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Showing posts with label constructivist learning environment. Show all posts
Showing posts with label constructivist learning environment. Show all posts

Wednesday, September 16, 2009

Immersive learning environments – a great example

As you'll know if you frequently author content for a blog or for distribution via any medium, planning is the key to maintaining consistency and quality. It's a rare day indeed that I wake up at 6.00am, the proverbial light-bulb goes on and I say to myself "Eureka! Adaptive learning! That's what I need to tell the people about today!"

Well, today isn't one of those days, but this post is good, so I still urge you to read on...

There are many myths and misapprehensions non-Irish people have about Ireland; leprechauns, drinking alcohol to excess, rustic types saying "Sure and begorrah." I can't even spell shillayley shylleleagh shillelagh, and you can't get Lucky Charms here.

tom cruise
“Say you like me hat!” Tom Cruise in Far and Away

In fairness, we do play it up a bit to get the tourists in, but post-Celtic Tiger, we're all broke and we need your cash.

Some of the characterizations of Ireland are based in fact though, among them our rich literary heritage. Remarkably, for a country with a population of about 4.5 million people (about the same number of people as Greater Manchester in the UK, or the Boston Metro area in the US) we have produced four Nobel Prize winners for literature: William Butler Yeats, George Bernard Shaw, Samuel Beckett, and Seamus Heaney.

I have always been intrigued by the later works of W.B. Yeats, and particularly how this master of traditional poetic forms adapted to Modernism.

Yeats' 1920 poem "The Second Coming" has an fascinating couplet:

Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world

and the first phrase in particular has always resonated with me - and not just with me: "Things fall apart" has appeared in creative works as diverse as Chinua Achebe's eponymous 1958 novel through to an episode of Ugly Betty.

As it's the first anniversary of the Lehman Brothers' collapse, I've been considering writing a post on the economic "anarchy ...loosed upon the world" and it's impact on the Learning & Development industry as a follow-up to my 2008 post Recession and the challenge to e-learning. This post is not that post, but while I was researching the subject, and considering some approaches to fusing the unlikely bedfellows of high finance and poetry in a blog article, I happened upon an excellent interactive Yeats exhibition hosted by the National Library of Ireland.

In it, you (the viewer) can explore the environment Second Life-like, interact with the exhibits, "pick up" original MSS, and get a sense of the times and places Yeats inhabited, including a set from the Abbey Theatre, and the poet's library.

NLI-1If you're a Constructivist (like me) you'll appreciate how well this exhibition aligns with Bruner's Principles (see Table 1).

Table 1 Principles of constructivism

Principle

Definition

Readiness

Instruction must be concerned with the experiences and contexts that make the student willing and able to learn

Spiral organization

Structure.

The content must be structured so that it can be grasped by the learner.

Sequence.

Material must be presented in the most effective sequences.

Generation

“Going beyond the information given” - Instruction should be designed to facilitate extrapolation and or fill in the gaps

I have created a short video to demonstrate some of the features and functionality of this exhibition, and I encourage you to "drop in" and take a look yourself; you never know - it might just be a template for the type of immersive learning environment you need to engage and support your learners.

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References:

Bruner, J. S. (1966) Toward a Theory of Instruction. Cambridge, MA: Harvard University Press.

National Library of Ireland. (2009) The Life and Works of William Butler Yeats. Internet: Available from: http://www.nli.ie/yeats/main.html (Broadband and Adobe Flash Player Required). Accessed 14 September 2009

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Thursday, June 4, 2009

Using Media to Engage the Learner: Blatant Plug

Today's the day for my eLearning Guild Online Forum debut presentation. At 10:15am Pacific Time I'll be hosting an online session (via Adobe Connect) called Integrating Audio in to E-Learning Courseware.
As a teaser, here my session outline:

This session will cover:

  • Why use audio in e-learning?
  • Using non-linear editing tools
  • How to record audio
  • How to produce audio
  • How to integrate audio into commonly-used rapid e-learning applications

Here's the agenda for the full two days of the Lights, Camera, Action: Using Media to Engage the Learner event.

