Nine Challenges for the Learning Department (Based on Masie’s Learning 2012)

In late October I attended Elliot Masie’s Learning Conference. I’ve blogged extensively about each individual session, but want to use this post to lift out the larger themes that I saw at the event and to ask the corporate learning departments a few challenging questions that relate to these themes.

Personalized Learning

A few years back Wayne Hodgins and Eric Duval started talking about the Snowflake Effect. They gave examples of media channels providing personalized offerings (think Last.fm) and could see this coming for learning too. Every learner is different (just like a snowflake) and has individual needs. Richard Culatta did a talk on personalized learning that resonated with his audience. He had a simple definition of what it means to personalize: you need to adjust the pace, you need to adjust the learning approach and you need to leverage the learner’s experiences and interests.

I would like to pose the following challenge to the corporate learning department: For every learning experience that you design, do you ask yourself: How would I design this if I had an audience of one?

Mobile and Video

The two hottest technologies at the conference clearly were mobile and video. Mobile learning technology is still in the early stages. There was a lot of debunking and few excellent or even interesting examples. I guess you could say that mobile learning is in the “through of disillusionment” from the perspective of Gartner’s Hype Cycle.

Video seemed to be further along the curve as there were many more concrete examples of video being used for learning (my personal favorite was how Masie kept connecting “over video” to people who were standing in the room next door). I was disappointed to see that most debates were very practical (e.g. about what equipment to use and how to create good quality audio) and often did not discuss how best to use video in learning. The practical debates occasionally lacked a bit of depth too. I didn’t hear anybody talk about searching, annotating and indexing video for example.

A few challenging questions for the corporate learning department: Have you invested in a platform to deliver video? Can this platform deliver to mobile devices? How do the videos get (socially) contextualized? Is there a way to Bring Your Own Device (BYOD) into the company, are you connected with the team that works on this?

Do-It-Yourself or Self-Directed Learning

Marcel de Leeuwe and I hosted a workshop on this topic and created the website doityourselflearning.org. I was pleasantly surprised to see that other were also talking about this shift.

Two trends are pushing this forward:

  1. Many companies are turning into information companies with knowledge workers doing complex tasks. These knowledge workers are the only people who can understand their job (barely!). This makes programmatic (i.e. curriculum based) learning offerings designed by others largely ineffective.
  2. The world is incredibly connected and the tools for collaboration can, for all practical purposes, be considered to be free. People can organize their own learning groups.

My challenge to the learning department is the following: Which of the five DIY imperatives (devolve responsibility, be open, create experiences rather than content, provide scaffolding and stimulate reflection) are you practicing?

IT Development Methodologies for Learning Content Development

I attended two sessions that explicitly talked about IT development methodologies applied to learning content development. One was about using hackathons and the other about Agile. There is a lot of inspiration to be found in how people write software that can be applied to how people develop learning (yes, I do understand the irony of this if you compare this to the previous point: but I still think designed experiences are useful for many occasions). If you look closely at the principles behind the Agile manifesto, then you see how easy these can be translated to learning: learner satisfaction by rapid delivery of useful learning experiences, welcome changing requirements (even late in development), learning experiences are delivered frequently (weeks rather than months), sustainable development (able to maintain a constant pace), close and daily co-operation between business people and developers, face-to-face conversation is the best form of communication (co-location), projects are built around motivated individuals (who should be trusted), continuous attention to technical excellence and good design, simplicity (the art of maximizing the amount of work not done) is essential, self-organizing teams, and regular adaptation to changing circumstances.

So here is my challenge for the learning department: Do you know and understand the cutting edge IT development methodologies like Agile, Scrum, Extreme programming? Have you thought about how these could be applied to your learning development process?

Massive Open Online Courses (MOOCs)

At the beginning of the year barely anybody had heard about Massive Open Online Courses (MOOCs). Today this seems to be the hottest topic in the educational technology field. Any Masie attendee that hadn’t heard about MOOCs before they came to the conference certainly had heard about it by the time they left. I attended an interesting session by Curtis Bonk. Audrey Watters has probably done the best write-up so far on how they work and what they mean (don’t miss all her other posts on the Ed-Tech Trends of 2012). I also enjoyed this podcast with Arnold Kling which discusses some of the issues with how MOOC in their institutionalized form work.

