Day 1 at eLearning DevCon ..Does Learning Happen at Learning Conferences?

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Posted on 16th June 2010 by admin in Collective Intelligence |Learning Conferences |eLearning Development

Notes from the eLearning DevCon 2010, Salt Lake June 16-18, 2010

As we debate the topic of content vs context in the industry of instructional technology, I sit in an e-learning development conference, sitting in lectures. A lecture is essentially an information dump. However, information is fine if it’s relevant an you can quickly take the information and determine how to apply it.

Mobile Learning
So I am currently sitting in a session on mobile learning. No, I am not sitting in the e-learning guild mobile conference. I am in the Rapid Intake, e-Learning DevCon in Salt Lake City. “If learning is change in what the learner knows, caused by a learner’s experience”(Mayer, 2011), how can mobile devices help support learning? It seems like mobile devices are great for knowledge management but I am not sure about learning management. Mentioned in this conference session, is that there are a lack of e-learning development tools designed specifically for m-learning. I think this is bit short cited. iPod and Android apps are pretty rich in terms of capabilities. We should be able to create learning interactions. The company Luminosity.com has a nice application to help memory skills. Maybe m-learning would best be used for foundational skills. Just as in e-learning the presenter is explaining that there are different levels of content complexity

  • Simple content deployment (documents, audio files, slide decks)
  • Medium demonstration videos & demos or moderate interactivity (anything with a QuickTime or AVI output) Adobe After Effects for example can be used to create a video and export to AVI and convert to QuickTime. For conversion you cna use Roxio Toast for Mac and Roxio Creator for Windows. Note that H.264 MPEG4 is the video standard for HTML5.
  • High end development requires the use of the same tools used to develop Apple and Android apps, including HTML 5, CSS3, and Javascript
  • Collaborative learning, presented by Bloom Fire, is all about learning in groups. We learn from our peers. Rather then learn from only the expert down, allow for the community to learn from one another using tools a Wiki. The “ask the expert” option on Millionaire is correct 91% of the time. Why? The incorrect users cancel one another out the the correct answers rise above just slightly.So here’s my question which I will ask the speaker. When people talk about collaborative learning, it seems like they are talking about collaborative knowledge management, not learning management. Learning is about change and experience so how can online collaborative tools like a Wiki provide an experience unless the team is learning how to develop documents? Another term that is used is user generated “content”. Content is information but as Dr. David Merrill tells us, it is not instruction.(Merrill, 1997). How do you measure this activity? How much content is contributed on a particular topic? How much content is consumed on a particular topic? How active is the discussion around a particular piece of content? Here’s an idea, allow the experts such as the product development team post formal content and allow sales representatives and field sales engineers to post applications and how they addressed application related problems. BloomFire looks like a very nice knowledge management system with a nice easy to use interface. I could recommend this.

    Bryan Chapman is presenting the evening keynote entitled, 5 major influences changing the future of learning. Bryan suggests that tools are moving a bit ahead of the customers, the developers. I wonder if the example of this is 3D virtual environments for example?

    1. Rapid development extreme
    2. Single source, multi-mode delivery
    3. Infusion of informal learning practices
    4. Removing entry level barriers for simulations and serious games
    5. Linking HR and training practices through performance management

    Rapid Development Extreme, Bryan Chapman

    Here we go again comparing the difference between developing 1-hour of classroom training vs the development time to create e-learning. Honestly is this even a relevant question? Now we are talking about time to build an Articulate style course, conversion of PPT slides to page turning content. Both of these average development times of about 40 hours.

    So how long does it take to build a traditional e-learning course. The average is about 200 hours. To develop simulation based learning requires on average 750 hours. IBM decided to build a mix of delivery modalities, 60% of knowledge management, 20% of practice centric learning, and 20% of classroom instruction. Again, this is a set of round numbers that are not aligned with learning and business goals. This is aligned with culture more then strategy. Think about it. If learning is about experience and change why would an organization only provide 20% practice when experience it key to learning. This is a sales pitch to a training organization afraid of losing classroom instruction. We will deliver facts and concepts in traditional page turner e-learning. Oh no, Bryan Chapman is advocating “remember ” type learning objectives for e-learning and application “do” objectives classroom or on the job training. He’s kind of saying that e-learning is not capable to provide experiential learning. That is a very deadly and completely incorrect statement.

