Friday, January 2, 2009
To-Do List
1. Think Out of the Box: This year I will try and consciously ensure that I try and think out of box and not resort to the tried and tested methods.
2. Learn More: I will read up more blogs and articles on whats happening, whats new, what works, what doesn't work and so on.
3. Share More: I will share what I have learnt with people I interact with.
4. Be More Efficient: I will reflect on whether I can further reduce the time involved in completing tasks without compromising quality.
5. Network with Learning Professionals: I will make an attempt to interact with other learning professionals across the world.
Tuesday, December 23, 2008
River City Project – An Example of MUVE
Let us look at the most popular educational MUVE.
I was not able to access the virtual tour and therefore, I have relied heavily on what others have written on River City. Students can enter the virtual city as a team. They use avatars (graphical representations of themselves) to enter
This city has a river flowing through it and different types of terrains that influence the houses, water, industries, hospitals, and universities. At
The city comprises of avatars, computer-based agents, digital objects, and avatars of instructors. It has around fifty digital objects and data collection stations provide detailed information on water samples across the world. I was able to view a screen grab of a lab at
I was also able to see a screen grab that displayed a computer-based agent in conversation with the learner. Computer agents share information on the happening around the city. They provide subtle hints to the students. The dialogues are shown in the text box below the screen. The interface is supposedly designed carefully:
As an aid in their interactions, participants also have access to one-click interface features that enable the avatar to express (through stylized postures and gestures) emotions such as happiness, sadness, agreement, and disagreement.
- C. Dede, “Multi-User Virtual Environments,” New Horizons May/June 2003
Students share the data that they have acquired with other teams. They can also send ‘snapshots’ of their current situation (seen through their eyes) to their team members for a joint investigation.
MUVE is a very interesting topic. Several corporates are designing MUVEs for corporate training. They buy land on virtual world's such as Second Life and design elements that facilitate learning in it. MUVE is a fairly new teaching tool and it is definitely worth considering, researching, and studying.
Friday, December 12, 2008
The 'WOW' Moment
- Making the learner think "Yes, I have experienced the same thing!"
- Shocking the learner with 'big' incidents such as calamities, terror attacks, scandals, and so on
- Getting the learner to empathize with a particular character
- Making them relate to the scenarios and characters used
- Making them think "Ok. What just happened? Did I miss something?"
A 'wow' moment is intended to make the learner think. I think this is clear enough. But what should we make the learner think about? This is debatable. If you really want to include this moment, it should be based on point 4. Else, it fails the purpose. If the learner cannot relate to it, it is not going to a wow moment. In all probability, your learner will be thinking about the incident and not the concept. What purpose does this solve? It is will create a ripple, not a wave. For this to have the desired impact, it is crucial to know who your learners are. You cannot create a course for a general audience say "Managers across Asia" and expect the course to make an impact on them.
According to me (I could be wrong), I don't want to give the learner a 'wow' moment. I want to give him/her a wow course. By wow, I don't mean only the look and feel, but the entire package. By wow, I also do not mean a course high on drama and suspense. By wow, I mean good ID strategies, visual elements, engaging exercises, several examples, and content that the learner can relate to. The entire package should be involving, engaging, and interactive. When it fulfills these three qualities, the course will also be fun for the learner.
Wednesday, November 19, 2008
ICICI's Token Box
I needed time to look at the machine to figure out what I needed to do. So while I was standing and trying to figure this out, several hands sneaked in to collect tokens. Let me try and explain this box... ahem, machine. (unfortunately, there was a big notice warning me against clicking a snap) In the middle of the box, there was a tiny digital screen that displayed the status. Below this was a number pad (1-7) and below these were the buttons: cancel, gold customer, customer and non-customer. On the left panel, there was a piece of paper that listed what pressing each number meant. I read this list several times but was unable to find a suitable category for my task. I decided to go with 6 which was for account related activities such as fixed deposits. Now, I just had to feed in my choice. Oops.... Do I type in my identity as a customer first or the task? I was not sure. I asked a man standing waiting to gather a token. He asked me to type in the number first and then customer. I did as told. On the digital screen, the message 'This service is not available' appeared. A slip slid out from the right panel. I picked this up and saw NA written on it. Assuming that the task had failed, I did the same thing again and got the same message. The kind man who had helped me earlier stepped up and said look at the slip, it displays a token number. I opened the slip that I had crushed in my hand. Oh yeah! There it was CS522. I handed the other token to the man and thanked him. I sat down to wait for my turn. I observed that everyone got the same message. Meanwhile, an ICICI executive came and stood next to the box. I asked her why it displays this message. She smiled apologetically and said that's the way it is! Brilliant.
Kern also offers usability. I was just thinking about how our team of usability experts would have reacted to this machine. It was a nightmare! The token system is very useful, no doubt. But, this machine is dreadful!
Friday, November 7, 2008
Communicating with a Client
Do's
- Build a rapport with your client.
- Always start a conversation by greeting them warming and exchanging pleasantries.
- Identify very clearly what information you can divulge with your client and what you must withhold.
