Employing Simulations and Interactivity for Highly Motivational Environments Curt Bonk, Professor, Indiana University President, CourseShare.com [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com.
Download ReportTranscript Employing Simulations and Interactivity for Highly Motivational Environments Curt Bonk, Professor, Indiana University President, CourseShare.com [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com.
Employing Simulations and Interactivity for Highly Motivational Environments Curt Bonk, Professor, Indiana University President, CourseShare.com [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com What about in the oil and gas industry? Electronic Collaboration is Getting Complex!!! Joanne McMorrow, marketing manager at in Accenture’s human performance group, uses Accenture’s Knowledge eXchange to share documents and track progress of her group projects, NetMeetings and her telephone to participate in team meetings, and myLearning.com to take courses and track her personal-learning budget. Fast Company, “Virtually There,” March 2002, p. 113. In s tru c tio n a l S tra te g ie s P e rc e ive d a s E q u a lly S u p p o rte d b y O n lin e a n d T ra d itio n a l C la s s ro o m E n viro n m e n ts P e rcen t o f R esp o n d en ts 80 70 60 50 40 30 20 10 0 E xplo r a tio n Stude nt G e ne r a te d C a se -B a se d G uilde d PBL M o de ling L e a r ning C o nte nt O n lin e T rad itio n al E q u al http://PublicationShare.com D e g re e to W h ic h In s tru c tio n a l S tra te g ie s a re S u p p o rte d b y D iffe re n t E n v iro n m e n ts Pe rc e n t o f R e s p o n d e n t s 60 50 40 30 20 10 0 G rou p /C ollab S ocratic Q 'in g R ole P lay & S im s D icsu ssion C oach or L ectu rin g M en tor O n lin e T ra d itio n a l E q u al M o tiv a tio n a l A s p e c ts o f W e b -B a s e d L e a rn in g C u rio sity/F u n V a rie ty/N o ve lty In te ra ctive /C o lla b . C h o ice /F le x ib ility P e rso n a l G ro w th G o a l-D rive n R e sp o n sive F e e d b a ck R e le va n t M a te ria ls 0 20 40 60 P e rce n t o f R e sp o n d e n ts 80 100 A c tiv itie s L e a rn e rs W o u ld D e e m Hig h ly E n g a g in g a n d Us e fu l S tude nts Le a ding Dis c us s ion Ele c tr onic Gue s ts /M e ntor ing Gr oup P r oje c ts /Te a m s Br a ins tor m ing Ca s e s or J ob Re fle c tions 0 10 20 30 40 50 P e rce n t o f R e sp o n d e n ts 60 70 L o we r R a n k e d A c tiv itie s L e a rn e rs W o u ld D e e m Hig h ly E n g a g in g a n d Us e fu l Ic e Br e a k e r s /S oc ia l Dis pla y P r oduc ts Ar tic le Dis c us s ion/Cr itique Role P la y/De ba te s E-m a il P a ls /P e e r Re vie w V oting/P olling S ym pos ia /P a ne ls 0 10 20 30 P e rc e n t o f R e s p o n d e n ts 40 What is the single biggest obstacle to elearning continuing to grow and fulfilling its potential? 1. The cost of development? 2. Lack of human contact? 3. Reluctance of training departments to change? The problem is much more likely to be plain boredom Current Courseware System • • • • • “Slow development time.” “Not interactive.” “Low interactivity, boring.” “…lack of bookmarking, tracking, eval…” “XYZ is powerful and intuitive. It is not always reliable.” • “It is comprehensive, scalable, and intuitive.” • “From a cost posture, they are, quite simply, unbeatable.” From Learning Designers to Experience Designers (Reinhard Ziegler, March 2002, e-learning) “How are we going to create environments, simulations, and real learning experiences unless they’ve participated in them and reflected on their importance for themselves?”…the key is “how to design the interaction so the user lives the experience” Lack of Motivation or Incentive to Complete!!! Corporate Study • 55% did not track or did not know their completion rates • Of those that did, 22% reported completion rates of less than a fourth of students. • Nearly half reported less than 50% completion rates • Only 2% reported 100% completion. E-Learning: Harnessing the hype. Cohen & Payiatakis (2002, Feb). Performance Improvement, 41(7), 7-15. …both instructional and graphic (design)…must be compelling and engaging enough to keep the learner involved, interested, and stimulated…The ideal future is a learning experience designed to be memorable, motivational, and magical if it is to make a lasting impact on the capabilities of the learner. Motivating Employees During Down Times, Training Magazine, April 2002 “True motivation comes from within. Programs of manipulation, incentive schemes and other gimmicks never bring about the ongoing change that is truly needed. Ultimately, we have to be inwardly motivated and emotionally engaged while doing it.” R. Brayton Bowen, Author of Recognizing and Rewarding Employees. Online Training Boring? From Forrester, Michelle Delio (2000), Wired News. (Interviewed 40 training managers and knowledge officers) Part I. Advice on Asynchronous ELearning Types of Asynchronous Activities 