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Designing Informal

20 November 2006 by Clark Leave a Comment

I haven’t received Jay’s Informal Learning book yet (he’s promised it’s coming) but I’ve been thinking about informal learning a lot lately, not least because it’s emerged as an issue in some recent elearning strategy engagements.

One of the issues is the transition from novice to expert. I think Tony O’Driscoll’s model captures it elegantly, how the role of formal drops off and informal comes to play a bigger role as you transition from novice to expert. At the expert level, collaboration that is the knowledge negotiation process can be handled by email, blogs, and wiki. The problem is having the learner becoming part of the community from the beginning. I’d like to insist that it be baked into the LMS infrastructure, but I think instead that our elearning needs to be designed with communication and knowledge representation into it even for the most formal courses.

Which, of course, is hard to think of when you’re taking the typical siloed view of content and designing independent asynchronous courses. Which is why I’m arguing for a performance focus for organizations.

For example, the learning follow-on systems touted by Will Thalheimer, the example Jay Cross posted about where a new app emailed him several times over several days with further tips, and my own ‘layered learning’ model for slow learning.

Along the same lines, in a couple of recent engagements I’ve been suggesting that customer help needs to have a single entry point, with self-help resources and then an obvious and steady progression forward through getting assistance if the answer doesn’t already exist (ala my Learning At Large paper, PDF).

The points being that we need a broader focus, and our instructional design has to be augmented with information design and information architecture. It’s about supporting performance, not just about courses.

‘Game’ online

16 August 2006 by Clark Leave a Comment

CO2FX is a ‘game’ about national policies and the carbon dioxide effects. You have responsibility for the science, economic and policy decisions for a national government. It’s very playable, although figuring your way through the interface takes a lot of exploration and experimentation.

The assessment that it’s a game is somewhat problematic; I claim that the designer can’t claim it’s a game, only players can determine whether it is (it’s a subjective assessment). Using my terminology, it’s a scenario (a simulation is just a model; it’s a scenario when you wrap an initial state and a goal state, possiblly with a story; it’s a game when you tune the experience to engagement).

The experience is certainly challenging, and there’s novelty in that what you do doesn’t seem to have the effect you inferred from the feedback, but the overall drama felt lacking; I didn’t feel quite the sense of urgency or outcomes; e.g. my popularity seemed to be waning, even though there was great economic growth, but I didn’t hear rumbles of dissent or have to weather bad press.

It’s a great example of what can, and should, be done, but it doesn’t stand on it’s own (it’d benefit from some ‘wrapping’ around the goals, to scaffold the learning, and to support post-hoc reflection).   Don’t get me wrong, I think there’s great educational value, but I think the claim of it being a game is a wee bit premature.

UK eLearning Mission

12 May 2006 by Clark Leave a Comment

It’s been too long since I’ve posted, but among other things I’d been preparing for the UK eLearning Mission that happened yesterday. A team of selected eLearning experts are over here on a government sponsored visit to suss out what’s new and exciting. I had the honor of co-chairing the session with Dr. Jim Terkeurst from the University of Abertay, so I used my time to lob a couple of frameworks (will blog them soon) into the air to set the stage.

The reps from the UK, and an assorted lot of US folks, (about 20 folks all up) each presented a bit on their organization and a ‘controversial statement’, in groups of six, interspersed with panel discussions about 4 specific topics (new learning, new technologies, economics, and effective elearning) chaired by inspiring folks like Michael Carter, Gordon Bull, Nile Hatch, and Joe Miller. Top reps of unknown companies like the BBC, Cisco, Microsoft, Reuters, and IBM mixed it up with smaller organizations doing cool stuff such as DDL, 3MRT, BrightWave, and Red7. This was definitely heady company!

I expect to post more reflections, but here are the threads that recurred and emerged (colored by my own filters):

  • Move to more motivation and engagement, seen as a strong shift to games (yes!)
  • A shift from learning as event to learning as process
  • Also shown as a shift to a broader view of elearning (performance support/workflow)
  • A shift to ‘context-aware’ learning (knowing who/where/what to uniquely support)
  • The importance of reflection, and learning to learn
  • The collaborative/connective nature of learning

I have to say it was a delightful chance for me to step away from the ‘head down’ mode I’ve been in since I returned from overseas and hear some challenging discussion. It was also reassuring to hear folks talking about the same directions I’ve been feeling are ways we need to go.

There will be a summary report, but i’m not sure how far it will be available. However, a couple of pointers worthy of note include Stephen Heppel’s NotSchool program that’s trying to re-engage disaffected youth (I met Stephen in Perth, very clever guy), and several of the things that are happening in SecondLife.

All hosted by SRI and with a reception sponsored by Oracle afterwards, it left a feeling that elearning is definitely an area with enormous potential and excitement, and of course some very challenging issues. Many thanks as well to the UK government for arranging this whole visit.

eLearning Learnings

24 April 2006 by Clark Leave a Comment

This past week I was at the eLearning Guild‘s conference (a great conference, as always), and had a number of learnings, as well as a delightful chance to chat with a whole bunch of people.

