Saturday, April 27, 2013

Review: Cognitive Surplus


It's book report time again!



Title: Cognitive Surplus: How Technology Makes Consumers Into Collaborators
Author: Clay Shirky

What's it about?

Did you read Shirky's first book Here Comes Everybody? This book is basically its unofficial sequel. While HCE discussed how technology is enabling people to create organizations and movements via social media, this book focuses instead on the power that this same technology gives the average person to both be a media creator (rather than just consumer) as well collaborate in new ways with others.

What's so great about it?

Shirky claims, rightly so in my opinion, that we're in a media revolution of the same magnitude as the invention of the moveable type printing press. The internet, smart phones, computers, social media, and the like have all lowered the bar for creating and distributing content. In addition, they've also made it exceptionally easy for people to collaborate regardless of location, occupation, or traditional hierarchies.

He spends this book outlining how these lowered barriers for content creation combined with increased ability to collaborate is allowing us all to pool our combined knowledge and build on it in ways that would have been previously impossible. He also breaks down the "hows, whys, and whats behind cognitive surplus" and walks through the wide variety of content it's created, from things as inconsequential (but fun) as memes to accomplishments as important as civic movements.

What's going to drive me nuts about it?

The organization of the book content is incredibly tight through most of it. The tail end of the book, though, reads like it was just a collection of the leftover snippets of info that didn't fit neatly into the previous chapters but were too interesting to leave out. It's not bad content, but the randomness of it compared to the tidy order of the rest of the book is a bit jarring.

Anything else?

Do you already participate in Twitter chats, edit Wikipedia, record your own YouTube videos, collaborate via Google Hangouts, or have an online personal learning network?  Chances are you already know the basics that Shirky is covering here. It's still worth reading this book though, if just to give you successful examples to share with others.

In addition, while this book is an enjoyable read for experts, it's also quite accessible to people who don't know much about online collaboration as well. That's a huge plus as far as I'm concerned.

I'm too lazy to Google the book. Where can I buy it?

*sigh* Here you go:

Tuesday, April 16, 2013

PAX East 2013 - Gaming & Education

March was a busy month for me convention-wise. I got home from Learning Solutions and then a handful of days later I was back on a plane heading out to Boston for PAX East. For the non-gamers in the audience, PAX East is a 3-day convention devoted to all things gaming, from console and PC videogames to board games. For me, this trip was mostly just for fun, but there was a professional connection as well: PAX tends to have sessions on gaming and education. I managed to fit two in my schedule and thought both were worth sharing.

Also, thanks to one of the con attendees who sat near me at both sessions (@lordsillion) you can watch footage of both of them. Bonus points if you can find me in each video.



In which I sidetrack to rant about how gaming & education is discussed at conferences

Before I start on the actual content of the sessions I saw, I just needed to get a bit of ranting out of my system.

I've got one foot firmly in the world of education and training, the other in gaming. Alas, at both learning and gaming conferences this doesn't appear to be commonplace. Conference sessions on gaming and education, as a result, tend to be in one of the following two frustratingly basic flavours:

Learning Conference:
"You wouldn't believe it, but those games your kids waste their time with and that you use to kill time while waiting in line CAN ALSO be used for learning too! Fancy that!"

Gaming Conference:
"OMG! There are totally people using games to help people learn stuff. Let's now talk for an hour about games only meant for elementary school students."

I am so tired of seeing yet another session where the content is all for newbies. So why do I keep attending these things? Because once in a blue moon one of these sessions actually bothers to go beyond the very basics.

Alas, this was not one of those times. So if you already have a sense of how gaming and education fit together, I'm not going to have anything new to tell you here. Feel free to run away... or, better yet, tell me about some conventions that consistently talk about gaming & training at a more advanced level that I can show up at. For those of you not thoroughly entrenched in both worlds, though, you might enjoy this writeup of the PAX East sessions.



Session: Saving Education With Game Design

Speaker: Steve Swink

Video: Click here

Apparently the original speaker for this session got tripped up at the Canada/USA border, so this guy, an independent game developer who has created multiple educational games, was brought in to cover for the session. Thankfully, it was a decent substitution as I wouldn't have guessed he was a last minute replacement if he hadn't mentioned it himself.

His session started started off like so...
I know, not my best photo.
Point 1 was frustrating as I felt Swink used it as an opportunity to paint all education with the same lousy, unnuanced brush. He constantly tried to make the point that schooling is all recall and regurgitation of information, which I'd absolutely disagree with. Based on some of the stuff he mentioned, it's clear HIS experience with school wasn't great, but he made way too much of a jump in assuming his experience is everyone's. So yeah, he irritated me a bit here.

He did win me back, though, when he started talking about the power that immersive simulations have in teaching people how to interact with real situations and understand how smaller actions can chain together to have larger effects. His example was the game Civilization, a sim that manages to encapsulate the basics of how civilizations grow and decline all within highly amusing gameplay. What do you think teaches the general concepts of civilization building better: reading about how it's done or actually doing it yourself? My money is on the latter every time.

So Swink has, as a result of this thinking, been working on creating games that use the power of simulations to help kids learn two real-world skills: persuasive writing and critical thinking. These games include:

  • The Doctor's Cure: Users play as an investigative reporter trying to solve several town mysteries. They talk to townspeople, collect evidence, and then write news articles based on their research.
  • The Mystery of Taiga River: A park is experiencing a rapid decline in their fish population and it's up to your friendly neighbourhood water quality scientist (the user) to find out why. Players work to examine water quality, analyze evidence for what local groups may be contributing to the problem, and come up with a hypothesis for why the fish are dying and how it can be stopped.
"All your fish are dead"? You monster!
There are some core factors in both games that help them work as effective learning tools:

  • They immerse players in a realistic scenario where the skills they're being asked to practice would actually be used. Players can see that they're not learning content for the sake of learning; it actually connects to the real world. 
  • They also create a safe place to practice and experiment using their skills. People can learn both through successes AND errors. 
  • Player choices have consequences, most of which aren't obvious. This helps players feel the choices their actions in the game are meaningful. 
  • The games aren't stand alone pieces. They are tied in to the rest of the school curriculum.

