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Clark Quinn’s Learnings about Learning

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Good news bad news…

29 November 2007 by Clark Leave a Comment

…and it’s the same news. The online certificate in game design (based on my book, Engaging Learning) that Training’s Live+Online was offering was cancelled due to insufficient signups. It’s a relief, in that having done so many presentations in the past month, I’m exhausted. It’s disappointing, in that I was looking forward to the challenge!

It works so well face to face, it’s even survived cross-cultural delivery. I’d designed it to work well online too, but I guess we’ll have to wait and see another time whether it’d have worked. Thanks and apologies to those who did sign up. I will be running the face-to-face workshop at TechKnowledge in San Antonio at the end of February, so that’ll be the next opportunity (and last, as it currently stands, it’s the only remaining one scheduled!)

DevLearn thoughts

10 November 2007 by Clark Leave a Comment

It’s been a mad week (not going to change for a couple of weeks, yikes), what with presentations and breakfast bytes and events and…   It was a great conference (people are even raving about the food)!   Some quick thoughts while I spend time with family before my upcoming 1.5 weeks away:

There was a consistent theme in the keynotes, ones I naturally resonate with: creativity, change, and innovation.   Sir Ken Robinson opened with a witty conversation on creativity and how we all need to cultivate it.   It’s one of the elements in my notion of what a future curriculum needs to include. Paul Saffo talked about the changes that are occurring (and really suggested elearning is poised to be a real factor).   Finally,   Frans Johannsen talked about generating innovation from diversity.

Mobile is where games were 2 years ago, just at the top of the hill and gaining momentum for that downhill roll.   The pre-conference symposium was great fun, listening to David Metcalf, Judy Brown, and Ellen Wagner showing great examples, talking about great principles, etc (and Steve Wexler and Brent Schenkler in there for the research).   The audience really pitched in asking tough questions, coming up with great ideas, and really getting into it.   While I underestimated the timing on my mobile design exercise, it’s one I think I can refine and have great fun with in the future.

Games are really steaming along.   People are getting that learning has to have engagement, contextualization, be focused on meaningful change, etc.   My session on the emotional side of elearning went well, the Immersive Learning Simulation challenge organized by Mark Oehlert was a hoot, with great stuff by Brent Smith and Anne Derryberry.   The goal was to design a game to help convicts survive on the streets and not return to prison.   It was really interesting to see how what we presented all mutually reinforced.   It’d be a great team!   More will be happening on this, such as Clive Shepherd taking a shot at it on Monday supposedly.   When I get a moment, I’ll post my thoughts and approach.   We’re hoping others will take a shot and start a discussion. Not necessarily on the particular topic, but using that as a way to catalyze discussion about how to design and implement serious games, er, ILS.

My session on elearning tools went really well, I thought, generating discussion about what purposes the tools serve.   This despite the fact that the handouts were missing some graphics (grr), which I didn’t know about ’til afterward.   People were so into it that they asked if there were a way to continue.   I”ll be talking to the Guild about doing that.

There was a blogger’s bash Wed night, and Jay Cross invited some Knowledge Management bloggers from the KM World conference going on down the block.   Had a very interesting conversation with Dave Snowden who has some rather revolutionary ideas that resonate, but I’ve got to digest them a bit more.   Short version: all our categorization is useless, live in the moment ad hoc.

There may be more, but I’ve off to kid’s soccer tournaments, etc.

Labeling Games

17 October 2007 by Clark 3 Comments

I’ve mentioned before how I got into this field, and back then what we were doing was creating educational computer games. Playing the original Colossal Cave adventure, I realized how we could put meaningful skills into these environments (not really what we were doing at DesignWare). Still, I thought of them as games.

Later, when I built a game requiring analogical reasoning (based upon my PhD thesis) and then with Quest, and more, I continued to think of them as games. When I finally wrote about how to design them, I used the phrase Simulation Games in the title, partly at the prodding of my publisher. So it’s been interesting to see the recent struggles with naming that are going on.

