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The Chocofication of Learning

Posted by Rich Mesch on Apr 20, 2012 12:37:00 AM

Or

Why Games Won’t Cure the Common Cold, but They Will Solve a Lot of Other Problems

by Rich Mesch

Welcome to the next stop on the blog tour for Karl Kapp’s new book, The Gamification of Learning and Instruction! Hop off that blog bus and shake the dust off.


Picture of Books entitled "The Gamification of Learning and InstructionWhen reading Karl Kapp’s new book, I was pleased to see reference to Jesse Schell, a professor at Carnegie Mellon University’s Entertainment Technology Center. I remember seeing Jesse deliver the keynote at last year’s Learning 3.0 conference where he, too, discussed gaming and learning. One of the points that Jesse made was you don’t need to “gamify” learning—games have inherent properties that lead to knowledge, growth and behavior change.  So to gamify learning, what we really need to do is identify what makes games such effective tools, and incorporate that into our design.His point was that games are good, but applying games to every kind of learning won’t automatically make them better. And to drive his point home, he asked: what if we focused on Chocofication—adding chocolate to everything? Chocolate is tasty, so wouldn’t it make everything better? And to illustrate, he offered many things you could dip in chocolate—some delightful, some unusual, and some downright disgusting.

You can see Jesse’s presentation from Learning 3.0 here: 

http://www.slideshare.net/jesseschell/when-games-invade-real-life

It won’t have much impact without Jesse’s narration (like most good presentations, it’s mostly pictures with very few words), but you can enjoy looking at all the things that Jesse wanted to dip in chocolate (including his stapler).brown stapler

Schell briefly made many of the same points that Kapp makes in-depth. Gaming isn’t for every learning experience. Simply dipping learning in game sauce does not automatically make it better;  in fact, randomly applying vaguely game-ish attributes to learning (like points, badges, and levels) can trivialize the content.

So why all this talk of gamification? Like most aspects of learning, it comes down to motivation, engagement, and behavior change. There’s a reason we’ve been playing games for thousands of years. They engage us, they draw us in, they make us want to gain skills and improve our performance.

See?

Karl’s books over the years show a definite progression, from identifying and classifying a concept to ultimately codifying that which seems uncodifiable.  In Gadgets, Games, and Gizmos for Learning, he looked at the role of story and creativity in learning with a broad brush; in Learning in 3D (with Tony O’Driscoll), he began to put some definitions around the wild, wild west that was Immersive Learning. And in this book, he’s looking for the Checkers black and redrules, the trends, and the benefits that tie gaming to learning.

The good news is that we’ve got a good head start with gaming. Gaming has been pretty well codified; the creation of new technologies modifies the rules, but doesn’t inherently change them. Concepts like “boss challenges” and “leveling up” didn’t start with Nintendo. We’ve been “leveling up” ever since someone put one checker on top of another, called it a “King,” and determined that it now had a new set of powers. 

So how do we bring the power of gaming to learning? That's what the book is for. Karl says it better than I ever could. You can get your own copy here:

http://store.astd.org/Default.aspx?tabid=167&ProductId=22923

As for me, it’s getting to be lunchtime, and that chocolate stapler is looking better and better.

Topics: Performance Improvement, Innovation Strategy, Gamification

ADDIE Living in a Scrum World, Part 1

Posted by Rich Mesch on Dec 6, 2011 2:12:00 AM

by Austin Kirkbride, M.A.


Austin Kirkbride, M.A., is a Project Manager, certified in Scrum and waterfall project management approaches, and an Organizational Change Management specialist with 20 years of domestic and international experience working in the people side of technology and change. This is the first in a series of posts on how Scrum can enhance learning organizations. written in collaboration with the colleagues on her team.
  
Scrum is an iterative, incremental framework for project management. Originating in the IT
Rugbymatchsmallsoftware development world, the scrum methodology has translated well to other industries as it emphasizes functional deliverables, the flexibility to change and adapt along with emerging business realities, and provides a high level of communication and collaboration across the team.
 
