Mar 11, 2009

AG09 - Wednesday Recap

Wow, what a full day. Now that I can relax in my pj's I can review my notes, tweets and blog posts and make some sense out of what I saw and heard today.

Jeff Howe's keynote presentation on Crowdsourcing was an interesting concept. Got a problem? Share it with the un-named, un-faced public and their collective knowledge and creativity can often return a soltuion that is revoltuionary. There is little to no cost for the problem poster, the talent pool for the problem solvers is endless and the recognition that the problem solvers receive is payment enough for their efforts.

I liked the examples he presented, threadless.com and istockphoto.com becasue I actually use both of those sites.

I snuck out a little early to attend Tom Kuhlmann's presentation at the ID Zone, "Is Rapid E-Learning a Myth?" What I enjoyed most about Tom's session is that it wasn't an Articulate advertisement, but practical application of using a rapid e-learning tool, any tool, to develop engaging learning courses. I read his blog religiously and greatly appreciate all the tips and tricks he provides. But I am a newly converted Articulate lover and I was able to get my product specific questions answered by Tom later in the afternoon. I can't wait to get my hands dirty with Quizmaker and Engage.

My first session of the day was with Patti Shank on "What Activities are Needed?" I never read her books or seen her before. My first thought was 'Damn! This woman has a mind that's all over the place!' Patti is an energetic person who self-admittadly does not think linearly. At times it was hard to follow where she was going, but overall, I enjoyed her session. I didn't blog or tweet while her session was going on because my laptop was recharging. I had to revert to notetaking 1.0 -- pen and paper.

Learning is about DOing (which will be a recurring theme today), so training should be about opportunities to practice what learners will ultimately DO on the job. She shared a cute and interesting tidbit: even songbirds need to learn how to sing. They practice just like the rest of us.

There are three steps to her process:
  1. Uncover the DO
  2. Convert the DO into activities
  3. Select media to support the activity
Then came lunch. Yum!

After lunch I attended Will Thalheimer's session on Situation-based Learning Design. I was looking forward to his session since I've heard him present at a webinar and I follow his blog. He uses research to back up his message: if you make your learning context similar to the work context, there is higher incidence of recall and the learner does the right thing at the right time. I took notes and posted them separately.

I was looking forward to the session by the Suddenly Smart team "A Better Way to Design and Build Immersive eLearning". The premise was intersting: there was to be audience participation & presenter challenge -- collect a topic from the audience that presents a performance need. Then, while Robert does the presentation, Blake will build the course that meets the performance need using the rapid development tool, Smartbuilder.

However the first 15 minutes were back and forth conversations to a few individual members of the audience and completely left out the rest of the audience. They spent so much time trying to get the details of the course they were going to spontaneously build that they forgot that they had an actual session to present. I left quickly after that to find something that was more interesting, which is a shame because I would have really liked to learn more about immersive eLearning.

Instead, I went back to the ID Zone and listened to "Game On! Can You Have Fun and Learn?" with Metcalf and Oehlert. Turns out you can. I arrived late so I didn't do a full blog on this, but I did tweet a lot. Casual games (solitaire, tetris, etc) are simple games that aren't graphic impressive. But how many hours have you found yourself glued to the screen?

Games are really just a simulation with scoring. (See Kongregate for casual games with a social aspect.) They are naturally 'sticky'. People are more easily engaged in a game than in traditional training. What if you were to incorporate casual games with a social aspect (such as a chat window). Then you would see how people learn from each other and created teams. And if you think about it, that's how most people's work environment are as well, formed in teams. So, games for gaming sake probably won't be the answer. But if you align the game objectives with the learning objectives, then you have something that can be really effective.

My last session of the day was also an ID Zone presentation. "Once Upon a Time: The Impact of Storytelling on your Design". This also got its own blog post. I liked this session. They helped you plan out how to organize the components of developing a good story: the objective, facts, the situation, the charaters, the plot and finally the resolution.

