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Clark Quinn’s Learnings about Learning

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Exaggeration and Alignment

4 February 2014 by Clark Leave a Comment

In addition to my keynote and session at last week’s Immersive Learning University event, I was on a panel with Eric Bernstein, Andy Peterson, & Will Thalheimer. As we riffed about Immersive Learning, I chimed in with my usual claim about the value of exaggeration, and Will challenged me, which led to an interesting discussion and (in my mind) this resolution.

So, I talk about exaggeration as a great tool in learning design. That is, we too often are reigned in to the mundane, and I think whether it’s taking it a little bit more extreme or jumping off into a fantasy setting (which are similar, really), we bring the learning experience closer to the emotion of the performance environment (when it matters).

Will challenged me about the need for transfer, and that the closer the learning experience is to the performance environment, the better the transfer. Which has been demonstrated empirically. Eric (if memory serves) also raised the issue of alignment to the learning goals, and that you can’t overproduce if you lose sight of the original cognitive skills (we also talked about when such experiences matter, and I believe it’s when you need to develop cognitive skills).

And they’re both right, although I subsequently pointed out that when the transfer goal is farther, e.g. the specific context can vary substantially, exaggeration of the situation may facilitate transfer. Ideally, you would have practice across contexts spanning the application space, but that might not be feasible if we’re high up on the line going from training to education.

And of course, keeping the key decisions at the forefront is critical. The story setting can be altered around those decisions, but the key triggers for making those decisions and the consequences must map to reality, and the exaggeration has to be constrained to elements that aren’t core to the learning. Which should be minimized.

Which gets back to my point about the emotional side. We want to create a plausible setting, but one that’s also motivating. That happens by embedding the decisions in a setting that’s somewhat ‘larger than life’, where we’re emotionally engaged in ways consonant with the ones we will be when we’re performing.

Knowing what rules to break, and when, here comes down to knowing what is key to the learning and what is key to the engagement, and where they differ. Make sense?

A personal look at crowd sourcing

8 October 2013 by Clark 6 Comments

The last time I had a beard was right before college graduation. I was off in the wilderness, and when I came back my razor was busted.  So, I grew a beard that was largely red, and in terms of being well behaved, well, it made Gabby Hayes look well-groomed. So I’ve been clean shaven since (see to the right).

CQOfficialSmallestWell, that’s changed. To make a long story short, I had an extended period of time away from family and razor, and grew it out.  When I came back, the reviews went from mixed to positive, not a negative word. Now, of course, you seldom hear from those who  don’t like a look (wonder how many people do  not like Quinnovation as a company name), but the important people (my immediate family) either initially or grew to prefer the new look.  (Maybe the more of my face I cover, the better ;)

Well, this creates a conundrum, because I’ve plenty of promo photos out there for various speaking engagements that now are no longer appropriate.  It was time for a new official photo (it was anyways, this is close to a decade old, and I do  not want to be the guy who’s photo is decades out of date).

The official way to do this is to hire someone, but I perused the local options, and either they were sidelining portraits on top of weddings, babies, etc, or they used stock backgrounds.  The pre-beard shot above was taken by my friend and colleague Jay Cross, chose it out of several candidates, and liked the more natural setting. So I got my wife to take a bunch of shots, and we (with my daughter’s help) went through them. They were all flawed for various reasons (some problems she saw and I didn’t, and there begins the tale; it was a collaborative project and decision).  We tried again, and finally found two we liked. How to decide?

So I went out to a small group of colleagues who I could trust would give me straight feedback, and they reliably preferred one. This was a relief.  However, there was a problem: my face was kind of dark against the background.  And, lo, one of them stepped up and offered to work on the photo.

She kindly took the shadow off my face, and did another lightening up the whole picture. The former was better, but I was concerned that there wasn’t sufficient contrast, so she also created one that had the background muted.  Her contribution was so valuable.  Now I had two more to choose from: the more natural one or the one with the muted background.  How to answer this?

CQOfficialSmallestSo I went out to four of the groups I have or was going to talk for, and asked them which they would prefer for their brochures or websites. Of the 3 that responded, they all preferred the natural background (my preference).  I’d converged on a new headshot.

More importantly, I had avoided my usual blind decisions, and got contributions all along the way that made the outcome better.  Throwing out ego and being willing to ask for help isn’t my natural approach, as I hate to impose, but I know I don’t mind helping colleagues and friends, so I stepped out of my comfort zone and I’m so grateful they stepped up.

The take-home lesson for me is the power of communication and collaboration: crowd sourcing works.  You may not like the new look, but it’s where I’m at, and it’s a lot better picture than I’d had if I tried to do it alone.