I want to create two different challenges for the learning department around MOOCs. The first one is based on the approach by the big universities (xMoocs): Have you thought about how the principles behind MOOCs around scaling the normal educational process can be applied to your company? Could this be an efficient way to scale a 20 person classroom to a 2000 or 20000 person “classroom”? The second challenge comes from the original MOOCs (cMOOCS): Can you create a corporate course which is divergent, distributed, virtual, exploratory and scales at the same time? What would that course be about?

Neurological Research

Most learning profesionals don’t spend enough time looking at how our brains work and how that could be used in designing learning experiences. A few years ago John Medina wrote a very readable book translating the current state of brain research into actionable insights:

[youtube=http://www.youtube.com/watch?v=U732xPrL0bc]

This year’s Masie conference had two keynote speakers that have created popular science books riding on top of the advances in neurology: Susan Cain on introversion and Charles Duhigg on forming habits. After reading my posts on these, Bert De Coutere connected me to Tiny Habits, a brain science inspired approach to changing behaviour.

Another challenge for the learning department: How many of your design heuristics are based on opinion, mimesis or history rather than on brain science? How do you keep up to date on the latest developments in brain science?

Focus on Cultural (and Organizational) Change

Even though I can’t pinpoint a session that I attended on this topic, I could feel how a shift towards organizational dynamics rather than personal dynamics was underlying many of the discussions. Learning in corporations often is about changing the behaviour or attitudes of large groups of people (I propose to rename the learning department to “the indoctrination department”). Making the organization rather than the learner the unit of change would change many things.

Even though it is early days for this, I would like to put out the following challenge: Imagine that your job is not to make an individual competent, but to change the culture inside an organization (e.g. maybe to become more innovative or to go from a “service provider to a consultative mindset”. What will you do differently?

Data as a Mystery

Learning analytics is all the rage. Also at the Masie Learning conference. Nigel Paine said the following for example:

Data is important. You should have the data from your organization and try and get some insights from it. Most people never take the trouble to go through the data.

I have serious issues with the current approaches to learning analytics:

  • Learning analytics is nearly always seen as a top-down initiative that can be used to steer and manage. I believe it should be used as an empowerment tool to speed up and enrich the feedback cycle for learners (also see my post on a talk by Erik Duval).
  • Everybody seems to be focused on capturing as much data as possible and using fancy (preferably iPad enabled) graphing and dynamic visualization technologies. Nobody seems to be asking interesting questions that can be answered by analyzing data.

My challenge to the learning department is related to that second point: What interesting (and difficult) learning related questions can you get an answer to, now that data capturing and visualization tools have become ubiquitous?

Patents and Licensing

I was shocked to hear Elliott Masie talk about a patent troll in the learning technology space. An article by Steven Levy in this month’s Wired gave me some more ridiculous examples. The law is important and if you don’t think about patents, copyright and trademarks then they might come and haunt you later on.

Very few corporations think about the license that they use for their learning content. Often the copyright of any work will just be with the company and all rights will be reserved. This might not be the best or smartest thing to do. Creative Commons licenses are one of the enablers of Open Educational Resources. Creating OERs could lead to much more flexibility around corporate content and might even create synergies in industries that can transcend individual corporations. This is a dynamic space with interesting debates (see the discussion on the non-commercial clause for example ,via Downes).

This is probably the most “advanced” challenge in this post: Have you thought about turning your learning content and courses into open educational resources (OER)? What could be the business case for OER in a corporation?

I would love to hear from you which challenges you’ve decided to pick up. Will you please share them in the comments?

Society as a Platform for Learning

I’ve written before about the #4T2 project by Kennisnet. A while back I was interviewed by Wietse van Bruggen about a concept, society as a learning platform, that we brainstormed in a small subgroup. Below in Dutch what we discussed. You can find the original here.

Tijdens de #4T2 brainstorm op 22 juni hebben de leden van de denktank hun ideeën gepitcht en samen de meest kansrijke concepten uitgewerkt. Dit zijn concrete innovatie-activiteiten die het innovatie team van Kennisnet in het programma voor 2013 gaat opnemen.

