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The Science Behind Learning: Cognitive Tips and How Tos for Corporate Training

Posted by Reni Gorman on Feb 28, 2010 11:01:00 AM

by Reni Gorman

(Links to other articles in this series: 1 2 3 4 5 6)


Tip #1: Highlight the underlying core concepts. Explain what each concept is and why it is important (the meaning behind it).

Cognitive learning theory focuses on learning with understanding (as opposed to memorizing fact) by teaching the underlying concepts and meanings--and thereby increasing the depth of processing.

Learning with understanding means we understand the underlying core concepts, the meaning behind the facts. Not just knowing the “what” but also understanding the “why.” Once we have a deep understanding of what we are learning, we can relate it to or transfer it to something else. (Bransford et al., 2000) Learning with understanding is critical because: “…‘usable knowledge’ is not the same as a mere list of disconnected facts. Experts’ knowledge is connected and organized around important concepts; it is ‘conditionalized’ to specify the contexts in which it is applicable; it supports understanding and transfer (to other contexts) rather than only the ability to remember.” (p. 9)

Learning with understanding necessitates paying attention to the meaning. The depth of processing theory states that information processed at a deeper level of analysis improves memory for that information. This contradicts earlier ideas that meaningless memorization and rehearsal improves memory. (Anderson, 2000)

Anderson (2000) explains that we may remember details initially, but although we may quickly forget the details, we will remember the meaning a lot longer. Meaning-based representations are best encoded and, therefore, best remembered. Therefore insuring students understand the core concepts and meanings is the only way to successfully teach them. In a study by Davidson (1994) on how well people remember stories and what parts they remember most, even though short term people remembered irrelevant and interruptive atypical actions, long term, their memories of the basic story was what remained.

How (Application):

  1. Extract and list all core concepts. Review what you plan to teach and extract the core concepts. If you find yourself getting entangled in the details, ask yourself why each detail is important. What is the underlying reason that makes that detail important? Trace back all details you think are important until you find the set of core concept underneath.
     
  2. Prepare a brief explanation for the “big picture” of how all these core concepts work together in a conceptual framework. This explanation will be your course overview. The conceptual framework will be your high level outline.
     
  3. Prepare main points for each core concept that explain “what” the core concept is and “why” it is important. Keep main points brief – limit to one paragraph.

 

References:

Anderson, J. R. (2000). Cognitive Psychology and Its Implications: Fifth Edition. New York, N.Y.: Worth Publishers.

Bransford, J. D., Brown, A. L., & Cocking, R. R. (2000). How People Learn: Brain, Mind, Experience, and School. Washington, D.C.: National Academy Press.

Davidson, D. (1994). Recognition and Recall of Irrelevant and Interruptive Atypical Actions in Script-Based Stories. Journal of Memory and Language, 33, 757-775.

Topics: Series, Performance Improvement, Learning Theory, Organizational Learning, Cognition

Virtually There: The Top Ten Best Practices for Implementing Virtual Worlds

Posted by Rich Mesch on Feb 23, 2010 2:10:00 AM

by Rich Mesch 


I’m hoping you’ll join me on March 24, 2010 at the eLearning Guild’s Learning Solutions Conference in Orlando, FL. Besides the obvious draws of warm weather and Disney frolics, you can stop by and hear my presentation, Virtually There: The Top Ten Best Practices for Implementing Virtual Worlds. With Virtual Worlds still being a comparatively new approach, we’re still defining how to get the most impact with them. I’m hoping my session will help people who are just getting up to speed on Virtual Immersive Environments (VIEs), as well as those who may have tried a few things.

I wanted to use some blogspace to share the best practices. Today’s focus is on number 5, “Redefine the word ‘content.’” Simply put, “content” means something different in VIEs then it does in more

traditional learning approaches. Without redefining what we mean by content, we run the risk of creating virtual experiences that are not engaging, or do not take advantage of the robust environment. As Kapp & O’Driscoll observe, “In the past, content was king; today context is the kingdom.” Content is still critical; however, in VIEs we have a fantastic opportunity to redefine what we call content.

