E P I C T H I N K I N G
Issue 19: June2003
This month:
1. New white paper: Games and e-learning
2. White paper update: Evaluation of learning
3. Show report: Coaching and mentoring in e-learning
4. Book reviews: Gee, Prensky, Clark & Mayer
5. Case study: On the frontline with RBS
6. News: US universities give e-learning top marks
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W H I T E P A P E R
1. Learning points from the Gamer Nation
Violent, mindless exercises for solitary (usually male) geeks,
devoid of educational content and promoting an anti-social, culturally
insensitive view of the world - this is a commonly-held view of
computer games among sections of the learning community.
But is it a true picture? Is the 'twitch generation' really composed
entirely of slack-brained, uncaring demons?
It cannot really be said that games have absolutely no instructional
value. Self-evidently, they must be good learning experiences -
otherwise, who would invest the considerable time and effort required
in learning how to play and complete them?
Granted, they may lack explicit learning content; but surely there
are valuable lessons to be learned here - at the very least - in
the techniques of engaging and sustaining the attention of learners.
Neither is it the case that computer games are all violent shoot-em-ups.
A wide range of sub-genres exist, including Sims-style 'God games',
driving games, adventure games like Tomb Raider, puzzles… and even
historical strategy games such as the best-selling Age of Empires.
In fact, looked at in the historical context, games are an integral
part of our heritage and culture. Tracing play and games back through
the history of our species in Homo Ludens (1938), Dutch historian
Johan Huizinga found this type of activity to be a fundamental feature
of almost all cultures.
Surely we cannot afford to ignore so omnipresent a human activity
in the context of learning?
In his ground-breaking new white paper, Donald Clark, Epic, strips
away the myths and misconceptions surrounding computer games and
shows how we can use lessons learned from the self-styled 'Gamer
Nation' to produce more effective, engaging online learning experiences.
White Paper: Games and e-learning
To get your free copy contact
us
Give your views on the subject
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2. Evaluation: Kirkpatrick, schmerkpatrick
In Techniques for Evaluation Training Programmes (1959)
and Evaluating Training Programmes: The Four Levels (1994), Donald
Kirkpatrick proposed a standard approach to the evaluation of training
that has become the de facto standard in the industry.
But how well has this 44 year-old model stood the
test of time?
Some, like Steve Kerr (leadership guru and Chief Learning
Officer at Goldman Sachs) would like to see Kirkpatrick junked.
In his opinion, Kirkpatrick asks all the wrong questions.
Kerr is one of many who question whether we should
evaluate at all, arguing that the task is to create the motivation
and context for good learning and knowledge sharing; not to treat
learning as an auditable commodity.
In this white paper, originally issued in 2001 and
now extensively revised and updated, Donald Clark argues that while
Kirkpatrick offers a simple and for the most part sensible schema,
serious doubts must now exist about its continued efficacy. In practice,
it can prove too costly, disruptive and statistically weak to implement.
Following a detailed critique of Kirkpatrick, he outlines alternative
strategies for evaluation, based on alignment with business measures
rather than formal evaluative techniques.
White Paper: Evaluation of learning
To get your free copy contact
us
Give your views on the subject
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S H O W R E P O R T
3. Coaching and mentoring in e-learning London, May
2003
'Everybody's talking about this subject nowadays,
but what are people actually doing? This event provided a chance
to get tutoring and e-tutoring practitioners in front of an audience
of interested e-learning practitioners and find out…'
Mark Harrison, Epic's Head of Consulting, reports
from this stimulating conference organised by the E-learning Network.
Speakers included an online tutor and someone who runs a range of
e-tutoring programmes for BT, sharing and comparing their experiences
with two speakers with backgrounds in face-to-face executive coaching.
Key learning points:
- Online demolishes geographical boundaries, breaks down deference
and coaxes introverts out of their shells
- The proliferation of media that can be used for coaching (video,
mobile, etc.) will blur the offline/online distinction and lead
to greater individual choice in the means by which the learner
is coached/mentored/tutored/whatever…
- Nomenclature in this area is still an evolving science!