    Single Source: Multi-Mode Delivery, Bryan Chapman

    This is also much more about content or knowledge management, particularly explicit knowledge. In other words you take a text based document and treat it as an object. Each document has attributes which you can set unique local properties. The data is XML and can be loaded up into content centric elearning, job aids, mobile documents. This is not learning management. You are not delivering learning through multiple delivery modes. You are distributing content through different channels. Wow SAP is being used as an example for building learning from blocks of content with scenarios, videos, stories, and transitional wording. They are getting awards for simply adding scenarios. Oh my goodness. If adding some scenarios is all it takes to get an award I would have a wall of awards.

    Infusion of Informal Learning Practices, Bryan Chapman

    The question asked by Bryan is this, is informal learning directed by and organization or somebody in control? When does informal learning become informal? Sun decided to put the collaborative interface as the core interface and the LMS, Google search appliance below the collaborative interface. As a result, learners are pulling content as well as working through curriculum with a collaborative space as the core. Pfizer uses a Wiki, the open source Wikipedia tool, to create, organize and find content. The content includes audio and video content. They refer to it as Pfizermedia. In a few short years the site generated content from 10,000 authors.

    Removing Barriers to Simulations and Serious Games, Bryan Chapman

    Bryan separates simulations into 3 categories, software simulations, soft skills simulations, and hard skills or technical simulations. The hard skills include troubleshooting, procedural walk-through, simulating physical spaces, simulating concepts, emergency response simulations, virtual worlds with spacial relationships. What we need are new innovations at simple to use as Articulate to build hard skills simulations in order to increase the use of these. Bryan is showing some hard skills simulations and he gets ooos and ahhs from the crowd. People want to know how to do this.

    References

    Mayer, R.E. (2011), Applying the Science of Learning, Pearson Education Inc. (p. 14-15)

    Merrill, M. David. 1997. Instructional Strategies That Teach. CBT Solutions, Nov/Dec, 1-11.

    Distributed Cognition … Science Fiction or Reality

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    Posted on 4th February 2010 by admin in 3D Virtual Worlds |Cognitive Science |Collective Intelligence

    Can we observe distributed cognition in multi-player online virtual environments?

    In Star Trek the Next Generation the Borg are a race of part machine and part human which makes them cybernetic life forms or cyborgs. They are interconnected by something that they refer to as the “collective”. The “collective” is a network that allows the Borg to work together in unison  at all times no matter where they are. They are part of a network that acts like a neural network in the brain. The other attribute of the Borg is that they are loaded with really cool technologies. The only problem is that they can not put them away when they go to sleep at night because they have been surgically implanted. I think if my 14 year old doesn’t stop texting non stop, his cell phone will eventually be permanently linked to his hands. There’s an idea for an innovation. Who needs a keyboard to text when you can surgically implant the ability to text right into our finger tips.

    This sounds a bit like “distributed cognition” described by Edwin Hutchins in his book “Cognition in the Wild” (Hutchins,1995) Edwin Hutchins worked for the U.S. Navy as a Research Phychologist in the early 1980s. Edwin Hutchins decided to spend time on a naval vessel observing how the men on board worked together in unison. He gathered both quantitative and qualitative data using numerous data collection techniques. In the first 5 chapters of his book he takes you through an excruciating tour of that data collection process. If you happen to be in Navy or ex-Navy and in the learning and development profession, this book will have you riveted. For the rest of us, read Chapter 1 and then jump to Chapter 6 where he talks about situated contextual learning and the concept of distributed cognition.

    “It (Hutchins’ research) is about locating cognitive activity in context, where context is not a fixed set of surrounding conditions but a wider dynamical process of which the cognition of an individual is only a part.” (Hutchins, 1995)

    So Hutchins selected a Naval vessel as the context and the dynamic process that he observed was the myriad of interconnected activities involved with navigating a large Naval vessel. While Hutchins was on board, as luck had it, the ship had a power failure and the teams on board had to spring into action to resolve a life threatening situation. He was able to observe a unique dynamic of multiple individuals working as if they were one distributed cognition. Now he does not suggest anything metaphysical going on here. This is a very well designed research study. The basic premise is nothing new. Dewey (1938) talked about learning through experience. Bandura (1977) talked about learning in a social context through observation. Lave and Wenger emphasis the concepts of situated learning. Hutchins merged these theories into general systems theory (Bertalanffy, 1969) and observed all of it, in the context of a closed and very complex system. And this is were we start to look at learning both as the individual cognitive learning  and the social context for learning, both being part of the learning process.