Did these games actually work? An initial test with at-risk students in Arizona indicates yes. While playing The Doctor's Curse, these students wrote more than they ever had in the past and at a noticeably higher skill level than they had prior to playing.

So, to summarize, sims can be a useful way to help prepare learners to interact with complex systems and experiment with the content they're learning in a safe place that provides useful feedback.



Session: Gamification and Learning: Does Anyone Need Some "Stinking" Badges

Speakers: Sam Abramovich [Researcher, University of Pittsburgh], Peter Wardrip [Researcher, University of Pittsburgh], Yoon Jeon Kim [Researcher, Florida State University], Ross Higashi [Roboticist, National Robotics Engineering Center], Meghan Bathgate [Researcher, University of Pittsburgh]

Video: Click Here

So yeah, a session entirely on badges as gamification... a contentious issue these days. Honestly, I felt like the panel did a good job of explaining not just what badges are, but what makes a badge worthwhile and what makes it a waste of time.

Can badges really be this helpful? Yes, if you use them in ways that aren't idiotic.
Is a badge something these speakers thought would magically make people do tasks they were otherwise disinterested in? Not a chance. And if this is the view people have of badges, then it's no wonder people have been dissatisfied with them.

What badges are great for, they stressed, is this:
  • Providing a means of showing you accomplished a task/skill: This is much like how badges in Scouts/Guides work. The badge itself is a way of noting your achievement and showing it to others, much like a certificate or degree. It could also be used as an alternative to traditional assessments.
  • Showing others what you're interested in: The specific collection of badges a Scout/Guide might have varies from person to person. That's because kids get to pick from a large number badges that are possible to achieve. By choosing what badges to try and earn (and which to put off or even ignore completely) they curate data about what they're interested in. Game achievements/trophies function in a similar way. Looking at, for instance, my personal set of PS3 achievements may not encapsulate everything about me as a person, but you sure can infer a heck of a lot about who I am as a gamer from it.
  • Seeing connections for how one skill leads to another: For badge systems that have badge prerequisites, a map of the progression from one badge to others (how you can "level up") can help people understand how learning one skill leads to learning others and assist them in planning long-term goals.
Oh look! None of these point suggest that badges in and of themselves are a major motivator. They also didn't suggest that that badges themselves are the way you teach information. They instead claim that badges are better at creating a portfolio of your skills/accomplishments, can be used to establish your identity to others, and help you understand how one skill can connect to others. As one of the panelists said, "Badges are not the learning themselves. They're an identification that learning has taken place."

Here's what I feel is the big gap between how badges are often used and what research suggests they're actually good for. So many of the instances that we see of lousy gamification these days involve using badges to try and motivate people to do actions they otherwise wouldn't bother with. That might work for the occasional person who's a bit completion-obsessed, but most people just can't be asked to care about badges that don't mean anything to them. And that's what makes these types of projects fail. Gamification projects (or at the very least badges) then unfortunately get unfairly pegged as a failure rather acknowledging the real problem: that gamification was used incorrectly.

So, going back to the session, the panel speakers said that you need to ask yourself the following questions when you want to use badges effectively:
  • What kind of badges will your users actually care about?
  • Who ARE your end users anyway?
  • What situations and settings will these badges be used in?
  • What ecosystem will your badges exist in?
  • What set of standards will you build into your badge system?
  • How can you make sure your badges are recognized for what they are by others?
That last question is the one that has broader implications for badges if, as the speakers suggest we should, we use badges as a type of portfolio of skills. If your badges follow you from school to school and/or job to job like a transcript or series of job reviews, then there needs to be some understood standard for what they mean. For instance, because of the standards in Scouts/Guides, a merit badge in Archery earned by a kid in Orlando, Florida is still recognized if that kid moves to Las Vegas, Nevada. The badge has a standard series of requirements to earn it and those standards are universally recognized (well, at least universally recognized within a particular group).

That's where I suppose broad adoption of badges might fail. While I'm actually quite attached to the idea of badges as a portfolio of your accomplishments and skills, I suspect that wrangling a single system for all schools and employers to acknowledge and grant badges where the value of each badge represents consistent achievements/skills (and is consistently recognized) is nigh impossible. Could a school system, single employer, or university pull it off to make internal transfers and class/career planning easier though? I'd say absolutely yes. In fact, if you watch the video of the session you can hear the speakers talk repeatedly about a LEGO program that did just that.

More so than any other point, in the end the most repeated theme from this session was that we can't expect badges to do the heavy lifting of motivating people to learn or do things. They're much better used to chronicle, curate, and connect instead.

Wednesday, April 3, 2013

Learning Solutions 2013 - Final Thoughts

Okay, so this post is LONG delayed. Would you believe I'm still sick with the sinus infection I caught at Learning Solutions? If I was a D&D character, clearly Constitution would have been my dump stat.

What? Not everyone skimps out on Charisma.
This means I have a huge backlog of things to blog about (including a whole other convention), but have only just gotten the energy back to actually accomplish writing anything. In the interests of keeping things chronological, I'm starting here and working my way forward.

So, without further ado, here are a few final thoughts about my Learning Solutions 2013 experience.

Learning Solutions vs DevLearn?

I think most people know much I adore DevLearn. It really is one of my favourite events of the year. No, not favourite professional event. I mean just plain event (other contenders, in case you're curious, are PAX and the Toronto Comic Arts Festival). I love it that much.

So how does Learning Solutions measure up in comparison? Well, both hold very true to what I'm seeing as typical for eLearning Guild events: practical, unpretentious information shared in a casual and welcoming environment. I have a strong preference for this type of event, so I'm glad to see that the experience is universal between both conferences.