Evidence-based Design

5 June 2013 by Clark 1 Comment

In my last post, I asserted that we need evidence-based design for what we do.  There are a number of sources for same. Of course, you could go do a Master’s or Ph.D. in cognition and learning, but there are shorter paths.

There are several good books out (and I believer that there is at least one more on the way) that summarize the implications of research design. Ruth Clark has been a co-author on a couple, eLearning and the Science of Instruction, and the subsequent Efficiency in Learning.  Julie Dirksen’s Design for How People Learn is another good one. Michael Allen’s work on design is also recommended, e.g. Guide to eLearning.

Will Thalheimer, Ruth, and Julie regularly write and talk about these things in other forums than books.  Go listen to them!  I try as well, though often filtered through games, mobile, or elsewhere.  There’re others, too.

A number of people run workshops on deeper design. I know I have one, and I’m sure others have them as well. Do try to make sure that it covers both cognitive and emotional elements, focusing on meaningful change.

There are gaps: there isn’t all the research we need, or at least not digested.  The role of emotional engagement isn’t as well fleshed out as we’d like, and some of the research is frankly focused on studies too small to give practical guidelines (c.f. the consternation on serious game design that surrounded a recent post).  Where we don’t have research, we have to make inferences from theoretical frameworks, but you should know those too.  It’s better than going on ‘intuition’ or folk science.

Still, there’s no excuse to do un-engaging, over-written, and under-practiced learning.  Better design doesn’t take longer (with the caveat that there’s some initial hiccup ’til we make the change).  We have the knowledge, and the tools aren’t the barrier.  Let’s do better, please!

Designing Higher Learning

29 April 2013 by Clark 6 Comments

I’ve been thinking a lot about the higher education situation, specifically for-profit universities. One of the things I see is that somehow no one’s really addressing the quality of the learning experience, and it seems like a huge blindspot.

I realize that in many cases they’re caught between a rock and a hard place. They want to keep costs down, and they’re heavily scrutinized.  Consequently, they worry very much about having the  right  content.  It’s vetted by Subject Matter Experts (SMEs), and has to be produced in a way that, increasingly, it can serve face to face (F2F) or online.  And I think there’s a big opportunity missed.  Even if they’re buying content from publishers, they are focused on content, not  experience.  Both for the learner, and developing learner’s transferable and long-term skills.

First, SMEs can’t really tell you what learners need to be able to do. One of the side-effects of expertise is that it gets compiled away, inaccessible to conscious access.  Either SMEs make up what they  think  they do (which has little correlation with reality) or they resort to what they had to learn. Neither’s a likely source to meaningful learning.

Even if you have an instructional designer in the equation, the likelihood that they’re knowledgeable enough and confident enough to work with SMEs to get the real outcomes/objectives is slim.  Then, they also have to get the engagement right.  Social engagement can go a good way to enriching this, but it has to be around meaningful tasks.

And, what with scrutiny, it takes a strong case to argue to the accrediting agencies that you’ve gone beyond what SMEs tell you to what’s really needed. It sounds good, but it’s a hard argument to an organization that’s been doing it in a particular way for a long time.

Yet, these institutions also struggle with retention of students.  The learners don’t find the experience relevant or engaging, and leave.  If you took the real activity, made it meaningful in the right way, learners would be both more engaged and have better outcomes, but it’s a hard story to comprehend, and perhaps harder yet to implement.

Yet I will maintain that it’s both doable, and necessary.  I think that the institution that grasps this, and focused on a killer learning experience, coupled with going the extra mile to learner success (analytics is showing to be a big help here), and developing them as learners (e.g, meta-learning skills) as well as performers, is going to have a defendable differentiator.

But then, I’m an optimist.

iPads do make sense for schools

26 February 2013 by Clark 3 Comments

Donald Clark (the UK one) generally writes great posts: insightful and irreverent, and consequently fun. I like that he is willing to counter the prevailing wisdom with good research. I hope to someday meet him. However, his recent post against iPads in the classroom seemed to me to miss a couple of points.  Not that I fully disagree with him, but that I think that some elaboration might shed some light.  Note: I’m starting by focusing on K-6, not middle school or higher ed. He does acknowledge the potential value for young kids, so we’re not quibbling too much, but I still want to make a few points.

He first claims that they don’t support writing.  Yes, that’s true, the touchscreen isn’t the same as a keyboard.  However, my colleague Scott Marvel has filmed lots of kids with iPads and he tells me they don’t have much trouble using the touchscreen (they’re not highly capable with regular keyboards at young ages), they use speech to text as well, and also take freehand notes too.  So writing isn’t horribly impeded on iPads for younger kids.  Further,  writing shouldn’t necessarily be done in the classroom anyway. Learning to type, and heavy writing should be done offline, and shared for feedback in class.  It’s a waste of valuable teacher time, when they could be facilitating meaningful engagement.