 
 
Some of my more purist Scrum Master colleagues have challenged me that the learning development methodology – ADDIE, or Assess, Design, Develop, Implement, Evaluate – cannot survive in a Scrum world and that it needs to be eliminated. They argue that ADDIE lives in the old world of waterfall project management, complete with silos and hand-offs that make the methodology an antiquated notion of how training should be developed.
 
I beg to differ.

One of the more elegant aspects of Scrum is that it is a framework, not a dogma. I’ll admit that ADDIE reeks of waterfall project management and implies that there are hand-offs and linear thinking required to apply the methodology. But with a little open-minded application, I see no reason why ADDIE can’t live in the Scrum world.  Here’s how:

Assess: Learning can’t happen unless we know what the scope of the training needs to be. The Assessment is critical to understanding things like audience, content needs, identifying subject matter experts, and looking at how the training fits into the larger needs of the organization. Assessments can be treated as a Sprint Zero, occurring over a couple of weeks or actually broken down into Sprints if the assessment requires a longer chunk of time. The Sprint Zero is the opportunity for the Product Owner, Scrum Master, and team to identify business requirements and value, needs, scope, etc., so why wouldn’t it be malleable enough to be a time of learning assessment?

Design: Once the scope and assessment of the learning needs is identified, the approach, or design, will begin to evolve. Depending upon the scope of the project, the design can be treated as Sprint Planning (for smaller projects with a minimum of complexity) or the design process can be sprinted, with client design reviews (Sprint Reviews) at the end of the sprints to gain sign-off and buy-in from the client (for larger, more complex projects).

Development: Much like software development, learning development can be planned for, sprinted, and reviewed, whether eLearning or Instructor-led. Developing training  – eLearning or ILT – would align most closely with its parentage in software development, allowing the instructional designers/developers to collect content and iteratively present it to the client until delivery.

Implementation: This is where applying Scrum needs to be an exercise in Scrum framework flexibility. If implementing training means putting the eLearning on the LMS, there is probably no need to sprint the activity – likely it would be a task within the final sprint. But if implementation requires the team to deliver the learning in a classroom, webcast or interactive environment, it would likely make sense to sprint these activities, complete with stories and tasks. As long as the team is producing a product, it continues to Sprint and deliver to the client.

Evaluation: Again, the process of evaluation may be part of a sprint, or might be sprinted separately, depending upon the scope of the evaluation. Most Level I or II evaluation might likely be tasks within a sprint if, for instance, it is a compiling of survey results at the end of a learning event. Larger evaluation approaches, such as following up with large-scale, long-term metrics, may require their own sprint, or possibly even their own project.




Topics: Series, Performance Improvement, Learning Theory, Change Management, Scrum, ADDIE

Attitude is Essential to Learning, Part 2: It's All About My Manager

Posted by Reni Gorman on Sep 11, 2011 4:42:00 AM

by Reni Gorman

Women manager and employeeIn the first part of this series, we talked about the role of the individual in learning. It’s hard to make someone learn if they’re not willing. But what if they are willing but are not encouraged or worse are discouraged by the person who judges their performance: their manager? What is the manager’ attitude toward the new knowledge and skills learned?

Challenge 3: My manager does not encourage me to apply what I have learned on the job. This is by far the worst, deadliest challenge. People must know that they will be enabled and empowered to put what they learned into action on the job. If they feel for any reason that they can’t… maybe because their managers don’t know what they learned and can’t or won’t help them apply it. Sound unbelievable? It happens all the time. For example, if the manager doesn’t believe in the new sales model and doesn’t encourage its use, it is not very likely his or her team will adapt it and give it a try. We, training professionals, take folks out of their jobs, put them in training, throw them back into their jobs and expect them to perform. We forget that people will usually listen to the person that manages them. If their manager isn’t committed to applying the new skills learned, it most likely will not happen.

