Objectives The initial specific objectives for the mission were to gain an understanding of: • The latest research and technical innovation, in particular around the use of advanced inte
Trang 1Beyond eLearning: practical insights from the USA
MAY 2006
Trang 2UK experts to visit leading overseas technologyorganisations to learn vital lessons about innovationand its implementation, of benefit to entire industriesand individual organisations.
By stimulating debate and informing industrial
thinking and action, missions offer unique
opportunities for fast-tracking technology transfer,sharing deployment know-how, explaining new
industry infrastructures and policies, and developingrelationships and collaborations Around 30 missionstake place annually, with the coordinating
organisation receiving guidance and financial supportfrom the DTI Global Watch Missions team
Disclaimer
This report represents the findings of a missionorganised by the University of Abertay Dundee withthe support of DTI Views expressed reflect a
consensus reached by the members of the missionteam and do not necessarily reflect those of theorganisations to which the mission members belong,the University of Abertay Dundee, Pera or DTI
Comments attributed to organisations visited duringthis mission were those expressed by personnelinterviewed and should not be taken as those of theorganisation as a whole
Whilst every effort has been made to ensure that theinformation provided in this report is accurate and up
to date, DTI accepts no responsibility whatsoever inrelation to this information DTI shall not be liable forany loss of profits or contracts or any direct, indirect,special or consequential loss or damages whether incontract, tort or otherwise, arising out of or in
connection with your use of this information Thisdisclaimer shall apply to the maximum extent
permissible by law
Trang 3Beyond eLearning: practical insights from the USA
REPORT OF A DTI GLOBAL WATCH MISSION
MAY 2006
Trang 56 GAME-BASED LEARNING 35
being used in the corporate and
happening?
market?
trends in eLearning to watch for?
change in the next five years?
Trang 6The objective of Global Watch Missions is to
meet and learn from leading organisations
overseas This mission certainly accomplished
that During the course of our week in the
USA we met senior representatives in the
eLearning field from leading academic
institutions and corporations: from MIT and
Stanford to Fortune 500 companies from the
financial services, technology and
pharmaceutical sectors
This was the first Global Watch Mission to
focus on learning technology It is a hugely
important subject and vital to our economy:
not only is education the UK’s fifth largest
export, but learning is vital for every
individual and organisation in every industry
to thrive in the fast-paced, globalised market
This point was made very emphatically in
one of our meetings when Tom Clancy, Chief
Learning Officer for EMC2(the leading US
data storage and management company),
described learning as a ‘competitive weapon’
in his organisation
We are all under pressure to increase
productivity, so using technology to deliver,
support and measure learning makes good
sense: information can be delivered quickly
and cost-effectively to a large and distributed
workforce just in time and in the medium of
choice From searchable libraries of
on-demand videos and podcasts, to
collaborative tools such as wikis and blogs
through to videogame-like simulations – all
tracked by a new generation of learning
management systems
Technological progress is matched by adramatic change in the needs of bothorganisations and learners in recent years.Performance support for computer literate,
or ‘digital native’, learners is today’s goal andthe best learning is integrated, or ‘embedded’,into the organisation and workday To besuccessful, learning must be aligned with theorganisation’s and individual’s goals
We hope this report will help inspire you tothink about learning in your organisation andconsider it as your competitive weapon.Please also stay tuned to
www.globalwatchservice.com for news oflatest overseas technical developments
FOREWORD
Sarah Turner – International Technology Promoter, DTI Global Watch Service
Trang 7This report is being published to present the
findings of the first DTI Global Watch Mission
to the USA on eLearning The mission took
place in May 2006, and extensive meetings
and site visits were held in both Boston and
the San Francisco Bay Area In addition, the
mission also benefited from a large number
of North American eLearning experts who
travelled especially to meet with the mission
participants in both of these locations
As this was the first mission of its kind, the
results help set a benchmark for future
research eLearning is a complex and rapidly
changing field, and as new approaches and
technology change and affect the industry, it
will be extremely important for UK eLearning
professionals, and the UK industries
supported by eLearning, to continuously
update best practice in order to remain
globally competitive John Chambers, CEO of
Cisco, claimed in 1998 that learning was the
most essential factor for his company's
growth, and the mission results show that
the importance of eLearning to global
competitiveness is almost impossible to
overemphasise
Objectives
The initial specific objectives for the mission
were to gain an understanding of:
• The latest research and technical
innovation, in particular around the use of
advanced interactive simulations and
mobile technologies (mLearning)
• Business innovations in eLearningincluding the use of open source (OS)software, and improved methods indemonstrating return on investment (ROI)
• New approaches in using technology fororganisational learning including embeddedlearning and performance support