Eén daarvan betreft de ‘maatschappij als platform voor het leren’, een idee dat is uitgedacht door Niels Gouman, Hans de Zwart, Iris van Gelder, Thijmen Stavenuiter, Frida Hengeveld en Wietse van Bruggen. In dit model wordt er binnen een soort online marktplaats een match gemaakt tussen vraag en aanbod. De maatschappij wordt daarbij gezien als de bron voor kennis en competenties. Iedereen in de maatschappij zou deze kunnen aanbieden aan lerenden. Wietse van Bruggen sprak over dit concept met #4T2-lid Hans de Zwart.

Society as a Platform for Learning
Society as a Platform for Learning

Kun je kort het idee uitleggen?

De basis van het idee is het ontscholen van de maatschappij, het demonopoliseren van de school als enige instituut waar het leren plaatsvindt. Met behulp van technologie zou2e de gehele maatschappij als platform voor het leren moeten kunnen fungeren. Met behulp van vouchers die de overheid geeft aan individuele leerlingen kunnen zij zelf beslissen voor welke skills, vaardigheden en kennis ze een voucher willen inzetten. Technologie moet helpen door als een soort makelaar te fungeren tussen vraag en aanbod. Iedereen in de maatschappij zou op een platform kenbaar kunnen maken welke skills, competentie of kennis ze iemand kunnen bijbrengen. Afhankelijk van de leervraag van de lerende kan er dan een match gemaakt worden tussen vraag en aanbod.

Als je bijvoorbeeld Japans wilt leren, dan zou je in plaats van een opleiding Japans te volgen ervoor kunnen kiezen bijvoorbeeld in een sushi restaurant aan de slag te gaan en daar Japans te leren van de koks. Of te kijken bij andere organisaties, bedrijven of individuen waar je deze skill op kan doen. Iedereen in de maatschappij kan iets bijdragen in dit systeem.

Daarnaast heeft iedere lerende een coach. Zeker voor jonge kinderen is er iemand nodig die je tot op zekere hoogte monitort, leert kennen en het brede perspectief voor blijft houden. Deze coach kan middels technologie inzichtelijk houden waar een leerling staat (ook wel learning analytics genoemd).

Wat is de onderliggende behoefte?

Met dit model kan je veel gerichter aansluiten op de behoefte van de leerling zelf. Daar sluit je nauwer op aan en het zou een efficiëntere manier van leren met diepgang kunnen zijn. Scholen zijn traditioneel gezien gericht op massa en niet op personalisatie. Door het individu veel centraler te stellen kan je veel beter gepersonaliseerd onderwijs verzorgen.

Wat verandert er door dit idee?

Als je dit echt gaat doen dan heb je het over een structurele verandering van onze maatschappij. Functies die scholen nu hebben plaats je terug in organisaties, bedrijfsleven en andere instellingen. Vakspecifieke docenten heb je eigenlijk niet nodig in dit model. Voor heel jonge kinderen zul je nog een schoolachtige omgeving willen organiseren. Maar een klassieke invulling van vakken is er niet. De lerende en de skills, competenties en kennis staan centraal, en daarom is iets als een vak niet relevant.

Welke vraag of probleem wordt hier door opgelost?

Het is een oplossing voor de steeds groter wordende disconnect tussen wat er op school en daarbuiten gebeurt. De manier waarop leerlingen communiceren, buiten school werken en bezig zijn is fundamenteel anders dan op school. Het feit dat je als leerling je telefoon soms moet uitzetten of zelfs inleveren op school is daar een symptoom van.

Welke actie zou je nu kunnen ondernemen?

Je zou kunnen spelen met het idee van een makelaar op het gebied van skills en leerervaringen. Hoe zou je een soort matchmaker machine kunnen maken die dit mogelijk maakt? Het is echter ook moeilijk om dit klein aan te pakken, omdat het zo allesomvattend is. Wat je zou kunnen doen is proberen om leerervaringen buiten school te creëren en te organiseren in plaats van dit gelijk in de realiteit van het huidige onderwijsmodel proberen uit te voeren. Het model zorgt er namelijk voor dat je heel veel dingen los moet laten. Dat kan voor scholen moeilijk zijn om te doen. Leuke voorbeelden om van af te kijken zijn bijvoorbeeld learnable.com, udemy.com en skillshare.com.

Wat gaat Kennisnet Innovatie in 2013 doen met dit concept/idee?