Opening General Session
Thursday, June 4 — 8:30a to 9:45a

  • Selecting Media for Learning: Thinking Inside and Outside the Box
    • Patti Shank, Learning Peaks LLC

Concurrent Session Block 2
Thursday, June 4 — 10:15a to 11:30a

  • 201 | Integrating Audio into E-Learning Courseware
    • Michael Hanley, CĂșram Software, Ltd.
  • 202 | Rich Media on a Poor Budget
    • Jeff Tillett, T-Mobile

Concurrent Session Block 3
Thursday, June 4 — 12:00n to 1:15p

  • 301 | Finding, Hiring, and Directing e-Learning Voices
    • Harlan Hogan, E-learningvoices.com
  • 302 | Rapid Video and User Generated Video
    • Mark Chrisman, T-Mobile

Concurrent Session Block 4
Friday, June 5 — 8:30a to 9:45a


401 | Creating Interactive Learning Experiences With Video in Flash

John Crider, Intuit, Inc

402 | Storytorials: An Instructional Strategy for e-Learning

Kevin Cassel, James Kinnamon & Pete Safran, SAI Global

Concurrent Session Block 5
Friday, June 5 — 10:15a to 11:30a

  • 501 | Sometimes a Video Isn't Just a Video
    • Stephen Haskin, S Media
  • 502 | Immersive Simulations that use Voice Technologies
    • Paul Howe, Allen Interactions

Closing General Session
Friday, June 5 — 12:00n to 1:15p

  • Cool Tools: Spice Up Your Training with Web 2.0 – Legally
    • Michelle Lentz, Write Technology

If you're participating, I hope to see you there (metaphorically speaking), and best of luck to all presenters as well as the backroom team of organizers and moderators who have worked so hard to make this event happen.

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Tuesday, June 2, 2009

Integrating Audio into E-Learning Courseware: eLearning Guild Online Forum

The eLearning Guild's next Online Forum taking place on June 4th & 5th is called Lights, Camera, Action: Using Media to Engage the Learner.

Here's what the Forum will cover:

It wasn’t long ago that e-Learning developers thought that putting a simple Flash animation and a small sound file into their e-Learning offerings was really leading-edge stuff. But today much more advanced technology, like higher bandwidth, gaming, and ELG-OF immersive learning techniques, is easily available. And, ever-more-sophisticated learners, who are demanding more effective and absorbing e-Learning programs, are pushing for adoption of advanced media techniques.

This Online Forum will show you how to use audio, video, animation, and other technologies to enhance the engagement and “stickyness” of your e-Learning offerings. You’ll see real-life examples, and learn various design approaches for effectively using media. This Online Forum is your best chance to focus on improving the e-Learning you create for your organization, and to...

  • EXPLORE how using different media tools and processes can enhance your e-Learning offerings,
  • DISCOVER how better use of media enhances a wide variety of topics and formats,
  • EXAMINE the design and development of media-use techniques to achieve specific goals,
  • LEARN how other organizations are using media to build engagement into their e-Learning programs, and
  • ENSURE that your e-Learning meets both your learners’ and your organizations’ goals.

I'm pleased to announce that I will be presenting the Forum session on using ELG_Preview audio in e-learning. Called Integrating Audio into E-Learning Courseware, session participants will learn the audio production lifecycle, see examples and demonstrations, and get hints, tips, and tricks-of-the-trade to enable you to produce high-quality audio for your courseware. You’ll learn how recording subject matter experts as they describe a process, task, or activity, when well-recorded and produced can, in most cases, be integrated into courseware without taking the extra steps of hiring a professional voice-over artist to re-record the narration. This can lead to considerable savings in time and money, as well as reduce the time-to-market of courseware.

In this session, you will learn:

  • Why use audio in e-Learning?
  • The uses of non-linear editing tools
  • How to record audio
  • How to produce audio
  • How to integrate audio into commonly-used rapid e-Learning applications and podcasts

When learning with multimedia, research shows that visual imagery is better retained when accompanied by verbal information; that learners are better able to integrate information via multi-modal instruction. Called the Six Principles of Learning, it describes how information encoded and transmitted using both visual and auditory channels reduces the cognitive load on the learner, so their working memory can process information more effectively.

However, most e-learning professionals perceive that creating and integrating high-quality audio is a highly-specialized activity outside of their expertise. But now more than ever, e-learning technology and content production skills are a key requirement for learning professionals who wish to interact with their audience.

So join me on Thursday by clicking here to register for the event. if you haven't already registered, I'll be delighted to see you there.

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Wednesday, February 4, 2009

A Virtual Learning Environment gets grounded

Strange to tell, Microsoft has been at the forefront of producing popular, immersive learning environments for over 25 years. Sadly, it looks as though their involvement in this domain is about to end.

Is this goodbye, Microsoft Flight Simulator?

Microsoft has decided to close its ACES Studio, which developed the FS_2000_cover simulator series. The ACES Studio was shut and its 150 staff laid off as part of 5,000 planned layoffs to control costs. Since 1982, Microsoft Flight Simulator (FS) has been one of the most popular serious games available. However, in my view, it is less a game and more an immersive virtual environment; it provides the user with a highly sophisticated and realistic human-computer interface (HCI) that enables "players" to learn according to a non-linear constructivist model.

For those who would assert that FS has little or nothing to do with FS_2.0_cover learning and development, remember that early e-learning specifications emerged from the aerospace world: in the late 1980's the Aviation Industry Computer-Based Training Committee (AICC) developed guidelines for the development, delivery, and evaluation of CBT, WBT, and related training technologies. The AICC specifications were designed to be general purpose (not necessarily aviation-specific) so that learning technology vendors could spread their costs across multiple markets and provide products needed by the aviation industry at a lower cost. This has resulted in AICC specifications gaining broad acceptance and relevance to non-aviation and aviation users alike long before IMS, SCORM, and QTI.

In FS, the user "flies" accurately-modeled aircraft in an open microworld. The flying area encompasses the whole of the real world (in varying levels of detail) and even (in FSX) low-earth orbit, fs_sso_6 including over 24,000 airports. Individually-detailed scenery can be found representing an ever-growing number of towns and cities, and geographical major landmarks. The latest versions of FS include complex weather simulation, as well as the ability to download real-time weather data. There is also a air traffic environment with interactive Air Traffic Control, player-flyable fs_23_lg aircraft ranging from the WWI aircraft to the modern Boeing 777. In addition, the two latest versions of Microsoft Flight Simulator have a “kiosk mode”, which allows the application to be run in kiosks. It is the wide availability of upgrades and add-ons, both free and commercial, which give the simulator its great flexibility and scope.

As is the case in good e-learning design, introductory orientation ("flying lessons") provides the player with a virtual instructor who, fs_21_lg through a modular series of tasks and activities that are understood and responded to by learners within in the game context. This combines the elements of content and display to present the instructional content in a way that promotes learning through organized instructional resources, and a user interface that is not confusing, dissatisfying, or cognitively taxing. As well as interactive lessons, the simulator also provides missions, airport maps, navigation aids / GPS, and even aircraft checklists to enable the advanced user (and this can even include learner pilots with a very reasonable facsimile of the piloting experience.

To create this immersive world that meets the needs of players as learners, several interface attributes are be integrated into the HCI design. Generalizing from usability evaluations of eleven applications and about 250 usability problems Nielsen (1994, pp. 25-62), described these ten heuristics for usable design:

  1. Visibility of system status
  2. Match between system and the real world
  3. User control and freedom
  4. Consistency and standards
  5. Error prevention
  6. Recognition rather than recall
  7. Flexibility and efficiency of use
  8. Aesthetic and minimalist design
  9. Help users recognize, diagnose, and recover from errors
  10. Help and documentation

When considering the pedagogic value of microworlds I would agree with Roe, Pratt & Jones (2005) when they assert

We believe that this paradigm has much to teach developers of e-learning platforms and that reflection on the design of our microworlds can help to crystallize what those lessons are.