• The potential for international based collaboration, including joint
technology-research and development (R&D) orproduction, technology licensing,distribution etc
Overview of mission results
The mission found key technology and bestpractice in all of the objectives listed above,and each contribution to the report explores aspecific topic relevant to both the missionobjectives and the author’s expertise
Charles Jennings of Reuters explores theuses of eLearning for performance supportand collaborative learning In his chapter heclearly defines not just the nature of the field,but the key issues involved in the shift toWeb 2.0, the emerging learning styles of adigitally native workforce, and the uses ofeLearning in highly competitive businessenvironments This chapter also evaluateshow these changes could impact the UK, andpoints to some clear trends in eLearning toimprove competitiveness
In the second chapter, Jim TerKeurst of theUniversity of Abertay Dundee explores thetwo distinct approaches to eLearningdeployment seen in the USA The firstapproach is to carefully target learners,simplify materials, and limit types of
EXECUTIVE SUMMARY
Jim TerKeurst – University of Abertay Dundee
Trang 8delivery to achieve the best ROI The
second is to use technology to distribute
materials across multiple technology
platforms and in numerous formats to
encourage uptake by a maximum number of
learners Each of these approaches has
benefits and limitations, and drawing from
existing pedagogical and communications
theory the author makes suggestions on
which approach might be most suitable
based on the desired learning outcomes
Next, Alec Keith of Epic Group looks at the
future of blended learning In his chapter Alec
clearly outlines the changes entailed in
developing new approaches to blended
learning better suited to future learning
applications Focusing on audiences, learning
and learning design, Alex concludes that
alignment, meeting learners’ needs and
performance support are necessities that
must be supported by volume production,
community learning and a commitment to
identifying organisational change
In his contribution, Lars Hyland of
Brightwave explores the interrelationship
between learning design and learning
experiences Building on the six disciplines
approach, Lars argues that designing the
end-to-end learning experience, earning
learners’ attention, making technology
invisible, and using sharing and storytelling
are key ways to link eLearning with
organisational and business development
Gordon Bull of Learning Forte leaves the
personal computer (PC)-bound world behind
and explores the future of mLearning in his
chapter Taking a high-level approach, Gordon
considers the use of mLearning in both the
commercial and academic worlds The
chapter explores how US companies have
recognised the potential and benefits of
mLearning, and concludes that mLearning is
poised for significant growth in the future
In the following chapter, Euan Mackenzie of3MRT presents material on the potential forlearning and games Following an overview ofchanges in the games industry that havemade game-based learning applicationsattractive to game developers, Euan exploresthe harsh reality of game-based learning in the
US corporate and education sectors Thechapter concludes with a list of
recommendations for future competitivenessthat have substantial implications for UK gamedevelopers working in game-based learning
Finally, Adrian Woolard of the BBC considersthe future of eLearning, and outlines thechallenges yet to be overcome The chapterconsiders the significant trends that mayaffect the future of learning in an
interconnected technology-based world, andidentifies one potential disrupter that couldprofoundly alter the eLearning landscape Thechapter concludes with a comparison ofsome potential futures for learning, andoutlines a number of opportunities that UKeLearning professionals should consider inpositioning their companies for a changingglobal marketplace
Beyond eLearning: the future
Each of the authors in this report has given anoverview of the best practice found in theUSA along with their insights on the futurepotential for eLearning in the UK Beyondthat, the report as a whole presents somehints at how developing an ongoing approach
of best practice can help the eLearningindustry prepare for what might lie over thehorizon and beyond eLearning This missionclearly showed that eLearning has beenembedded into the competitive strategy ofsuccessful US corporations, and their ongoingcommitment to eLearning is founded on theincreased competitiveness that effectiveeLearning offers
Trang 9Make no mistake, the USA is not alone in
seeing the full potential of eLearning: both
Canada and Australia were cited repeatedly
during the mission as exemplars of the future
of eLearning In a global business
environment, learning is indeed a competitive
weapon and consequently of vital importance
to the UK
So how can the UK best move forward in this
area? Since the early eighties, digital media
has promised better designed, more
engaging, learner-centred learningopportunities, yet to date innovativeeLearning has remained elusive However,the UK, with its global reputation forexcellence in technology innovation, andhistory of developing and distributinginteresting and innovative content, hasconsiderable potential for success in theemerging global eLearning future This report
is therefore a first step on a longer journey, ajourney that with support could see the future
of UK-developed eLearning assured
Exhibit S.1 The mission team in Silicon Valley, L to R: Adrian Woolard, Alec Keith, Lars Hyland, Charles Jennings,
Euan Mackenzie, Doreen Reid (British Consulate-General, San Francisco), Jim TerKeurst, Gordon Bull, David Gardner; Sarah Turner is behind the camera!