The first step is to get out of the trap of “Content = Course.” Yes, you can bring courses into VIEs; however, recreating the classroom in a Virtual World is one of the least compelling ways to use a 3D collaborative environment. How about these other options:

 

  • A talk show (to see how well the talk show format can work, watch some of the videos at http://www.metanomics.net/)
  • A live speaker
  • A scavenger hunt (try building teams to increase the collaboration); not only is this approach engaging, it really takes advantage of the ability to explore in three dimensions
  • A simulation; while most VIEs allow you to program avatars to create simulation experiences, it’s even easier if you have real people play the simulation characters; your start-up investment is minimal
  • A collaborative activity, such as building something, exploring together, or reviewing data in 3D
  • Product demos; create a 3D version of your product and let people walk around it, on top of it, or inside it

Most importantly, don’t forget the social aspect of VIEs. In simplest terms, providing a social space such as a café or a lounge near your learning space will encourage your learners to chat and engage in informal learning. If that’s not social enough for you, consider having a purely social event that precedes or follows your learning event. VIEs support social interaction really well; why not take advantage of it?

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

Virtual Immersive Environments: From Theory to Practice, Part 2: A Matter of Life and Death

Posted by Rich Mesch on Feb 15, 2010 4:01:00 PM

by Rich Mesch

[This is part 2 of series that started here. I met Dr. Glynn Cavin at this year’s ASTD TechKnowledge conference. He shared with me some of the work he is doing using Virtual Immersive Environments, and was good enough to allow me to interview him for this article.—RM]



Is your training a matter of life and death?

For Dr. Glynn Cavin, it is. Glynn is the Director of the Transportation Training and Education Center at Louisiana State University and a PhD in Human Resource Education and Workforce Development. One of his responsibilities is training road maintenance crews in Louisiana. Road crew errors have resulted in thousands of injuries and deaths over the years. How could he turn those numbers around?

A former Air Force Colonel, Glynn spent 24 years in the military. His military experience taught him that he needed to be out there, working side-by-side with the people he was responsible for, and to get to know them.  "It felt like training had two different camps," says Glynn. "There was more sophisticated training for professionals like engineers, but only classroom training for the highway maintenance crews. There's nothing wrong with classrooms, but a lot of the crew members were intimidated by the classroom.  It isn't their natural setting, for many of them it's an environment where they haven't historically been successful, and it isn't really relevant to their job. And then we wonder why they aren't getting it."

As a curious learning professional, Glynn had spent some time in Second Life, and found himself wondering if Virtual Immersive Environments (VIEs) might be an option for him. After all, road crews didn't work in classrooms; they worked out on roads and highways. Although the classroom training provided opportunities for practice, it wasn’t very realistic; there’s a big difference between trying a skill in the classroom versus doing it in the midst of busy traffic, noisy construction, and unpredictable weather. What if learners could practice in a safe environment that replicated many of the auditory, visual, and emotional cues they’d experience in real life?

“There’s no way to experiment or practice in the classroom,” says Glynn. “You learn the basics of work zone safety, and next thing, you’re out in the real work zone with cars whizzing by at 50 miles per hour. At least if you get clipped by a car in the virtual world, the only thing that gets hurt is your feelings.”

“We don't know a lot yet about how people learn virtually,” Glynn adds. “When the virtual world has the same cues as the real world, then those cues should help in the recall process when it's time to subconsciously recall that learning. We are looking to get the ‘Sense of Self’ and the ‘Power of Presence’ that Kapp & O’Driscoll talk about.”

Glynn set out to create a training experiment, where he would compare the effectiveness of blended training using both classroom and a Virtual Immersive Environment with training that used classroom lecture methods exclusively. In order to make his experiment work, Glynn put together a collaborative team, including Marty Altman of the Louisiana Immersive Technology Enterprises (LITE), an incubator for innovative technologies; Dr. Krisanna Machtmes, from the  LSU School of Human Resource Education, and expert of distance learning and statistics; and Mary Leah Coco, a doctoral student at LSU.

