as I’ve said before, do try to make time for reflection.   It works!

Collective intelligence patterns

10 December 2008 by Clark 4 Comments

I had the good fortune to get to meet Tom Malone way back when he was working on what makes computer games fun (cited in my book).   I stopped by PARC (then the geek’s Mecca), and got to bask in the environment that produced the GUI on top of Doug Engelbart’s mouse.

I knew Tom then went on to be a thought leader out of the Sloan School of Management, studying office work and then higher levels of activity, leading to a recent book “The Future of Work”.   I happened to meet him again at an event at IBM’s Almaden Research Center, and he was gracious enough to remember me and discuss his work (I challenged him about his ‘guilds’, since they still can’t get reasonable healthcare that businesses can get, don’t get me started).

I mention this backstory to show the trajectory of thought leadership he’s had (and yet still remain a really nice guy).   He just spoke at the celebration of Doug Engelbart’s work, and while I couldn’t attend, I was looking for blog postings and found his slide deck.

You (should) know I like models, and he’s gone beyond talking about how web 2.0 social networking can facilitate work, to actually analyze and distill some underlying principles. In his presentation on The Landscape of Collective Intelligence, he comes up with four characteristics of design patterns (or genes, as he calls them): What (strategy), Who (staffing), How (structure & process), & Why (incentives/alignment).   This is a really nice systematic breakdown into patterns tied to real examples.

For Who, he distinguishes between a hierarchical arrangement and a crowd, the latter being a more random structure.   He focuses on the latter.   For Why he breaks it out into Money, Love, & Glory.   For What, it’s Create a solution or Decide on an issue.   How is whether you’re having it independent or dependent.   The latter two work out to a nice little matrix with collection, collaboration, many-to-many, and group decision.

I really liked his statement that “failure to get motivational factors right is probably the single greatest cause of failure in collective intelligence experiments”.   That’s insightful, and useful.

The implications for informal learning are obvious, I’ll have to think more about formal learning.   Still, a great foundation for thinking about using networks in productive ways.   Definitely worth a look.

Does Education Need to Change?

21 November 2008 by Clark 5 Comments

George Siemens asks in his blog:

1. Does education need to change?
2. Why or why not?
3. If it should change, what should it become? How should education (k-12, higher, or corporate) look like in the future?

I can’t resist not answering.   1. ABSOLUTELY!   Let me count the ways…

K12 Education is broken in so many ways. We’re not engaging our students in why this is important, we’re not giving them problems to solve that resemble the ones that they’ll face outside, we’re focusing on the wrong skills, we don’t value teachers, we’ve crumbling infrastructure, we’ve beggared the budgets, the list goes on.

We need new curricula and new pedagogy at least. We should be focusing on 21st century skills (not knowledge): systems thinking, design, problem-solving, research, learning to learn, multimedia literacy, teamwork and leadership, ethics, etc; my wisdom curriculum.   We need pedagogies that engage, spiral the learning around meaningful tasks, that develop multiple skills.

We need this at K12, at higher education, and in the workplace.   We need technology skills infused into the curriculum as tools, not as ends in themselves.   We need teachers capable of managing these learning experiences, parents engaged in the process and outcomes, and administrations educational and political that ‘get’ this.   We need learners who can successfully segue into taking control of their learning and destiny.

Yes, a tall order.   But if we don’t, we basically are hobbling our best chances for a better world.   Look, the only way to have functioning societies is to have an educated populace, because you just can’t trust governments to do well in lieu of scrutiny. So, let’s get it started!

Coping personally, organizationally, and societally

18 November 2008 by Clark Leave a Comment

Having just come back from DevLearn (which rocked; my hearty thanks to all participants and organizers), and now engaged in the Corporate Learning Trends conference (free, online), I’m seeing some repeated themes, and interests.   It’s a busy time, since we‘re deeply engaged in the latter, but some messages are coming through so powerfully that I’ve got to reflect on them.

