Designing Learning Technologies to Impact Behavioral Change

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Posted on 9th March 2010 by admin in Cognitive Science |Instructional Strategies

In an earlier post I discussed the question, “can e-learning change behavior?” The answer is yes, when designed correctly. Let’s expand that out a bit to all learning technologies and ask the question, “how do we design our learning technologies to increase the probability that behavioral change will occur?” Dr. Ruth Clark and Dr. Michael Allen have provided us with excellent practical ways to apply learning theory to the design of asynchronous self paced e-learning. For example, Dr. Michael Allen provides several design strategies to improve learning motivation. (Allen, 2003). Clark and Mayer (2008) provide practical design guidelines for increasing learner retention. Skinner provided us with the fundamental principles of external stimuli and it’s impact on behavior and created the first cognitive technology tool referred to as the teaching machine. Skinner’s teaching machine provided quizzing with immediate feedback which is the principle employed in most e-learning courses today. The scene in this video below was a future vision to the use of computers in the classroom to facilitate self-paced learning.

Triadic Reciprocal Determinism (Bandura, 1986)

For this article I would like to take a look at Bandura’s (1986) model for explaining behavior and consider how this model should influence the design of learning technologies, not just asynchronous self paced e-learning alone. Bandura (1986) developed a model that combines two competing models. Researchers and philosophers going back to Plato, have argued as to whether our actions are directly influenced by the internal person, our thoughts, emotions, and our soul as oppossed to Skinner who felt that our behaviors are primarily influenced by our external environment. “Triadic reciprocal determinism” suggests that both the internal and the external influence our actions or our behaviors. In addition, each side of the triad influences the other.

What this model suggests is that our internal self, (e.g. our personality traits, preferences, cognitive abilities, emotional intelligence) not only impact our actions but they also impact the environment. The environment includes spaces, objects and social networks. In turn, not only does the external environment influence our actions or behaviors but it also impacts our internal self. We learn from both our social networks and from the things in our external environment.

Some Real Life Examples

Let’s consider the action of purchasing a home. What influences behaviors in home purchases? The few things that come to my mind are, good schools, a quiet neighborhood, and proximity to family, friends and employment. My personality traits as well as my cognitive abilities influence these decisions. Someone else might prefer a warm climate or a lake side view. Listening to one of my favorite radio shows yesterday, “Car Talk”, a woman explained that she has just purchased 12 acres of rain forest in Panama and planned to build a home there with her children. That decision is a behavioral action that was clearly influenced by her personality, cognitive abilities, and by the environment itself.

How do behaviors reciprocally  influence the environment? In a former job I traveled on business to Mexico. I love to return to this one old town about 3 hours north of Mexico City, called Querétaro. I love the old historical city. On a return trip to Querétaro I was shocked to see on the drive from the airport to my hotel, a Walmart. The environment had changed because of purchasing behaviors of the people. That’s an over simplification of how retail stores pop up but you get the point. I am sure that you can consider many examples of how your home town has changed over time as a result of the changing behaviors in your community. Both Chicago and New York City have changed for the better over the past 20 years as a result of changing the environment. When streets were cleaned, buildings repaired, criminals arrested, behaviors change and personalities even change. People are happier.

Impact on Design

How should triadic reciprocal determinism influence the design of learning technologies? First, we should add to our language the term “learning environments.” What are we doing as learning and knowledge management professionals to take the learning environment into consideration? I am going to guess, that for many of you, the first thing that came into your mind was a corporate training facility. How has the corporate training room changed over the years? You know the answer. It has hardly changed in a century. The students sit in chairs either in rows or in a circle and look forward at a facilitator presenting at a white board, or a chalk board in our academic institutions.