Trang 10Over the past 18 months new approaches
and tools have started to impact the way
learning developers and practitioners look at
eLearning’s potential to deliver enhanced
services to its customers These new
approaches and tools are being rolled out
across formal school and higher education,
corporate training and learning, and
government and quasi-government
organisations on both sides of the Atlantic
One key trend has been a resurgence of
interest in, and concentration on,
performance support, collaborative learning
and informal learning
This report addresses findings in these areas
from the DTI Global Watch ‘Beyond
eLearning’ mission to the USA in May 2006:
• Leading-edge developments occurring in
the USA in:
– Performance support
– Collaborative learning
– Informal learning
• Specific initiatives/developments that UK
organisations could learn from
• Specific opportunities for collaboration
between US and UK organisations
1.2 Terminology
Besides various acronyms listed in Appendix
D, the following terms are used in this report: Performance support
Electronic performance support systems(ePSS) have been in use for many years
A description that still applies is Gloria Gery’sdefinition in her ground-breaking 1991 book
‘Electronic Performance Support Systems’ as:
‘an integrated electronic environment that isavailable to and easily accessible by eachemployee and is structured to provideimmediate, individualized on-line access to thefull range of information, software, guidance,advice and assistance, data, images, tools,and assessment and monitoring systems topermit job performance with minimal supportand intervention by others.’ (Ref 1 – seeAppendix G.1)
Workflow learning/embedded learning
Both ‘workflow learning’ and ‘embeddedlearning’ refer to learning that is integratedinto the normal daily work They are similar to,but sometimes distinct from, performancesupport
Informal learning
Also referred to as ‘self-directed learning’,informal learning describes a processwhereby individuals acquire attitudes, values,skills and knowledge from daily experienceand the educative influences and resources intheir environment Most learning doesn’toccur as part of formal training or educationprogrammes It occurs through relatively
Charles Jennings – Global Head of Learning, Reuters
Trang 11unstructured processes and is not
orchestrated or directed by learning
specialists It is estimated that 75% of
organisational learning is ‘informal’
Collaborative learning
Learning approaches and environments that
support communication between learners,
communities of learners and other forms of
shared knowledge creation and sharing
1.3 Key findings
1: Web 2.0 and eLearning 2.0 are
impacting the development of
performance support, collaborative and
informal learning in the USA
Web 2.0 is at the core of many developments
in the areas of performance support,
collaborative learning and informal learning in
the USA
The idea of Web 2.0 emerged in 2004 from a
conference session involving Tim O'Reilly
(founder and CEO of O'Reilly Media –
publishers of computer books and magazines)
and Dale Dougherty (O’Reilly VP) Although
the idea was focused on the turnaround of
web-based activities following the dot-com
collapse, Web 2.0 was quickly seen as a
significant step change from the publishing
model of ‘Web 1.0’ (the web, as was known
up to that point) to a model based on
interactivity and services (Ref 2)
Web 2.0 is typified by the move from content
distribution (the prime Web 1.0 focus) to
applications and environments supporting
sharing, communication, collaboration,
syndication and social interaction
eLearning 2.0 has emerged from Web 2.0
developments An article by Stephen Downes
– senior researcher at National Research
Council Canada (NRC) – in October 2005 set
the scene for the development of
learner-centric application of Web 2.0 tools andservices and coined the term ‘E-learning 2.0’(Ref 3)
The key characteristics of eLearning 2.0(Ref 4) are:
• Facilitation of content authoring – enabling
a more active role of the user/learner
• Knowledge and information sharing –inherent in many new tools andtechnologies
• Diversity of learning content and media –
in part resulting from new tools and generated content
user-• Ease of collaborative learning – onlinelearning environments have easy-to-usetools for interaction and collaboration
Typifying these changes has been the movefor leading learning specialists in the USA tostart to design learning appropriate for thenew breed of ‘digital natives’, and start toadopt emerging tools such as text, audio andvideo blogs, wikis, podcasts and RSS feedsfor educational use