It was a good, long day. Can't wait for the next one.

ID Zone: Storytelling in eLearning

You are a natural born storyteller! Every time you tell a joke, relate an incident, explain facts & figures, talk about your childhood, recreate the steps in a task... See, you can do it.

How does storytelling relate to eLearning?
For design:
  • confirm what to cover (objectives)
  • decide how to cover it (design)
For content:
  • using scenarios
For motivation & evaluation
  • sell the course to futures learners (WIIFM)
  • learn how peiple are using the couse in real life
Stories and scenarios can be used interchangeably. Scenarios are real-file stories with a purpose. A really good story can become a really good scenario.

Nonfiction stories in eLearning
Those stories are captured from direct observation or interviews. These are true events. Nonfiction stories can put the learning into context for the learner and make the resulting training more relevant.

Fiction stories
They may be based on real-life scenarios. Often a composite of many experiences. They can be used as cautionary tales or to model exemplary behavior.

So, let's create a story...

First, let's create an objective.
Demonstrate a useful, non-traditional way to use a toothbrush.

A good story contains:
  • facts
  • situation
  • characters
  • plot (conflict)
  • resolution (ending)
Next, the facts:
Who does this? Define the user categories.
What are their goals?
There are many useful ways to get more from life from a used toothbrush.

Where does this happen and in what circumstance?
You can reuse an old toothbrush at home, at work, for cleaning, or other creative projects.

Characters really bring the story to life.
Personas represent characters' similarities and differences. Personas are composites of user analysis and turning it into a particular character. Also a user profile. They're not one real person, not a sterotype but an archetype, and not your average joe. They have specific properties.
They include:
  • name/picture
  • job title
  • demographics
  • goals and tasks in relation to the subject
  • environment
  • a quote that sums up what matters most to the persona.
If you have a persona for your characters, they can be developed more 'realisticly'. Now, where can you find the domographic info to develop your characters? Think creatively. Customer profiles, Department of Labor statistics, direct observation.

Now, what's the conflict?
BAck to our example. Kathy, our character is having trouble keeping the areas of her sink clean.

The resolution?
Kathy heard from a friend that a toothbrush could help.

Now yout can take that, put it all together, and you can build a scenario that is more robust. Remember elementary school? A scenario is really a story problem.

Change the persona, and the whole scenario changes. Instead of grandma Kathy, how about Paris Hilton or MacGyver?

Go and have fun. How can you use it in your design, in your content and in your evaluation?

Situation Based Learning Design

Situation-Based Learning Design: Research Insights for Enhanced Remembering and Performance
Will Thalheimer, willatworklearning.com

It's just about standing room only in Will's session. Glad I came early and swiped a chair next to a power outlet. These seats are scarce!

It's important to create metaphors that are understandable by "real people".

This session is to share the evolution of the concept of "situation-based learning".

Goal for eLearning designer:
  • get learners to act differerntly
  • to perform far-reaching tasks
  • to retrieve the information they need to apply what was learned
How we Learn / Encode
  • an environmental cue can trigger a memory
  • our mind searches the information
  • from rehearsal, we apply the knowledge
If learners don't access the information (application need) soon enough after training, it becomes difficult to impossible to retrieve.

Retrieval = Learning - Forgetting + Spontaneous Remembering.
Don't forget the forgetting factor. Include opportunities for learners to retrieve the information in regular intervals otherwise the learning is lost.

Situation-based learning begins with the magic question: "What do we want out learners to be able to do and in what situations do we want our learners to do those things?"

SEDA - Real-world application process to situation-based learning
  1. Situation
  2. Evaluation
  3. Decide
  4. Action
Having a goal by itself is not enough to perform an action. If you have an intention, then the action is more likely to take place.

The problem is presenting concepts without providing practice. This turns into a test of memorization. Or provide decisions with no actions. Or provide inadequate evaluations of situations. Or offer a decision without proving the proper situation to apply. All bad and doesn't provide adequate results.