As far as content goes, I found that Learning Solutions leans a bit more towards the needs of learning professionals who create strategy and write content (in particular, the expo room). If you do more actual development though, DevLearn is the better place to be. That said, it's not like if you're an instructional designer who does development and you can only make it to Learning Solutions that you'll have a lack of content that applies to your work. The sessions will still be incredibly relevant. You'll probably just be less interested in the expo room.

Likely due to the location and time of year, Learning Solutions seems to attract a somewhat different batch of attendees than DevLearn, but I'd say both groups are equally worth getting to know. In terms of insight, friendliness, interest in our industry, and commitment to doing the right thing for our learners, the average attendee of both conferences is pretty much equally fantastic.

Is it worth going to both Learning Solutions AND DevLearn in the same year?

Yes.

There didn't appear to be any repeated presentations and I didn't leave Learning Solutions feeling it was just the same information I'd seen months earlier at DevLearn.

If I can make it work financially my intention is absolutely to attend both in the future.

So how was the backchannel?

Lively, as always. It felt slightly less busy than the backchannel at DevLearn, but the quality of what was there was definitely high. Once again I found it a fantastic way to share information, meet new people, and have insightful conversations. I also got a chance to finally meet several people I follow on Twitter in person for the first time, and they were all delightful.

And how did live tweeting and blogging the event go?

Thanks to wanting to let my coworkers attend the conference remotely, I once again tweeted and blogged like crazy... and once again was the top hashtag contributor... by a lot. What can I say? It turns out I really enjoy doing this.

Back at DevLearn last year, I had a great chat with another attendee about whether live tweeting can get in the way of actually experiencing and enjoying the conference material yourself. I'd agree that it takes a negative toll on how much information you take in in the moment, but the opportunity cost varies drastically from person to person. For me, while I was getting slightly less at the time from any session I live tweeted, I more than made up for it by reviewing my tweets later as I composed my blog postings. Will everyone else have this same experience? I doubt it. Is there anything wrong with that? Not at all.

The only thing I can recommend to anyone considering conference live tweeting and blogging is to try it out. If it's getting in the way of you actually getting the most out of the conference, then feel free to scale back or abandon it completely.

As for me, the benefits outweigh the drawbacks, so I'm going to keep up with it at future conferences.

You live tweeted the whole conference... but don't you have tendonitis?

That is correct. Thanks to way too much typing directly on touch screens at DevLearn and a deeply unfortunate millinery class last fall, I'm currently recovering from a nasty bout of tendonitis (yup. I wasn't kidding about the lousy constitution).You know what helps (I mean, other than tons of physical therapy)? Not frantically typing directly on my iPad screen.

Because I didn't want to backslide on my recovery, I picked up this Logitech Ultrathin Keyboard cover for my iPad and I couldn't have been happier with it. Seriously, if you want a more comfortable way to type on your iPad for long periods of time, this is a great solutions. It's lightweight, comfortable, and not half bad to look at to boot.

It's not cheap, but it IS cheaper than more physical therapy appointments.

How was presenting at a conference for the first time?

I'm hesitant to write a long post about the experience until I get my audience feedback later this month. Until then I can definitely say that the experience managed to be both terrifying and invigorating at the exact same time. Nervousness aside, I'd absolutely do it again.

I'd also recommend Learning Solutions as a good conference for a first time presenter as it seems to have friendly audiences that ask good questions. Always a plus.

As a side note, speaking at Learning Solutions and sharing my session materials has netted me multiple opportunities to give my presentation to other groups within my company as well as what appears to be a regular speaking gig with another team on ID trends and technology. So one conference speech can definitely roll into some unexpected career perks afterwards.

That's all super positive. Was there anything you didn't like?

The weather was lousy. The bathroom in my hotel room was completely lame. The 15 minute breaks on the last day of the conference were way too short. That's pretty much it though.

Any final thoughts?

I just want to give one last shout out to all the fantastic people who took the time to chat with me (either in person or via Twitter). Thanks for making a shy extrovert feel welcome. Also, bonus thanks go out to anyone who came by my presentation. You were a fun audience and I hope you enjoyed what I had to share.

Monday, March 18, 2013

Learning Solutions 2013 - Day Three


Okay, the final day of the conference! This was the most brutal day for me not just because I was exhausted from the rest of the conference, but also because the breaks between each session were a tiny 15 minutes long.  Not ideal for a day where I needed to check out of my room and store my luggage between sessions. Sure, I could have skipped a session to fit in, oh, say an actual breakfast, but where’s the fun in that?

Session: Morning Buzz: Today's Challenges in Instructional Design

Speaker: Heather Porterfield

Once again, I didn't try and live tweet the Morning Buzz. These sessions seem to be more casual chats than lead sessions, so it made more sense to me to participate in the discussion in the room rather than observe and tweet. It went well for the two MB sessions I attended at Learning Solutions 2013, so I think it'll be my plan for any future conferences as well.

Anyway, this particular Morning Buzz was an opportunity for us to share some of the current challenges we're experiencing as instructional designers. What I got out of this session more than anything else was a reminder of both how differently most companies define what exactly "ID work" is and also the wide variety of paths people take to becoming an ID in the first place. Where I work there is a huge variety from person to person in what we each do in our roles as IDs and how exactly we got here, but that mixture is just the tip of the iceberg compared to the diversity of IDs in this session.

While I don't think we found a lot of solutions in this session, I suspect because of just how wildly different what we each do in our roles is, it was worthwhile getting up so early if just to continue to broaden my understanding of what IDs everywhere do in their role.

Session: What Stakeholders Need to Know: Communicating the Results of Training Evaluations

Speaker: Frank Morris

Is there anything more fascinating than seeing a co-worker in a completely different role? Like, perhaps, seeing them facilitate a session? Definitely not.