Companies such as Fidelity Investments inBoston are actively engaging their wholeenterprise in Web 2.0 and eLearninginitiatives using wikis, blogs and RSS feeds toshare and collaboratively build knowledge.Fidelity’s heartbeat is dependent on therelationship the company can build andmaintain with its clients and it sees thecollaborative tools of eLearning 2.0 as beingfundamental in supporting its ability toachieve this relationship and support andeducate its clients
SRI Consulting Business Intelligence (SRI-BI) isresearching the development and uptake ofWeb 2.0 and eLearning 2.0 tools and
approaches Researchers and analysts atSRI-BI see both as catalysts for change
Trang 12SRI-BI’s view is that eLearning 2.0 will, in time,
be embraced within the structured training
culture that exists in the majority of
organisations today, rather than bring about
wholesale changes SRI-BI is asking and
investigating questions such as:
• Will Web 2.0 and eLearning 2.0 accelerate
the ‘power shift’ from the dominant
training culture with its focus on high
degree of control, formal learning events
and activities, and structured learning to a
bottom-up and less control-oriented
learning culture that focuses on more
informal learning, using unstructured
content, and on community and
social-based learning?
• How can training professionals help enable
and accelerate the practical application of
Web 2.0 and eLearning 2.0 tools and
technologies to maximise the impact of
learning on business performance?
• Will eLearning 2.0 tools be embraced
within the formal training culture that is
dominant in many organisations and serve
as a bridge to lead convergence towards
the emergent learning culture?
2: US companies are starting to adapt their
learning provision to address the fact
that ‘the workforce of the future learns
differently’
Organisations such as Genentech (number 1
employer in the USA in Fortune magazine’s
2006 poll) and Cisco are building their
learning services on the basis that the
workforce of the future needs to learn
differently Learning and Development (L&D)
departments (or Learning and Knowledge
Management department in the case of
Genentech) are becoming more agile and
focusing on organisational knowledge and
building human capital
They are achieving this on process-basedlearning principles and performance support
in the same way that their manufacturingmodels have moved from batch-basedproduction to process-based production They appreciate the importance of providingdevelopment for jobs that do not yet exist,and problems yet to be defined, and arelinking learning closely with businessdecisions that require learning support
Cisco takes an innovative view of learnerswhether they are Cisco employees or itscustomers Cisco acknowledges that newgraduates entering the workforce today arevery different from those that entered 10, 20
or 30 years ago The company focuses on keycharacteristics of the ‘workforce of the
future’, building its learning on the basis that(Ref 5):
• They have grown up with technology andthe Internet
• They are natural multitaskers
• They innately use technology tocommunicate within and outside of theirworking lives This affects basic skills such
as writing ‘For young employees living in
an abbreviated instant message type ofworld, writing more complex thoughtsdown becomes more challenging’, saysRay Garra, L&D Manager at Cisco
• They have a different understanding of
‘basic skills’ – wanting to get high-leveloverviews and return for ‘deeper dives’when and if needed
• They are global thinkers – technology hasenabled them to have friends all over theworld, and to keep those friendships going
• They are very much just-in-time learnersand they will go to the Internet or othersources as they need information or skills
Trang 13Cisco offers a range of just-in-time (JIT) and
learning content that supports its various
certification programmes
3: There is an increasing interest in JIT
learning (performance support,
embedded, workflow etc) and in the
collaborative aspects of learning on
both sides of the Atlantic
Developments in performance support
Performance support is becoming an
increasingly important tool in the armoury of
learning specialists in the USA, whether
provided through informal e-mail or instant
messaging, or more formally through ePSS
environments
Instant messaging (IM) is starting to provide
an interesting type of performance support
The rise of IM alongside the rise of Google
has led to IM having an emerging role in
organisational learning IM contributes
274 terabytes (TB) of content each year
Some companies are developing tools to
capture, extract and codify this content so it
can be used for capability-building
The use of the Ajax group of technologies is
clearly on the rise in both the US and UK
training/learning communities Companies
such as Cisco are deploying Ajax for learning