Ben Sawyer, moderator of the Serious Games discussion list, recently had a post discussing the various nuances of the term ‘serious games’. He differentiated his interpretation from what the eLearning Guild has called Immersive Learning Simulations (ILS). Interesting, the Guild chose that name when they received serious feedback (1784 respondents represented here) from their great research tool that the phrase ‘game’ was seriously problematic:

eLearning Guild ILS research report findings on naming fieldAs you can see, there was a strong feeling that the name had to change. On the other hand, there was speculation that the reason the ILS symposium at the upcoming DevLearn conference was cancelled due to low signups may well be because of the label. So, what’s going on?

It is true that some of us are focused on the corporate space with these, while others are almost definitely not interested in that space, instead being in, for the lack of a better term, the political/social action space. I like to think that my design principles work for either, but Ben’s message made clear that using games to ease kids pain, to exercise, etc, don’t qualify in his mind. I don’t quite agree, as my approach starts with an objective and provides systematic steps to achieve that objective, but there are things that wouldn’t qualify.

The issue for labeling in corporate learning is that some companies are concerned enough (concerned being a diplomatic euphemism) to actually block the term ‘game’ from any search through their firewall (!). As I’ve said before, a simulation is just a model, when you put the simulation in a particular state and ask the learner to take it to a goal state it’s a scenario, and when you tune that experience until engagement is achieved it’s a game. Clark Aldrich says it slightly differently, putting ILS at the intersection (think ‘Venn Diagram’, I can’t find a copy on his site) of Simulation, Games, and Pedagogy (I agree if you essentially equate the word ‘games’ with ‘engagement’ :).

Regardless, if you’re not at least considering deeply immersive practice through scenarios (though the one connotation that scenarios mean branching is too limited), you’re missing a powerful learning experience. More, there are very good reasons to think that tuning the experience, at least to some degree, makes the learning even more powerful. Finally, as I’ve said before, they’re not as expensive as you might fear.

So, regardless of name, consider the outcome, and make your learning practice as powerful as possible!

We interrupt this blog…

2 October 2007 by Clark Leave a Comment

… for this important commercial announcement:

In addition to consulting, I do a lot of things like speaking and running workshops. My game design workshop, for instance, has been regularly run at various events like Guild , Training, & ASTD events. While I’ll be speaking at DevLearn, (San Jose CA in November), and participating in the Immersive Learning Simulations Management Symposium (as well as the mobile one), the game design workshop won’t be on. The last opportunity for the workshop was last spring in Taiwan, and the next one will be in Colombia (!) or not ’til February at TechKnowledge.

However, there’s a new option. I continually experiment with different things (e.g. the video conference with ITESM last month; it’s a meta-learning way I challenge myself to learn more), and Training Magazine’s Learning Online program has convinced me to offer the Game Design Workshop as an Online Certificate. It’ll be 2 hours on each of five separate days spread over 3 weeks in December. It’s a new experiment for me, but they’ve run them before, and I’ve run the workshop before, and they’re supporting me, and I’ve taught online before, so we’ve a high likelihood for a good experience.

What’s more, they’ve let me offer this at $100 off their regular price. Just register with Discount Code tme28g They offer group rates as well.

Of course, if you’ve any interest in me speaking, or running one of my workshops (I do mobile, and can do advanced ID, emotional elearning, or eLearning Strategy) for your organization, let me know.

We now return you to your regularly scheduled blog…

Clive’s 30 minute Master’s

27 September 2007 by Clark Leave a Comment

A post by Clive Shepherd reminded me of his 30 minute Master’s project to, as it states on the site “develop a curriculum to train subject-matter experts in the design of rapid e-learning materials”. So I went over to check it out, and the script is pretty complete and very good.

I of course am thrilled to see the emotional engagement upfront in the design phase (not least because I suggested it ;), but overall the design does a very good job of having misconceptions to the suggested approaches, and addressing them, using a storyline to keep the ‘flow’ moving, etc. Very practical, focused, and informed.

It sounds like he’s planning on producing it, which is great, but even reading the script and imagining the actual experience is worthwhile to understand the content, and viewing it in script phase is valuable to think about interim representations in developing elearning. So, two learning experiences for the price of none!