1. Introductory Activities and Ice Breakers 2. Games and Simulations 3. Perspectives from Cases, Internships, Jobs, Field Experiences 4. Learner-Content Interaction, Self-Testing, e-Books 5. Summary and Reflective Writing 6. Web Resource Reviews 7. Interactive Questioning 8. Virtual Debates 9. Secret Coaches and Protégés, Critical Friends 10. Problem-Based Learning and Team Projects 1. Introductory Activities a. Introductions: require not only that students introduce themselves, but also that they find and respond to two other participants who have something in common (Serves dual purpose of setting tone and having students learn to use the tool) b. Two Truths, One Lie Tell 2 truths and 1 lie about yourself Class votes on which is the lie 1. More Intro/Ice Breakers c. Eight Nouns Activity: 1. Introduce self using 8 nouns 2. Explain why choose each noun 3. Comment on 1-2 peer postings d. Coffee House Expectations 1. Have everyone post 2-3 course expectations 2. Instructor summarizes and comments on how they might be met (or make public commitments of how they will fit into busy schedules!) 2. Games and Simulations “There’s something new on the horizon, though: computer-based soft skills simulations, which let learners practice skills such as negotiation and team building.” Clark Aldrich, The State of Simulations, Sept. 2001, Online Learning Mark Brodsky, May 7, 2003 • “Another business driver that will ultimately perpetuate an important trend in e-learning, specifically the greater use of simulation-based e-learning, is the migration of more and more services to automated or "self-service" applications. With the greater use of self-service applications, the type of training organizations provide their employees will change.” Marty Siegel, IU Professor, and Founder of Wisdom Tools • Simulations are data driven. There's a model of behavior that underlies them, simulating some process or behavior. • A simulation approximates reality. It is not reality. • Simulations allow users to interact with characters or events or processes and see what happens. • They're very interactive (most of the time) and can include sophisticated graphics. • Many computer games employ simulation technology. MAXIS makes great games. Six Types of E-learning Content Clark Aldrich, A Field Guide to Educational Simulations 1. Extended Books 2. Extended Lectures 3. Extended Communities 4. Extended Expert Access 5. Embedded Help 6. Simulations The Simu-gamé-story Market (per Clark Aldrich, 2003) Simulation Based Airline Flight Simulators SimuLearn Off-the-Shelf Flight Simulators The Sims Medal of Honor Solitaire Wheel of Fortune Games2Train You Don’t Know Jack Game based Accenture/Indeliq Visual Purple Cognitive Arts Will Interactive Choose-your-own Adventure (per Clark Aldrich, 2003) Story Based Simulation Based Muscle Memory/Cyclical Batting Cages Negotiating Public Speaking Riding a Bicycle Open-Ended/Systems Dieting Budgets Ethics Driving a Car Content Types Rules Case Studies Game based movie Linear Story Based Simulation-Based: Number of Calculations/Turn (per Clark Aldrich, 2003) 1000K 100K 10 100 1990 1995 1000 2000 10K 2005 2010 2015 Simu-game-story: Development Budget (per Clark Aldrich, 2003) 2M 5K 1990 50K 1995 500K 2000 2005 Simple Games (see Thiagi.com Or deepfun.com) 1. 2. 3. 4. 5. Puzzle games Solve puzzle against timer Learn concepts Compete Get points More Complex Games from Option 6 (formerly part of UNext) More Option 6 More Option 6 More Option 6 Even More Option 6 (Option 7?) Clark Aldrich, A Field Guide to Educational Simulations • Multiple Choice Pros – Simple to figure out – Provides new info – Cheap to create • Multiple Choice Cons – Can lead the learner too much – Railroads people into a certain decision – May be too easy – May not be sufficiently rich to capture real world Online Jeopardy Game www.km-solutions.biz/caa/quiz.zip Clark Aldrich, A Field Guide to Educational Simulations • Turn-Based Simulation Pros – Promotes contemplation, thoughtfulness, and reflection – Less expensive – Sense of flow • Turn-Based Simulation Cons – Not real – People get more manipulative – Need to be highly positive experiences Complex Virtual Worlds/Virtual Reality Avatars--representations of people Objects--representations of objects Maps--the landscape which can be explored Bots--artificial intelligence The Sims: What will strike you? Clark Aldrich, Simulations and the Future of Learning, Jossey-Bass, Fall 2003 • Rudimentary and incomplete the game feels – The Sims don’t talk, they mumble, cleaning the house is a drag • The interface is confusing • How much fun it is – Earning money is rewarding, you can decorate your house, flirt with the neighbor’s spouse, buy expensive tools, sleep late, invite friends over instead of going to work • You might even reflect on your own life • Time is a precious commodity Clark Aldrich, A Field Guide to Educational Simulations • Abstract