As you’ve probably guessed, Morris and I work together and, while I knew he also facilitates classes, I’d never seen him in action before. So this session wasn’t just an opportunity for me to learn some new content; it was an opportunity to see my co-worker in a new light (and see him do a fabulous job at facilitating if I do say so myself).

So, work team pride aside, this session’s theme was how IDs/Project Managers/Training Team Leads can strategically communicate the results of training with stakeholders and business partners. Honestly though, the advice was broad enough that it could be applied to any time a learning professional needs to talk effectively with those groups.

The gist of the session isn’t that complicated: good communication matters. As well, what counts as “good communication” isn’t going to be the same for every audience. What we need to do to effectively communicate is put ourselves in the shoes of the stakeholder and figure out what exactly they actually care about (here’s his slide on some typical stakeholder categories). For instance, an update about how your new training program aligns with broad company policy may not be that fascinating to a line manager, but it sure appeals to an executive in charge of that policy. Admit that a one-size-fits-all approach to your communications isn’t going to work and instead tailor your messages specifically for each audience.

Morris discussed some generally useful trend metrics to have on hand, for instance: trends over time; against standards, expectations, or targets; and compared to self or others. Quality and efficacy of the work you do can also be helpful metrics for your stakeholders. One metric that isn’t as helpful as business partners would like it to be, though, is ROI. Because ROI is tricky to quantify for learning, moving stakeholders to framing results in terms of Return on Expectations is a better, more measurable option.

Finally, Morris recommended taking the time up front to create a communication strategy for all your different stakeholders that quickly outlines how they want to be communicated with, when you should contact them, and what they’ll want to know. While it takes a bit of time, this type of strategy can easily be reused for future projects.

Session: OMG!—I Got a Budget for a Multimedia Studio: A How-to on Building It

Speakers: Mark Jenkins and David Dichmann

They had me at “OMG.” *laugh*

This session was a set of two approachable and funny experts who just walked us through some of their recommendations for purchasing equipment that’s good bang for your buck as well as tips for setting it up so it works effectively. The presentation, as fun as it was, was a lot of bullet point recommendations, so I’ll just list some of the highlights of what Jenkins and Dichmann mentioned:
  • Some cheap/free media software resources the speakers use: Solidworks viewer, Adobe Premier Pro, Camtasia Studio, and SnagIt
  • Their best practices for video are good best practices for everything: simplify, simplify, simplify
  • Two hardware recommendations for screen captures: Epiphan VGA2USB (external frame grabber capture device that captures output from any VGA source) and DVI2PCIe (PCIe capture card internal lossless frame grabber with a single-link DVI/VGA input).
  • For lights, Alzo Video’s fluorescent lights were a suggestion for new lighting, and GE Tungsten bulbs were recommended for replacing the lights in existing room fixtures.
  • If you’re choosing a single camera that has to shoot both video and stills, pick based on which of those two types you’ll be doing most often. Shooting mostly stills with the occasional video? Choose a DSLR. Doing mostly video with the occasional stills? Go for an actual video camera.
  • Green screen footage can be greatly improved with a few quick tips: keep the screen at least 5-7 feet behind the subject (to avoid green reflections on their back), keep the subject’s shadow off of the screen, and hairlight the back of the subject to make crisp edges for post-production.
  • Microphone recs: Shuie SM 58 or 57. XR-2 USB. H1 Zoom (fragile but flexible)

They finished with three key points: know your audience, fit your choices for the purpose, and having a budget does not equal having unlimited cash

Session: Keynote: Leading a High-Performance Life

Speaker: Yvonne Camus

The final session of the conference was a keynote by Camus about her experience as a competitor in the Eco-Challenge race and how what she learned from that competition relates to general advice about increasing and renewing your enthusiasm for what you do.

Camus began simply with this thought: enthusiasm is a renewable resource. It doesn’t magically replenish itself though. We need to do things to keep it fueled, such as
  • Explore what you’re capable of when you’re doing something at your best.
  • Concentrate and pay attention to the moments where you were brilliant, and then consider what you did that contributed to your high performance.
  • On hard days, just give yourself credit for showing up.
  • Work smart, not hard.
  • Surround yourself with incredible people.
  • Energy follows thought, so plan to be excellent.
Overall it felt like Camus’ story about her involvement in the Eco-Challenge was a good scaffold for talking about managing to push through adversity and continuing to raise your own bar. Each point she made was illustrated with vivid examples from the race that managed to feel both on point and genuine. I never got the sense that she was trying to force a story to fit a point or force a point in order to fit in a story.

I tend to find that the final keynotes at conferences skew towards the inspirational rather than the task-specific, but that tone change is likely a smart move. Most attendees end up leaving the conference feeling energized overall (and people who don’t love this sort of talk can consistently know to scamper off early).

And so…

That was Learning Solutions 2013. I’m planning a wrap-up post later on, but for now I’ll just sum things up by saying it was an enjoyable three days and well worth the trip.

Saturday, March 16, 2013

Learning Solutions 2013 - Day Two

Okay, it's time for the Thursday Learning Solutions session roundup, now with 100% more "me leading my first concurrent session."

Session: Keynote -  Hotbed: The Blueprint of High Performance
Speaker: Daniel Coyle

Just what I like: a keynote speaker that's entertaining but also relevant to the conference topics. Nothing against Ballard, but Coyle's talk felt like it had a lot more to do with what I'll actually be able to use on the job.

The question at the center of his talk was simple: what exactly makes people improve their performance drastically? The common story we're used to hearing is that some people are just talented, but real life data challenges that assumption. As it turns out, there are actually habits and patterns that lead to talent.

The core of improvement is 10,000 hours of practice: the "magic formula" to mastery. If you've ever read Malcolm Gladwell's Outliers then you're familiar with how this works. If you haven't, though, it's pretty simple - practicing an awful lot leads to an awful lot of improvement. Now, Coyle didn't mention this, but this practice does need to be high quality. If you practice caterwauling off-key in your shower for 10,000 hours without any guidance on how to improve, all you've mastered is caterwauling off-key.