    “In reality, however, participation in social practice – subjective as well as objective – suggests a very explicit focus on person, but as person-in-the-world, as member of sociocultural community. As an aspect of social practice, learning involves the whole person; it implies not only a releation to specific activities, but a relation to social communities – it implies becoming a full participant, a member, a kind of person.” (Lave & Wenger, 1991)

    Now consider how corporate and public education manage learning. We sit people in seats in rows and columns and have them face forward, and please hold your questions till the end. So why don’t we listen to near 70 years of research and practice and consider how we could apply these principles with today’s cognitive technology capabilities? Ok, so not all training courses look this bad. In fact there are quite a few excellent hands-on experiential training courses out there. I used to teach a few of them when I worked as a technical stand up instructor.

    However, is there a cognitive technology that can get us to where we want to be? The obvious technology that can integrate all of these concepts and what Hutchins (1995) observed on board the Palau, is through 3D live virtual environments which consequently are build on an object oriented model to allow for another learning theory to be introduced, which is Instructional Transaction Theory (Merrill, 1996). Although I will also mention that not all 3D virtual software packages are created equal. It is important to understand the back-end technology, down to how the system is coded, to ensure that it will be able to support the theory. However, this is a topic for a future post.

    References

    Bandura, A. (1977). Social Learning Theory. Englewood Cliffs: Prentice-Hall.

    Bertalanffy, L. V. (1969). General System Theory Foundations, Development, Applications. New York, NY: George Braziller.

    Dewey, J. (1938). Experience and Education. New York, NY: Macmillan Publishing Co. Inc.

    Hutchins, E. (1995). Cognitions in the Wild. Cambridge, MA: MIT Press.

    Lave, J., & Wenger, E. (1991). Situated Learning, Legitamate Peripheral Participation. New York, NY: Cambridge University Press.

    Merrill, M. D., & ID2_Research_Group. (1996). Instructional transaction theory: instructional design based on knowledge objects. Educational Technology, 36(3), 30-37

    Virtual Mind Folders

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    Posted on 21st January 2010 by admin in 3D Virtual Worlds |Cognitive Science |Collective Intelligence

    This past week, I attended a seminar hosted by, Microsoft,  Proton Media, a 3D virtual meeting company, and Erica Driver from Thinkbalm.

    The title of the event was, “Life Sciences 2010“. It is difficult to say what the focus of the seminar was. Several topics were discussed. As I walked into the lobby I was greeted by Proton Media employees and a book signing by Tony O’Driscoll for his new book, “Learning in 3D“, which he co-authored with Dr. Karl Kapp. My expectation was that the focus would be on learning in 3D virtual worlds in the context of the life sciences industry. That is not what we covered. The seminar was focused on how to manage the cacophony of information, that we deal with everyday, bring it together and make meaning out of it. And with 3D virtual spaces we do not have to manage the information alone, we can invite others into the mental dance in a form of distributed cognition (Hutchins, 1995).

    Erica Driver gave a very nice presentation and presented the challenges that we face specifically in the life sciences industry today.

    • We are facing more and more mergers and acquisitions.  This topic is close to my heart. The company that I work for is in the process of the merger and integration process. It is a very stressful and ambiguous process. You are bringing together two global corporate cultures that have evolved for nearly a century.
    • In the life sciences industry, the life cycle to bring a new product to market is anywhere from 10-15 years. During this time, team members come and go, business units re-organize, regulations change and even the needs of the patients change. It is really difficult to keep a consistent ongoing process over such a long period of time.
    • We need to practice better cross divisional, cross disciplinary collaboration and communications in the 21st century life sciences industry.

    So the question is, how can 3D virtual collaboration environments help to address these issues? This was, I suppose the focus of the seminar. I was hoping for a greater emphasis on creating learning organizations through the use of 3D virtual environments but the focus was truly around the collaboration capabilities of 3D virtual environments which is the current header title line on Proton Media’s website, “Virtual Collaboration for Business.”

    I sketched a drawing as Erica and other panel members discussed a concept that suggests that 3D virtual environments have the potential to merge or unify disparate data and information that comes to us in many forms through the business day. These include all forms of information content through web sites, email, voice mail, instant messaging, online learning content, social networking discussions, .. etc. So how do you bring it all together and make meaning out it? How do you construct knowledge that is useful out of all the information streams coming at you every day through multiple channels? Sound familiar? It is starting to sound like constructivist theories for learning.

