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E P I C   T H I N K I N G

Issue 17: April 2003

This month:

  1. White paper: Knowledge management & e-learning
  2. Epic Think Tank: The learner's experience
  3. Book Review: Prensky on game-based learning
  4. Case study: Busting project management myths
  5. News: License to skill! DfES launches e-skills SSC

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W H I T E  P A P E R

1. There's no business like *know* business

India, which has more programmers than any other country on the planet, is rapidly becoming the world's back office. Ireland has moved from milking cows to milking Microsoft in a generation. These feats of economic transformation have been accomplished by leveraging one formidable resource that both countries possess in abundance; people and their knowledge.

Across the developed and developing world there is growing recognition of the power of knowledge and learning to fuel future productivity and economic growth.

And the guru community concurs. Writers from Thomas A Stewart to Sumatra Ghosal agree: knowledge is not just power nowadays, it's money in the bank.

Unlike money, however, knowledge is not something you can easily put in vaults or move between spreadsheets. Knowledge has at best an attenuated kind of half-life outside the heads of people. As anyone involved in education or 'the learning community' will tell you, its transfer from one head to another is by no means a straightforward business. Until knowledge is released through learning it is, in fact, quite inert and useless.

Brains set fire to knowledge.

And this fact is the rock on which many tech-driven versions of knowledge management have foundered. 'Managing' knowledge might well be the wrong strategy - or at the very least the wrong terminology - for something so emergent, chaotic and loose by its very nature.

This new white paper by Donald Clark, CEO of Epic Group plc, explores the nature of knowledge in its relationship to learning, calling for a new orientation in our view of how technology should be used in this area.

White Paper: Knowledge management and e-learning

To get your free copy contact us

Give your views on the subject

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E P I C  T H I N K  T A N K

2. The learner's experience: moving from push to pull

The learning community has thrown up some big ideas over the last decade, but they don't come much bigger than this one…

'For years, training has organized itself for the convenience and needs of instructors, institutions, and bureaucracies. Bad attitude. Think of learners as customers. Compete for their time and interests. Provide them legendary service. Convert them into raving fans. Give them choices...' Jay Cross, www.internettime.com

The idea that it is not only possible but necessary for today's organisations to move from an instructor-centric to a learner-centric model - and pronto - has if anything gathered momentum with the advent of blended learning.

But Epic Think Tanks exist to cast a sceptical eye on all such big talk, and to subject ideas of all sizes to rigorous and unflinching scrutiny.

For our eighth of these, held in unseasonably sweltering conditions in Central London, we tested this particular article of faith against the experience of practitioners from both public and private arenas, in sectors from media to the military…

Intro: Moving from 'training push' to 'learning pull'
1. What does learner-centric look like?
2. Marketing becomes crucial
3. The challenge to organisational learning

Read a FREE full report of this stimulating discussion

Give your views on the subject

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R E V I E W

3. Digital Game-Based Learning
McGraw-Hill, December 2000

Author: Marc Prensky

Review by Donald Clark

Marc Prensky has set the benchmark for debate on games and learning. This highly readable 440-page book is far and away the best text on the market about this subject.

Prensky starts by showing that today's trainers and trainees are from totally separate worlds. Sure, learners have a short attention span nowadays - for the old ways of learning! His point is that the old ways are inappropriate for the new generation of learners. This powerful argument underpins the rest of the text.

The real power in the book comes from the arguments he gathers on motivation, and using game techniques to improve learning. This is much more useful, as games' designers often know a lot more about motivation than those in education. They have to - or their games won't sell. There is real mileage in taking game design techniques and using them in learning, mainly through simulations.

His analysis of what makes games tick is exemplary; better than many I've read in books like Trigger Happy or Joystick Nation. This is matched by a similarly strong analysis on learning in relation to simulations. The difficulty, however, is in bringing these two worlds together, and Prensky is not entirely convincing in making these two worlds congruent.

One practical danger in his approach is the implication that creating games is easy. Games are difficult to design and expensive to make. Having been involved in the games industry myself, I know it is easy to underestimate the culture, talent and costs issues. A game's budget can push through ten million dollars with matching marketing spend - and they require rare talent to design and code. Training departments rarely have this scale of budget for individual training programmes.

As one would expect, and as with any book that takes a single, strong line - traditional learning bad, games good - the book is light on arguments against games in learning. He quotes Neil Postman on page 74, but fails to mention that Postman has been a vigorous opponent to games in learning. Postman's hugely popular Amusing Ourselves to Death, first published in 1985, was a damning attack on the idea that all learning had to be 'fun'. Postman is still recommending resistance to this idea.

This is a dimension to the 'games in learning' debate that is often underestimated by the games evangelists. Games often have no educational value, and, even worse, can distract, disappoint or even destroy learning.

Distraction - If the learning objectives are not congruent with the game objectives you run a real danger of distracting learners from the learning. Learners become obsessed with progress, scores and other non-learning components in the game, to the detriment of the content. Even in real computer games, players will go to enormous lengths to obtain cheats.