Also important is pushing a learner to struggle. In that point where we're stretching ourselves to do just a bit more, that is the sweet spot for building skills. But, you need to have a balance of challenge. Too easy and learners become bored. Too hard and they become overwhelmed and frustrated.

While Coyle had a number of additional bits of advice, one really stuck with me: "Fill your windshield." What he meant by this is that you should make sure you have a large number of role models in your life to show you what you can become and challenge you to even surpass their achievements.

Session: Designing for Clarity - Graphic Design Tips for Non-Graphic Designers
Speaker: Bianca Woods

Oh look, it's me!

Yes, I presented at Learning Solutions this year. Actually, it was my first time ever presenting at a conference. I'm sure I'll write more about the experience later on, but suffice it to say I survived... and even enjoyed it.

Rather than recap my own session for you, guess what... you can actually download my deck; read through my speaker notes; and find links to all the books, sites, and documents I referenced by simply clicking this link.

Enjoy and let me know if you have any questions/comments!

Session: Learning On Demand—the Evolution of Technology and the Future of Learning
Speaker: Reuben Tozman

Have you ever seen a room full of people try to organize themselves into a number of groups all at the same time, all the while trying to reconcile the fact that they themselves actually belong to multiple groups and aren't sure how they should show that (no, as it turns out people don't naturally sort themselves into Venn diagrams *laugh*)? I have, and it was hilarious.

So, amusingness aside, this was the intro to Tozman's talk, and he used this experience as part of a larger activity to show just how tiny and often useless the information that most LMSes hold about the learners and courses they interact with is. He also discussed other distinct LMS limitations.  For instance, they essentially just repackage the traditional classroom experience in a digital format. They don't create customized courses for individuals based on their actual needs. The true/false and multiple choice assessments typically used within an LMS don't actually assess how well a learner can actually perform a skill.

Clearly, the traditional LMS model is broken, but where should we look to for better models of how to use technology to teach? Tozman suggests the web. The way we've built the web shows some amazing best practices for using technology to better reach our students. For instance, here are a few snippets from this session:
  • The web doesn't have the strict hierarchy of the learner/teacher relationship. It levels the playing field.
  • Loads of people contribute to the web with no financial reward for doing so. This creates a wealth of information.
  • The web needs to "understand what you're feeding it", so we've built more effective systems for helping it do this.
  • Going viral can actually add to the value of the content.
However, there are some core issues about the web that would also apply to a web-inspired learning system. Learners would have to be willing to share more details about themselves in order for the system to know how best to help them (the difficult balance of privacy vs. openness, a question that does't have an easy answer for all people). Also, the system would need to be a network, so that if one portion went down the content you're trying to share in it could still be accessed. The information itself would need to be networked in a sensible way, so that learners could find and follow connections themselves. As well, since current lessons aren't packaged in a way that makes all the content in them searchable, we'd need to port over any relevant legacy information from lessons built for LMSes.

I enjoyed this session immensely, partially because I've already bought in to how amazing the web is as a tool for learning (and, conversely, how limited our LMSes are in comparison). The talk apparently also ties in nicely Tozman's book, Learning On Demand: How the Evolution of the Web is Shaping the Future of Learning, which I haven't read myself but was recommended to me this week by enough people I respect that I'm absolutely going to be picking it up when I get back home.

Session: Storyline and the iPad: A Case Study
Speakers: Desirée Pinder and Rick Smith

This was part case study of creating training for a mobile group of employees, part explanation of some of the technical hurdles the development team had to overcome in order to develop learning in Articulate Storyline that would function on both iPads and PCs.

On one hand, it was great to hear someone talk about some of the ways Storyline requires a bit of unexpected fussing with (and a few bootleg solutions) in order to make your output function equally well on iPads as well as in browsers on a PC. Even the best software is going to have trouble pulling that off, so I appreciated seeing someone both acknowledge those challenges and show specific instances of how they solved them (key takeaway: don't assume what you create is going to work exactly as planned. Test early, test often!). I also appreciated how open the speaker was about admitting when something didn't initially go right. Her honesty about how the design process rarely runs smoothly was refreshing.

Oh the other hand, this session jumped between a very dry case study (they did an excellent job of outlining what the training requirements were and how they decided to address them, but the explanation had little "story" to it. It was just a series of facts.) and a tech demo of how to finagle Storyline to function in the way they needed it to (only, without a lot of order to the way the information was presented). I would have rather that they picked one or the other and focused on making it a stronger version of that type of presentation. Tell me a compelling story of a mobile team of employees looking for a flexible solution that would meet their technical needs... or choose instead to run a session billed as "Tips and tricks for designing lessons in Storyline that work well on iPads AND PCs." Don't try and do both.

Session: Let’s Hangout: Bringing Learning to Every Employee Everywhere
Speakers: Tara Higgins and Mari Capps

So this is a good example of how a focused and compelling case study can look. Higgins and Capps told a fascinating story about a training difficulty at Google: they were having a terrible time getting learners from outside their hub cities to actually attend internal in-class training. They tried a number of different training options (e.g. converting content to e-Learning, webinars, videotaping classes, and video conferencing), but those alternatives just didn't work for a number of valid reasons. They knew they needed a solution to make classes available to all employees, regardless of location, but would also provide participation opportunities for all learners.

What they eventually found worked was a new service Google was developing at the time: Hangouts. If you've never used Hangouts before, the basic explanation it this: it's an easy-to-use video chat service that can support up to 10 chatters on the free version (15 on the business edition). You can learn more by checking out this link. It was a cheap solution, company-owned, simple to use, web-based, and allowed for more interactive capabilities than any of the other options Higgins and Capps had tried before. After converting a few classes to Hangouts sessions, they found that the learners liked them too.