In this time of economic uncertainty or outright fear, one of the resonant themes is ‘how to cope’. Marcia Conner, one of our forward thinkers, is going to be talking about the topic of coping tomorrow at 10 AM PT, and I’m looking forward to it!I believe that’s important at the societal level as well.   We need to invest in our capabilities when things are down so we’re poised to capitalize on the upswing. Jay invited me to share his breakfast byte at DevLearn on the topic.

We brainstormed with the attendees, and came up with some interesting points.   At the personal level was to be nimble, strategic, and develop yourself.   Tony Karrer talked today about investing in knowing how to use the tools effectively, building upon all the tools that Robin Good and Jane Hart had described yesterday (simply amazing tools).

The organization level of that is to develop infrastructure and capability.   Dave Pollard today talked about moving from Knowledge Management 1.0 to 2.0, empowering people to self-help. What can you do to foster creativity and innovation on a shoestring when you can’t cope with full-fledged initiatives?   Can you get a small social networking tool initiative going that can help people help each other?

A couple of recurrent themes were selling this to management, and managing the proliferation of tools.   For the former, I reckon it’s about helping more than just novices, but providing self-help.   It depends, of course, on what your needs are and consequently what you choose to implement, but the outcomes can clearly be linked to organizational goals and problems, like reducing time-to-information, increasing productive collaboration, and sharing.   For the problem of tracking the tools, I think the key are the needed affordances.   I’ve been focused on finding the affordances of the tools, but it’s another thing to think about the affordances an organization needs and map tools into them.   Briefly, it’s about collaborative representations (prose, graphics), pointers to relevant topics, etc.   More work to be done here, I reckon.

These topics are being discussed at the Corporate Learning Trends social site this week (and ongoing, hopefully) and you can join in.

Note that I think these are relevant societally as well.   We developed some serious infrastructure through the WPA, and the Interstates, and it’s crumbling.   At some point you need to build it back up (rebuild differently?) to meet the needs.   That may increasingly be things like networks (and healthcare) as well as things like bridges.   I think this is key to thinking about how to invest for the tough times; focus internally until times get good again and be poised to rebound.   It’s like your body rebuilding while you’re asleep so you can restart the new day. Of course, you need to have hoarded the resources.   May be a way short-term shareholder returns damage long-term survivability?

Here’s hoping the economic situation is short and mercifully gentle, and that you all survive and prosper!

‘Novel’ learning about reading

9 October 2008 by Clark Leave a Comment

I like to read.   These days, I confess I seldom find time to read a full non-fiction book, but try to find the ‘readers digest’ condensed version on the web.   Time/money.   But I do still read novels, as enjoyment.   However, I’m reading differently than I used to.

As a Father’s Day present, my family took me to a used book store to load up on fun novels. I picked up a couple from recommended series of books, and two of them really were a revelation.   One was written in a very ‘street’ language, and very elliptical, and I had to work hard to understand (it also sort of presumed previous experience with the series). The other was a recent book from a familiar series, but was in the first person present, and also was hard work to read, requiring cognitive ‘leaps’ to make sense.   The revelation was that both books kept me to the end, not that I’d choose to have those experiences again.   It taught me a lot about how far we might be able to stretch our audience to stay engaged.   That is, if we’ve set up a compelling story line, or have other ways of ensuring motivation.

Another lesson comes from another series, where the protagonist’s reflections on society are revelatory to me.   It’s fiction, but the description of what the character sees resonates with what I see my partners doing in successful conversations with clients, and I’m always looking to learn to be better at what I do.

From the game design point of view, these are important reasons to read different genres of books (ok, so I’m lax on reading bodice rippers, I have to have some limits), but my learning here is that reading different author’s styles (and their stylistic explorations) give you two things: an exposure to the breadth of what will work, and some insight into how other people can parse the world.

So, as I tell my workshop attendees: “you have a tough assignment ahead of you, you’ve got to spend more time exploring the breadth and depth of entertainment to add to the repertoire of solutions you can bring”.   And there’s something to be said about a hot tub, a cold beer, and a good book…

Design: design as search

18 September 2008 by Clark Leave a Comment

A four-part series on design, barriers, and some heuristics to improve outcomes:

I found my passion in learning technology.   I took most of a computer science degree (after flirting with biology, and…) before designing my own major combining CS with education.   I went back to grad school to learn a lot about cognition and learning.   I took a rather eclectic approach, going beyond cognitive approaches to include behavioral approaches, instructional design, social learning theories, constructivist learning theories, even machine learning.   (I continue that today.)