Manipulation Pros – – – – More options Interface can help organize info Responsive in real time Intuitive • Abstract Manipulation Cons – – – – Very expensive Need instructions to use; must be committed As much art as science Many are younger than age 35 Marty Siegel, IU Professor, and Founder of Wisdom Tools • “If you're building a game and selling 10s of thousands of copies, you can invest a lot to build them and sell them for $50 a pop.” • “If you're using them for training, they'll still cost a bundle to build, and you'll need to charge a lot to implement (that is, if the simulation is specific to a company; if it's general, then you can sell it for less; it still costs a bundled to produce).... And it takes a lot of time to produce.” Problems with Simulations per Marty Siegel • they never quite work (they always work for games, but that's a made-up world) • if the user is a bit creative in a training simulation, you can easily make the simulation look dumb or break down • they take a lot of time to build... months, not weeks • they cost a lot to build... • they tend to be oriented to single users; no collaborative effort (collab simulations cost even more) • If collab, usually is synchronous and all must be there • important paths may be missed Vendors in Simulations Space I. eDrama Learning (scenario, soft skills, emotion in learning) II. Forio Business Simulations (CEO for a day) III. Indeliq (simulation-based learning for business) IV. Intermezzon (e-learning tools and training progs) V. SimuLearn (leadership) VI. WisdomTools (story-based teaching, PBL) VII. Ninth House Publishing I. eDrama (Front Desk Hiring) II. Indeliq: Permanent or Indelible Learning • Simulations include: – Strategic Selling – Supply Chain Management – Customer Relations Management – Entrepreneurship – Leadership – Capturing Global Markets – Managing in a Dynamic Environment – Evaluating Strategic Growth Opportunities Indeliq • Simulation: Perform Real-World Tasks – Conduct analyses, make decisions, see immediate results, model expert decisions and behaviors • Feedback: Evaluate and Coach – Identify mistakes, reinforce best practices, provide individualized coaching, offer feedback unique to each learner • Reference: Fill Knowledge Gaps – Access expert war stories and perspectives, read industry examples and cases consult rich glossary, complete practice activities Clark Aldrich, A Field Guide to Educational Simulations • Branching Calculation Models Pros – Adaptive – You know how they got there, so can embed linear instructional content – Allows for more hand-holding – Can be cost effective – Consistency in assessment – Good for story telling • Branching Calculation Models Cons – More of an assessment than an experience – Feels manipulative if can’t do what want to do – Feels confined to set space III. Intermezzon: MoneyMaker Sales Training IV. Florio: simulation to see connection between individuals actions and overall corporate performance V. SimuLearn’s Virtual Leader Virtual Leader Components 1. Power: explores the effects of informal (i.e., expertise and recognized alliances) and formal (e.g., title) power 2. Ideas: explores effective strategies for generating ideas 3. Tension: looking at how tension affects performance • Once the 3 ingredients are aligned and balanced, the leaders commit to a course of action. Virtual Leader Goals 1. 2. 3. 4. Employ real-time decision-making Role play and practice leadership Foster creativity to generate ideas Recognize, monitor, and adjust tension in meetings 5. Uncover underlying issues 6. Learn how and when to introduce, support or oppose an idea or colleague Clark Aldrich, A Field Guide to Educational Simulations • Computer Graphics Pros – Easy to tweak – Taps creativity of user – Explores uncharted territory – Generalizes skills – Good for high level business skills • Computer Graphics Cons – Expensive – Requires significant processing power – Skill base to produce is hard to find VI. Wisdom Tools: Time-Revealed Scenarios (TRS) Strengths of Scenarios per Marty Siegel • They take little time to build • They are (in comparison) cheap to build and implement; weeks vs. months (soon, even in days!) • They follow a fixed path (some may see this as a flaw, but it's not); the designer controls the path experience; thus, important • Paths are always experienced. • Because they describe a reality, like a good novel, it can feel VERY realistic. WisdomTools™ Scenarios Scenarios… • Incorporate case study methodology, simulation and storytelling • Occur in a rich context and are authentic in form • Allow exploration of multiple paths from various perspectives • Involve interactive real-world tasks with no single, correct answer Why Scenarios? • Scenarios equip individuals or teams to achieve results on mission critical or complex issues • Scenarios create a shared experience at the learner’s convenience • Learners can “see” failure, be challenged by