Solution 3: Make sure the manager is aware of and reinforces the learning. I point out raising awareness because I have seen many situations where managers did not even know what their employees learned when they went to training. In this case, it may not be that they don’t actively support it, but rather that they don’t know. One idea is to supply managers with a one pager summary of what their people learned that includes things like tips on how to help their employees pull through the learning into application on the job. It could include questions to ask employees to reflect on and talk about the learning and coaching opportunities. Once the managers are aware how do we get them to be supportive? Setting clear expectations through executive sponsors, following up with measurement that results in recognition, rewards and even consequences are all critical for success. First managers have to be told it is expected that they use the new sales model—if that is the case. This message has to be delivered to them through their own leadership so they take it seriously—it can’t and shouldn’t come from the training department. Once they know what they are supposed to do, like coach to the new sales model, we have to make sure they know how to do that—here is where more training may come in. Then we have to measure whether or not they are doing it with the understanding that their actions, both positive and negative, have consequences.

Last but not least it is important to remember that you can’t stop at the manager, you must look to see what the manager’s manager is doing—is he or she supporting new behavior on the manager’s behalf. In other words, if the consequences above aren’t really going to be enforced by the manager’s manager, if he or she doesn’t really believe in the new selling model either, they you need to go through the same process with them: make them aware that it is important, show senior support, and back it up with consequences both negative and unfortunately, if needed, negative.

At the end of the day we all have to be held accountable for our actions. When we are at work and sent to training, we are paid to learn and to action that learning. Let’s make it easy for people to do so by removing any barriers to learning and reinforcing the “right” behavior.

Topics: Series, Performance Improvement, Learning Theory, Change Management, Coaching, Organizational Change

Attitude is Essential to Learning, Part 1: It’s All About Me

Posted by Reni Gorman on Aug 30, 2011 5:53:00 AM

by Reni Gorman


As learning professionals we spend so much time designing just the right kind of exciting learning intervention that we sometimes forget to think about other factors that may prevent learning. For example, no matter how great the learning experience is, if people are unmotivated to learn then the reality is that they
won’t. Let’s explore some of the reasons why people might be unmotivated and figure out what we can do to combat it.


businessphoto_flipchartsmChallenge 1: How does this relate to me? Can you recall a time when you were totally uninterested and unmotivated to learn? Maybe in grade school during history class? For me it was college math. I simply was not interested. Why? I did not ever think calculus was something I would use in “real life.”We know from adult learning principles that people learn best when they can see the relevance the content has to their day-to-day jobs, and to their lives. So, one would think the answer is simple: show people how the content is relevant to them, and they will be open to learning it. As important as this concept is, it’s something designers forget to do as they get all caught up in designing the learning.


Solution 1: Point out the WIIFM. It is really important in the beginning of every learning experience to point out why it is important and relevant for the learner to absorb this new information. The “What’s in it for me?” (WIIFM) should be present at the start of each learning piece.

What else may prevent you from learning?

Challenge 2: I already know this. For example: “I’ve learned several sales models in the past. This sounds like the same stuff.”  If people think they already know something, their minds are shut and they won’t allow in new ways of thinking—because of course they don’t need new ways of thinking about something they know inside and out.

Solution 2: Point out differences—things they may not know. If you know you are dealing with this learner mindset, the best thing to do is first acknowledge that you are teaching them YET ANOTHER sales model. Then, point out what is unique and different about this sales model. Doing that will help people start thinking about all the ways this is different from what they already know and that will open them up to learn more.

I remember creating a module on hedge funds for a major financial years ago and the first page said: “Think you know everything there is to know about hedge funds? Think again! Did you know that…” With just one fun fact on the first page of the module that we could bet was new information to them, we captured their curiosity and dispelled their immediate notion that they did not have to go through this because they already knew.

So far, we’ve focused on the individual, and how to overcome their barriers to learning. But what happens next? There’s an even bigger barrier to implementation out there—and we’ll talk about that in the next installment!

Topics: Series, Performance Improvement, Learning Theory, Change Management, Organizational Change, Organizational Learning

Toward a Learning Agile Organization

Posted by Rich Mesch on Aug 22, 2011 7:25:00 AM

At an organizational level, agility is the ability to grow, change, or innovate at or above the speed of one’s own market. Anything less cannot be considered agility.