If we consider environment (E) as a variable in the behavioral equation, how is learning impacted by keeping this variable constant? Now consider learning management systems. Do you have the picture in your mind? It is a lesson plan or syllabus posted on the web. That’s all it is. Rather then a paper based syllabus, we now have a web based syllabus. We are keeping the environment (E) constant. However, social systems like other systems will adapt on their own in order to reach equilibrium. If the environment (E) remains constant while the person (P) is changing, then the person will seek out ways to change the environment. We buy books on our own, not included in the syllabus. We decorate our office or cubicle (don’t get me started on this ridiculous technology) to conform to our personality. We use tools like Google and Wikipedia to customize our information search. We join formal and informal social networks to expand our ability to engage in dialogue and seek out expert advice. And we blog and contribute to wikis to exercise our minds and contribute to the body of knowledge in our new global environment.

As a result, what we should be considering is how can we as learning professionals, assist our learners to create an environment that is as flexible and changing as a person’s actions, in addition to their cognitive and emotional development. We need to take ourselves out of the old mental model of the classroom and the linear syllabus and start to create learning environments that allow for ongoing change. We need to merge social networks with learning objects while still providing guidance through coaching, mentoring and instructional design. I am not an extremist on this topic. We still need well designed learning objectives aligned with organizational objectives. Learner guidance is needed for the novice. However as the learner moves towards competence, their environment should change as they change.

Here’s one very practical thing you can do. Rather then design your curricula down to the specific task, take it up a level to a competency. Help people make the connection between the competency and the task but allow people to expand their learning to adjust to their unique environments and individual cognitive and emotional intelligence levels. For example, rather then teach a step by step tasks for writing a business proposal, teach the competency of how to design a business proposal based on best practices. Then allow people to apply the learning in their own way. What I am suggesting is a merging of behaviorism and constructivism. That sounds like a good title for my next blog entry.

References

Allen, M. W. (2003). Michael Allen’s guide to e-learning building interactive, fun, and effective learning programs for any company. New York: John Wiley.

Bandura, A. (1986). Social foundations of thought and action a social cognitive theory. Englewood Cliffs, N.J: Prentice-Hall.

Clark, R. C., & Mayer, R. E. (2008). E-learning and the science of instruction proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: Pfeiffer.

Selecting Authoring Tools Begins with a Design Strategy

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Posted on 26th February 2010 by admin in Instructional Strategies |eLearning Development

In a recent discussion board, a reader asked the question, “How do I select the right e-learning authoring tool?” Several answers were posted which I suspect caused the person posting the question a great deal of confusion because it is obvious that there is little agreement on which is the best tool to work with. However, it’s not just the tool but how you plan to use it. All too often people start developing before they formulate a design strategy.

Effective e-learning courses require good design. That’s were most people fail in their pursuit for the design of effective online learning applications. When I refer to good design, I am not referring to the artistic layout, although that is important as well. However, aesthetics is not as important as good instructional and cognitive design. We are developing learning applications which mean that they profess to support learning. So why am I beginning with the topic of good design when the title is about selecting the right tools? For anyone that likes to work around the house or on your automobile, you probably have a collection of tools. You know that you need the right tool to match your project. So it goes with the selection of an e-learning development tool. You need to first know what you are designing and what you want for the outcomes. So if you want your learners to be motivated learners, retain the learning, and change at least one behavior on the job then you need to seriously consider both the tool you select and how you use it.

The science of motivation, learning and behavioral change is not trivial. There are mountains of research on all three of these topics. Dr. Michael Allen (2003) has done an excellent job of bringing the research and practice into everyday language in his books on e-learning design. I highly recommend them. Dr. David Merrill (2009) on the other hand has clearly demonstrated that motivation alone is not sufficient. You can have a very motivated learner but if that learner enters a boring online learning application, all the motivation in the world is not going to promote learning. Dr. Ruth Clark and Richard Mayer have contributed much to the design of online learning providing the industry with practical ways to improve learning. For example, according to cognitive load theory your audio narration should never read onscreen text (Clark & Mayer, 2008). So I am going to assume that you have read the research and the industry best practices and you want a tool that will allow you to create courses that will promote learning and behavioral change.