He’ll be presenting it at DevLearn, the eLearning Guild conference in San Jose in November. I’ll be there, as the Guild’s events are always good, and I’m presenting twice and participating in two of the pre-conference management symposiums (any practical solutions for cloning one’s self?).

I’m actually working on a similar project, but it’s still hush-hush for now. Hopefully before the end of the year we’ll be able to talk about or even show it.   In the meantime, you can read my 7 steps to better ID paper (warning, PDF).

Learning Experience

30 August 2007 by Clark Leave a Comment

I’ve written in the past about Pine & Gilmore’s Experience Economy, enough so that I apparently got on their radar. As a consequence, I was contacted by Bob Dean, who’s VP of Learning & Talent Development at Heidrick & Struggles. He shares my passion for learning, with an impressive track record in industry, and was so taken with the implications of the Experience Economy for learning that he became certified in the models and principles thereof.

It’s an intriguing proposition. Certainly, I’m a fan of the role of experience in learning, because as I’ve argued, Engaging Learning is about how to design engaging and effective learning experiences. Or, rather, meaningful practice, but I’ve also argued for wrapping learning events with preparation and follow-up to make the learning experience optimally effective (which is why I’m so excited about mobile learning), and the need for using organizational change to successfully implement elearning. Among other things.

Bob pointed me to The Six Disciplines of Breakthrough Learning, and provided a synopsis. I could see why it caught his attention when the second discipline is to design the complete experience! The other disciplines are valuable too, in particular focusing on achieving real business outcomes, as well as the afore-mentioned follow-through. If I had one complaint, it might be that it appears to focus on training and not include performance support, though I haven’t read it completely. Of course, major organizational skill shifts will require more than just job aids or updates.

I’m fascinated that Bob sees experience principles as relevant for learning, and would have to agree. I think that when we hear that the total customer experience is the new business differentiator, it does make sense for our learning, too. Certainly if we want it to stick. I’m of course interested in how technology can facilitate the total experience, have lots of cognitively-based principles that we’re largely missing, and that I’d love to implement. Your thoughts?

A quick modeling capability test

16 August 2007 by Clark Leave a Comment

In the type of learning games I talk about, to go beyond branching scenarios you need to build a model. That is, a branching scenario captures the underlying relationships and consequences implicitly in the branches, but to build the underlying simulation for an engine/rule-driven game, you’re going to have to capture the relationships and causality explicitly. It’s not difficult, but it’s a unique skill set that not everybody has. And you need it to be successful in creating a design that can be documented and produced.

So, people often ask what the ‘reality check’ is for the type of person who’s likely to be able to do this. My short answer used to be anyone who programs, though that’s a much more limited set than we’d like. It’s got to be someone who can map some statements about relationships into some unambiguous representation such as rules, formulas, or look-up tables. And it typically should not be the same person who’s being creative (hard to be both the creative diverging, and the modeler converging). I thought of a better answer, however.

I think a good indicator is whether you have ever captured your thinking in a formalism. A couple of frequent ways people do this is to create a working mail filter rule, create a new macro, or build a complex spreadsheet. It’s got the same notion of capturing a relationship that programming does.

So, I guess I’d claim that if you’ve been successful at that sort of task, you’re probably capable of doing the modeling. If not, e.g. you avoid the sort of tasks I’m talking about, you should find someone else to handle that on your design team, and take the creative role.

Design trumps production!

15 August 2007 by Clark 2 Comments

The other day, the following comment appeared in the Serious Games discussion list:

This gets to an issue that I believe is important, what does it cost an average team to build a good game. I have seen RFPs that had ambitious, laudable goals, such as aids education. … But the budget was in the low six figures. If the game was built for that kind of money there is no way it could achieve the goals.

And it really made me mad! It’s driving me nuts that folks are saying that meaningful games have to cost in the high six or low seven figures, because you don’t need that much; you can get meaningful learning outcomes in games in the mid-high five and low six figures. How do I know? Because I’ve done it, and know I can do it reliably and repeatedly.