-Timothy R. Clark & Conrad Gottfredson

WomanCEOsmallWe have all heard of corporate agility. We hear the term “agile” all the time related to today’s corporate environment: agile processes, agile practices, agile leadership.  In our rapidly changing world, agility is one of the most important skills an organization can have if it is to stay competitive. Agility is the ability to move quickly, change rapidly, and respond to crises, threats and opportunities at the point of need. Of course, the ability to be agile relies on the ability of the organization to quickly gain the knowledge they need to do so. Rapid access to knowledge and information drives the learning agile organization, as defined by Clark and Gottfredson  in In Search of Learning Agility. But what does it mean to have Learning Agility? What does a Learning Agile organization look like?

Imagine being able to get the knowledge you need at the moment you need it. That’s not too much of a stretch today, is it? Think Google Docs, SharePoint, the Internet and intranets. If you want information, it’s out there. You simply need to find it; Google it and you end up with millions of pieces of information to sift and search through. But Learning Agility is not just the ability to find information.

Now imagine being able to find the knowledge you need quickly and easily and then being able to actually apply that new knowledge immediately. What would that look like? Just being able to find information does not make it useful, and certainly does not make it learning. Information only becomes learning when we connect it in our cognitive structures and are able to apply it in context. Google “ADDIE” and you find all kinds of information on instructional design. But will that give you the learning you need to be able to create an instructionally sound course for your target audience?

So how can information be structured and delivered so that it quickly becomes learning that is relevant in the current context and can be applied in a threat, crises or opportunity that arises?  Well, now, that’s Learning Agility.

Technology provides us with so many ways to move toward learning agility. Think “blended learning,” but grown up to include access to knowledge in more ways than just online and classroom. Wikis, discussion forums, online courseware, blogs, chats, social networks… the list can go on and on. Technologies provide the forums we need to be able to share knowledge and access learning at the point of need.

Learning agile organizations understand this need, and provide a new model for developing and delivering learning to their employees, using all of the technologies available to them.  They see learning not as a onetime event, or even as ongoing events, but as adaptive, collaborative, ongoing, and part of the daily activities of any employee. Learning Agile organizations use all tools available to share, collaborate, and learn whenever and wherever, all the time. And Learning Agile organizations value the ability to adapt at the point of need.

Is your organization moving toward Learning Agility?

Reference:
Clark, T. & Gottfredson, C. (2008). In Search of Learning Agility.  TRClark, Inc.

Topics: Performance Improvement, Learning Theory, Learning Agility, Change Management, Organizational Change, Organizational Learning, Agility

Mobile Learning is SO 10 Minutes Ago…

Posted by Rich Mesch on Jun 7, 2011 3:41:00 AM

by Rich Mesch

describe the imageImagine going out and buying a shiny new sports car. Now imagine hitching up a horse to it, and having the horse drag your car to work every day.

Sound crazy? Sure it does. So why are people still using mobile devices to deliver e-learning courses?

Years ago, Nicholas Negroponte insisted that in the not-too-distant future, we would all be wearing our computers. He was envisioning complex eyepieces and finger sensors with wires running up your sleeves. He had the right idea but the wrong form factor; he didn’t foresee that we’d be carrying our computers in our pockets and calling them “phones.”

Mobile learning is on everybody’s to-do list, and why not? Who wouldn’t want learning that could follow an employee no matter where she went? But like so many emerging technologies, we need to look past the gloss of the possible to the reality of the useful. Today’s smart phones have nearly as many capabilities as our desktop computers, but that doesn’t mean we use them the same way. And when we try to deliver learning to a mobile device the same way we deliver it to a desktop computer, we miss the point of having a mobile device to begin with.

When it became clear mobile learning was a reality, the first thing many organizations did was look at “re-chunking” their current content. If something made sense as a 30-minute e-learning program, they reasoned, it could be broken down cleanly into, say, 5 bite-sized e-learning programs for a mobile device. There’s a bit of tortured logic going on there; if something is brief and bite-sized, people will be happy to use it on their phones. And while there’s some truth to that, it misses the point. Mobile applications aren’t just about brevity, they’re about applicability. People “learn” from their mobile devices all the time, they just don’t call it training. Whether they’re pulling sports scores, GPS-ing the next leg of their trip, or sending some quick texts, people use their mobile devices to gain knowledge. So as learning professionals, why would we think they should get little e-learning courses? Why not leverage the methods they’re already using?