There are different categories of tools on the market today. I am going to break down each category for you. By the way I have used various examples of the tools in these categories over the past 15 years. So what I am writing in this post is based on personal experience as an e-learning developer and manager of an e-learning development team. All of these tools will output a package that you could post to a learning management system.

  • Authoring tools with built in scripting languages
  • PowerPoint conversion tools
  • Screen capture tools
  • Template based tools
  • Graphics tools with programming languages

Authoring Tools with Built in Scripting Languages

This is oldest category of tools used to develop computer based learning applications. These began to emerge in the mid-80s with Hypercard on the Macintosh and Toolbook on the early Windows based PC. The basic premise for these tools is that you can create an learning application without the need for knowing complex programming. In the early days computer based training was developed with a standard programming language like C++ or Visual Basic. Then when the internet emerged, people built courses in HTML, Javascript, Java and XML. Some people still built learning applications from scratch like this. However, the instructional designer, trainer or teacher, wanting to develop an online learning application will likely not have the programming skills needed to work directly with programming languages.

These tools generally provide a very similar metaphor of the book, chapter, and page design. They provide reusable objects to insert media and quizzing. However the problem is the book metaphor used in these tools. This metaphor influences bad behaviors for developing “page turners.” Drucker (1993) refers this as simply doing “old things better”. We are taking a common metaphor of a text book and lecture and doing it a little bit better. In order to make these tools really deliver on instructional design you need to learn the built in scripting languages. Some of them use standard languages like C or Javascript and others have created their very own scripting language. If you are not a programmer or web developer, you will be very limited in what you are able to do.

PowerPoint Conversion Tools

These types of tools have been become very popular very quickly. This is understandable because everyone knows how to use PowerPoint, sort of. Not everyone knows how to use PowerPoint correctly. We have all sat through slide presentation with images and text so dense that you can’t even read it. The presenter reads from the slide. Wake me when it’s over. So what many people are doing now, is taking these dreadfully boring slide decks, narrating them and putting quizzes at the end and calling them e-learning. This is just wrong. Again we are doing old things just a little bit better by making it available just in time to the masses. If you read the research on good design, you can use these tools to create engaging learning but you will not use PowerPoint in the same way that you would use it to present to a live audience. I do not like these tools because they are going to cause a flood of really bad e-learning to hit the networks very rapidly. Trainers love them because they can become e-learning developers virtually over night. However, they need to be told my someone that if you do not take design into account you will not get the desired learning outcomes.

Screen Capture Tools

These tools are also quite popular and I recommend having one in you toolbox. The ability to quickly take screen shots of an application and turn it into a linear step-by-step or branching interaction is a very powerful to have. These tools normally allow you to export to a SWF (Flash) format which you can in turn place into other development tools. Some of these tools even come with quizzing now and can be exported as a stand-alone learning application ready to be deployed to your LMS, as is. Get yourself one of these.

Template Based Tools

These are great for rapid development and truly require no programming skills at all. They don’t even require layout skills because the tool takes your content and places into a pre-configured design layout. These are great for in-house development teams. Most of the self-contained authoring tools have templates. However, now there are online hosted template based development tools which I highly recommend for small in-house development teams. They are very inexpensive and in some cases are free. Nothing is free of course. The companies that offer online development tools for free want to sell you their design skills. The tool that I like best in this category allows you to take the templates and revise them yourself or in partnership with a Flash developer.

Graphics Tools with Programming Language

Ok, there is only one tool that fits into this category, Adobe Flash. You might be able to put some of the 3D technologies like Maya and 3D Unity into this category but 3D development is still relatively young. Adobe Flash has changed the way websites are developed. It combines tools for the graphic artist with tools for the programmer. The latest version of the Flash programming language is object oriented and allows for very rich development. Any e-learning vendor that is not using Flash is not a vendor you want to do business with. This is truly the standard tool for professional online e-learning development. However, this is a professional tool. This requires advanced skills in graphic arts and programming to use. Adobe Flash even comes packaged with quizzing templates and an LMS packaging tool.

