303 E-Learning Myths, Magic, and Motivational Strategies Curt Bonk, Professor, Indiana University President, CourseShare and SurveyShare [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com.
Download ReportTranscript 303 E-Learning Myths, Magic, and Motivational Strategies Curt Bonk, Professor, Indiana University President, CourseShare and SurveyShare [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com.
303 E-Learning Myths, Magic, and Motivational Strategies Curt Bonk, Professor, Indiana University President, CourseShare and SurveyShare [email protected] http://php.indiana.edu/~cjbonk http://CourseShare.com Ten Minnie-Myths of E-Learning and the Data to Dispel Them (Corporate) Dr. Curtis J. Bonk Alias: Mickey Mouse President, CourseShare.com Associate Professor, Indiana University http://php.indiana.edu/~cjbonk, [email protected] With supporting Help from: Ms. Minnie Mouse Orlando, Florida [email protected] Myth #1. E-learning will soon go away. Figure 42. Percent of Instructional Time spent training via the Web in the next decade 100% 80% 76-100% 51-75% 26-50% 1-25% 0% 60% 40% 20% 0% 1 Year 2 Years 5 Years 10 Years Myth #2. E-learning can now take place at home and on the road. Figure 49. Location Where Learners Access WebBased Training Other Road Home Office 0 10 20 30 40 50 Percent of Respondents 60 70 80 Myth #3. Everyone is evaluating e-learning but us. Percent of Respondents Figure 26. How Respondent Organizations Measure Success of Web-Based Learning According to the Kirkpatrick Model 90 80 70 60 50 40 30 20 10 0 Learner satisfaction Change in knowledge, skill, atttitude Job performance Kirkpatrick's Evaluation Level ROI Myth #4. Learner completion rate has magical importance. Percent of Respondents Figure 53. Learner Completion Rate in Web-Based Courses 25 20 15 10 5 0 0-25% 26-50% 50-59% 60-69% 70-79% 80-89% 90-99% Learner Completion Rate 99100% Myth #5. Work-related incentives are important in motivating elearners. Figure 55. Incentives for Successful Completion of WebBased Learning Promotion Salary Inc Job Security Awarding Credits to Degree Public Recognition Inc Job Responsibility None 0 10 20 30 40 Percent of Respondents 50 60 Myth #6. Thiagi has convinced the world of the need for interactivity and social ice-breakers. Figure 41. Activities Learners Would Deem Highly Engaging and Useful Ice Breakers/Social Display Products Article Discussion/Critique Role Play/Debates E-mail Pals/Peer Review Voting/Polling Symposia/Panels Students Leading Discussion Electronic Guests/Mentoring Group Projects/Teams Brainstorming Cases or Job Reflections 0 10 20 30 40 50 Percent of Respondents 60 70 Myth #7. Watch out…trainers will soon be out of a job. Percenrt of Respondents Figure 19. Purpose of Web-Based Learning in Organization 70 60 50 40 30 20 10 0 Sole source of learning Supplement traditional Follow-up to traditional Alternative to traditional Other Myth #8. Traditional instructional strategies (e.g., lecture, role play, etc.) will not work online. Figure 38. Instructional Strategies Perceived as Fairly Equally Supported by Online and Traditional Classroom Environments 80 Percent of Respondents 70 60 50 40 30 20 10 0 Exploration Student Generated Content Case-Based Guilded Learning PBL Modeling Online Traditional Equal Figure 39. Instructional Strategies Perceived as Better Supported by Online than Traditional Classroom Environments Percent of Respondents 60 50 40 30 20 10 0 Group Prob Solving & Collab Socratic Questioning Role Play & Simulations Discussion Coaching or Mentoring Lecturing Online Traditional Equal Myth #9. Trainers operate alone and do not want to give away trade secrets. Figure 56. Important Features of a Free CourseSharing Resource Community Pre-Rated Web Resources Pedagogical Ideas Stories of instructional experiences Answ ers to Teaching Problems Courses, Catalogs, Products Web Resource Sharing Tools Expert Advice Professional Links Articles and New sletters 0 10 20 30 40 50 60 Percent of Respondents 70 80 Myth #10. Trainers are loyal. Figure 44. Freelance or Adjunct Instructor WebBased Training 100% 80% 60% No Yes 40% 20% 0% Past Experience Future Interest Want a copy of the report??? See: PublicationShare.com II. E-Learning Magic….or lack thereof… 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) 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 Part III. Motivational Strategies: Asynchronous E-Learning Types of Asynchronous Activities 1. 