(Putting the learning back into e-learning, p.3)

The authors of the paper "distil" the characteristics of microworlds as a means of providing context and motivation for engaging with learning content:

Characteristic Description
Quasi-Concrete Objects Turkle and Papert (1991) have referred to the way that the computer offers access to formal ideas in a concrete way, since abstract mathematical ideas, represented in iconic form on the screen, can be manipulated directly by the user.
Using Before Knowing In our everyday lives, we typically use artefacts for particular purposes. Through that use, we learn about the effectiveness of the tool, its limitations, how well it serves that purpose and sometimes we may gain some understanding of how it works.
In schools, mathematics is a subject where you learn how to generate the object before you use it. In practice, more often than not, the former task proves too difficult, especially when disconnected from purpose. The computer offers the possibility of turning the learning of mathematics round so that use precedes generation (see the Power Principle, Papert, 1996).
Integrating the Informal and the Formal diSessa has suggested that we incorporate versions of the formal representations of the mathematical objects in such a way that the child may be able to make connections between the various formalisations and their informal use (diSessa, 1988).
Dynamic Expression When Papert proposed the turtle as a tool for constructing a dynamic notion of angle (and of course much else), he acknowledged that the computer offers a medium which unlike paper and pencil can incorporate dynamic representations of the world. He suggests that the use of systems which are expressive of dynamic and interactive aspects of the world are more engaging to learn than static and abstract formalisms.
Building Constructionists base their approach on a tenet that encouraging the building of artefacts is a particularly felicitous way of teaching mathematics. Pratt (2000) has demonstrated how this approach can be modified into related approaches such as mending.
Purpose and Utility In so doing, emergent knowledge is imbued with utility (Ainley, Pratt & Hansen, in press), in which the abstractions are seen as useful and the limitations of those abstractions are gradually discriminated.

So powerful is the FS platform that Microsoft turned in into a commercial off-the-shelf simulation platform called ESP. As they say themselves:

Microsoft ESP is a visual simulation platform that brings powerful, high-fidelity simulations to widely available, low-cost Microsoft Windows®-based PCs. Organizations that rely on Microsoft ESP can improve their workforce readiness more efficiently and cost-effectively than with traditional computer-based animation or simulation tools. Combined with its developer-friendly Software Development Kit (SDK), Microsoft ESP provides government and commercial entities and modeling and simulation specialists with an affordable, portable, and highly extensible platform for training and learning, decision support, and research and development modeling.

According to industry analyst James Governor the implications of this are "stunning:"

...once you know what the world actually looks like and behaves, you can begin to model changes to the system. What if we deforested this area? What if we removed all the natural predators from a particular marine ecology? What if we banned all car traffic from a city? What might the alternatives look like?

At the end of the 2006 movie Snakes on a Plane, a passenger whose only aviation training was playing video games successfully lands a jumbo jet. While this is of course a cinematic fantasy, you can be sure in the wake of the recent Hudson Miracle simulations like FS are being used to replicate the situation that the plane, crew, and passengers encountered to provide training that will maximize others' chances of survival in such a scenario.

fs_27_lg

I might just fire up my copy of FS9 and take a trip from Newark myself...

Postscript:

One of the best things about writing an e-elearning blog is its flexibility of the medium to mould itself to accommodate new events.

These days, I'm regularly interrupting one series of posts to discuss new developments in another e-learning related topic: this is a consequence of the ongoing financial crisis. So, dear reader, I'll return to Josh Bersin and the emergence of informal learning presently.
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References:

Governor, J. (2008) Living In De-material World: On Microsoft, Train SIM and the Virtual Everything. [Internet] Available from: http://www.redmonk.com/jgovernor/2008/09/25/living-in-de-material-world-on-microsoft-train-sim-and-the-virtual-everything/ Accessed 2 February 2009

Nielsen, J. (1994). Heuristic evaluation. In J. Nielsen & R. L. Mack (Eds.), Usability inspection methods. New York: John Wiley & Sons.