Read the whole report
Introduction to coaching and
e-coaching
Case study: E-coaching as part
of blended solution in a retail bank
Case study: BT Ethnic Minority
Network
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R E V I E W
- What Video Games Have To Teach Us About Learning and Literacy
(Gee)
- Digital Game-Based Learning (Prensky)
- E-learning and the Science of Instruction (Clark & Mayer)
4a. What Video Games Have To Teach Us About Learning
and Literacy
Palgrave Macmillan, April 2003
Author: James Paul Gee
Review by Donald Clark
Gee is very much an academic, and this book, although
largely readable, can be tough going in patches. He's a fan of computer
games and the book extracts 36 learning principles from game playing
to show us that games have much to teach us about learning. In this
he succeeds, although a good third of his principles are debatable.
I warn you now; Gee is a disciple of the semiotic
movement. This is the theoretical grounding for many of his 36 principles.
However, if you're not a follower of 'semiotic domains' or 'text-internal
relationships' you can cluster this stuff under 'media literacy'.
Much is made of a new type of visual literacy in the form of symbols,
images, video and so on. This is valid to a degree, but falls down
somewhat when applied to the business of acquiring the skills of
reading or writing, which have standard practices that must be learned
in order to function in most professions and, indeed, in everyday
life. However, even if you disagree with the sociological theorising,
there is still much to gain from this book, as many of his principles
stand alone from his semiotic theory. Gee is at least open and honest
about his underpinning theory, pointing out that in three major
areas 'many disagree with each one and, indeed, all three.'
The opening chapter is an excellent read as he takes
the high ground on games, showing us their virtues, but few of their
vices. It dips somewhat as the semiotic analysis takes hold, but
if you persevere, the book is excellent in uncovering those key
ingredients of computer games that have made them so successful
- producing an industry that now makes more money than the film
industry.
Again, like Prensky in Digital Game-Based Learning
(see review below) he's light on counter-arguments. Games may be
wonderful, but are still unsuitable for many types of calm, reflective
learning. He's also a little short on real recommendations about
how games can be practically used in learning, making this a highly
theoretical book with not much real, practical advice.
One thing I particularly liked, however, was the way
he describes his experiences in learning how to play these games.
As a digital immigrant (entered their world), rather than digital
native (brought up in their world), he duly acknowledges that he
finds games difficult; but his joy in mastering Deux Ex or Half
Life is evident, and this voyage of discovery is accompanied by
insightful reflections on their worth as learning experiences.
Another strength of the book is his observations on
collaboration in games. People who do not play computer games often
misunderstand this. They will never have used cheats, walkthroughs,
read the magazines and visited game sites. Kids play games together
online with people they have never met and engage in a rich community
of practice (Gee prefers the term 'affinity group').
He handily lists his 36 principles in an appendix
at the back, which is useful, and I'd recommend reading these first
to get a feel for the strengths and weaknesses of the book. By abstracting
out key principles he allows us to see how each can be applied in
learning without committing to the full-on 3D virtual environment
game. These principles cover learning to learn how to play games,
lots of principles around success through failure, as well as exploding
the myth that game playing is a solitary, anti-social affair.
This is an excellent, although altogether different,
text from David Prensky's Digital Game Based Learning. It is essential
reading along with Trigger Happy and Joystick Nation for those who
are convinced, or need convincing, that games have much to offer
education and training.
James Paul Gee is a Professor in the School of Education
at the University of Wisconsin.
Give your views on the subject
4b. Digital Game-Based Learning
McGraw-Hill, December 2000
Author: Marc Prensky
Review by Donald Clark
To accompany the release of his white paper on games and e-learning,
Donald Clark has revised and extended his review of Marc Prensky's
book, which he describes as 'the vanguard text in this fascinating
debate', originally published in Epic Thinking Issue 17, April 2003.
Read the review
Give your views on the subject
4c. E-learning and the Science of Instruction: Proven Guidelines
for Consumers and Designers of Multimedia Learning
Wiley 2003
Authors: Ruth Colvin Clark, Richard E. Mayer
Review by Dr Matthew Fox, Epic.