I also note that he says they don’t work for creative work, and that they should be creating, not consuming. I generally agree on the creation aspect (while noting that flipping the classroom and getting reading and tutorials done at home isn’t bad and the latter isn’t passive consumption), but note that he’s missed one of the big content creation aspects that smaller devices support: taking pictures and filming videos.  It may be that iPod Touches are even better for K-6, but running around and filming with a tablet (particularly an iPad mini, which may be optimal for K-6) is better than a laptop.  And I’ll bet that the video and photo editing tools on tablets are just the simple tools that kids really need; they just need basic capabilities.

I note that I didn’t buy my iPad for content consumption: when it was announced I wrote it off for just that reason. However, between the time it was announced and became available, I saw how I would use it to be more productive: creating not consuming.  And I bought one the first day it came out for that reason.

Let me also elaborate on the size point.  Elliot Soloway many years ago made the point that laptops were the wrong form-factor for young kids, and he started using Palm Pilots.  I think it’s still the case that a laptop isn’t right for kids, and that touch screens make much more sense than keyboards and touch pads or mice.  There are plenty of people noticing how 2 year olds are able to use iPads!

Donald also talks about coding, and it  is a shame that there isn’t a HyperCard equivalent for the iPad (though Infinite Canvas may be such, tho’ it’d need educational pricing).  However, something like Scratch for the iPad would be a real opportunity (precluded by Apple, unfortunately, I wonder if there’s an Android version).  And coding K-6 other than scratch doesn’t make a lot of sense.

He says that iPads are problems for teachers, and I’m somewhat sympathetic. However, too often I’ve seen instances where teachers weren’t properly prepared.  For instance, something like GoClass (caveat: partner), while still a bit instructivist, could scaffold teachers initially until they began to see the opportunities.  And there needs to be mobile management software to deal with the issues. However, I’m hard pressed to believe iPads are any  more fragile than laptops.

Now, for higher grades, I take the point.  My lad and lass both have MacBook Pros, though they each also have an iPod touch (lad’s is my old iPhone without a sim card) that they use.  Note that they do not take the laptops to school in most cases.  I think that a nice augment for mobile work, getting out of the classroom (please!) is much better facilitated with a tablet or pocketable (smartphone/PDA) than a laptop.  And even for collaborative group work, sharing a tablet is better than hovering around a laptop.  If necessary, they could be using a bluetooth keyboard when needed.  So while I know this is hard to justify on a cost basis, I’d probably argue for an iPad or pocketable for class, and a desktop or laptop for home.

Less related, he makes the side claim that employees don’t use iPads. I’m amazed at the number that turn up at workplace learning conferences, and in meetings.  They seem pretty ubiquitous, so I don’t buy this claim.  Yes, they may be older, and some folks are using netbooks or MacBook Airs, but I see plenty of folks with iPads equipped with keyboard cases. I keep a bluetooth keyboard for when I’m cranking (e.g. writing on an airplane), but frankly just for quick notes the touchscreen keyboard works good enough for meetings, and that ‘all day’ battery really makes a difference.

And I’ll add on one other benefit for mobile devices: the ability to do contextual work. These devices can be context aware, and do things because of where you are.  This is yet to be really capitalized on, but provides a real opportunity.

I think tablets are only going to get more capable, and already make more sense in the classroom than laptops.  Teachers should be seeing how to use them, even at higher levels, and save the high-powered writing and editing out of the classroom.  Laptops make sense for learners, but not in the classroom. In the classroom, smaller and more versatile devices make more sense.

Transcending Experience Design

25 September 2012 by Clark 7 Comments

Last week’s #lrnchat touched on an important topic, experience design. I’ve talked about this before, but it’s worth taking several different cuts through it.  The one I want to pursue here is the notion of transformative experience design.

A number of years ago, now, Pine & Gilmore released a book talking about an Experience Economy.  In it, they posited that we’d gone from the agricultural economy, through a product and service economy, to what they termed an ‘experience economy’: where people paid for quality experiences. You can see this in themed cruises & restaurants, Apple’s product strategy, Disney, etc.  I think it’s a compelling argument, but what really struck me was their next step. They argued that what was due next was a ‘transformation economy’, where people paid for experiences that change them (in ways that they desire or value).

And I argue that that’s what my book  Engaging Learning was all about, how to create serious games, which really are experiences with an end in sight. The point here is not to tout the book, but instead to tout that a meld of experience design and learning design, learning experience design, is the path to this end.

There are things about experience design that instructional design largely ignores: emotion, multiple senses, extended engagement.  While I feel that not enough has been written systematically about experience design (interface design yes, but not the total cross-media picture, e.g. Disney’s Imagineering), their intuitive approaches acknowledge recognizing the ebb and flow of emotions – motivation, anxiety – and beliefs about one’s role (epistemology, there I said it).