As I took very much an ‘applied‘ approach (not doing pure research, but interpreting research to meet real problems, now known as “design-based research” in the edtech field, but close to the more general ‘action research‘), and was teaching interaction design, I started looking at design processes in that same eclectic way. (NB: I‘ve also tracked ‘engagement‘, as those who‘ve read the book or heard me speak on games know).   I looked at interface design processes, and instructional design processes, heck, I looked at architectural, industrial, engineering, and graphic design processes. And I realized some things that I‘ve talked about in various places but haven‘t written about for over 10 years, and yet I think are still relevant.   I‘m going to talk here about design, our cognitive (and other) barriers to design, and my plan is to subsequently post about a suite of heuristics I‘ve come up with to minimize the consequences of those barriers.

Design can be characterized as a search of a ‘solution‘ space. Think of all the possible solutions as this n-dimensional space or cloud, and outside the cloud are designs that wouldn‘t solve the problem, like the old approach we were using; inside the cloud are possible solutions).   Sometimes we can evolve an existing design incrementally to solve the problem, and sometimes we combine previous solutions to create a new one (or so some theories say).   Another way to think about it is we have this infinite solution space, and then we start putting in constraints that limit the space (must cost less than $50K, must be doable in six weeks, must work in our technical environment, etc).   Constraints are actually good, as they limit the space we have to search.   However, too often when we consider all the constraints, we‘ve just made the space the null set; we‘ve excluded any solution. Then we have to relax constraints: reduce scope, increase budget, etc.

One of the problems is prematurely limiting our search. It turns out that our cognitive architecture has biases that may limit our search long before we consciously look at our options.   We may only search a limited space nearby our prior experience, and only achieve what‘s know in search as a ‘local maximum‘, as a good solution for part of the space but not the best solution overall (a ‘global maximum‘). We need to know the barriers, and then propose solutions around those barriers.   Coming up: Functional Fixedness, Set-Effects, Premature Evaluation, and the ever-dreaded Social issues.   Stay tuned!

Second: https://blog.learnlets.com/2008/09/design-our-barriers/

Third: https://blog.learnlets.com/2008/09/design-the-first-heuristics/

Fourth: https://blog.learnlets.com/2008/09/design-final-heuristics/  

Killer Game App?

4 September 2008 by Clark 5 Comments

Martine asked on the Serious Games list what the killer app was for ‘serious games’ list, and it prompted some thinking.

As I‘ve suggested before, Pine and Gilmore say that after the product and services economy is the ‘experience’ economy, that we’re in now, where we pay for experiences.   A good example is Apple, which makes buying and owning Apple products more than a product/service, but an experience (think also: themed restaurants/travel, amusement parks, etc).

They argue that the next phase is the ‘transformation’ economy, where experiences will transform us.   Read: learning.   I’ll suggest serious games is a component of that transformation experience, and the principles underlying ‘engaging learning’ (engaginglearning.com), designing learning games, are the principles for designing those transformative experiences.

However, it occurs to me that the killer app may just well be a game-based high-stakes assessment.   Why?   Assessment is important, and tough to do well.   Simulation is the closest thing to real performance, and consequently should provide the highest fidelity assessment.   You have to perform to succeed (read: win the game).

A number of years ago I was leading an R&D project building an intelligently adaptive learning system, using learner characteristics.   We started with a profiling instrument to develop the basis for adaptation, but intended to build a game-based environment to assess learner’s ‘styles’ (c.f. my rant on learning styles) as the basis for adaptation.   I think this idea could be extended for many important skills.

There’s no reason, for instance, that SimuLearn’s Virtual Leader couldn’t be a leadership assessment as well as a learning environment (if you buy their leadership model).   In fact, any assessment use would naturally (ala problem-based learning) serve as the basis for a learning experience as well.

So, my take on the killer app for games (besides games already being the killer app for elearning :), is high-stakes assessment.   This is a test: what do you think?

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