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Book review

Learning by Doing

A comprehensive guide to simulations, computer games and pedagogy in e-learning and other educational experiences.

 

Edited by Clark Aldrich


Review by Donald Clark, Epic

 

Published by Pfeiffer 2005

It's heartening that experts such as Schank and Aldrich, who have been pushing for the 'learn by doing' model for years, are now in the ascendancy over the likes of Masie and Brandon-Hall, who regurgitate whatever's being sold this year - LMSs, LCMSs, Reusable Learning Objects and so on. Academic learning theory puts learning by doing at the heart of the learning game. James, Dewey, Kolb, Schank, and now Aldridge, are right to keep this flame alive against those in education and training who see their job as simply loading people up with knowledge.

Aldrich is an analyst turned simulations producer. He understands that real performance needs real performance, not just classroom lectures or knowledge-based e-learning and this book is a case for the measured use of simulations to teach such skills. It is in no way near being a definitive text, but it's a good effort.

The chatty style and plentiful diagrams make the book very readable. Analysts need this skill, as their audience, investors, are lazy readers. At times he gets carried away with abstruse classificatory diagrams and background theory that has little to support it in terms of actual evidence. In fact the book is woeful when it comes to real evidence for the efficacy of simulations. There's data galore on this issue, especially from the military, including models for evaluating simulations. However, he tends to use material from people and companies he knows, rather than the real world of actual simulations work. This is a weakness.

Building and buying the right simulations in the corporations and higher education today

The book moves nicely from the simple to the complex and from present to future through a tapestry of simulations theory and examples. This works well but the underlying taxonomy is, at times, a little confused. He starts with his four main simulation types:

  • branching stories
  • interactive spreadsheets
  • game-based models
  • virtual labs/products

This confuses the genres. Indeed, he makes some simple category errors. Interactive spreadsheets use a specific tool (spreadsheets) and labs are specific real-world places - neither are basic types of simulations. How, for example, would non-lab based simulations of physics and maths be classified? One could also argue that games are different from simulations, leaving only branching stories as a generic type. For a full discussion of the typology of simulations see the Epic White Paper on Simulations and e-learning and Games and e-learning). Aldrich's book is much better when it discusses real examples and techniques rather than this type of pedagogic theory.

The Broader Opportunities for Simulations

In moving beyond the sort of simulations we see in training he turns his attention to broader educational simulations and folds in new types of content, which he classifies as systems, cyclical and linear. I found these concepts somewhat confusing as they overlap and are not wholly explained either by definition or example. This is compounded by a confusing triangular classificatory diagram at the end of the chapter under the heading of convergence. This is followed by more muddled thinking under the guide of 'the three essential elements to successful educational experiences' (simulations, games and pedagogy). This is all very overblown and he completely lost my interest with the pompous heading 'universal truths', which are explained using a three ringed Venn diagram. If you're going to play God, at least have a well-researched model.

Luckily he gets back on track with some chapters on role-playing in simulations. This is useful as it has real applications in single and multiplayer training simulations. However, the paucity of examples turns it into a set of notes and reflections rather than a serious treatment.

Chapters 13, 14 and 15 explore computer games but only cover the basics. There's no real mention of Gee's work in identifying the principles one can learn from games to apply in learning and Prensky isn't mentioned at all. In truth, others have a lot more to say about games and learning. Aldrich moves beyond his area of expertise when he moves beyond simulations into the world of console games. The chapter on mini-games, interestingly, brings him back to his core area of expertise as these play a significant role in learning, especially in education.

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Next generation simulations

"If we make simulations accurate, they will be too hard. If we make simulations easy, they will be irrelevant," he says. I agree. This key issue is discussed using a real example; First Flight - The Wrights Experience Flight Simulation. This simulation was so accurate that the guy who successfully flew the 2003 centenary flight on an exact replica used this simulation and made two flights. The air force pilot who refused to use the simulation crashed on his first attempt.

A second example, Virtual University, sponsored by The Sloan Foundation, is a simulation that allows you to play a role within a higher education establishment controlling variables such as faculty, students, courses, sports, performance indicators and so on. The first version was so real that it proved to be too challenging. Version two added more pedagogic structure and support for the learner leading to significant improvements. Anyone interested in e-learning in Higher Education should check this out.

A good discussion follows on Full Spectrum Warrior and Full Spectrum Command, the Xbox and PC games produced by the military. FSW is a first person shooter that manipulates 30 entities with lots of AI techniques. FSC takes things further controlling 200 entities. These, and other military games, such as America's Army (amazingly - no detail on this in the book) have a lot to teach us about how games can be used as simulations for training (see Epic White paper on Defence and e-learning).

Both show how the realism of games and the reality of learning have to be balanced. Modelling, in itself, is often not suitable for learning, which has to build momentum and provide support as the learner moves from a state of ignorance to being skilled. These two examples made you want to explore these issues further.

Managing the simulation process

I expected more on the process of documentation and prototyping but again the analyst came through with too much emphasis on resource data. This varied from 1 person month to 30 person years, with additional figures for second simulations, where, with the right tools and processes in place, make the process faster and cheaper. This is absolutely right. He is also spot on in hammering home the message that scope creep is a huge risk. In many of the examples he quotes, some of the complexity was unnecessary. His point about the role of coaches as a form of learner support in simulations is also helpful. He also brings in the whole underlying rationale for simulations work, quoting Will Thalheimer, a military trainer with a startling critique on traditional learning, "Most forgetting happens quickly. Repetition is the most powerful of learning factors. And by spacing that repetition over time, you can significantly minimise that forgetting…Within forty days of leaving Fallon detachment, a pilot's bombing accuracy returns to the accuracy he had just before reporting to Fallon." This is an astounding piece of research. How much training leads to precisely this zero improvement outcome? A lot, I would guess. Simulations are one of the few ways in which we can tackle this enormous drag on efficiency in learning. As Aldrich notes, this will take courage and leadership.

A final plug for Appendix four. It should have been in the main body text, as it has some excellent advanced techniques for branching stories, such as node scores that add up to an overall performance score, recording your voice, timers, subtle choice design, interviewing panels and so on. Well worth reading.

Do it!

This book is a good start for those curious about simulations and e-learning. It is a readable survey of most of the major issues and has some nice comments and examples from Aldrich's extensive contacts in the industry. It is not a book for those looking for research based material, his work on taxonomy is weak and he could have drawn on a wider set of examples from medicine and the military, where the evidence for the efficacy of simulations has been well proven. You'll learn plenty from this book but you'll learn more from doing it!

See also:
Blended learning
Consultancy

White papers:
Blended Learning
Blended Learning in Practice
Knowledge Management

Case studies:
Barclays: take the lead...

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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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