The re-chunking people weren’t really wrong, they just sort of missed the point. Rather than creating mini-courses for mobile devices, we need to design learning for each venue in a method that fits it best. People tend to use mobile devices:

  • In short intense bursts
  • When they need information right away
  • In down-time, such as between appointments
  • To retrieve information that may not be at their fingertips, or
  • To get information that may be so current or time-sensitive, there’s no other way to get it other than right now

So when we look at how our audience performs, we need to ask not what can we teach people on a mobile device, but rather how can we use mobile devices to provide information to help them perform better.

Topics: Emerging Technologies, Performance Improvement, Mobile Performance, Innovation Strategy, Informal Learning

Teaching Non-Linear Instructional Design for Mobile Learning and Performance Support

Posted by Reni Gorman on May 4, 2011 6:44:00 AM

by Reni Gorman


escher stairs
We all intuitively think in a linear fashion because the brain can only really focus on one thing at a time, then another, and another. Therefore, even when we think we are jumping around in our thoughts, we are still thinking one thing after another. Perhaps as a result of this, many of us also write in a linear fashion. Therefore, it is not surprising that many instructional designers create course content linearly; it is difficult to think of a course or a story any other way.. However, when people use newer technologies, they tend to be very non-linear, be it surfing the web, using mobile devices or (especially) performance support systems. You never know where learners are coming from when they land on your web page—or your module. You also don’t know how much they already know. So, how do you to anticipate all of this when creating content, and, ideally, create content that addresses multiple learner types who arrive there from any place without any pre-existing knowledge?

When the web first went commercial (.com), I teamed up online magazine web producers with instructional designers and together they were able to create very interactive, instructionally sound, non-linear content. However, that was in the 90s, the stone age of interactive technology. In today’s world, we need to run as lean as we can. So let me share some of the techniques that worked for me when teaching how to design non-linear content; which, remember, is totally counterintuitive to what many instructional designers have been doing for years.

Ask your instructional designers to create a storyboard with modules that are truly context independent (in other words, that can be accessed from any path with any existing knowledge and will still make sense). Tell them to try to create the smallest possible modules; think online magazine publishing: one article is usually one page. Once they come back with their storyboards, pull out a module from the middle and see if it makes sense out of context. Does it indicate where you can go to “backtrack” and catch up?  What would happen if a learner would go into just this piece of content without the benefit of the previous content? Then, think about modifying the content in a way that makes it easy for anyone with links to go backwards in the content for explanation (if needed), and links to get more deep/advanced. This is commonly referred to as a layered design—once again, very non-linear. You will not know who the learner is when you design; she may be the target audience or a manager of the target audience or an assistant. No matter who the learner is, the content should make sense, and guide the learner to other content where they can catch up or explore further.

You also need to consider “neutralizing the language” as regards your audience. Don’t use terms like: “As the manager, you will…” In a good performance support system, it should not matter who the person is, the content should guide you and focus on the task you are trying to perform (or the information you are trying to learn) regardless of who you are I like to refer to this as designing object oriented content. Yes, learning objects (remember those?). It may be an old term but it is still relevant-- in fact more relevant than ever, since mobile devices require smaller and smaller chunks of context-independent content.

Another tip is to watch for and remove is verbiage like “In a previous module, you learned...” When your audience is accessing content non-linearly, you don’t know what they have previously learned. Consider using phrases like “For more information” or “To learn more.”

We’re all obsessed with interactivity, but interactivity is not nearly as relevant in performance support. If I need help on the job, a good checklist is worth much more than an interactive game, because a good checklist is “just in time.” In a good mobile performance support system we no longer need an intro with course objectives, but we do need to introduce the material. How do we do it from a performance support perspective? Learning objectives do not really teach anything—they tell what you will learn but you don’t learn from them. In performance support there is not much room for them—each learning object/page should teach you something. Take the user’s perspective and focus on the WIIFM: What’s In It For Me? For example: “You should use this tool, Mr. Investment Banker,  because hedge funds have changed over the last year and the new information will impact your business.