Overall, a happy story, but it wasn't without some hiccups:
  • Their facilitators, so used to in-class student interactions, have continued to have a hard time feeling comfortable with this new way of teaching. 
  • Hangouts also doesn't have traditional breakout rooms, which initially caused some design issues (although they found a sensible workaround by having the learners set up their own additional Hangouts and then had the facilitator bounce from Hangout to Hangout checking on their progress).
  • Learner engagement is trickier to catch and keep.
  • While learners have pretty much bought in to the Hangouts classes, some stakeholders/business partners still aren't completely on board.
Now, why did I like it so much? While, as @JS_Dilon so correctly assessed yesterday, it didn't teach me anything I didn't already know about how Hangouts worked, it did give me a great example I can take back to work of how an established company used video chats for training. And if you know anything about working for a big company, you know how much they like other people trying out new training techniques first. Plus, Higgins and Capps were high quality storytellers. This is a component I've noticed isn't included in many case studies I've seen but is vital to making it a relatable and vivid experience.

The only downside? They were very uncomfortable with us taking photos of the session and outright against any videotaping, all for legal reasons. When you're going to a conference, especially one like Learning Solutions where there's so much sharing that takes place at the event, it's a bit surprising to see presenters put limits on sharing the content they were presenting, particularly since I didn't think there was any truly proprietary information included on their slides. Disappointing.

And so...

That's it for Day 2. Day 3 coming up in the next day or two.


Wednesday, March 13, 2013

Learning Solutions 2013 - Day One

I don't seem to have wi-fi in my hotel room, so I'm doing this (and likely all) blog updates from the exciting hotel lobby. Yeah! Oh wait, not... not so yeah.

Thankfully, other than the wi-fi situation, the conference has been great so far. Here are some of my reflections about the day:

Session: Morning Buzz: Getting Creative
Speaker: Connie Malamed

Obviously I didn't live tweet this one. I hadn't ever attended one of the more casual Morning Buzz sessions that happen at the eLearning Guild conferences so I just sort of wanted to check it out and see what it was before committing to broadcasting it.

This session turned out to be an easygoing chat where the group just talked about what creativity is, tools you can use to boost creativity, and creative projects we were proud of making. There was a small group of people at the session who had both learning AND fine art experience (myself included), so for me it was particularly interesting to hear suggestions from them on how to keep creativity fired up.

Some of the best suggestions from this session were the ones near and dear to anyone who's ever worked in the arts hearts: keep experimenting, sketch and sketch and sketch, and the beginning of any creative process is throwing a bunch of ideas out there and then scrapping everything but the best of the best. Additional funny-yet-useful suggestion: if you work with/for people who are creativity-adverse, find ways to "cloak your creativity in mediocrity" (if I ever form a punk band, that is what I'll call it).


Session: KEYNOTE: Exploring the Role of Technology in Peak Performance
Speaker: Robert Ballard

The opening keynote was a speaker I remember studying in elementary school: Robert Ballard - ocean explorer. I'll be honest, the session wasn't as connected to the conference themes as I would have liked, but it was deeply enjoyable nonetheless.

Ballard talked about his career, in particular the way his out-of-the-box way of looking at solving problems helped to make amazing discoveries about our oceans (and the shipwrecks in them). The great thing was, this wasn't him doing the whole humblebrag thing. He was legitimately excited and happy that his unusual approaches to oceanography had helped science on a whole. He thought it was important to share examples of when looking at a problem differently helped, not so much that it was HIS non-standard ideas that made the advancements. Always a classy move.

There are two main things that I got out of this session. First, that it's vital that we have people in STEM fields act as advocates for making science approachable. People like Ballard (and his astrophysics counterpart Neil deGrasse Tyson) do wonders for making science something that anyone can wrap their heads around. In particular, Ballard's work with schools around the world is making science just plain fun for kids. Second, it's important to love what you do. Ballard talked about how lousy the conditions were in early exploratory subs. You HAD to love it or else it would drive you batty. Plus, he's 71 years old and still talking about what he does with passion and excitement. That's most assuredly something to want to emulate.


Session: Ideas You Can Play With
Speaker: Stephen Anderson

Next up was a session on, as Anderson put it, how new ideas come from "the intersection of fields, disciplines, or cultures." The session was predominantly examples of how tech is evolving in all sorts of exciting ways and felt like more inspiration than advice on application (not a complaint in this particular case).

While I'd be writing all night if I tried to sum up every example he used, I would like to point out my favourite: interaction design. He spent a not insignificant chunk of the session showing examples of how playful interaction design helps people better visualize and explore their options, as well as bump into new options they never would have considered (or even expected) otherwise. There's something to be said for finding a way to make people want to play with information. It gives people more say in their choices, but without having to slog through tons of poorly collected and curated info. Anytime you can simplify things without dumbing it down is valuable for a learner.

There are clearly a lot of tech innovations evolving every minute, but not every one of them is the best for you just because it's new. That's why I'm glad Anderson remembered to mention that this shouldn't just be tech for tech's sake. Hooray for acknowledging that "new" doesn't always mean "improved for every situation."


Session: Tips & Tricks for Building Great Whiteboard Videos on a Budget  Speaker: Cory Casella

Practical application? A session after my own heart. Much like the title suggests, Casella went through the steps involved in creating whiteboard videos (like the ones RSA Animate does) on the cheap, start to finish. Casella is planning on making his instruction manual-like deck (and I mean this in the best way possible) available online, so I'll link to it later rather than try and recreate it here. Before it goes up, though, I can say that at the end of the presentation I was fully reassured that I could replicate his process for under $650 in supplies/equipment. Can't complain there!


Session: Mobile Delivery of Educational Materials to NFL Players - Lessons Learned    Speaker: Alexander Grosholz

I hate writing negative reviews, but this wasn't my favourite session. Grosholz is a deeply likeable speaker, but I think I was hoping for more from his content.