    Another point made is that we live in a 3D context all the time. We do not work and collaborate on a flat 2 dimensional surface. We meet, collaborate, problem solve and learn in a 3 dimensional space. However most of us stare into a iPhone, Blackberry or laptop at a 2D screen with multiple channels of information which can sometimes be quite overwhelming. So imagine bringing all that information together in a single room and placing it on the walls, in 3D charts and graphs and even 3D objects. Now walk into your room of information with a few friends. It is sort like inviting friends into your mind to see how you are bringing it all together in a synthesis of contextualized information. Let’s add a bit here, take a little away there, analyze it and synthesize it some more. It is truly a cognitive extension of you brain, a place to keep your thoughts in a 3D virtual folder.

    The space doesn’t have to look like your cluttered desk. It should be your happy place like the middle of a field with some trees, birds chirping and maybe a babbling brook. Place your stuff there, move it around, think about it and when your are ready, invite some of you colleagues in to add some of their thoughts.

    References

    Hutchins, E. (1995). Cognition in the wild. Cambridge, Mass.: MIT Press.

    Learning Organizations and Social Networks

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    Posted on 28th January 2009 by admin in Collective Intelligence

     Do we ever learn as a global organization?

    “The budget should be balanced, the Treasury should be refilled, public debt should be reduced, the arrogance of officialdom should be tempered and controlled, and the assistance to foreign lands should be curtailed lest Rome become bankrupt. People must again learn to work, instead of living on public assistance.”  Marcus Tullius Cicero, 63 BC

    I found a new gem this  year, encyclopaedia, a site dedicated to “exploring the theory and practice of informal education, lifelong learning and social action.” In these tough economic times it seems like every organization is looking for the right change to their strategy to allow them to become more competitive. If you go to the encyclopaedia site and click on “thinkers” and then click on Chris Argyris you learn about one of the founding authors for the principles governing a learning organization. Chris Argyris became famous thanks to Peter Senge’s book, “The Fifth Discipline, The Art and Practice of the Learning Organization.” Companies now use this term, “learning organization” in many different ways. I want to explore two principles presented by Dr. Argyris, single and double-loop learning.

    Single loop learning occurs while performing a defined procedure over and over and recognizing that you could perform that procedure more efficiently if you either changed a step or removed a step. This is reminiscent of  “lean manufacturing” and “six sigma” thinking in terms of evaluating a process and identifying inefficiencies or inaccuracies and fixing them. This is a form of learning. You are identifying errors in your process and making corrections. You are learning.

    However, what triggered the start of the process in the first place? What is the governing variable, rule or policy that drives the process? Why are you even performing this process? This type of reflection on the reasons why you are doing something a particular way is referred to as double loop learning.

    I recently heard a story presented by Tom Kelley from Ideo who sat in an airport in France and watched as people attempted to bring their luggage through a turnstile. There was no way to easily get the luggage through. He observed people throw their luggage over the turnstile or hand it over to a friend. People looked at the situation and learned how to complete the task of getting the luggage over the turnstile. However, did anyone who worked for the airport ever look at the turnstile and ask, why do we have a gate system at an airport that does not permit one to get their luggage through? For that matter does anyone in the Paris airport care? Is there another way? This is the innovative process, reflecting on why something is done a certain way and questioning the entire process. This is double loop learning. It takes courage and creativity.

    Ok, so let’s take a look at how online social networks work and whether they encourage single loop or double loop learning. There is a lot of talk in the learning and development community abouto user driven content development as opposed to content developed by expert instructional designers. On a blog, like this one, or a wiki or a social networking site, content is developed rapidly and in response to a query or simply an innovative thought.  Someone presents an idea. Ten people reflect on that idea and respond. Someone picks up on one of the responses and presents a new idea. If this process flows through an organization of 10,000 or 100,000 employees will the organization learn to work differently. They might but how will this type of learning environment impact the processes in the organization? If management empowers their employees to make constant changes to processes based on collective intelligence tools like wikipedia then at one point you might be able to say that the organization is in fact learning.

    Unfortunately most organizations are built on the traditional hierarchical top down model where the CEO and his/her senior staff develop and advocate their strategy and cascade that strategy down to the underlings. The underlings have to figure out how to develop a process to support the strategy. Rarely do the underlings have the opportunity to question the strategies, chat with a few hundred other employees and dynamically take the organization down a different path. This would make for a very interesting experiment for a medium size organization to allow the employees to set strategy by applying principles of collective intelligence to shape the direction of the company.

    Conclusion: Simply adding a social networking tool into an organization will not necessarily lead to the development of a learning organization that employees double loop learning. The organization has to encourage inquiry and freedom to express ideas and when an idea takes root through the collective social networking space to provide the environment in which those ideas can transform into actions.