Finally, instructional designers should consider all the ways this content could be used:
    • in a linear e-learning course (don’t worry, linear hasn’t gone away completely)
    • as a quick tip list in a performance support environment
    • In an audio format, perhaps as a list of “what to say” to the customer. It may be better in audio to hear voice inflection; for example, a sales representative can listen to it with a hands-free device on the way to a client meeting.
Many of us are used to designing linear content, and linear design is a hard habit to break.. But it’s useful to step back and think about the possibilities. Invite others to brainstorm, share designs and content so you are not just looking at your own, as that is harder to critique, and guide each other to realizations through the art of inquiry.

Creating valuable, snippets of information that contain one concise piece of transferrable knowledge will make content so much more effective in the business world where people do not always have time for extensive classroom training, or even sitting through a long online learning course. They want to go right to the information that they need and that may mean jumping around and reviewing the content out of sequence. Creating snippets of content is also the key to the age old dream all content creators have of authoring once and reusing in many ways. Happy authoring!
The Mobile Learning rEvolution

Topics: Emerging Technologies, Performance Improvement, Learning Theory, Mobile Performance

Teaching Problem Solving

Posted by Reni Gorman on Mar 14, 2011 10:32:00 AM

by Reni Gorman

multi-colored squares on a puzzle cubeWhat is Problem Solving?

Whenever a living creature has a goal but doesn’t know how to accomplish it, they engage in problem solving. (Holyoak & Morrison, 2005) Problem solving is considered the most complex of all intellectual functions, as a higher-order cognitive process that requires activation and control of more routine or fundamental skills in order to solve the problem at hand. (Goldstein & Levin, 1987) There are a number of methods for problem solving, including:

Difference reduction, in which we keep reducing the distance between the current state and the goal step by step;

Means-end analysis, where we work backwards from end goal and set sub goals; and

Analogy strategy, where we find similar problems we have solved with pervious strategies and try those same strategies on the new problem.


This is just a basic list; there are many other problem-solving methodolgies. So, how can we set up our learners to succeed?

Conditions under which Learners might Demonstrate Good Problem Solving

Gestalt psychologists have outlined a number of features that make problem solving more difficult, they are as follows: (Holyoak & Morrison, 2005)

Groupingwhen all elements needed to solve the problem are not grouped, but rather scattered. Problem-solving becomes easier if all elements to solve a problem are grouped.
 

Distraction, think of distracters used when testing learners, the more there are the harder it is to solve the problem.
 

Functional fixedness, when solving the problem requires that something be used for something other than what it was made for. Using a bunch of pieces of cloth to tie together to form a rope latter is not as intuitive as if rope was just lying around.
 

Set effect, if we always use a certain method to solve a problem and suddenly that does not work, we have to unlearn the previously learned solution and it is harder than starting from scratch without the set effect.

Based on the list above, if we offer learners a problem where:

  • All the elements needed to solve the problem are grouped,
  • There are no distractions
  • All objects used to solve the problem are used the way they were intended, and
  • The learners will not be reminded of previously experienced, typical problem solving strategies because the problem is so unique

We will have created a condition where the learners will most likely demonstrate good problem solving. However, this approach may not be appropriate for everyone. This approach may only be appropriate for teaching beginners; perhaps advanced learners need just the opposite to challenge them.

Conditions under which Learners might have Difficulty with Problem Solving
In order to challenge more experienced learners, we can do just the opposite: make the conditions under which learners solve the problem more difficult. We can make sure all the elements needed to solve the problem are scattered and not grouped, there are several distractions, all objects used to solve the problem are used in a different way from the way they were intended or are used every day, and we can design the problem so it superficially looks like a very easy problem that would invoke memories of previous strategies, when in fact it is not and will need new strategies.

Setting up a problem in this manner would surely stretch the knowledge and skills of any good problem solver. The goal, of course, is making them a great problem solver.


Resources

Goldstein F. C., & Levin H. S. (1987). Disorders of reasoning and problem-solving ability. In M. Meier, A. Benton, & L. Diller (Eds.), Neuropsychological rehabilitation. London: Taylor & Francis Group. Retrieved July 7, 2008 from Wikipedia, the free encyclopedia.

