The E-Learning Curve Blog has moved!

You will be automatically redirected to the new address in 10 seconds. If that does not occur for some reason, visit
http://michaelhanley.ie/elearningcurve/
and update your bookmarks.

Tuesday, May 19, 2009

Discovering Instructional Design, Part 1

At its heart, learning is about growth. The single, central reason for learning, training, and education is to facilitate peoples' need to acquire and develop new skills, knowledge and expertise.

The E-Learning Curve Blog focuses on the development and deployment of learning technologies, and I've been known to discuss approaches to cognition and Constructivism at great length. For one reason or another, I haven't really discussed the bridge between the theoretical and the practical aspects of education - the twin pillars if you like - so over the next few weeks, I'm going to spend some time discussing this in an occasional series of articles on instructional design .

Instructional Design (ID) is the practice of maximizing the effectiveness, efficiency and accessibility of instruction and other learning experiences. The ID process can be said to have a number of steps:

  1. determine the current state and needs of the learner
  2. define the end goal of instruction
  3. develop a learning intervention to assist in the acquisition of new skills, knowledge or expertise.

Before we dive in to ID with much gusto, I want to begin by briefly outlining the theoretical basis for pretty much all contemporary approaches to instructional design.

1. Behaviorism

Based on observed changes in behavior, Behaviorism focuses on a new behavioral patterns being repeated until they becomes automatic. The theory emerged from work done by Ivan Pavlov in associative learning and classical conditioning. The theory of behaviorism concentrates on the study of overt behaviors that can be observed and measured (Good & Brophy, 1990). It views the mind as a "black box" in the sense that the response to a stimulus can be observed quantitatively, while totally ignoring the possibility of thought processes occurring in the mind.

In his 1953 text Science and Human Behavior B. F. Skinner developed the concept of operant conditioning and its application in education and training through the use of positive and negative reinforcement techniques. A behaviorist approach to learning was first implemented in educational technology in the 1960’s.

Main characteristics:

  • Behavioral objectives (performance, condition, standard)
  • Programmed instruction
  • Individualized instruction
  • Computer assisted instruction
  • Systems approach

2. Cognitivism

Based on thought processes governing behavior, the theory of Cognitivism emerged from the inability of the Behaviorist Model to explain how children do not imitate all behavior. Similarly, the Behaviorist Model could not account for certain types of learning.

Bandura and Walters' 1963 text Social Learning and Personality Development led to Social Cognitive Theory, a concept further developed by Jean Piaget.

Main characteristics:

  • schema
  • 3-stage Information Processing Model (sensory register / short term memory / long term memory)

Cognitivism began influencing technology in education in the 1970’s. Its adoption led to a shift from measuring external behavior to focusing on the internal mental processes behind behavior, leading to a greater emphasis on task- and learner analysis. According to Cognitivists, tasks are broken down to move from simple to complex, based on previously-learned mental models, or schema. Cognitivism is currently the principal theory used in instructional design.

3. Constructivism

Based on individual perspectives addressing demand of the real world, The theory of Constructivism emerged from work undertaken by Bartlett (1932).

Merrill and Jonassen (1991) further developed the theory to postulate that our reality is perceived through a process of social negotiation.
First implemented in educational technology in 1980’s and 90’s. Led to a movement from objectively to subjectively focused learning, and the development of more open-ended tasks where results of learning are not so easily measured, and are not the same for each learner. Constructivism is not compatible with simple Systems Approach and outcomes of learning are NOT predetermined.

Main characteristics:

  • Use of realia (real-world objects)
  • Authentic tasks – task-based learning
  • Reflective practice – learning to learn
  • Use of hypertext and hypermedia – branched learning rather than a linear learning path

More...

___________

References:

Bandura, A., & Walters, R. H. (1963). Social learning and personality development. New York: Holt

Bartlett, F.C. (1932). Remembering: A Study in Experimental and Social Psychology. Cambridge University Press

Good, T. L., Brophy, J. E. (1990). Educational psychology: A realistic approach (4th ed.).White Plains, NY: Longman

Jonassen, D. H. (1991). Objectivism versus constructivism: do we need a new philosophical paradigm? Educational Technology Research and Development, 39 (3), 5-14.

Merrill, M. D. (1991). Constructivism and instructional design. Educational Technology, May, 45-53.

Skinner, B.F. (1953). Science and Human Behavior. New York: Macmillan.