One of the great delights was finding out that an individual who had attended my learning game design workshop at a previous eLearning Guild conference was presenting the current status of a game project they were developing. They had done an outstanding job focusing on their goals, and consequently coming up with a compelling scenario that really hit their goals for making an impact on their business. He was very gracious, mentioning the workshop (even the book, and I didn‘t even pay him!), and also demonstrating the difficulties as well as the successes they had. It‘s gratifying to have what you say come to fruition, and to see more people trying to take their elearning to the ‘next level‘.

One interesting thing was that they had to use a side bucket of R&D money to do this, rather than having it being a mainstream activity. It‘s sad that they have to sneak it in, and then hope to get support now that it‘s to a ‘playable‘ stage.

I wonder how many people are finding it difficult to sell games. It‘s amazing to think that the most powerful practice opportunity is hard to justify, but the fact is that people‘s minds are limited. Particularly when one of the things that has been labeled as ‘games‘ is those mindless tarted up drill-and-kills. So you have to play games (ahem), and call it a ‘scenario‘ or (inaccurately) a scenario. Which isn‘t inappropriate but I‘d like you to be tuning it to a game for the best learning, not just leaving it a scenario (my terminology is a simulation is just a manipulable model, when you wrap an initial and goal state and a story it‘s a scenario, and when you tune it until it‘s engaging you‘ve got a game).

There were a number of other presentations talking about how to ramp up the engagement of the content, some better than others, but the important thing is that people are now talking more about the emotional content of the learning.

Marketing & Learnlets

29 March 2006 by Clark Leave a Comment

In the ‘about‘ page (to the right there), I mention the other meaning of learnlets besides my learning on learnings. That is, little interactive applications that can teach you something specific.

I think that there is a considerable opportunity in marketing for such learnlets. Good marketing is, really, customer education. What, then, would be the possible applications of learnlets?

Interactive opportunities support several types of mental activities that static content, or even dynamic but passive content don‘t: they let us explore relationships, and make decisions and observe the consequences.

A word on terminology: simulations are models. When we put the simulation in a particular state, and ask someone to achieve a different, goal, state, and wrap a story about why we‘re doing that, I call it a scenario. When we tune that interaction to get an experience of what I call engagement, I call it a game. Let‘s consider each separately. On the topic of terminology, I may use learner or customer, in this case they are interchangeable.

A simulation lets us explore relationships. This can be good for understanding, but it requires a self-directed learner looking to gain knowledge. A product simulation, for instance, might let a learner interested in a particular device‘s capabilities, play and determine whether the feature set or control system is sufficient.

In many cases, however, the learner may not know have a goal to learn what it is you think they should know. Then, you need a scenario, where you set up a storyline that provides a plausible setting and a meaningful goal. In the course of achieving the goal the learner will need to understand the principles behind the correct decision.

Of course, based upon the framework in Engaging Learning: Designing e-Learning Simulation Games (chapters 2-4), we really want a game, not just a scenario. That is, we want to tune the experience to get engagement rather than just the necessary decision. That is, we want to ensure challenge is at the optimal level, we have thematic coherence, multiple choices enacted through appropriate action mechanisms and consequences made manifest through appropriate feedback, etc.

Here we might have them understand why a particular suite of knowledge is necessary (e.g. selling skill sets such as negotiation or project management), why the particular features are desirable (why you do want ABS brakes), or tradeoffs between different versions.

I’m writing up these notes since someone’s asked what might be the applications of learnlets, and I’d love to have your thoughts.

Hurrah for Active Learning

3 February 2006 by Clark Leave a Comment

Yesterday I attended the board meeting of the Center for Civic Education. I’m pleased to support this activity for a number of reasons, not least because they’re focused on developing an understanding of the principles of government and an associated set of values around the importance of civic engagement, goals I think are important. I’m pleased to see that they’re succeeding both nationally but also internationally.

However, what is great is how they do it. Two major initiatives are Project Citizen, and The Citizen & The Constitution. Both have rich approaches and stellar outcomes.

In The Citizen & The Constitution, the students create a team and learn about the Constitution and Bill of Rights, as preparation for simulated congressional hearings. Our first board meeting of the year is held in Sacramento, where the California State regional competitions are held (preliminaries at the hotel, finals at the Capitol building; the national finals are held in DC and have been held in actual congressional hearing rooms). And these kids are awesome: knowledgeable, poised, and articulate. Research shows they have much improved attitudes and civic participation (92% of graduates voted in the last election). Yes, it’s US centric, but the model is easily adoptable (some 30-40% of the Center’s activities are now international, and it’s not knee-jerk American flag-waving, but meaningful discussion on the principles of government and ways to accommodate it within current contexts).

In Project Citizen, a class investigates problems in their neighborhood, figures out where a legislative solution will help, and then works to get that legislative solution enacted. It’s a real service learning approach and nicely integrates awareness of how government operates with an understanding of how citizen activity is a crucial component. And they’ve created significant changes! Again, research supports great outcomes.

While I think this is a great organization and encourage your investigation, the point here is the great pedagogy, aligned with my thoughts on making learning meaningful (read: engaging). Using an authentic activity, in particular the latter case where it also contributes to society, as a way to connect learning to the broader context, integrates the elements that really cement learning. Sometimes we’ll have to simulate it (and exaggerate the story to hook in the emotions we lose with the lack of authenticity, making it a game), but it’s the right way to practice.

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