Kennisnet organiseert een brainstorm met potentiële partijen die aanbod kunnen bieden binnen dit model en learners, de vragenstellers binnen dit model, om het vraagstuk verder op te pakken en de werking van het marktplaats model verder uit te werken. Daarbij maken we gebruik van de ervaringen uit bestaande vergelijkbare initiatieven.

Serious Gaming, The Next Frontier for Learning?

In late October I hosted a set of Webinars titled “Serious Gaming – The Next Frontier for Learning?”.

These were very interactive webinars, or as I called them, Socratic Webinars (hat tip to Humberto Schwab). All participants had to agree to the following rules:

  • This is not a discussion: We are in the process of thinking together, trying to answer a few questions.
  • You can only speak by changing your feedback status in the online meeting to purple and only when you’ve been given the floor by me.
  • You can only speak if you are capable of repeating what the person before you has said and can summarize the previous 10 minutes of discussion.

Together we discussed a few questions. Below a reflection on what was discussed.

1. What is a game?

A game is hard to define. There is no single and unique set of characteristics that defines a game. Jesse Schell has listed the following set of things that we thinks a game should be (from the fabulous book The Art of Game Design):

  • Games are entered willfully
  • Games have goals
  • Games have conflict
  • Games have rules
  • Games can be won and lost
  • Games are interactive
  • Games have challenge
  • Games can create their own internal value
  • Games engage players
  • Games are closed, formal systems

My favourite definition of what a game is comes from Bernard Suits in The Grasshopper: Games, Life and Utopia:

To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favor of less efficient means, and where such rules are accepted just because they make possible such activity… playing a game is the voluntary attempt to overcome unnecessary obstacles.

I think he is spot-on when he sees gaming as overcoming unnecessary obstacles.

There are (at least) two problems to overcome when we want to apply serious games in a large organization. The first being that games are usually played voluntarily. This is not always the case when people are required to play a game in the learning context. The second problem is that games, by definition, use inefficient means. Inefficiency is not something that commercial enterprises are usually interested in.

Casper Hartevelt tries to untangle these problems in the book Triadic Game Design – Balancing Reality, Meaning and Play of which a lot can be read online.

Now that we are talking about definitions it makes sense to make clear that “gamification” is not really the same thing as serious games. Gamification applies game-principles to things that aren’t games (e.g. getting a badge for filing your expenses) as a way to make those things more compelling.

2. What types of games for learning (i.e. serious games or games with a purpose) exist?

To make it easier to discuss games, we created four (relatively abitrary) groups:

  1. Games to be played by people who are physically together. This can be board games, but also physical games as icebreakers. Examples are games that can be played with the Foresight Cards or many of the activities in the book Gamestorming – A playbook for innovators, rule-breakers and changemakers. An interesting game that was mentioned during the webinars is The Accounting Game.
  2. 2D Computer Games are very often games that could also have been created as a boardgame. Quite often these games have a model behind them and give people insight into these models by letting them play with it. The 2D game that taught me the most is Hidden Agenda (very old!). An example from the energy industry is OilSim by Simprentis.
  3. 3D Computer Games usually try and give a real depiction of a particular location. The player is an agent in the game (either from a first person or a third person perspective). These games are very good to help people practice with skills in a physical world. A nice example is the Virtual Incident Management Training by CATT Lab.
  4. Alternate Reality Games (ARGs) bring a game component into the real world, occasionally blurring the distinction between reality and the game. Probably the most famous example is World Without Oil.

In computer games it also makes sense to make a distinction between single player games and multiplayer games. The later can be synchronous (where everybody needs to be online at the same time, like X-Team’s Mission Island) and asynchronous.

Simulation aren’t necessarily games. They allow people to play with the model that is behind the simulation. If we add an “unnecessary obstacle” to the simulation (e.g. you need to finish within 2 minutes), then we have turned it into a game.

3. How can games be used for learning and for what type of learning problems?

The best way to learn is “learning by doing” or work-based learning. Games allow people to practice (more than traditional e-learning and more than most classrooms). In the standard competency progression from Awareness -> Knowledge -> Skill -> Mastery, we think that games can get people to skill and on their first steps towards mastery.