2. 3. 4. 5. Introductory Activities and Ice Breakers Online Testing Learner-Content Interactions Games and Simulations Sharing Perspectives from Cases, Internships, Jobs, Field Experiences 6. Collaborative or Virtual Team Writing 7. Reflection on Online Cases 8. Web Resource Reviews 9. Virtual Debates 10. Annotations and Animations in E-Books 1. More Intro/Ice Breakers a. Eight Nouns Activity: 1. Introduce self using 8 nouns 2. Explain why choose each noun 3. Comment on 1-2 peer postings b. 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. Online Testing 3. Learner-Content Interactions (Option 6) 3. Learner Content Interaction from Option 6 3. More Learner Content Interaction from Option 6 3. Even More Option 6 (Option 7?) 4. 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 4. Online Games and Simulations Online Jeopardy Game www.km-solutions.biz/caa/quiz.zip 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 (May, 2003) • 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. 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.” 4a. eDrama (Front Desk Hiring) 4b. Intermezzon: MoneyMaker Sales Training 4c. SimuLearn’s Virtual Leader 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 4d. Wisdom Tools: Time-Revealed Scenarios (TRS) Strengths of Scenarios per Marty Siegel (May, 2003) • 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. 4f. Ninth House Publishing 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 Training and Learning Innovations April 2003 4g. Army AC3-DL Simulation Tools 4h. America’s Army • 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. 5. Sharing Perspectives 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. 5. 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 6. Collaborative Writing Groove.net 7. Case-Based Learning 8. Web Resource Reviews 9. Virtual Debates (instructor or student generated) 10. Annotations and Animations in Electronic Books: MetaText (eBooks) • June 2003, Page 4D • E-books are getting a boost at BookExpo Free Adobe software helps get word out • By Jefferson Graham USA TODAY • LOS ANGELES -- Ebooks are still alive and are getting a new sales pitch, judging from the weekend's BookExpo America, the annual booksellers' convention. Part III. Motivational Strategies: Synchronous E-Learning 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. Complex Virtual Worlds/Virtual Reality 6. Brainstorming ideas, What-Ifs, Quick reflections 7. Peer Dialogue or Team activities or meetings 8. Online Role Play or 6 Hats Technique 9. Quick Polls/Quizzes, Voting Ranking, Surveys 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 John Seely Brown Some Expertise is Misleading! LearnKey's e-learning model integrates all of the proven products that LearnKey has developed and introduced worldwide into the growing IT certification market. We call this new product OnlineExpert™, a hybrid next generation delivery infrastructure and e-learning platform. March 2003, Chief Learning Officer 4. Wireless and Wearable Computing 5. Complex Virtual Worlds/Virtual Reality Avatars--representations of people Objects--representations of objects Maps--the landscape which can be explored Bots--artificial intelligence 6. 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 7. Peer Questions & Team Meeting: Moderated 8. 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! Role: Conqueror or Debater/Arguer/Bloodletter • Takes ideas into action, debates with others, persists in arguments and never surrenders or compromises nomatter what the casualties are when addressing any problem or issue. Role: Slacker/Slough/Slug/Surfer Dude • In this role, the student does little or nothing to help him/herself or his/her peers learn. Here, one can only sit back quietly and listen, make others do all the work for you, and generally have a laid back attitude (i.e., go to the beach) when addressing this problem. 9a. 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) 9b. Survey Student Opinions (e.g., InfoPoll, SurveySolutions, Zoomerang, SurveyShare.com) 10a. Graphic Organizers (e.g., Digital Whiteboards) 10b. Visual with Chat: Learningbydoing.net Questions? Comments? Concerns?