The session was a case study in how he had used two different delivery methods to move the Miami Dolphins from printed to digital playbooks. They started using a bring your own device (BYOD) set up, but found that supporting content on multiple devices (and operating systems) was tricky, people on Android and BlackBerry platforms weren't actually using the digital playbook (I'd love to figure out more about why this was the case in this situation), and, worst of all, people were still relying heavily on printed materials.

A second launch using Corporate Owned, Personally Enabled (COPE) iPads worked substantially better. Everyone was on the same device, so it was (relatively speaking) easier to set the system up and support it. Since the devices were corporately owned, that meant that they had more control over them, allowing for extreme actions such as a remote device hard drive wipe in case a tablet was lost (important for the security of a team playbook) with little drama. Because the iPads were company property, they also were able to institute stiff fines if a device was misplaced, adding again to security. However, because the devices were in the hands of Dolphins employees, they could still be customized and used mostly as they pleased, adding to personal enjoyment of the device.

So, interesting, but I didn't love the session. I honestly was hoping for more information about how the digital playbook functioned, the thought process of how it was created, and how their security measures worked specifically, but instead got a case study of why they went with COPE instead of BYOD. So, not what I was expecting. Plus, the speaker's slide deck was just bullet after bullet instead of screen shots or other visual media. The deck was the polar opposite of engaging, and I think the speaker would have been better to have no deck than THIS deck.

So, not a train wreck by any means, but not my favourite.


Session: KEYNOTE: Lessons Games Teach Us About Enhanced Performance Speaker: Aaron Dignan

Last, but not at all least, was my favourite presentation of the day (and likely to be my favourite of the conference). Dignan combined all the best examples of a good speaker. He took a topic he was an expert at and made it completely accessible to newbies (without dumbing it down too much for other experts), he incorporated easy to understand examples to back up his points, his speech was simple yet precise, the material was well organized, and his slide deck was stunning (seriously, go look at the photos of it I tweeted. It's awesome AND contributes to his content).

Admittedly, I liked the session a great deal because Dignan talked about something I care a lot about: games. In this case, he talked about games from the perspective of why they're interesting and what we can learn from them as learning designers. As he put it "play is nature's learning engine" and we see all sorts of creatures, human and otherwise, who use play as a way to understand the world (and the boundaries of that world) around them. So why should we suddenly stop using this method of learning when we become adults?

For optimum game/learning enjoyment (and hitting that delightful flow state that makes the hours fly by when you're grinding away at leveling up in a game), you need to find the delicate balance of challenge and skill. Too easy makes people bored. Too hard makes people frustrated. Just right and people feel challenged but not overwhelmed. This works just as well in learning as it does in traditional games.

Games also give us a safe arena to take risks. You can make mistakes with minimal long term ramifications. In real life, however, we tend to play it safe as most IRL mistakes have much more severe IRL consequences. This means we can become too unwilling to take the valuable risks that are vital to innovation and experimentation. Learning should take the game approach to mistakes: give people a place to make mistakes, get feedback, and try again without severe punishments (a fantastic case, might I add, for high quality simulations). In this same vein, games also give us an opportunity to practice... and practice... and practice again! It's hard to find a more effective path to mastery than simply practice.

Dignan mentioned a number of examples of games weaving themselves into other aspects of life: Target's gamified cashier feedback system, Stack Overload, Open Badges, Microsoft's imbedded Office training game, just to name a few, are all interesting examples of just some of the ways game elements have entered other arenas. How we continue to do this, in particular as educators, remains to be seen.

So this is all great stuff, sure, but I think the reason I liked it so much is that Dignan did a superb job of explaining what exactly games are and why they appeal to the human brain. Too many people get involved with gamification and serious games without wrapping their heads around what exactly makes a game a game in the first place. That's why, I suspect, we see so many instances of lame "slap badges on it and call it a day" gamification these days. In helping the audience to actually "get" games, I suspect Dignan did a lot to help influence better game-inspired learning from the audience.

And so...


So that's my impressions of the first day of Learning Solutions. I had intended to cap off the night with the official conference "game crawl", but I never ended up figuring out where exactly the "hotel bar" was (thought I found it... must have been a different bar), and so I'm a sad panda who won't get to play Ticket to Ride with anyone tonight. Don't feel TOO bad for me: I'm just going to play the iPhone version in my hotel room instead.

Tomorrow has a number of great events, but what's top of mind for me is my first conference presentation (Graphic Design Tips for Non-Designers... I'd love to see you there at 10:45am!). I remain both giddy AND nervous, so the only logical thing to do is rehearse it yet again and then get a good night's sleep.

See you tomorrow con-goers (on-site and remote alike).

Tuesday, March 12, 2013

Learning Solutions 2013 - Pre-Conference Impressions

Well, I've been in Central Florida for half a week already visiting family, but I'm only now finally checked in to the conference hotel in Orlando. So, I suppose today is the beginning of the conference portion of my trip.

Before I mention my pre-conference impressions, I should mention that my only conference to compare this one to is DevLearn... which is held at the Aria... in Las Vegas. So, any comparison is likely to come out in favour of the location that was practically built for conventions.

So, the hotel. It's nice enough, but after DevLearn is feels so very small. Now, this can be a good thing. It means that tomorrow when I drag my sorry carcass out of bed to attempt to be coherent at the 7:15am Morning Buzz session, at least it won't take me more than a few moments to get from my room to the session. In Vegas you had to plan an absurd amount of time to even get from one part of the hotel to the other.

The smallness also means that the likelihood of bumping into a fellow Learning Solutions attendee is quite high. I rather like that. Unfortunately, no one is wearing their con badges right now, and I completely suck at identifying people from their tiny Twitter photos, but I suppose this will go better when we're all tagged and name badged tomorrow.