The team chose the Unity 3D engine as their platform. “We chose Unity because we could track everything-- where they put their avatar, how long it takes them to do certain tasks,” Glynn notes. “We may use something like Second Life in the future, if it could support our data tracking needs.” To avoid any intimidation involved with using a PC, learners will use a Logitech game controller, similar to an Xbox controller. To further simplify the learning curve, the controller has only a few buttons enabled. While this is technology-based learning, the goal is for the technology to be invisible to the learner.

“In a traditional classroom, when you ask for volunteers, everyone looks at the floor,” Glynn observes. “You may get an extrovert, or the instructor may select someone. Nobody wants to be the one making a mistake; in a VIE, everyone gets a chance to do it, and there's no 'public humiliation'-- nobody knows but you and the instructor. And you get to keep doing it again and again until you get it right.”

The experiment will be held in mid-March. The initial audience will be 200 learners from various parts of the organization. The control group will receive the traditional classroom training, while the treatment group will experience the blended approach. “We’ll have a Beta model for testing by March 1, and then the experimental group by March 15. We will have up to 15 classes with 20 students per class; it’s about a four-hour class. When the students report for training, they will not know which group they are in, or that there even are two different groups. Control and treatment classes will be on different days.”

Effectiveness of the blended learning will be measured in multiple ways:

1. Pre- and post-tests on content

2. Empirical data from use of the virtual environment software (decisions made, reaction time, etc.)

3. A qualitative interview with learners after each class

4. An evaluation of learning retention after 6 months

Actual improvements in road safety will also be tracked; however, with so many variables impacting road safety, the team isn’t convinced that they can make a directly correlation of the results to the training

While the experiment hasn’t been completed yet, the team is already excited about it.  Glynn says, “We think this is a big step forward. In our literature review [on Virtual Immersive Environments], we did not find a lot of empirical data to back up the claims. We hope this will add to that body of knowledge, especially for a diverse workforce. We couldn't find any literature where researchers were using blue collar workers who hadn't been in a school a long time.”

In the end, Glynn thinks this effort will be successful because he knows these learners very well. “There are a lot of naysayers out there who say this won't work because this group doesn't use technology. But if you watch them day-to-day, a lot of them have Smart phones or Wiis or Xboxes. So they may not be comfortable with a PC, they are comfortable with technology.

"This has the potential to be transformational for the adult education community as virtual learning reaches out to those who learn best visually or who may be functionally illiterate.  Virtual learning environments could offer a whole new frontier for educators and developers hoping to reach out to marginalized populations.” 

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

No Such Thing as a Difficult Client: 5 Quick Tips

Posted by Rich Mesch on Jan 31, 2010 7:01:00 AM

  1. Establish common ground. What business-relevant goals do you and your client have in common? Start by acknowledging a shared interest.
  2. Focus on results, not emotion. What are the action steps necessary to accomplish the business and performance results that both you and client can agree upon? Rather than becoming angry or exasperated, simply think about the end result and how to accomplish it. Then, you won’t have time for emotions.
  3. Influence through reciprocity. What might this client want that you can provide? Reciprocity helps you to influence your clients. If they, for example, afford you the time to conduct a thorough needs analysis, you could reciprocate by providing them with the statistics that help them sell their ideas more effectively to their manager.
  4. Inquire and Listen.  Never put words in another person’s mouth.  Ask their thoughts.  Listen to their concerns.
  5. Attune and Facilitate.  Step into the other persons shoes and imagine what it may be like to be in their position.  After you “see from their eyes”, facilitate a problem-solving discussion.  State your understanding of the other’s concerns and move towards a resolution.

Topics: Series, Performance Improvement, Client Management

Relationship Building Tips

Posted by Rich Mesch on Jan 21, 2010 6:30:00 AM



In his book Relationship Economics, David Nour urges us to think strategically about our business relationships. A significant component of that strategy, he says, is for us to know our purpose. As a Performance Consultant, our purpose is to serve our clients as a Strategic Business Partner. But how do we do that if our clients keep labeling us as simply a Learning Support Provider? Here are some ideas.