--

Friday, May 15, 2009

The Challenge of Training the PlayStation Generation

We now live in a multiplex world of many voices and ideas, mediated by the internet. At the forefront in using digital technology is the e-learning industry.

I'd forgotten about that.

That is to say, I'd forgotten that I had written those sentences until my quarterly copy of T&D Magazine came through the mail the other day. Included in the magazine was a short article I'd contributed to the publication on workplace training, e-learning, and one of the challenges organizations are about to encounter.

Recession notwithstanding, the PlayStation Generation (Digital Natives, Millennials, Generation Z: pay your money and take your choice) is beginning to enter the workforce, and the trickle of people will grow to a flood over the next decade. These workers will test the skills and expertise of training professionals in ways never encountered in the past, and quite unlike the demands the current economic unpleasantness is making on L&D people.

Like other generations, the PlayStation Generation is "shaped by the events ...and trends of its time" (McCrindle, M., 2008). In particular, the emergence of internet-based technologies and synchronous communication systems including e-mail, txtng, and IM, as well as new media used through websites like YouTube, and the (ever-growing) range of social networking sites and influence of the Read/Write Web seem to be a characteristic of this generation's reputation for intense peer orientation and their desire for instant gratification.

In their 2008 text, Connecting to the Net.Generation: What Higher Education Professionals Need to Know About Today's Students, Reynol Junco and Jeanna Mastrodicasa found that in a survey of 7,705 college students in the US:

  • 97% own a computer
  • 97% have downloaded music and other media using peer-to-peer file sharing
  • 94% own a cell phone
  • 76% use instant messaging and social networking sites
  • 75% of college students have a Facebook account
  • 60% own some type of portable music and/or video device such as an iPod
  • 49% regularly download music and other media using peer-to-peer file sharing
  • 34% use websites as their primary source of news
  • 28% author a blog and 44% read blogs
  • 15% of IM users are logged on 24 hours a day/7 days a week

(I think it's time to use the quote from my article - don't you?)

It’s clear that we now live in a multiplex world of many voices and ideas, mediated by the internet. At the forefront in using these digital technology is the e-learning industry.

To meet the challenge of workplace generational diversity, L&D professionals must embrace the knowledge that change is coming, look to the training tools and technologies that already exist, and be prepared to embrace innovation in organizational learning. Understanding the demographics of the 21st Century workforce should influence future training techniques; if you're smart, you'll be developing training strategies and approaches already.

Some approaches to consider:

  • Understand the importance of the peer group
  • Incorporate viral marketing or word-of mouth/ referral strategies into learning.
  • Use an anecdotal style / storytelling to engage learners
  • Use scenarios, risks, and consequences to develop skills, build cognitive awareness, and likely outcomes to events. Dealing in theory, raw data, or pure statistics will not motivate this group of workers to learn.

As the 2008 US presidential election demonstrated, everyone from GenX onwards is technologically savvy (if not quite literate) and think nothing of accessing trends and movements online. They are not inclined to hang around for traditional, authoritarian leaders (or trainers) and the government (or company) to tell them what to do; they have decided to "get on with it."

I predict that one of the consequences of the current economic crisis is that many older employees will choose to leave or be forced out of the workforce. Here in Ireland we've already seen unskilled and semi-skilled people losing their jobs by the tens of thousands, as both they and the firms they work for have problems adapting to the new economic reality.

This story is unfolding all around the Western Hemisphere.

The chances are that the industries that supported these people will go to low cost base economies and will never return. The older, Baby Boomer generation-aged manpower than supplied these businesses will be hard-pressed to find full-time work in the same economic sector again.

If, as an L&D professional, you fail to adapt your training strategies to the needs of the new, diverse workforce, start planning a career change, because you might find your skills as relevant as those of other obsolete professions, such as chimney sweeps, match girls, gurl hurriers, and stagecoach tilters: the workplace of the future won't hang around for if you can’t adapt to its requirements.
________

References:

McCrindle, M. (2008) The ABC of XYZ: Generational Diversity at Work. McCrindle Research. [Internet] Available from: http://www.quayappointments.com.au/email/040213/images/generational_diversity_at_work.pdf Accessed 10 May 2009.

Junco, R., & Mastrodicasa, J. (2007) Connecting to the Net.Generation: What Higher Education Professionals Need to Know About Today's Students. NASPA.

--

Thursday, May 14, 2009

Launching from the Flash Platform

Adobe Flash has evolved considerably since Macromedia Flash was used to create animations and develop and run interactive Web-based content. According to the current developers, the Adobe Flash Platform is

an integrated set of technologies surrounded by an established ecosystem of support programs, business partners, and enthusiastic user communities. Together, they provide everything you need to create and deliver the most compelling applications, content, and video to the widest possible audience.

The Flash Platform combines tools, an open source framework, ubiquitous clients, and scalable servers (see Table 1).

Table 1 Components of the Flash Platform

Application Type

Technology

Runtime Environment Flash Player
Flash Professional
Authoring Tools Flex
Flash Catalyst
Flash Media Server
Flash Server BlazeDS
LiveCycle DS

The environment enables content developers create applications and content from prototype to deployment in an integrated framework (see Figure 1).

Flash_Platform_FrameworkFigure 1 The Flash Platform

In the context of Flash-based authoring tools like Adobe Captivate, the platform enables e-learning content authors to rapidly and efficiently design, develop and implement Web-based learning applications including:

  • Screen recording and demos
  • Software simulations
  • Scenario-based training
  • Presentations
  • Quizzes
  • Podcasts
  • Screencasts

I have written about the pros and cons of Captivate in previous blog articles so I don’t intend to go over the same old ground again, but you can find out more by clicking here.

________________
References:

Adobe Website: http://www.adobe.com

--

Wednesday, May 13, 2009

What’s the difference between Flash and Captivate?

Question: can you briefly explain the advantage/difference between Captivate and Flash. I can't seem to find any one place that discusses this.

Well, I'm back from leave and the walls still seem to be standing, so I thought I'd return by responding to E-Learning Curve Blog reader Marvin Pyle’s query about Flash and Captivate. [As an aside, I assume you’re not the same Marvin who guided my wife and I around the Mayan site of Copán Ruinas in Honduras?]

I can see where the confusion surrounding Flash arises, and I also understand why you'd find it a little difficult to find a site that discusses this. More on the latter, later.

There are a number of facets to any discussion about Flash, Captivate, and why the tools and technologies are important to e-learning. To do justice to the subject, I will address these aspects of the subject over the next few blog posts:

  • Background and Context
  • Flash Player
  • Flash Application
  • Flash Platform
  • Captivate
  • Flash and E-Learning

Background and Context
Adobe Flash (previously Macromedia Flash) is a multimedia platform currently developed and distributed by Adobe Systems. Since its 1996 launch, it has become a very popular tool for adding animation and interactivity to the Web. Flash is the de facto standard tool used to:

  • create Web-based animations & advertisements
  • run various Web page components (i.e. menu items, drop-down lists)
  • integrate streaming video into Web pages
  • develop rich Internet applications
  • deliver e-learning content over the Web

Flash can manipulate vector and raster graphics, and supports streaming audio and video media delivery. It is programmable via an interpreted scripting language called ActionScript (currently at v3). A range of software products can be used to create and to run Flash content. Examples include the Adobe Flash Player (which is available for most Web browsers, some mobile phones (though significantly not the Apple iPhone) as well as for other electronic devices.

Adobe Flash Player
The Adobe Flash Player is a near-ubiquitous software client used to view animations and movies, either in via Web browser or as a Adobe_Flash_Logo stand-alone player. Typically, the Flash Player runs ShockWave Flash (SWF) and Flash Video (FLV) files that are created and compiled in the Flash authoring tool, in Adobe Flex, and by using a range of third party tools and applications. And herein lies the confusion I alluded to earlier: strictly speaking, Adobe Flash is the authoring environment and Flash Player is the virtual machine used to run the Flash files: these terms have become mixed over time, and "Flash" can now mean either the authoring environment, the player, or the application files.

Flash Player supports for an interpreted scripting language called ActionScript, which is based on ECMAScript. Now in version 3, ActionScript has matured from a pretty loose script syntax to a language that supports object-oriented code.

While originally designed to display 2-dimensional vector animations, the Flash Player has become an environment for running rich internet applications (RIAs), and streaming video and audio. It uses vector graphics to minimize file size and create files that save bandwidth and loading time. Flash is a common format for games, animations, and GUIs embedded into Web pages.

The Flash Player is available as a plugin for recent versions of browsers such as Mozilla Firefox, Opera, Safari and Internet Explorer on a number of platforms.

Next time: The Flash Platform

--