What does it take to make a successful e-learning programme? How
should you evaluate the e-learning you have commissioned when it
is delivered? How can you be confident that good learning, and therefore
performance improvement, will be the result? These are key questions
for e-learning practitioners, which have been addressed with some
success in Clark and Mayer's new book on e-learning design.
What marks this work out from others on the subject is that the
authors have backed up their assertions with empirical evidence
from research projects. For example; they illustrate a point about
leaving out extraneous or distracting graphics in media with an
experiment conducted by Harp and Mayer (1997) in which students
were given a text to read on lightning strikes. Students who read
the passage accompanied by elaborate colour photos with additional
captions - as opposed to the text with simple graphics - showed
73% less retention of knowledge and 52% fewer solutions on a transfer
test. This sort of illustration with practical examples is welcome
(even if the examples used do tend to favour the US industry rather
heavily!).
The book is strong in this area of exploring how media can be used
effectively. The best use of learning tasks (practice, application
of knowledge) are also evaluated and explained with, again, plenty
of evidence from learning research. The backbone of the book is
provided by seven design principles; multimedia, contiguity, modality,
redundancy, coherence, personalisation, and practice opportunities.
Clear explanations are given about the risks of ignoring these principles
- with support from worked examples and case study challenges.
However, while developers and buyers of e-learning alike will welcome
the copious empirical evidence supplied by this work, they will
find little that is new in the practices and techniques it covers.
Issues of cognitive overload, memory processing, retention and transfer
have been well enough documented elsewhere. And the book has, to
my mind, one fairly glaring ommission.
Clark and Mayer provide no explanation or evidence for the structuring
of learning events in effective sequences based on the psychological
models they describe.
This is an important issue, and one that gets no discussion at
all here. Learning is not just about the effective use of media
and learning tasks. It is also about building learning through effective
sequencing. This is a significant gap in a book which I would other
wise commend wholeheartedly for its clarity of message and a compelling
body of supporting evidence.
Carping aside, there is much to applaud in this volume. Many aspects
of e-learning design have been inherited from the CBT world and
classroom training design, and it is only relatively recently that
a language and science of design for e-learning have begun to emerge.
Clark and Mayer are to be commended for having undertaken a systematic
review of findings from many areas of learning design and assembled
them to make a practical and highly readable guide.
The result is a good practical reference that opens up the core
issues of good design for maximising learning, which I would recommend
to anyone getting to grips with the fundamentals of designing for
e-learning.
Give your views on the subject
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C A S E S T U D Y
5. The Royal Bank of Scotland: CBFM Fontline Processes
In 2001 The Royal Bank of Scotland Group (the RBS
group) acquired the National Westminster (NW) Bank. As a result
of this acquisition the everyday processes used by staff needed
to be integrated. NW staff were required to learn how to follow
the RBS group processes. The factors that led to the choice of e-learning
for this project were:
- Dispersed workforce
- The need for consistency of delivery
- Very tight timescale for roll-out
Read how Epic tackled these challenges successfully, leading to
a successfully implementation in the workplace.
Case study: The Royal Bank of Scotland: CBFM Fontline Processes
Read more...
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N E W S
6. Forget blended, are you ready for buffet learning?
The Observatory of Borderless Higher Education represents
122 higher education institutions in the UK, including all the UK
universities. It tracks developments in private and corporate education,
developing markets, international collaboration and e-learning.
Its recent conference on 'Using ICT to Redesign Teaching
and Learning' was commended by John Harris, Epic's Director of Education
Services for 'its mix of speaker input, unstructured discussion
and organised debate - a mix that organisers of such events rarely
seem to get quite right.
'Keynote was by Dr Diana Laurillard, Head of e-Learning
strategy at the DfES, who presented a vision of cradle-to-grave
e-learning that would take us from nursery, through school, college
and adult life, into the workplace and beyond (we eagerly await
the DfES e-learning strategy to be published in July).