According to Dana Gaines Robinson, we can become a Strategic Business Partner to our clients by:
    • Gaining Access
    • Building Credibility
    • Fostering Trust
In order to Gain Access to new clients, we can:
    • Develop visibility by offering to serve on corporate initiatives where we will interact with these individuals
    • Ask an existing client or colleague who regards us favorably to provide an introduction to the new client
    • Offer to share our research with this new client in an area that he/she may be interested in—research that has business value
In order to Build Credibility with clients, we can:
    • Demonstrate that we possess knowledge of their business—and more importantly, skills in helping to make their business more successful by developing their employees. We can do so by sharing what we know about the client’s business priorities and describing to the client how partnering with us will help him/her satisfy those priorities. We can sell clients on the value of our skill set and services.
    • Be a good listener. Ask probing questions about projects currently underway or new projects the client envisions in the future. Listen; then, discuss our unique skill set with the client as we offer to assist with new or existing projects. We may also want to share examples of our work with the client.
In order to Foster Trust with clients, we can:
    • Seek clarity and confirmation on the client’s expectations of us, and—at the same time—share our expectations of the client. We can voice our assumptions and have the client voice his or her assumptions as well. We can do so honestly, openly, and frankly.
    • Meet or exceed the client’s expectations. In doing so, we’ll build credibility and foster trust.
    • Get to know the client personally, as well as professionally. Work is one dimension of the client’s life. What matters to the client outside of work? We can take an interest in all facets of the client’s life.
These are just some tactical tips for executing on the strategy to become a Strategic Business Partner to new and existing clients.
Growing Individual Contributors into Effective Leaders

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

Learning in 3D: Bringing Businesses Aboard

Posted by Rich Mesch on Jan 14, 2010 11:36:00 PM

by Rich Mesch



magazine coverI’m an excitable boy; I admit that. I’m so fascinated by the possibilities of new tools and technologies for learning, that I ponder why everybody doesn’t just jump on the bandwagon. And that’s why, when I read Karl and Tony’s book, I naturally gravitated towards the sections about adoption of new technology. Learning in 3D covers a lot of ground, but I appreciate the pragmatism of the authors to consider the inevitable question: now that we’ve established the effectiveness of the approach, how do we actually get people to do this?

I know of one large company that attempted to implement a Virtual Immersive Environment (VIE) strategy—very smart people doing very smart things. But despite that, their first effort was rocky. Why? Well, in brief, because they tried to do everything all at once. The audience had difficulty coming up to speed so quickly (What’s an avatar? Why do I have one? How do I get in the room? How do I sit in this chair? Why can’t I hear the presenter?), got confused, and frustrated. The fact that the software hit some technical snags didn’t help.

The nice thing about the book is that it’s sort of a “Radical’s Handbook”—if you read it carefully, it’s all about overthrowing the status quo and putting a new learning regime in place. Well, okay, that’s a bit extreme; in fact, a lot of what I like about it is that it recommends a sane, rational, structured way to adopting a new approach—the kind that won’t make people run screaming.

So while the book is full of killer content, there are some sections I was naturally drawn to. Barton Pursel’s section on Designing Learning Spaces in VIE is great. It reminds us that any capability or platform is simply a tool; you need great design to create a valuable learning experience. He makes a great point about the affordances of virtual worlds, those qualities that allow users to perform specific actions. Even though virtual worlds are realistic some things (such as travel) are actually much, much simpler—good design leverages those features. In fact, he makes a lot of the same points I used to make about simulation in general: just because you can make the environment just like reality doesn’t mean you should.  You want to focus on those things that create a great experience. As learning professionals, we need to focus on those things that make Virtual Immersive Environments unique, such as:

  • The ability to visualize, move, and explore in 3 dimensions
  • A persistent environment that you can manage and return to
  • The ability to collaborate in real time
  • The ability to create (and co-create) content (at least in some platforms!)
  • The ability to create an avatar that reflects your own persona, and not just what some programmer told you that you could have

Perhaps my favorite sections are the ones on Enterprise Adoption and the aptly named chapter called Rules from Revolutionaries. These sections focus on the biggest challenges ahead of us: if we believe in this stuff, how do we bring it to our stakeholders? How do we get corporations to see this as a business issue, and not just as a cool new toy. The advice here is perhaps the most valuable in the book; implementing VIEs is a business decision, not a learning decision. Ultimately, a lot of people need to be brought to the table. The most successful corporate adoption of VIE capability that I’m aware of followed the recommendations in this section nearly to the letter. Read this section carefully—this stuff works.

Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: Multiple Perspectives

Posted by Rich Mesch on Jan 14, 2010 11:36:00 PM

by Rich Mesch



 I was so excited when Karl Kapp and Tony O’Driscoll invited me  aboard the blog tour, I took the liberty of inviting some friends to  the party. So today, you get 4 for the price of 1, as we have  multiple perspectives on Karl and Tony’s book, Learning in 3D. Joining the conversation today are regular contributors Dr. Dawn  Francis and Sherry Engel, as well as a guest contributor, ace  instructional designer Robin Harmony.

 I’m grateful to Karl and Tony for beginning to define what has  largely been an undefined learning space. Much as Clark Aldrich did  years ago for the crazy-quilt space that was Simulation, Karl and  Tony have begun the process of transforming 3D learning from  “emerging technology” to “learning strategy.” Good, good stuff  and I’m thrilled to be part of the process.

 Click this link to purchase the book at a 20% discount using code L3D1. No financial interest for me or my organization, but why shouldn’t you save some money?

On to the posts!



Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: A Training Manager's View

Posted by Rich Mesch on Jan 14, 2010 11:35:00 PM

If you’re a Learning Manager or Training Manager for a corporation, the following scenario may strike you.

You’re at your desk and the phone rings. The caller says, “I need your help. My employees need training on teamwork. They operate as lone agents and prefer to work in silos. Often, they duplicate efforts and we have a real loss of productivity here. Do you have a course on teamwork? It has to be web-based because we’re too busy and dispersed to meet together in-person.”

Sound familiar? If so, it’s likely that:
    • The caller mistakenly perceives you as an order taker who will satisfy his request through a transactional exchange.
    • The caller mistakenly perceives your learning organization as the Wal-mart for Training Needs.
Neither of these perceptions are good for you, your organization, or the people who work for your organization. These perceptions indicate that others fail to see the strategic value of your role. Perhaps you could persuade them to think differently by sharing some key predictions from a new book by Karl M. Kapp and Tony O’Driscoll entitled Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration.

Kapp and O’Driscoll write about the next generation of the World Wide Web – Web 3.0, which they say is happening now and companies better take heed of this fact. If Web 1.0 had to do with accessing and finding information, and Web 2.0 had to do with sharing, participating, and collaborating in information exchanges, Web 3.0 is different. Web 3Di, as the authors call it, has to with co-creating information socially and outside of the formal, hierarchical structures imposed by organizations. This trend toward decentralized, social production-based ways of knowing stand ready to transform traditional learning paradigms.

So, as a Learning Manager or Training Manager, you may want to learn more about how this “webvolution” will drive innovation and develop human capital. In doing so, you can assist your organization in achieving a competitive advantage in the marketplace. And that, by the way, is certain to shift perceptions and demonstrate the strategic value of the learning function to the organization.

Topics: Emerging Technologies, Virtual Worlds, Series, Performance Improvement

Learning in 3D: Fear of Flying

Posted by Rich Mesch on Jan 14, 2010 11:35:00 PM

by Robin Harmony

The first time I entered a virtual immersive environment (VIE), I was startled by flying people! My reaction? Wow…I can fly in here? That’s cool, but what happens if I bump into someone while in the air? Will I fall? Why are people flying?

My immersion was immediate. I didn’t have to think about it. My questions were all about me. If I fly, where can I go? What can I do? How do I learn to fly? My new environment drew me in and I wanted to know more about what was going on around me.