My room here is fine, but sadly doesn't have the frankly spectacular bathtub that the Aria rooms have. I'm not even a big bath person myself and I still fell half in love with that thing. On the plus side, at least the hotel rooms here don't automatically play terrible music the moment you walk in. That's a real plus.

As for attractions, yeah, there's no Vegas strip, but there IS, you know, Disney and all. Plus I think as conference attendees that we can get discounted "After 4pm" tickets for the parks. I am absolutely heading off for a discounted trip to Epcot on Thursday as a reward for surviving my concurrent session.

Overall, this seems like a cosier conference overall. If you're looking for a big event, this might not be your cup of tea. But if you're looking for something a smidge more intimate, I'm getting the feeling that Learning Solutions might be the right fit.

Monday, March 11, 2013

What's my Learning Solutions 2013 session about anyway?

There are few things more frustrating at a conference than getting excited about a session only to realize part way through that it isn't what you expected it to be.

You know how it works, you read a session description, plan to attend it, park yourself in the front of the session room, and then 5 minutes in you realize you've made a big mistake. Maybe the session description was a bit inaccurate, maybe the content is more basic or more advanced than you originally suspected, or perhaps the speaker wants to focus on a facet of the topic that just doesn't really interest you. Regardless, it's frustrating... especially if you happen to be seated somewhere where you can't escape the room discreetly.

Later this week I'm presenting a concurrent session at Learning Solutions in Orlando and the absolute last thing I want is for people to attend my session thinking it's going to be one thing and then being disappointed that it's something else. To prevent this, I thought I'd do a quick posting about what to expect if you come to my session.

What is it & when it is happening?
My session is Designing For Clarity: Graphic Design Tips for Non-Graphic Designers and it's taking place on Thursday from 10:45am-11:45am in the International North room.

What's it going to be about?
The session description is, happily enough, quite accurate.

Good design isn't just pretty: it can also do a lot to help learners understand your content quicker and feel less intimidated or frustrated with training in general. Clear design is absolutely worth spending time on, but the reality is that many of us don't have constant access to a graphic design team to help us out. That's why, even if you can barely draw a stick person, it's still valuable to have some basic design knowledge that you can use any time you have to create a document, PowerPoint deck, website, e-Learning lesson, or anything else on your own.

In my session I'm going to break down what exactly contributes to clear design. I'm also going to discuss simple tips and guidelines that even beginners can use immediately to create better designed projects.

Everything in the session will be focused on practical, use-on-Monday solutions. The content will also prepare you for continuing to learn about graphic design in the future.

Who's the right audience for this session?
First, the session is a great fit for anyone who has little to no design experience and would like to know more. Even people who don't directly design learning content themselves, but are asked to create presentations and documents for work, will get a lot out of this session.

Second, if you already work with graphic designers, this session can still give you a better understanding of what guides the design choices they make.

Finally, if you're someone who has a great understanding of design but is looking for some tips they can share with non-designer co-workers, this session might be for you as well.

What if I'm still not sure if this session is for me?
Definitely feel free to ask me more about it. Email (BiancaRWoods@gmail.com) and Twitter (@eGeeking) are great ways to reach me, but I'm also happy to chat about it if you happen to bump in to me at the conference.

Tuesday, March 5, 2013

My Learning Solutions 2013 schedule


I'm headed out to Learning Solutions 2013 later this week and, as now seems to be my habit, I'll be contributing to the back channel in order to help my coworkers, Twitter followers, and blog readers who can't be there themselves virtually attend. Much like at DevLearn 2012, my plan is to live tweet the sessions I attend and then create day summary blog posts.

Barring the wi-fi being terrible and/or any of the sessions being particularly awful, this is what you can expect to see me reporting on from March 13-15 (Note: the times listed are all in EST):




Wednesday, March 13

8:30am-10:00am 

10:45am-11:45am

1:00pm-2:00pm 

2:30pm-3:30pm 

4:00pm-5:00pm 
  


Thursday, March 14

8:30am-10:00am

*10:45am-11:45am
*Note: This is actually my session, so I won't be live tweeting it. However, I will make my session materials available via a link posted on Twitter around this time.

1:00pm-2:00pm

2:30pm-3:30pm

4:00pm-5:00pm
 


Friday, March 15 

8:30am-9:30am

9:45am-10:45am

Thursday, February 21, 2013

Review: 100 Things Every Designer Needs to Know About People

Work is making me do a book report... A BOOK REPORT!

Okay... by "making me" I mean I volunteered to speak about something I liked at this week's Instructional Design lunch & learn, and now we have to write about what we talked about. I reviewed a book, therefore I'm writing a book report.

Admittedly, it sounds way more amusing the way I initially put it.

Anyway, since I'm writing up this book report for work I figured I may as well share it here too.



Title: 100 Things Every Designer Needs to Know About People
Author: Susan Weinschenk

What's it about?

Never before have you read a title more accurate. It's exactly what it says it is: 100 facts about people (and specifically their minds) that designers, or anyone really, should know.

What's so great about it?

This isn't just a collection of facts based on someone's gut feeling: every point is based on scientific research. This book talks about topics like how people make mistakes, focus their attention, remember, and are motivated, all in layman's terms. It then tells you how you can use these facts to your advantage when designing anything.

So it's brain science in easy to digest nuggets that will help you design your learning/websites/textbooks/apps/whatever in ways that are more effective. Plus, it identifies its sources, so you can check the science for yourself.

What's going to drive me nuts about it?

Because it covers so many individual topics, trying to read this thing cover to cover will give you brain overload. I'd usually make it though about 5-10 topics in a sitting and then have to stop, put the book down, and process. And I say this as someone who's usually happy to read constantly for hours. It's good, but it'll likely be a slow read.

Anything else?

The colour scheme of the book is ridiculously pleasing (what, these things matter to me!).

I'm too lazy to Google the book. Where can I buy it?

*sigh* Here you go: