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Book review

Simulations and the future of learning: An innovative (and perhaps revolutionary approach to e-learning)

Jossey Bass Wiley, October 2003
Author: Clark Aldrich

Review by Stephen Walsh, Consultant, Epic

If you care about how to do e-learning right, this book is indispensable. Part case study, part learning design manual, part one man's rage against the e-learning industry, it's crammed with practical information and manages to be a page-turner at the same time (not that Clark Aldrich approves of page-turners!).

Aldrich started looking at e-learning from the outside in. As founder of the e-learning practice at the highly influential Gartner Group, he met with practically every e-learning company in America. His view could make or break market perception of a company. He sat through CEO pitch after pitch on how their model was unique/scalable/insert buzzword here.

His conclusion? 'So far, e-learning has made about the same contributions to learning as fast food has made to food'. He points out that both industries are driven by low-cost, high profit goals. Their products allow for minimal deviation from standards. Development and consumption must be simple and rapid - get in, get something from the standard menu, get out. We're in a world of 'drive-through content'. It's enough to turn your stomach.

Who gets the best training in the world? Aldrich's answer is, those professions where mistakes cost lives: the army, surgeons, pilots. What their training has in common is an emphasis on highly realistic and immersive simulation; an emphasis that didn't seem to be on the e-learning industry's agenda (he really should have talked to Epic).

So Aldrich did the decent thing. He quit Gartner, got his hands dirty, and threw himself into building an e-learning simulation that honoured the deal. This book tells the compelling and instructive story of what happened next.

Over 300 pages, Aldrich tells what it took to build "Virtual Leader", a high-end, Playstation-quality simulation of leadership. His advice to those who aspire to do likewise is:

1. Play a lot of games.

Like many of us, Aldrich believes there is much to be learned from games manufacturers. The simulation approach used in The Sims, Roller Coaster Tycoon and others have the playability, open-endedness, and realism factors that simulations can use. Games follow the advice that Aristotle dispensed some time ago: the only way to learn is by doing. The problem with games is that they don't teach anything that's really worth knowing (unless you are a spy or a rally driver). But a leadership game could change that.

His first piece of advice: Buy several games and play them for hours - and tell your loved ones that it's for research purposes.

2. Get the content model right.

To teach leadership, you'd expect the natural route to be find a guru and teach their method. He talked to a lot of university professors to unearth the best model, but found that he had a problem with the way <i>they</i> believed content should be presented: i.e. in a highly linear fashion. Aldrich discovered that linear content did not lend itself to the cyclical, open-ended model we find in games. So he dumped the SME route and developed his own model (at this point you start to wonder if he's going to develop his own operating system while he's at it).

In essence his model states that all leaders are trying to 'get a group of people to complete the work'. The three forces that exert themselves on work are:
* power - the more you have or can earn, the more you achieve the right work
* ideas - generate the right ones or encourage others to, and suppress the wrong ones
* tension - the right level of tension generates a productive atmosphere

Everyone in the organisation has a different balance of power, ideas, and tension. Effective leaders need to read individuals' balances, and adjust it through influence to achieve their goals. Several chapters are dedicated to the detail behind this model, and how it is applied in meetings (the setting for his simulation). Watch people in meetings and you quickly realise that this open-ended model of leadership and how people relate to each other is highly accurate. And he wasn't even trying to develop a theory of leadership!

3. Worry about realism, not reality

Having developed a non-linear, open-ended leadership model, the challenge was how to emulate it. Aldrich spends a lot of time discussing the sets and characters he and his team developed for the game. The challenge was to make it realistic without worrying about representing every possible outcome. He points out that 100% accuracy is not the goal: being descriptive about potential outcomes is more instructive than being predictive about precise outcomes. The designers of Virtual Leader developed a smart graphics engine that enables characters to react in certain ways depending on their work/tension/ideas/power balance (e.g. they might look at the ceiling if bored, stand up if frustrated). Not that this is exactly how people always react - but it's suggestive of a mindset.

Aldrich learns the lesson that game developers knew all along: The goal is to emulate reality, not to re-create it. The chapters that focus on how to emulate reality - i.e. the graphics, dialogue and artificial intelligence engines that drive the simulation - are somewhat technical, but no less readable for that.

4. Gameplay is everything, and the hardest thing

It's late in the development cycle before the team can actually 'play' a working version of Virtual Leader. Only when they put it in front of focus groups do they realise some serious problems: How do I know I'm progressing? How long is it supposed to take? What's my goal? Should it be this hard? Tweaking and redesigning follow. Anyone who's developed an e-learning course and watched how people actually use it will find these chapters painfully familiar.

A couple of weaknesses.

Firstly, the book is written more from the designer's perspective than the user's. This may be because Virtual Leader was in the early stages of rollout when the book was written, so there's not much to go on, but it'd be useful to have more anecdotes on how people are actually using the simulation and whether it is having the desired impact.

Secondly, you get the sense that Aldrich had considerable time and resources at his disposal, luxuries few of us have in tight development cycles. Some of his wisdom is challenging to apply within the constraints of a more typical e-learning project. Maybe he should make his code open-source…

Over all, anyone involved in critiquing, designing or purchasing e-learning will find Aldrich's experiences and advice highly relevant. He has advanced the debate on what we can learn from games, and how e-learning should work. And he's given us an excuse to play Grand Theft Auto all day.

White papers:
Simulations and e-learning

Case studies:
DWP

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Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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