Roe, C.P., Pratt, D., Jones, I. (2005) Putting the learning back into e-learning. In Proceedings of CERME4, Sant Felix de Guixols, Spain [Internet] Available from: http://www2.warwick.ac.uk/fac/soc/wie/courses/degrees/docs/who/students/edrfae/publications/roe-pratt-jones_puttingthelearningbackintoelearning.pdf Accessed 2 February 2009

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Friday, December 12, 2008

End-of-year Moodle-ings: a chance to review (a book)

As you’ll know if you’re a regular reader of the E-Learning Curve Blog, I strongly advocate the Constructivist approach to learning, and the use of open-source technologies to develop and distribute e-learning materials. You’ll also know that my Learning Management System of choice is Martin Dougiamas’ Modular Object-Orientated Learning Environment (Moodle), as this particular platform tick both those boxes.

As we come to the end of 2008, I have finally gotten around to do begin undertaking some essential housekeeping tasks on my website, michaelhanley.ie.

Among those activities is a long-overdue upgrade to Moodle 1.9 - I’ve been itching to get an opportunity to investigate and use these new features and enhancements:

  • Social networking functionality (i.e. tagging)
  • The user blogs facility
  • The improved wiki

And most especially:

  • Learning Outcomes

The enhanced backup and restore features and new DB module will moodlelogoalso assist management of my implementation, as I’m the kind of person who feels like they’re performing open heart surgery – without anesthetic - on a patient, on those occasions when I have to perform some sort of customization on a production system.

By coincidence Packt Publishing recently contacted me and moodle1.9asked me to review Moodle 1.9 E-Learning Course Development, by William Rice IV. The publishers describe the text as:

A complete guide to successful learning using Moodle, focused on course development and delivery and using the best educational practices. …Moodle E-Learning Course Development shows you how to use Moodle as a tool to enhance teaching.

In my view there are certain publishers – Packt, Friends of Ed, O’Reilly and so on, who can generally be trusted to provide hands-on expertise for IT professionals, so I already own a couple of Packt’s texts. But before I hear you shout “Canyonero!” I will undertake to review this text on it’s own merits, in an equitable manner. There’s no point in me saying that this book meets the needs of its potential audience if it doesn’t.

Since my reviewer’s copy of the text just arrived in the post today, I’ll be taking the opportunity to review the book in the very near future, so watch this space.

In the meantime if you’d like to take a look at the book yourself, Packt Publishing have given me Chapter 6, “Adding Interactive Course Material” as a 3.4MB PDF for you download.

or

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References:

Rice, W.H. (2008) Moodle 1.9 E-Learning Course Development Available online: http://www.packtpub.com/

Wikipedia contributors, The Last Temptation of Krust. Wikipedia, The Free Encyclopedia, [Internet] Available from: http://en.wikipedia.org/wiki/Canyonero [Accessed December 12, 2008]

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Thursday, June 19, 2008

Corporate learning environments - a framework

As discussed in previous blog entries, the 21st century corporate learning environment is a patchwork of systems, tools, technologies, and processes that support (more or less) individual and team learning, performance, and development.

We can say with a degree of certainty that it's the case that these systems are in place for a range of tactical, operational, and strategic reasons. According to Klein and Eseryl (2005) this agglomeration of systems can be viewed within

a framework based on the premise that different methods are needed for different levels of knowledge and expertise.
(The Corporate Learning Environment, p.8)

Klein and Eseryl extend Dillon and Hallett's 2001 learning curve model; by making it the basis for a framework (see Figure 1) that applies the notion of the conventional learning curve to the context of the corporate learning environment, they assert that to supply an "apt" structure for understanding when and how different learning approaches and strategies are used.

Figure 1 Framework for corporate learning environments (After Klein & Eseryl 2006)


[click to enlarge]

Within this framework, the conceptualization of the learning environment consists of systems to manage and support:
  1. cohesive team management
  2. knowledge generation and sharing
  3. performance support
  4. document storage and retrieval
  5. on-demand learning
  6. traditional training

___________________

References:

Dillon, P. & Hallett, C. (2001). Powering the leap to maturity: The eLearning ecosystem. Cisco Systems white paper.

Klein, J. Eseryel, D. (2005) The Corporate Learning Environment. [Internet] Available from: http://www.igi-pub.com/downloads/excerpts/159140505XCh1.pdf
Accessed June 12 2008
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