'Main course for the event, however, was a presentation
by Dr Carol Twigg, from the US Centre for Academic Transformation
based at Rensselaer Polytechnic in New York State, of findings from
a $6.8M program to help universities make best use of e-learning.
Among other tasty nuggets, this presentation introduced us to the
concept of 'Buffet Learning'.
'The serious aim of the programme was to discover
whether e-learning can deliver higher education at lower cost, while
replicating (and perhaps exceeding) the quality of the face-to-face
experience.
'Thirty Universities were selected for the study according
to "readiness criteria" that included understanding of learning
theory, systems in place for measuring learning outcomes and willingness
to incorporate existing e-learning materials into the course redesign.
Perhaps most significantly, the institutions had to manifest a desire
to control costs and increase academic productivity. The prize for
scoring highly against the criteria was a grant of $200,000 and
guidance on how to go about redesigning the courses to balance quality,
access and cost.
'The choice of courses to redesign was necessarily
influenced by the size of enrolments, as cost savings would be multiplied
by high student numbers. This was often a simple choice to make:
in one community college, 25 courses out of a total of 2,000 were
responsible for 51% of total enrolments. Much of the redesign work
was around instructional task analysis and financial planning. That
is, finding out the true cost of developing and running a course,
in order to identify cost saving through e-learning.
'There was little uniformity in the design approaches
adapted by the colleges, but analysis identified five basic models:
- Supplemental: adding e-learning to the current existing course
- Replacement: blending face-to-face activities with online activities
- Emporium: moving all classes to the computer lab
- Fully online: conducting (almost) all activities online
- Buffet: mixing and matching online and offline components, depending
on the students' preferences
'The Buffet approach was probably the one that created most interest.
However, this could be an ideal worth moving towards rather than
a practical reality at present: it was easy to see the logistical
difficulties in creating learning experiences to suit every situation
and learning style.
'Over all, the results of the study were impressive. Costs were
reduced by using less staff and having larger student numbers: at
the same time, retention and exam results also improved. One of
the major benefits brought by e-learning was increased flexibility.
In the case of a Spanish course, the use of e-learning for core
elements of the course freed up more time for conversation practice
in face-to-face session, leading to a significant improvement in
oral skills, while maintaining the level of results in other aspects
of language proficiency.
'Given the all-to-common stories about the failure of e-learning,
the message here was refreshingly upbeat. And with the requirement
for UK universities to increase student numbers, widen access and
maintain and improve learning quality, the event provided a great
deal of food for thought for its audience of HEIs, education agencies
and civil servants.
'The University of Surrey has now taken on a similar study for
the UK. The results of that will be fascinating to see!'
Other Epic news this month…
Change
in non-executive directorships
E V E N T S S P E C I A L
Look out for Steve Kerr (see item 2 above) speaking
in London later this year.
Human Capital Strategies for Efficient & Proactive
Organisations
30 September 2003, Central London
'There are three people in the world I would pay money
to hear ... CK Prahalad on business strategy, my minister for religious
instruction, and Steve Kerr.' Dave Ulrich
'It was refreshing to hear (him) sweep away the abstract
theory to concentrate on actual practice…' Donald Clark
F O R E T H O U G H T
In next month's edition of Epic Thinking:
- New white paper: Blended Learning II
- Show report: E-learning in Financial Services
- Epic Think Tank report: Leadership for the top team
- Reviews
- News
If you have any questions that you would like to see
our delegates address at future Epic Think Tanks, or suggestions
for further sessions, mail them now to:
thinktank@epic.co.uk
Catch up on past think tanks…
The
learner's experience: moving from push to pull
Blended learning
and knowledge management
Leading Change
and e-learning
Blended - or Blanded?
Leadership and e-learning
Health and e-learning
Collaboration
and e-learning
Corporate universities
and e-learning
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R E T U R N O F P O S T
If you have:
- a question to put to the Epic Thinking user base
- a response to any of the points raised here
- a suggestion for a topic you'd like to see covered mail
us right now
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