other viewpoints, reflect and apply new learning, build community and culture • Self and group assessment provided via quizzes, surveys, and facilitators/coaches • Scenarios lead to insight, judgment, and strategic thinking Differences between Scenarios and Simulations Marty Siegel, 2003 1. Scenarios are designed to ensure learners are directed towards a specific outcome or “path” whereas simulations can yield different results or outcomes and important paths are often missed 2. Simulations take significantly more time, resources and money to develop than Scenarios 3. People tend to try to “game” a simulation by tweaking inputs vs. directly facing the types of challenging situations they see on the job 4. Simulations tend to be built for individuals instead of encouraging collaboration amongst individuals grappling with a complex challenge 5. Collaborative simulations are very expensive and time consuming to build and even then must be operated in a synchronous environment 6. Scenarios allow learners to build upon each other’s experiences as they are reacting to the story 7. Scenarios provide necessary context around available resources and ensure their proper use, leveraging the prior investments made in these resources Clark Aldrich, A Field Guide to Educational Simulations • Video Based Pros – Lots of details, nuances, & specific behaviors – Feel serious and real – Over-forty people are used to TV – Works off dumb terminals • Video Based Cons – Expensive – Huge bandwidth required – Interaction with video has delays – Hard to get just right – Hard to make small changes Simulation Issues Clark Aldrich, A Field Guide to Educational Simulations • Harder to evaluate simulation content—no ID theories • Huge cultural shift from: – Just-enough, just-in-time, fast, relevant, bite-sized content • • • • Hard to know how much guidance to give learner SME and designers difficult to identify People may try beat to system rather than learn Bandwidth an issue; especially on multiplayer games • Tough to evaluate what people learned • No real standards 3. Sharing Experiences Perspective sharing discussions: Have learners relate the course material to a real-life experience. Real situations or cases. • Example: In a course on leadership development, have learners share experiences where they were all-of-a-sudden been put in charge of some project or activity and describe what happened as well as what they would do differently. 3. Job interviews or Field Reflections 1. 2. 3. 4. 5. Learners interview someone about their job and post to the Web or Instructor provides reflection or prompt for job related or field observations Reflect on job setting or observe in field Record notes on Web and reflect on concepts from chapter Respond to peers Instructor summarizes posts 3. Case-Based Learning 4. Learner-Content Interactions 4. Annotations and Animations in Electronic Books: MetaText (eBooks) 5. Summary or Reflection Writing • • • • • • Nutshell, Abstract, Summing Up Pros and Cons, K-W-L, Muddiest Pt Papers, Minute Papers PMI (Plus, Minus, Interesting) Wet Ink, Diaries, Freewriting, Blogs Roundrobin, Forced Wrap Arounds 6. Web Resource Reviews 7. Interactive Questioning (Morten Flate Pausen, 1995; [email protected]) 1. Shot Gun: Post many questions or articles to discuss and answer any—student choice. 2. Hot Seat: One student is selected to answer many questions from everyone in the class. 3. 20 Questions: Someone has an answer and others can only ask questions that have “yes” or “no” responses until someone guesses answer. 8. Virtual Debates (instructor or student generated) 9. Secret Coaches and Protégés 1. Input learner names into a Web site. 2. When learners arrive it randomly assigns them a secret protégé for a meeting. 3. Tell them to monitor the work of their protégé but to avoid being obvious by giving feedback to several different people. 4. Give examples of comments. 5. At end of mtg, have proteges guess coaches. 6. Discuss how behavior could be used in other meetings. 9. E-mail Pal or Critical Friends 1. Partner everyone with a peer. 2. Provide weekly comments on his or her work… What is interesting, missing, hits the mark, important? Provide criticism to peer as well as suggestions for strengthening. In effect, critical friends do not slide over weaknesses, but confront them kindly and directly. 3. Provide reminders of due dates 4. Provide help as needed. 