Friday, June 27, 2008
Nintendo: A Tool to Teach
This article, Gaming and learning, with tool for young, was posted in Hindu this morning.
Thursday, June 26, 2008
An Ideal Workspace
Light: By this I mean natural light. Have you noticed how some companies are very dull because of lack of natural light. Most software companies give the impression of night all day long. (But I guess that is because they don't want their employees to realize that it is really late and you are still at office.)
Bright: The walls should be pure white or a cream. This gives a feeling of space and gives you room to think. Depressing colors(dirty blue, grays), well, depress me. The walls should generate positive energy.
Spacious: Spaciousness or at least the feeling of it is important too. Tiny cubicles (you are literally elbowing off your neighbor) are extremely putting off.
Quiet: I need to be able to 'hear' myself think. When you are trying to think of an innovative idea or close to a breakthrough it terms of a strategy, the last you want is the jarring sound of traffic.
Comfortable furniture: Cosy, comfortable furniture will keep my mind on my work.
Privacy: It is important to have your privacy. My personal space should not be invaded. At the same time, I need to be accessible to my team and them to me in return.
A Fun Place: This could be the pantry, near a water cooler/coffee vending machine, and so on. A place where you can chill and chat with your colleagues.
As an ID, the work space is really important. A good work environment inspires you to work better and opens up your mind. For the kind of work that we do, it becomes absolutely essential to have a serene environment to think and visualize. The environment can either restrict or let loose your creativity.
Tuesday, June 24, 2008
Designing Interactive Courses Through Decision Trees
Decision trees or branching stories are alternate paths a learner takes as a direct consequence of decision made. The outcome is different based on the choices you make. Therefore, if you attempt the exercise more than once selecting the other choices, the outcomes may be different each time. Several educational simulations use decision trees to impart skills. A few examples are Account Challenge Sales Simulation, EAP lifescape, aids awareness, and so on.
When to use decision trees?
Decision trees are used when you want learners to understand the consequence of decision-making. The design is typically at Bloom level 3 (application). Therefore, decision trees are used when you want learners to apply their skills. Decision trees can be simple or complex.
Monday, June 23, 2008
Putting Theory Into Practice
Malcolm Knowles’ based his theory on the following assumptions:
- Self-concept: Adults are autonomous individuals who have a clear definition of self. This matures to help the individual transform into a self-directing human being. The adult no longer wants to be lead, he/she goes after goals set by themselves.
- Experience: Adults accumulate experience throughout their lives. Every adult has a set of prior experiences.
- Readiness to learn: Adults are ready to learn, acquire knowledge or skill to attain their goals.
- Orientation to learning: Adults look for information that can be applied immediately to attain their goals.
- Motivation to Learn: We cannot make an adult learn. We can only facilitate learning. For adults, motivation to learn is internal.
Educators must:
- Set a cooperative learning climate: Encourage learning as a continuous process.
- ‘Friendly and informal’ learning environment
- Flexibility
- Prior experience
- Enthusiasm and commitment from teachers
- Create mechanisms for mutual planning: Identify the training needs by looking at the organization goals.
- Arrange for a diagnosis of learner needs and interests: At Kern, we do this using learner observation and analysis. Based on the analysis results, we create a learner persona.
- Enable the formulation of learning objectives based on the diagnosed needs and interests: The learning objectives are decided based on the learner needs and training needs.
- Design sequential activities for achieving the objectives: Brainstorm regarding the most effective learning solution(s) that need to be employed to ensure effective training. Finalize the instructional strategy design and evaluation metrics.
- Execute the design by selecting methods, materials, and resources: Spending learning time to get familiar with the content. Gather adequate information. Get the content dump validated and start storyboarding based on the ISD, learner persona and learning objectives.
- Evaluate the quality of the learning experience while rediagnosing needs for further learning: First, step is learner testing where we identify whether the learner is comfortable with the course. We find out what he/she thinks about the course. Inputs gained used to modify the course. Finally, we evaluate the effective of the course using the evaluation metrics.
Principle 1: Adults need to be involved in the planning and evaluation of their instruction.
Characteristic 1: Self directed
Application at Work
- Conduct a thorough learner analysis by observing the learner and interviewing them. During this phase, ensure that you capture their thoughts on a particular training need identified by the management. This will help understand how they feel about it and what their motivational levels will be. Understand their needs.
- Conduct learning testing. Let them go through the prototype and encourage them to share their thoughts with you. What do they think about the content coverage? Would they recommend it to a colleague? How effective is it on a scale of 1-10? Analyze the response to identify the trend. Include these in the course to ensure that the loopholes are closed.
Characteristic 2: Practical, Experiential Learning
Application at Work
- Using learner analysis, understand current skill set and prior knowledge.
- Allow the learner to learn through experience. Through this experience, they realize the consequences of their own decision making.
- Allow the learner to be the judge of their decisions before telling them what could have been more appropriate.
- Allow them to make mistakes as it helps in the learning process. Let them learn through their own experience.
Characteristic 3: Goal-oriented, Relevancy-oriented
Application at Work
- Use the learner persona to identify whether you are catering to the ‘what’s-in-it-for-me’ factor.