- Be honest and sincere always. Your client will appreciate this.
- Act and believe that you are the expert in your field. You know your stuff.
- Be formal, but warm or friendly.
- Always remain cool even in volatile situations.
- If you are unsure or you need to consult someone before you make a decision, let your client know that you need sometime and that you will get back to them as soon as you can.
- Make sure that you keep appointments. If your client requires weekly updates at 10:00 every Monday morning, ensure that you do this even if you have nothing new to share.
- Always acknowledge the client's mails. If you receive feedback, always thank them for their inputs.
- Greet them on festivals regardless of whether you are working on a project with them currently.
- Ensure that you send a deliverable on time. If a delay is inevitable, inform the client and apologize for this.
- Don't be over-friendly or overly familiar with your client.
- Don't butter or use flowery language to make a positive impression.
- Don't be too impersonal and detached.
- Do not overreact to a request made by the client.
- Do not spit venom at your client in tough situations.
- Do not prevaricate or lie to your client.
- Do not avoid or ignore phone calls or mails.
- Don't agree or disagree with everything. Remember to use logic to back up every decision.
Wednesday, October 29, 2008
Motivated or not?
- Challenging projects - A project that is challenging and requires careful thought and a fresh outlook
- Application of knowledge and skills - A project that ensures that I apply my knowledge and use my ID skills.
- Freedom to be creative - A project that encourages creativity and is not bound in conditions and restrictions
- A bright team - A project that involves a bright, intelligent, enthu team
- Faith - The faith people have in me to execute the project well
- Doing things right - The spirit of doing things right and not doing it for the sake of it
- Poor clarity of thought - When the expectations from a project is not clearly defined
- Templates - When project requires filling in templates
- Mechanical work - When a project requires simple, mechanical work that requires no thought
- Revision of idea - When a project undergoes revision suddenly because of indecisiveness, inability to foresee and poor planning
- A team that is not united - When each team member is working on their own individualistic goal and not the united goal of generating good work
- Delays - When projects goes on a hang or extends over a lifetime due to delays
Tuesday, October 7, 2008
MUVEs
Let us look at the features of a MUVE.
- Users have access to virtual contexts.
- Users can explore digital artifacts.
- Users can represent themselves through avtaars.
- Users can communicate with other users.
- Users can get or give mentoring and guidance for 'problems' that exist in the real world.
Let us look at a few examples of MUVE in education.
Example 1: Revolution is a multiplayer role playing game where students experience history and the American Revolution. They participate in a virtual community residing in Williamsburg, VA on the eve of American Revolution.
Example 2: Whyville is a graphical MUVE designed for children between middle childhood and adolescence. Whyville users or citizens access Whyville through a web-based interface to communicate with old friends, learn math, science and history through interactive activities, and build online identities.
Example 3: River City is designed for children in middle school science classrooms. These children travel back in time and use the 21st century knowledge, skills and technology to resolve 19th century problems.
After my presentation, I threw some questions at my audience. As is always the case with Kernites, we came up with some interesting insights. Given below is the summary of our discussion.
This learning solution will be best suitable for learners who need to experiment with new concepts and try out new skills. It is useful as learners will be able to see the consequence of their actions in a real time situation. It will also be useful for those people who need to interact with each other to arrive at conclusions and solves issues. Educational simulations are closed ended and though the learner thinks that he/she is in control of their learning, they are not.
In the case of MUVE, learner control is higher. There are several alternative paths that the visitor can take. Each time you enter the environment, your experience will be different. It is a huge challenge to ensure that learning happens in an educational MUVE.
An interesting write up on MUVE:
In the computer lab at her elementary school, Consuela was threading her way through a complex maze. The maze was not in the lab but in the "Narnia" MUVE (a text-based MUVE developed around the stories by C.S Lewis). Her classmates and fellow adventurers Joe and Fernando were "with" her in the maze, utilizing their Web-TV connections at their homes, as was her mentor, a small bear named Oliver (in reality, a high school senior, interested in mythology, who assumed a Pooh-like avatar in the virtual world of the MUVE). Mr. Curtis, the school principal, watched bemused from the doorway. How different things were in 2009, he thought, with students scattered across grade levels and dispersed throughout the city - yet all together in a shared, fantasy-based learning environment a full hour before school would even start! (The school building opened at the crack of dawn to enable lab-based web use by learners like Consuela, whose family had no access at home.)
"The extra effort is worth it," thought Mr. Curtis. Seven years into the technology initiative, student motivation was high (increased attendance, learners involved outside of school hours), and parents were impressed by the complex material and sophisticated skills their children were mastering. Even standardized test scores - which measured only a fraction of what was really happening - were rising. Most important, young girls such as Consuela were more involved with school. Because of their culture, Hispanic girls had been very reluctant to approach adult authority figures, like teachers, but the MUVE altered that by providing a costume-party environment in which the children's and teacher's avtars, wearing the "mask" of technology, could mingle without cultural constraints. "I wonder what the generation will be like in high school - or college?" mused Mr. Curtis.
Source: C. Dede, Emerging Technologies and Distributed Learning in Higher Education