Disappointment - This is a danger where the learner is set up to experience a game which actually turns out to be a rather weak affair. Children brought up on a diet of blockbuster realtime games are often bored by poorly designed educational games.

Destruction - In some cases, games can even destroy learning. This is the argument put forward by Postman. If game-playing induces an expectation that learning must always be an amusing experience, then setting such an expectation risks producing the opposite effect in contexts where amusement is absent. In this way, a games-based approach might undermine other more traditional forms of education and training.

Clearly, the luddite position of either banning games or ignoring them altogether is not possible. A measured approach to their use is advised. The debate about games in learning often ends up as talk between older non-game-playing educators, and old idealists, (I'm both) neither of whom are truly immersed in the culture they are examining. Therefore, I'll end on a telling comment on the book from a twitch-generation game player:

'I don't find my generation totally unable to learn without computer games as injected fun. For my part, I'm able to contemplate, read and write. Yes, some of us do like computer games. But this is a matter of culture and aesthetics - not of learning. And yes, like many other people we need to learn: that is why we go to schools to get an education.' (Lars Konzack)

Give your views on the subject

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C A S E  S T U D Y

4. Is it a bird? Is it a plane? No, it's a learning object.

You have a proprietary project management process and more than a thousand project managers around the globe who need training in it. One division has developed a different and highly successful versions of the process, so you have not one target audience but two. In some cases, myths have crept in about what the process allows you to do and not do.

How do you train cost-effectively on this global scale, scotch the myths that need scotching, and at the same time bring this slightly dry subject vividly to life?

Enter Myth-buster Man!

Read how Epic helped Cable & Wireless Global faced the challenge of training a globally dispersed workforce in its project management and product development process.

Case study: Cable & Wireless, Stages and Gates

Read more...

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E P I C  N E W S

5. News: Licence to skill!

Charles Clarke, the Minister for Education and Skills, launched the e-skills Sector Skills Council this month in The Dali Universe, a permanent exhibition in London's County Hall Gallery dedicated to surrealist artist Salvador Dalí. Surreal it was not.

At a guess, few if any of the 200 sober-suited audience members had ever taken a lobster for a walk on the end of a dog lead,for instance.

At a guess, few if any of the 200 sober-suited audience members had ever taken a lobster for a walk on the end of a dog lead,for instance.

Tony Buzan of mindmaps fame came close to being surreal. He described the brain as having no limit to its capabilities (I don't know about you but I have difficulty in remembering what I had for breakfast yesterday, which seems to me to hint at certain limitations).

Charles Clarke, whose mother was a neorologist, was a bit more focused. He's a bruiser but also a leader capable of facing up to awkward truths. Like the appalling skills gap in the UK, with far too many 16 year olds leaving school too early. Like the failure of Education to adapt to a changing world - and the isolation of schools and other educational insitutions from the community and business. The Minister was particularly critical of the teaching of ICT in schools, appealing for a new model in which business would play a more active role in education.

He then turned his attention to the Computer Club for Girls, a project which Epic is helping to design and build. It aims to transform attitudes to IT in schools by creating computer clubs for girls, which are already getting 50% attendance rates in some schools. Only 23% of employees in IT are girls and the sector suffers from a nerdy, geeky image; despite the fact that IT has crept into marketing, entertainment and many other areas of commerce.

Karen Price, CEO of e-skills, surprisingly the only woman on the panel (the audience was also 90%+ men) gave an excellent and impassioned speech. She's clearly a driver, proud of her people and focused on delivery. She painted a picture of a turbo-charged organisation that wants to deliver fast. She has certainly gathered credible support from industry. The MDs of Dell, Microsoft and BT were all there. These guys are contributing time and money.

Famously, Salvador Dali himself once gave a lecture at a London gallery not far from this venue in a deep-sea diving suit, from which he had to be extracted, suffocating, half way through (it is not recorded whether the lecture was otherwise a success).

On the evidence of this event, e-skills have a better practical grasp of what it takes to give a good presentation than the old surrealist. As everyone knows, however, the trick with these initiatives is sustaining success.

E-skills seems to be well led, have good, dedicated staff, and are attempting to do things at speed. It would have been interesting to have attended the other sector skills council launch, happening on the same day, SEMPTA, the science, engineering and manufacturing council. I don't know for sure, but I'd hazard a guess that it was less spirited, took place in a duller venue.. and probably had a less glamorous CEO.

Further Epic news stories this month…

Epic comes clean about 'What We Do'! Check out the new section of our website, giving for the first time a full summary of the Epic offering and our extensive experience across both public and private sectors

Techinvest: Epic results 'best we've seen in 6 months'

Category management blend for Kimberly-Clark

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F O R E T H O U G H T

In next month's edition of Epic Thinking:

  • New white paper on learning design
  • Show reports
  • 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…

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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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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