Games are especially suitable in the following situations:

  • When practicing in real life is too costly (or when mistakes are not acceptable)
  • When practicing in real life is too dangerous
  • When you want to practice situations that are extremely rare in real life (once-in-a-career events)
  • When other ways of learning can’t provide the level of complexity that is necessary (you need to be closer to reality) (see Ender’s Game for some scary science fiction in this area)

There are also people who see games as a way to motivate a younger generation to learn (they might be disconnected from the current learning practices). Games can make something that might not be very interesting more fun. Although there are some theoretical problems with this approach, it is one that is taken more and for educating children. See for example the Institute of Play or ASU’s Center for Games and Impact.

Jane McGonical, a famous game designer has written a whole book about why games can make us better and help us change the world. You can watch her TED talk here:

[youtube=http://www.youtube.com/watch?v=dE1DuBesGYM]

Games can truly be creative and transformative experiences and usually require a highly creative and reflective creator to be truly great. Take a look at the work of Kars Alfrink from Hubbub, New Games for Social Change. He has created a set of very interesting games with real social impact:

  • Beestenbende, a game for families in museums
  • Code 4, a game to create a different type of mindset in a bureaucratic organization
  • Pig chase, a game that humans can play with pigs

Brewster Kahle on “Universal Access to All Knowledge”

Brewster Kahle
Brewster Kahle

This afternoon I attended a session at info.nl in Amsterdam with Brewster Kahle who wants to create “Universal Access to All Knowledge”. He has founded The Internet Archive, a non-profit library with about 150 people. It is best known for its Wayback Machine (collecting about 5 billion web pages a month, amazingly still fitting in a container).

They are convinced that it is feasible to store all the world’s knowledge. Texts are being digitized (i.e. scanned) for representation on the screen (see Open Library for examples) and are openly available. The Internet Archive have made their own scanners pushing the costs per scanned page (mostly labour) down to about 10 cents per page. Their scanning centers now have 3,000,000 free ebooks available online (incl. 500,000 for the blind/dyslexic and 250,000 modern books available for lending) and they have about 8 million more to go. They have made a book mobile that can download and print a book for about one dollar.

Book Mobile
Book Mobile

They are also focusing on archiving all audio, offering unlimited storage and unlimited bandwidth for free and for ever to bands who want to store their tapes online. They have over 1 million audio items in over 100 collections. They are doing similar things to moving images, making permanent archives of video sites that have gone out of business, home movies and even television (do check that one out, it makes TV news quotable and even includes a lending model for physical DVDs of TV news).

They store their 10 Petabytes of data in a redundant fashion and also store 600,000 books in a physical archive (growing fast of course).

Brewster also talked a little bit about his case against the US government when he received a national security letter from the FBI which was deemed unconstitutional with a bit of help from the EFF and from the fact that he is a library.

Daniel Erasmus from Digital Thinking Network (DTN) did a short presentation on NewsConsole which uses a big data approach and aims to collect all the world’s news and put it in an interface that allows for easy interacting with it. I’ve been using it for a while to find news in the field of learning technology. I particularly liked his key lessons from working with big data, like:

  • SQL won’t cut it
  • Big data is messy, a lot of effort goes into cleaning it up
  • Moving a petabyte of data is very expensive and difficult, store it correctly the first time
  • Testing on small subsets doesn’t work, because you get unexpected bottlenecks when you scale
  • It is a humbling problem

Panopticon and Why You Should Care About Your Privacy

Last night I watched the Dutch documentary Panopticon which explores our privacy in the Netherlands. Peter Vlemmix made an excellent film. Do take your time to watch it below or directly on Vimeo:

[vimeo http://vimeo.com/52165457]

Vlemmix deftly shows that many people in the Netherlands think they have “nothing to hide”, while living in a society which is increasing the level of control and eroding their privacy. Even though I follow this topic actively, the film still managed to upset me. I didn’t know that the trams in Rotterdam do facial recognition or that psychiatrists have to list the diagnosis of their patients in a centralized repository (see this Dutch article, and these Dutch sites of psychiatrists battling this DBC).

Watching the film made me angry and worried. How much further before the police will start pro-actively arresting people for what they might do even before they do it, the infamous pre-crime?. The technology is already capable.

It was interesting to see how Germany, with its Nazi and Stasi history, has much more awareness of the dangers of storing too much data. They refuse to implement the EU’s data retention policy for example.

As you can see, there is ample need for a strong Dutch voice protecting your privacy. Bits of Freedom is doing a great job defending your digital rights.

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