So what’s my recommendation?

Well, I rather not advertise for specific vendor solutions on my blog. I will say this. First read the research on design strategies. If you can afford it, invite an expert from the field of instructional technology to come and speak to you, or attend a conference on learning with an e-learning track. Once  you have your learning strategy, which I hope includes: improving motivation to learn, increasing learner retention and changing behaviors, you will ready to select your development tools. I recommend: a hosted template based authoring tool, a screen capture tool and either one in-house Flash developer or a partnership with a vendor with high end Flash competencies.

References

Allen, M. W. (2003). Michael Allen’s guide to e-learning building interactive, fun, and effective learning programs for any company. New York: John Wiley.

Clark, R. C., & Mayer, R. E. (2008). E-learning and the science of instruction proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: Pfeiffer.

Drucker, P. F. (1993). Post capitalist society. New York: HarperBusiness.

Merrill, M. D. (2009). Finding e3 (effective, efficient and engaging) Instruction. Educational Technology, 49(3), 15-26

The ol’ question again … Can online learning change behaviors?

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Posted on 22nd February 2010 by admin in Cognitive Science |Instructional Strategies

I must have answered this question a  million times but when presented with the question today I drew a blank. The argument goes something like this. In order to get true behavioral change, you have to engage your learners in a live classroom with live people and live instructors. Help me to understand how online self-paced learning can impact behaviors in the same way that live classroom instruction impacts behaviors.

I generally give this answer. It’s not the modality, it’s the design and the delivery. We have all sat through very poor classroom instruction, poisoned by 100 slide presentations. Most people have only experienced poor e-learning design and as a result it’s their point of reference. Most e-learning asks you to read, or listen or watch and them take a memorization based quiz. The skeptic is absolutely correct. You will not get a behavioral change from poor design.

Whether you deliver instruction online or face-2-face you have to apply sound instructional design principles. You need to ensure that you first define measurable behavioral learning objectives. Then you have to provide demonstration of the desired behaviors followed by realistic practice and feedback. When I say realistic feedback, I mean what would happen in real life if you were to take the wrong actions or behave incorrectly. Finally the complexity level of the practice has to match the competency level of the learner and adapt as the learner progresses.

In a cognitive apprenticeship you want to provide high levels of demonstration and coaching on the first practice round and as the learner becomes more competent, you need to remove the coaching. This builds expertise.

These principles apply for both live instructor led training as well as online self-paced or multi-user based cognitive technologies. The research of Skinner’s operand conditioning,  Merrill’s (1994, p. 55-56) push-down principle, Kolb’s experiential learning model, and Keller’s ARCS model can be applied in both modalities. There are several other design principles and strategies to consider but these are sufficient to make the point.

When online learning is designed properly it can impact and change behavior. The first step is to (a) identify the performance gaps both at the individual as well as the team or organizational level. For example, are you trying to increase productivity, efficiency, quality? What are the gaps in skills and knowledge? Next, you need to articulate these gaps into (b) measurable behavioral learning objectives as well as business impact objectives. What change in behavior do you want to observe in the learners, following the instruction? What impact to you want to see in the business organization or on the team as a result of the learning intervention?

Now that you know what the goals are you have to design the appropriate instructional strategy in the form of an (c) adaptive challenge. By adaptive challenge I am suggesting the challenge presented to the learner has to provide realistic problems that get increasingly difficult as higher levels of competency are achieved. According to Merrill’s (1994) push-down theory, you have to keep the instructional challenge at the appropriate level of complexity. This also supports learning motivation theories. The challenge should as realistic as possible and presented in the right context. As the learner is going through the challenge they should have appropriate support in the form of (e) demonstrations and (f) supporting media. Cognitive apprenticeships require coaching at the right time. Behavioral operand conditioning (Skinner, 1971) suggests that immediate feedback is needed for conditioning the desired behavioral change.