On principle, the point is that if you get the design right, you don’t need to spend lots on production. If you know what you’re doing (and you should), you focus in on the key decisions, work them into a setting, sweat the details, model the design, and produce it. Now, I admit that these aren’t Wii-quality games, rather they’re likely going to be Flash on the web, but that works. You don’t need 3D scrolling graphics and rendered worlds (in fact, they can get in the way).

So, before you write off creating real engaging games, make sure you’re not buying the pricetags some folks would have you believe. If you do have that type of budget, I can help there too ;), but seriously, unless you need an America’s Army or some other mass-market quality game, don’t think you’ve got to break the bank!

Content, context, and experience

8 August 2007 by Clark Leave a Comment

In my (next to) last post, I talked about print versus screen reading, and at the end made a comment about publishers. I want to extend that comment here, and to do so I need to go to Pine & Gilmore’s Experience Economy.

I’ve talked about it before, but the premise briefly is that we’ve moved from selling services to selling total customer experiences (the pre-sales, the sale, the product or service, the support). Hence the success of Apple, which creates amazing experiences, generating great customer loyalty and satisfaction. So how does this bear on publishers?

The hoary old cliche’ is that publishers need to realize that they’re not about books, they’re about content (the analogy being to the railroad companies who suffered when they didn’t realize they were in the transportation business). On the other hand, the current discussion in industry is that now context is king. The point is that content can be customized to the immediate need. What the experience economy tells us is that the differentiator will be the overall experience. So, is experience or context king?

I want to suggest that the answer is ‘yes’. Contextualized content creates a positive experience. However, I want to argue two facets to this. Publishers do need to move to where content is semantically tagged for when there are smart systems that can contextualize it. However, I want to suggest that they also need quality information design to create a good experience even when it’s unable to be customized.

That’s come into play with educational publishers. Pine & Gilmore have argued that the subsequent economy will be the ‘transformation economy’, with experiences that transform us. I want to suggest that quality learning design will be the differentiator, and it definitely means going beyond traditional instructional design and incorporating cognitive science research and emotional engagement. I immodestly suggest that Engaging Learning is part of the solution, but the point is much bigger. It’s about reorganizing content to focus on meaningful outcomes, and then aligning the experience to achieve those. While incorporating the semantic hooks as well.

So, I’m arguing that the content business needs to look to both quality in design, and elegance in implementation, to support either or both scenarios: customized and quality experiences.

Digital Gibberish

19 July 2007 by Clark 6 Comments

I have to admit that I‘m a contrarian sometimes, and this Digital Native Digital Immigrant thing was cute for a while, even useful for some awareness raising, but at the end of the day, I think it‘s false. The premise is that kids are growing up with a digital world, and that the multi-tasking nature of their lives is different leading to different expectations. The more sophisticated version of the argument is based in Vygotskian forms of psychology, where the tools you use change the way you think.

Consequently, we see calls for more use of media, games, community, etc. There‘s a push for shorter, more engaging content, less verbosity and more ‘presentation‘, etc. All good things, but for the wrong reasons.

This is a topic I‘m willing to be wrong on, but so far I don‘t see it. The extension to the Vygotskian argument is that it would have to be a whole new culture, but this sub-culture is still grounded in the prevailing mind-set of 21st century earth. So, wherever it‘s flourishing, it‘s still not fundamentally different.

Here‘s why: we still have the same wetware, and we‘re still processing the same languages and viewpoints. It‘s evolutionary, not revolutionary. Yes, there are and will be changes from an environment where more people can share their viewpoint (and see the controversy over Andrew Keen‘s view that the internet is destroying culture), but it‘ll be gradual, and from a learning point of view what‘s best is still what‘s best.

The funny thing is, all the stuff they‘re touting for the digital generation is really what‘s best for the older generation too (ecommunity, immersive simulations, rich media). We just couldn‘t do it before. So it‘s a fun argument to lobby for doing what‘s right, but it‘s based upon a false premise and that I can‘t abide.

It‘s ironic that I, who‘ve generally been a rebel (e.g. my views are further apart from the mainstream than either major party is from each other), am coming down with such a ‘establishment‘ view, but it‘s what my reason tells me. I‘m happy to be wrong, so let me know where I‘ve missed it.

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