The chapter, Escaping Flatland, in Karl Kapp and Tony O’Driscoll’s new book, Learning in 3D, speaks to how immersion in a 3D learning environment (3DLE) works:

When immersed in a 3D environment, a person is cognitively encoding the sounds, sights, and spatial relationships of the environment and is behaviorally engaged. The person becomes emotionally involved and behaves and acts as he or she would in the actual situation. When this happens, it allows the learner to more effectively encode the learning for future recall and provides the cues needed to apply the experience from the 3D world to actual on—the—job performance. In short, 3DLEs are the ultimate “learning by doing” platform. They can provide a “fun” environment for working together, as well as an environment filled with stress and surprises. 3DLEs can mimic the actual work situation and cause real physical reactions from participant such as increased heartbeat, laughter, and perspiration.

While 3DLEs are not yet mainstream in business, they do offer new and engaging ways for learning and practicing skills, and to improve learner retention. As performance improvement professionals, we can look for ways to leverage 3DLEs to improve learning results, collaboration, and social networking. Learning in 3D is a good read to get you thinking about these possibilities

The evolution won’t happen overnight. We’ll have to find ways to persuade organizations to take the leap from Flatland to 3D. And, we’ll have to explore ways to help non-gamers (like me) to overcome their apprehension of virtual immersive environments and flying colleagues.

Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: Measuring the Impact

Posted by Rich Mesch on Jan 14, 2010 11:34:00 PM

by Sherry Engel

As most of my colleagues know, evaluation and metrics is a topic I love to discuss and debate. So when chatting with author Karl Kapp about Learning in 3D, our conversation immediately went to how evaluation may differ with Learning in 3D. Let’s take a look at a few of the things we discussed.

Level 1 – “Smiley sheets” provide input on many of the reactions of the learners. I’d like to examine just one aspect….learner’s confidence in applying the skills after participating in the learning event. My initial reaction is that learners should have a higher level of confidence after participating in a 3D learning experience than if they participated in a 2D learning experience.  Interesting enough, Karl and I had a great discussion about a study that was done on learners in a 2D environment vs. 3D environment and their confidence level related to applying the skills after completing the learning.  Which audience do you think was more confident? Well, to my surprise, it was the learners in the 2D environment. I sat back and began analyzing why this may be the case. As Robin’s previous blog indicated (and quoted from Karl and Tony’s book), when learning in a 3D environment, “The person becomes emotionally involved and behaves and acts as he or she would in the actual situation.”  Think back to your past learning experiences. Are you more confident in the classroom or once on the job? Since learning in 3D provides that emotional connection, as it would on the job, learners are more apt to experience the feelings of self-doubt during learning. Is that a bad thing though? Wouldn’t you rather those feelings occur during learning rather than once on the job?

Level 2 - Learning can be measured in so many ways, however, too often we approach Level 2’s with simple “true/false, multiple choice” tests. Is that type of evaluation conducive to a 3D environment? Karl and I had a great discussion on this one as well. He shared a story with me about an individual that compared test scores from students that participated in a 2D learning environment and those that participated in a 3D learning environment. Which do you think were higher? Don’t let this one shock you…but it was the scores from the 2D environment. We began to discuss why that might occur. Well, as typical with most organizations, this organization did their level 2 testing with a simple “true/false, multiple choice” test. What type of learning does that test? In most cases its factual/knowledge-based learning. I’d like to challenge this organization to change up their evaluation to test application of behaviors in the learning environment. I’ll bet you see the students from the 3D environment testing better on that one!

Level 3 – As you know Level 3 is all about measuring application of behaviors on the job. I’m not going to go into great detail about this one, but naturally, the more we can replicate in the learning the actual environment in which the learner will be applying the skills, the higher chance of success for transfer of this behavior on the job.

Level 4 – Well, with level 4, it’s all about alignment to the business goals and objectives. Karl and Tony’s book nicely captures how learning in 3D isn’t just about the technology but how we can meet specific business needs with this type of learning environment. As with any type of learning--classroom, e-learning, simulation, 3D--upfront analysis of the performance that will be impacted and how that aligns to company business goals and objectives is crucial for true business impact to occur.

Topics: Emerging Technologies, Virtual Worlds, Series, Performance Improvement