Finally and this is something missed quite frequently and has been referred to as “informal learning” although I never understood the term “informal”. Learning is learning. Following a challenge we tend to discuss the experience with others, swap war stories, and even record our lessons learned in some format. This helps to solidify the experience in our long term memory.

Now can we please stop trying to compare the modalities and get to work on designing good instruction!

References

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice-Hall.

Merrill, M. David. (1994) Instructional design theory. Englewood Cliffs, N.J: Educational Technology Publications, Print.

Skinner, B. F. (1971). Beyond freedom and dignity. New York: Bantam/Vintage Books

“Information is Not Instruction”, Dr. David Merrill

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Posted on 23rd January 2010 by admin in Instructional Strategies |eLearning Rebel

Dr. David Merrill is one of the true founding fathers and visionaries of effective instructional technology design with over 40 years in academia, research and consulting in the field of instructional technology and a true “e-learning rebel.” He is the true evangelist for well designed instruction, both instructor led and e-learning. I have met Dr. Merrill and heard his lectures on several occasions and consider him to be a mentor from afar. I remember watching Dr. Merrill in the mid-90s at one of first ASTD technology conferences in Orlando. I was hooked on his message and have been an follower of Dr. Merrill’s message ever since. I am also an alumni of Dr. Merrill’s summer instructional technology institute at USU. I remember being a bit star struck as I stood at the sign-in booth at the conference and started to meet the experts and theorists in the field who were signing in. We were even invited to Dr. Merrill’s home to see his incredible train set and enjoy some ice cream and lemonade which is about the strongest drink you will get in Dr. Merrill’s home.

The problem is that our instruction in the training industry is still very information centric after all these years. Drucker pointed out that knowledge that does not improve productivity simply becomes information (Drucker, 1993). If we create new knowledge and then simply drop it into a searchable database, we have lost the productive yield of that information.

Please watch this video and make it your goal and mission to develop effective instruction and not just “good looking fancy” instruction. We also need to focus on designing instruction so that it leverages knowledge in such a way that it will improve performance and productivity in the workplace.

Motivation alone is not sufficient. Students can get excited about going to a course or taking an online course but if the instruction has been poorly designed, all the motivation in the world is not going to improve the instruction. Listen to Dr. David Merrill’s frustration with the current state of instructional effectiveness.

References

Papers written by Dr. Merrill

Drucker, P. F. (1993). Post capitalist society. New York: HarperBusiness.

Have we learned anything since Dewey regarding experiential learning?

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Posted on 8th January 2010 by admin in Cognitive Science |Instructional Strategies

First let me say that if Dewey where to sit and observe the teaching model in today’s modern public schools he would probably be appalled that so little has changed. Dewey’s concern for children learning from purely didactic lectures based on information from the past is still a problem today. (Dewey, 1963) Children have very little opportunity during a school day to learn by experience other then the walk to and from school.

I have a 14 year old son Steven. Last year I was called into a teachers conference to discuss Steven’s lack of motivation to follow the direction of his history teacher. The teacher began to explain to me that the students were asked to copy facts from a sheet of paper that I could tell was created over 20 years ago and transpose the facts to another sheet of paper. The teacher actually could not understand why my son lacked the motivation to perform this task.

Modern theorists like Kolb (1984) and Merrill (1994) have expanded off of the theories of Dewey to develop models for experiential and task centric teaching models. However, like Dewey, Kolb and Merrill are just as frustrated with the state of instruction in our schools and adult learning centers, as was Dewey at the turn of the century. Merrill (1994) has exclaimed in so many of his papers and lectures that “information is not instruction”, followed by an emphasis on the need for whole task centric instructional strategies.