and performance support The key benefit of
Ajax is seen as its ability to support the
development of Web 2.0 applications with
greater levels of interactivity
A further trend is the emergence of rapid
development tools in the eLearning
marketplace Tools such as Adobe Captivate
and Articulate Presenter are being widely
deployed in eLearning content production in
both the USA and the UK
The availability of rapid development tools to
learning specialists and subject-matter
experts is seen as critical for the production
of learning content to support workplacelearning and performance support
The trend towards the development ofperformance-support learning content infavour of ‘electronic courses’, together withthe emerging use of rapid developmenteLearning tools by subject-matter experts andorganisational learning specialists, will impactbespoke eLearning companies in the UK andelsewhere As tools become more
sophisticated and demand becomes moregranularised, learning content will becomecommoditised The value-add offered bybespoke eLearning vendors for the majority
of eLearning content demand will need to bereviewed
Developments in collaborative learning
The growth of eLearning and blended learninghas helped create learning environments thatare suited to collaboration UMassOnline, theumbrella organisation for eLearning togetherwith the University of Massachusetts five-campus system, are using eLearning andblended learning to broaden learningexperiences by enabling communication andcommunities of practice
IBM Canada’s Innovation Center and otherNorth American organisations see currenteLearning environments becoming focused
on personalised, collaborative, based integrated learning where context is ofprime importance and search plays a crucialpart in any learner’s strategy
workplace-On the other hand, Fidelity Investments isusing collaborative tools to support education
of its clients through a more proactive ‘push’approach Fidelity has started to use RSSfeeds, blogs and wikis to share andcollaboratively build knowledge with itsclients Although there are some issuesaround regulatory controls for blogs, Fidelitysees expansion of its existing content-sharingmodel into more structured support of
Trang 14learning The drive by Fidelity towards the use
of learning technologies has been brought
about in part by many of its retail customers
who are digital natives and part of the
‘workforce of the future’
A strong link is being forged between
storytelling (learning from experience and
communicating that learning to others
through stories) and learning technologies
Production companies and corporate
consumers are both looking at appropriate
ways to use technology to support learning
using a range of storytelling approaches
‘Learning is not about the technology, it is
about the experience’, says Ed Heinbockel,
CEO of Visual Purple, a highly
technology-focused interactive entertainment company
that produces immersive simulations to
address the needs of its corporate and
government training clients Despite its deep
technology expertise, Visual Purple
approaches all of its projects from a
storytelling point of view
Developments in informal learning
Informal learning is in the headlights in the
USA, although use of the term ‘informal
learning’ is starting to be phased out in many
US organisations and eLearning research
institutes The term is being replaced with a
number of more accurate terms such as
‘self-directed learning’
With the move away from focus on eLearning
simply as a mechanism to deliver learning
content, there is a greater emphasis on the
importance of informal learning approaches
through collaboration, communication and
communities Rather than focusing on the
‘what?’ of learning (content-centric), the trend
is to focus on the ‘how?’ (student-centric) by
providing multiple channels to support
content-emerging with a move away from prescriptivecurricula and programmes of study towards agreater focus on assessment as the maindriver in eLearning
A number of leading organisations in the USAare taking the view that not only shouldlearning content be available in many diverseforms and on demand, but that organisationallearning should also be driven by assessmentand the assurance that employees are
capable of performing as required, whetherthey spend time working through learningcontent or not
This is not simply a certification-drivendevelopment, but one that is aligned with therole of accreditation as a key motivator forlearning It is a very different approach fromthe content-driven eLearning model that haspredominated for the past 10 years
1.4 Potential impact on UK industry
There is clearly a move away from focus oncontent as being at the core of eLearning and