10. Team Product or Jigsaw • Team or Course White Paper, Business Plan, Study Guide, Glossary, Journal: Have students work in teams to produce a product and share with other groups • Post work to online gallery. Expert Review and rate projects (authentic audience) Training and Learning Innovations April 2003 Three Phases of AC3-DL I. Asynchronous Phase: 240 hours of instruction or 1 year to complete; must score 70% or better on each gate exam II. Synchronous Phase: 60 hours of asynchronous and 120 hours of synchronous III. Residential Phase: 120 hours of training in 2 weeks at Fort Knox AC3-DL Course Tools • Asynchronous: – Learning Management System – E-mail • Synchronous: Virtual Tactical Operations Center (VTOC) (7 rooms; 15 people/extension) – Avatar – Audio conference by extension/room (voice over IP) – Text Chat Windows—global and private – Special tools for collaboration AC3-DL Collaboration Tools • Asynchronous: – Document sharing – E-mail • Synchronous: VTOC – Shared text – Shared bookshelf – Mapedit – 3D terrain Teams Collaborate on: Mission Analysis Information and critical reflection on: terrain and weather, enemy forces, facts, assumptions, limitations, specific tasks, implied tasks, assets available, and additional considerations, Collaborative Writing Mapedit Tool The Mapedit program, was developed to create map overlays, emulating plastic sheets on which symbols are drawn that are laid onto a map (like football playbooks for the maneuver officer). And if students want a whiteboard, they simply have to open a blank overlay (no map background). Mapedit Tool Mapedit allows multiple users to add, delete, and move symbols and lines on the map overlay. In Mapedit, the driver chooses which file to open, and names the file to save, but all users can edit the contents. 3D Terrain Tool The 3D terrain is a collaborative environment that does not result in a product, but, instead, allows students and instructors to "walk" the terrain and lay an overlay on the ground. Participants can click on another person's avatar, and they will see what that person sees as he makes key points about terrain. Simulation Tools Science & Technology Experimentation with Games • A highly realistic and innovative PC video game that puts you inside an Army unit. • You’ll face your first tour of duty along with your fellow Soldiers. Screenshot From Obstacle Course Part II. Advice on Synchronous ELearning Types of Synchronous Activities 1. Webinar, Webcast 2. Guest speaker or expert moderated (or open) Q&A forum 3. Expert Chats and Online Communities 4. Wearable and Wireless Technologies 5. Peer Dialogue or Team activities or meetings 6. Panels, Press Conferences, Symposia 7. Role Play or Electronic Séance 8. Quick Polls/Quizzes, Voting Ranking, Surveys 9. Brainstorming ideas, What-Ifs, Quick reflections 10. Graphic Organizers in Whiteboard (e.g., Venn) 1. Webinar 2. Electronic Guests & Mentoring 1. Find article or topic that is controversial 2. Invite person associated with that article (perhaps based on student suggestions) 3. Hold real time chat 4. Pose questions 5. Discuss and debrief (i.e., did anyone change their minds?) (Alternatives: Email Interviews with experts Assignments with expert reviews) 3. Expert Chats and Communities 4. Wireless and Wearable Computing 5. Peer Questions & Team Meeting: Moderated 6. Symposia, Press Conference, or Panel of Experts (see PlaceWare—instant messaging that allows one to users to ask spontaneous questions of a designated group of experts) 1. Find topic during semester that peaks interest 2. Find learners who tend to be more controversial 3. Invite to a panel discussion on a topic or theme 4. Have them prepare statements 5. Invite questions from audience (other learners) 6. Assign panelists to start 7. Role Play: Personalities • List possible roles or personalities (e.g., coach, questioner, optimist, devil’s advocate, etc.) • Sign up for different role every week (or for 5-6 key roles during semester) • Reassign roles if someone drops class • Perform within roles—try to refer to different personalities in peer commenting 7. Role Play: Six Hats (from De Bono, `985; adopted for online learning by Karen Belfer, 2001, Ed Media) • • • • • • White Hat: Data, facts, figures, info (neutral) Red Hat: Feelings, emotions, intuition, rage… Yellow Hat: Positive, sunshine, optimistic Black Hat: Logical, negative, judgmental, gloomy Green Hat: New ideas, creativity, growth Blue Hat: Controls thinking process & organization Note: technique used in a business info systems class where discussion got too predictable! 8. Electronic Voting and Polling 1. Ask students to vote on issue before class (anonymously or send directly to the instructor) 2. Instructor pulls our minority pt of view 3. Discuss with majority pt of view 4. Repoll students after class (Note: Delphi or Timed Disclosure Technique: anomymous input till a due date and then post results and reconsider until consensus Rick Kulp, IBM, 1999) 8. Poll Your Students Online 8. Survey Student Opinions (e.g., InfoPoll, SurveySolutions, Zoomerang, SurveyShare.com) 9. Brainstorming • Come up with interesting or topic or problem to solve • Anonymously brainstorm ideas in a chat discussion • Encourage spin off ideas • Post list of ideas generated • Rank or rate ideas and submit to instructor • Calculate average ratings and distribute to group 10. Graphic Organizers (e.g., Digital Whiteboards) Questions? Comments? Concerns?