Holyoak, K.J. & Morrison, R.G. (2005). The Cambridge Handbook of Thinking and Reasoning. New York: Cambridge University Press

Topics: Performance Improvement, Learning Theory, Change Management, Coaching, Leadership, Organizational Learning

Challenges and Ideas for Teaching Experts: Dual Process Reasoning Theory

Posted by Reni Gorman on Feb 4, 2011 4:54:00 AM

by Reni Gorman


I have been doing training for 20+ years now and the audience that gives me the most pain in terms of designing instruction is an audience of experts. Why? Well because experts “know everything”--even if they don’t. That means they are often trying to align new knowledge into categories they already understand. The response to the content you’re teaching is often “Oh, yeah, that is just like…” and they bring up things that they can relate to in their own expert fields. Instructional designers are often encouraged to teach people with examples that learners can relate to—but is this true with experts as well? If experts try to relate everything (or most things) to other things they know, what happens if they get it wrong? Then their brains have just encoded information in an incorrect way—which is not easy to change. It also makes me wonder, maybe this is true for all of us, not just experts. It is just that experts are vocal about it. We know as learning designers that misperceptions have to be uncovered and dealt with upfront before learning can happen in the “right way.” So what can we do?

Well, dual process reasoning theory indicates that two systems collide when it comes to reasoning of any kind. (Holyoak & Morrison, 2005) System 1 is our evolutionary system reflecting a collection of innate modules. Think of this as our instincts; they are so fast and automatic that they do not even register in our consciousness until after the reaction. Kind of like when people jump to very quick conclusions about what they know.

System 2 is our intellect, our cognition; it is slow as we think things over and reason about the problem at hand. When we get brand new information that we can’t relate to anything we already know, we actually have to think it through as we learn it; that when we use System 2. After we think it through we may well find something we can relate the new information to—but the point is, we have thought it through instead of jumping to conclusions.

Can we create conditions to which System 1 cannot react? Can we set learners up to have to reason and think things through? Maybe we should try. How? Perhaps by giving learners a problem with which they are not familiar with at all. Try it and let me know how you make out!

Resources:

Holyoak, K.J. & Morrison, R.G. (2005). The Cambridge Handbook of Thinking and Reasoning. New York: Cambridge University Press.

Topics: Performance Improvement, Learning Theory, Cognition

Virtual Immersive Environments: From Theory to Practice, Part 6: It's a Poor Craftsman Who Blames His Tools

Posted by Rich Mesch on Dec 14, 2010 9:54:00 AM

 by Rich Mesch

I’ve been a musician for most of my life, and over the last several years I’ve focused my energy on the mandolin. The mandolin is a diabolically complex little instrument, and I became fascinated with the way they were constructed. So, perhaps ill-advisedly, I purchased a mandolin kit and set about building one myself. Initially, I thought it turned out rather well, looking like this:


And I kept feeling that way until I played it. The tone was not unlike a cat battling a raccoon in a submarine. I was crestfallen; I had used the same tools and the same materials as the pros, and it looked pretty good. Why wouldn’t it sing? 

So what does this have to do with VIEs? Simply this: producing great results means having more than the right tools—it means having the right skills. I have seen too many organizations go through an arduous process in selecting their VIE platform, only to have the whole effort fall flat when the platform fails to magically change everybody’s lives. I wouldn’t expect to go to Home Depot and buy some wood and tools and come home and magically be a great cabinet-maker. I would expect to spend some time honing my skills—or, failing that, hiring someone who already had great skills to do the building for me.

The rules of instructional design don’t change because we’re working in a virtual environment—they may expand, but they don’t change. Poor tools may sabotage great design, but poor design can’t be overcome by great tools. If you need some ideas on great design, I’ll make my 50th recommendation of Karl Kapp and Tony O’Driscoll’s wonderful book, Learning in 3D. Or feel free to read the other entries in this series.

I’m using VIEs to make this point, but really, the point is pretty universal. Great technology doesn’t create great design; great designers create great design. But great technology makes great design really sing. If you have both, you have magic.

Topics: Emerging Technologies, Virtual Worlds, Series, Performance Improvement, Learning in 3D