Other then a few select progressive schools, the scene is generally the same in all of our U.S. based schools. From children in the 1st grade to adults in their first years of college, you can observe students sitting passively in their plastic molded desks, textbooks in hand, listening to the rants of the wise teacher or professor at the front of the room. The books are more colorful and now available in an electronic format, but in reality, very little has changed in a hundred years.

References

Dewey, J. (1963). Experience and education. New York: Collier Books.

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice-Hall.

Merrill, M.D. (1994) Instructional Design Theory. Englewood Cliffs, N.J: Educational Technology Publications

Measuring Effectiveness in one Question

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Posted on 7th November 2008 by admin in Instructional Strategies

There is so much put into measuring training. There are entire conferences and research dedicated to the mind numbing activity of measuring whether learning is effective. Allow me to suggest that we can measure how effective our learning technology solutions are in one simple question. The question should be asked repeatedly during an iterative prototyping process.

Naturally the first step with any good design is to write well structured learning objectives and then apply research in cognitive technology to create your first prototype. Then you present a working prototype (not a sketch) to the user and let them play with it.

Then ask this one single question:

When working through the learning activity, I would best describe my experience as:

  • boring and much too easy for my skill and knowledge level.
    • (Action: Increase complexity)
  • fun and challenging. I wanted to continue with the activity.
    • (Action: You hit the target)
  • The activity was too complicated. I was frustrated and wanted to ask a question from an expert.
    • (Action: Decrease the complexity or add a pedagogical coaching element, e.g. an avatar that can come in and answer questions or give guidance.)

Would that help a designer/developer turn this type of feedback into an action item and know what to do to fix the problem? That’s what we should ask ourselves for all of the review questions.

If you ask JUST this question to 30 end users and keep working the course until the majority of users say the course was fun and challenging, all of our learning would improve by 100%.

Because when it’s fun and challenging we know that the learner is motivated, and also this is a good measurement of how well the learning will be retained in long term memory. If the learning is retained, the business will be impacted by the event.

e-Learning is more than an online presentation

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Posted on 27th September 2008 by admin in Instructional Strategies

Why is it that when people think of e-learning, they picture an online presentation with a post-test and intermittent knowledge checks? After doing this for 8 years, I think the reason is because 90% of online learning is focused on the knowledge domain and in many cases designers can’t even get that right. Let’s review Bloom’s taxonomy (Google it). Bloom defines 6 different cognitive learning domains (Knowledge, Comprehension, Application, Analysis, Synthesis, Evaluation). Ask your e-learning designer to give you examples of teaching to each domain using a learning technology application. More then likely they will not be able to do it. Or they will say, most people don’t ask for e-learning to do anything more then present information. So was Dr. Merrill wrong when he said that “information is not instruction?”

I actually sat in a meeting yesterday where I was asked how to make a course, that clearly fell into the Application domain, a course that only focused on “knowledge transfer”. The sad part about the conversation was that the individual asking for a simple “knowledge transfer” course, (whatever that is), has an MS in Instructional Design and about 10 years experience developing training. He does not however have a strong background in Cognitive Technology studies. (e.g., Cognitive Load Theory (Sweller), Component Display Theory (Merrill), Multimodal Learning principles (Mayer & Moreno) .. etc.)

We need some solid research publicly presented to put this argument to rest.

The personal computer has come a long way since the Commodore64 and the Mac128. I had one of those first Macintosh computers in 1984. It was amazing and the learning applications developed in Pascal (an object oriented programming language) were in many ways much more engaging then the e-learning courses we see cluttering LMSs around the globe today. For my digital circuits course we used an application called “LogiMac”.

Diskette for Logimac for Macintosh

I could take my state tables and build a digital circuit that worked. It was an excellent example of a learning technology supporting the Synthesis learning domain. That was on a computer with 128K of RAM and no harddrive. The operating system had to be on the same floppy disk with the software application. So what’s changed in 24 years. How did we forget how to create good learning technology applications?