On the other hand, learning design is (properly done) grounded in cognitive science, with empirical results, but is incomplete in breadth.  We know what we do, but our view is so  limited!

Together, the whole is greater than the sum of the parts.  It’s about thinking beyond content, it’s about contextualizing, designing to “bewitch the mind and ensnare the senses”.  Really, it’s about creating a magic experience that transcends content and truly is transformative.  Are you ready to take that next step?

Learning Design isn’t for the wimpy

24 September 2012 by Clark 4 Comments

I’ve had my head down on a major project, a bunch of upcoming speaking engagements, some writing I’ve agreed to do, and…(hence the relative paucity of blog posts).  That project, however, has been interesting for a variety of reasons, and one really is worth sharing: ID isn’t easy.  We’ve been given some content, and it’s not just about being good little IDs and taking what they give us and designing instruction from it.  We could do it, but it would be a disaster (in this case, that’s what we’re working from, a too-rote too-knowledge-dump course).  And it’s too often what I’ve seen done, and it’s wrong.

SMEs don’t know how they do what they do.  Part of the process of becoming expert is compiling away the underlying thinking that goes on, so it moves from conscious to subconscious.  So when the time comes to work with SMEs about what’s needed, they a) make up stories about what they do, or b) resort to what they’ve learned (e.g. knowledge). It’s up to the ID to push back and unpack the models that guide performance.  Yet that’s hard, particularly when they’re not domain experts, and SMEs have issues.

It takes a fair bit of common sense (remarkable by how uncommon it is), and willingness to continually reframe what the expert says and twist it until it’s focused on how they make decisions. There’re formal processes call Cognitive Task Analysis when you need them, but a ‘discount CTA’ approach (analogous to Nielsen’s ‘discount usability‘) would be appropriate in many cases.Such an approach includes getting some really good examples of both successes and failures of the task under consideration, and working hard to extract the principles that guide success.  But SMEs can’t be order takers; they have to be willing to fight to understand what decisions do learners need to make that they can’t make now, and how to make those decisions.

It really helps to either have a deep background in the field, or a broad background.  You can get the former by teaching ID to  a SME, or having an ID work in a particular field for a long time.  The latter works if you’re more in the ‘gun for hire’ mode. You then need, however, a broad knowledge that you can draw upon to make some reasonable inferences. That’s what I typically do, as my deep expertise is in learning design, but fortunately I’m eternally curious (used to lie on the floor with a volume of the World Book spread out in front of me). Model-based and systems thinking help immensely.

You really have to work hard, use your brain, draw upon real world knowledge  and  go to the mat with the material.  If you’re not willing to do this, you’re not cut out to be a learning designer. There’s much more, understanding the way we learn, experience design, and more, but this is part of the full picture.

A game? Who says?

11 July 2012 by Clark 1 Comment

I just reviewed a paper submitted to a journal (one way to stay in touch with the latest developments), and all along they were doing research on the cognitive and motivational relationships in the game. They claimed it was a game, and proceeded on that assumption.  And then the truth came out.

When designing and evaluating learning experiences, you really want to go beyond whether it’s effective or easy to use, and decide whether it’s engaging.  Yes, you absolutely need to test usability first (if there’s a problem with the learning outcomes, is it the pedagogy or the interaction?), and then learning effectiveness. But ultimately, if you want it optimally tuned for success, pitched at the optimal learning level using meaningful activities, it should feel like a game.  The business case is that the effectiveness will be optimized, and the tuning process to get there is less than you think (if you’re doing it right).  And the only real way to test it is subjectively: do the players think it’s a game.

If you create a learning experience and call it game, but your learners don’t think it is, you undermine their motivation and your credibility.  It can be relative (e.g. better than regular learning) as you might not have the resources to compete with commercial games, but it ought to be better than having to sit through a page turner, or you’ve failed.

There are systematic ways to design games that achieve both meaningful engagement and effective education practice. Heck, I wrote a whole  book  on the topic.  It’s not magic, and while it requires tuning, it’s doable. And, as  I’ve stated before:  you can’t say it’s a game, only your players can tell you that.

So here were these folks doing research on a ‘game’. The punchline: “students, who started playing the game with high enthusiasm, started complaining after a short while, ‘this is not a game’, and stopped gameplay”.  Fail.

Seriously, if you’re going to make a game, make it demonstrably fun. Or it’s not a game, whether you say so or not.

Educational Game Design Q&A

4 May 2012 by Clark 2 Comments

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?

Over 30, actually, off and on.  Started with my first job out of college, designing and programming educational computer games.  Been a recurrent theme in my career since then.

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?

X-based learning: sorting out pedagogies and design

12 April 2012 by Clark 3 Comments

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.

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