All steps must be followed through to allow the learner to retrieve the knowedlge at the appropriate time.

We absorb more than just the learning message. It's the learning message and background stimuli (noise, sights, smells, emotions, etc.). When it comes down to retrieving the information, memories of background stimuli can also trigger the retreival event. Multiple cues (triggers) improve the retreival results.

A practical example: you're in the kitchen and remember to get something out of the living room. You go to the living room and forget want you needed. So you go back to the kitchen and remember what you needed in the living room. Your background stimulus (location) triggered the memory.

Move from topic-based to situation-based design. By aligning the situational cues to real-world events, the retrieval is more effective.

Summary
  • By aligning contexts, we can create spontaneous remembering
  • Start designing differently - based on what learners should DO and not KNOW
  • Benefits = more remembering, better results

ID Zone: Is Rapid e-Learning a Myth?

Tom Kuhlmann, Articulate
Author of the Rapid E-Learning Blog

Finally, after reading his blog for months, I get to put a face to a name!

Rapid isn't a myth, it 's a reality. Its' not PPT to Flash. (Bad PPT = bad e-learning). Rapid eLearning is the allowing the software to automate the production process for you.

It's not how great your tools are, is how great you're getting the information to the learner.

10 (really 4) you need to know about e-learning:
  1. Types of authoring tools
    Form based
    Freeform
    Screencast
  2. You are the bridge between the client and the learner
    You need to create that environment that will help the learner actually learn.
  3. Make rapid elearning your default position
    Start thinking that that's the approach you'll take. Then as the needs presents itself, look for hybrid, then custom solutions. Save your Flash designers' skill sets (and budgets) for more complex, challenging projects.
  4. There's more to it than the course
Check out some examples:
  • CPR Demo
    Learner has the option to get info linearly, or jump into the activity.
  • JustLeapIn.com
    3D Virtual reality tool that can be imported into PPT for a more engaging exprience
  • Tinychat
    Embed a chat room to allow learners (or maybe even a SME) to interact real time Creates sort of a blended-learning environment
You can include interactive development, despite the limitaitons you might have with the tools you have.

AG09 - Keynote Speaker


Jeff Howe, Wired Magazine

Crowdsourcing: Why the power of the crowd is drivin the future of business

Jeff's video explanation of Crowdsourcing:
The internet created a virtual crowd that comes together through shared interests. When a company takes a job that was once performed by employees and changes it to an open call, undefined position to the general public. Photography is an example. Digital SLR, Photoshop & the Internet make amateur photographers now providig their work to stock photo sites. These groups come up as organicaly by people formally know as customers. Online communities are the building block of crowdsourcing. Shows that people can come together and create organized units.

The Warped Tour grabbed his interest on how the participants have a creative relationship with the tools to create their art. The art isn't about the technology but how the 'kids' used it to seemlessly create thir own works. It's not about content. It's about everyone having a changed relationship with their products. There is a blurring of the lines of producer and consumer.

Example: Threadless.com. User created designs for t-shirts. Then, users can vote on t-shirt designs. The tasks are things that can happen in 30 seconds. Revenue exploded. What started as an idea to please their designer friends, the site creators are now 'doing very well for themselves." What does the crowd do for Treadless?
  • gives cheep labor by creating the designs
  • designers become pseudo-famous because their designs are everywhere
  • marketing & advertising (Threadless Street Team) Threadless never spent $ on an advertising budget becaues their users do all the free advertising.
  • instant metrics for consumer demand

Example: iStockphoto.com. User genereated photos for general use. Pay by credits, not by photo. Created to benefit the community. Photographers have a place to publish their work. Designers have a place to purchase cheep photos.

Cardinal Rule of Crowdsourcing:
Ask not what your community can do for you -- ask what you can do for your community.

... left early to attend ID Zone.