- Map to learning objectives every time to check whether to you are on the right track.
- Ensure that you provide the information that can be directly applied. Do not digress from the learning objectives.
Characteristic 4: Practical, Goal-oriented
Application at Work
- Use problem-solution approach to show direct application. For example: For managing angry customers, rather than giving theory, show examples with responses.
- They are not interested in theory, but in how they can put this theory to practice.
- Keep in mind the learner persona and learning objectives always.
Thursday, June 12, 2008
What were they thinking?
Let us look at a popular nursery rhyme: Jack and Jill
Jack and Jill went up the hill
To fetch a pail of water.
Jack fell down and broke his crown,
And Jill came tumbling after.
Rock a bye baby on the tree top,
When the wind blows the cradle will rock,
When the bough breaks the cradle will fall,
And down will come baby, cradle and all.
Another one: Humpty Dumpty
Humpty Dumpty had a great fall.
All the King's horses
and all the King's men
couldn't put Humpty together again.
What about Hansel and Gratel? Their own parents leave them in the woods to die. This is even worse than the witch who wants to eat them! Why would we want our children to hear such a story.
There are some really good nursery rhymes and stories that children actually learn from. For Example: Old Mc Donald had a Farm, ABCD, One, Two, Buckle my Shoe and Cinderella, Beauty and the Beast, Sleeping Beauty (though all these stories all build the notion that being "beautiful" is very important).
As teaching technique, nursery rhymes and stories are incredibly powerful. It grabs the attention of the children, sets free their imagination, and makes learning fun for them. I guess what was missing for the above nursery rhymes were the learning objectives. :)
Sunday, June 1, 2008
Brainstorming
How?
Planning for the session
- The project lead must assign a day and time for the brainstorming session.
- Send mails to the team with the content dump or raw content, the learning objectives, learner persona, and schedule for this activity.
- Give them three days (may vary) learning time. This is to ensure that everyone has gone through the material before they meet. Everyone will be on the same plane and this will be the foundation of the discussion.
- You can also break the brainstorming across a few days to ensure that it is not too much for the participants. We, typically, start with macro design brainstorming and then move to micro design or page-level brainstorming.
- Arrange a place where the brainstorming session will be held. Ensure that the room can accommodate all participants. You should ensure that everyone will be facing each other. This ensures active participation by all.
- Appoint one person as the mediator. This person can introduce the topic and write down the points on the white board.
- He/she must list the rules of the session. These are:
- Any idea is welcome. No idea will be scorned at or mocked.
- List down all the ideas and then discuss each one by one the pros and cons and whether it is feasible or not.
- Do not judge or negate anything immediately. An idea will be rejected based on the consensus of the group.
- Similarly, the strategy will be decided based on consensus of the group. Discussions will continue till everyone agrees to an idea.
- There is no limit to the number of ideas. Keep noting till no more come up.
- Encourage everyone to participate and share their ideas.
- Ensure that the conversation does not digress into other topics or a specific idea.
- Discuss the ideas written on the white board one by one. One by one drop the ideas that won't work. Discuss till you gain a buy in from all.
Why?
- It helps think of various alternatives keeping in mind the learners, the learning objectives, and the project constraints.
- It ensures the buy-in of the whole team. Everyone understands how to proceed and are on the same page. Active participation of the team ensures that they are more involved in the project (beginning to end).
- It ensures that you do things differently each time. Your courses will be innovative.
- It increases quality as everyone is working toward a common goal and every stage value will be added as rework will be minimal.
- It increases the motivational level of the team. Everyone will do their best as now it is their 'baby' too.
Friday, May 30, 2008
Why I love doing what I do
- The challenge: Every project comes with its share of challenge. The biggest challenge is identifying the most effective strategy for the course with respective to its audience. The necessity to ensure that motivation is maintained through out the course keeps us busy questioning every design decision we make.
- The research: The research that goes into a course to ensure that we know our learners well makes me believe that we are doing it right. We consciously ensure that our design is learner-centered and not a based on our whims and fancies.
- The innovation: We try and think different for every project we work on. Ensure that we don't fall into the trap of selecting a strategy that we are comfortable with and one that has worked for us in the past. This gives us an opportunity to push ourselves and think bigger each time.
- The brainstorming: The team effort to understand, research and come up with design solutions sure increases the motivation to perform. The freedom to share any thought or idea minus restrictions and political games seldom played by colleagues enriches the experience. Every one is a true professional here.
- The team: Knowing that you are part of a dream team sure gives a head rush! The pleasure of working with the best in the field and the intelligent, self-motivated freshers makes you want to give your best always. A team that genuinely cares. People are always there for each. It has never been about pushing work to another, but always sharing it together.
- The environment: A work environment that encourages learning and ensures pure fun widens your mind. It gives you the space to think and grow. It helps retain your individuality in the crowd. A work space that allows you to pursue your passions. An environment where you know you belong.
- The results: Finally, knowing that we are generating quality courses that are making a difference in the training world makes you proud to be associated with such as organization. We know that quality is sacrosanct and can never be compromised.