a move to greater focus on context,collaboration and support of communities
Chris Pirie, Learning Product Group Manager
at Microsoft, describes Microsoft’s journey asone from ‘content to learning services’ At thesame time, he sees learning as primarilyabout ‘community’, with learning contentsimply one of the inputs into the learningprocess Pirie points out that it is easy tomonetise learning content but harder tomonetise the emerging collaborative aspects
of learning such as coaching andcommunities He also sees the role oflearning experts as providing the ‘editorial
Trang 15voice’ with some editorial authority to provide
learners with a pathway through the noise of
the many informal networks that learners
need to navigate
Some US providers are thinking about loyalty
credits and other approaches to monetise
some of the newer, non-content aspects of
learning services This is a view for UK
learning content providers to ponder as they
evolve their own business models
The trend toward the increased use of rapid
development tools in the hands of
subject-matter experts as well as in the hands of
learning specialists in the USA is mirrored in
the UK It is clear that this trend will continue
as new tools become available
• Web 2.0 and eLearning 2.0 developments
(context, communication, communities)
are driving new approaches for the use of
technology in learning and development in
both the USA and the UK Although the
USA is still leading, the UK is following
closely
• Leading US eLearning providers and
corporates are using the attributes of the
‘workforce of the future’ to drive eLearning
developments
• There is a trend away from focus on tools
and technologies and closer focus on the
most effective ways to achieve
organisational and individual learning
outputs
• Performance support approaches are being
used by US companies as levers to
support closer alignment of learning and
capability-building with the organisations’
strategic intent
Trang 162.1 Introduction
2.2 Communication theory and
eLearning
2.3 Learners and mediated learning
2.4 Organisational eLearning in action
2.5 Conclusions and recommendations
2.1 Introduction
An interesting insight from this mission was
the apparently different approaches taken by
the East coast and West coast eLearning
experts Mission host companies in Boston
were keen to maximise their ROI for
eLearning materials, and quite concerned to
make their materials as minimal, targeted
and focused as possible with an extensive
eLearning support network in place for
eLearning users Conversely, the San
Francisco Bay Area contingent were
enthusiastic about using technology to
disseminate their eLearning materials, and
very interested in developing expert
systems to support their own corporate
technology innovations
These are, of course, gross generalisations,
but they made an interesting contrast in
approaches that resonates with methods
and trends throughout the eLearning
industry This chapter investigates these two
approaches, and using pedagogical and
communications theory makes some
recommendations on which approach
may be most appropriate for typical
eLearning applications
We begin this exploration by considering
what eLearning is Unlike earlier
based training, eLearning refers to
computer-enhanced learning or training Typically
utilising PCs and communications
technology, eLearning is unique in allowinglearners to determine the pace, and eventhe times, that they wish to learn Withcurrent communications technology,eLearning is delivered using mobile phones(mLearning), personal digital assistants(PDAs), MP3 players (podcasts) andtelevision Internet, e-mail, collaborativeenvironments, wikis and blogs are alsobecoming common elements in eLearningapplications, and the more robust virtuallearning environments (VLEs) – also known
as learning management systems (LMS),course management systems (CMS),managed learning environments (MLEs),learning support systems (LSS) or learningplatforms (LPs) Some of the newest VLEsare now offering staff talent and
management functions which, if utilised,could signal a sea change in staff
development and management
With this plethora of potential approaches,channels, environments, media and hardware,every organisation now faces the dilemma ofallocating scarce resources to maximise itseLearning investment Typically training is akey eLearning application, and many
companies have successfully reduced trainingtime and costs with eLearning This is
especially important in high turnoversituations like call centres where literallythousands of new staff may need to betrained each year
However, training alone is not enough incompetitive business environments Astechnology and customer offerings change,eLearning materials can provide broadsupport for staff working with customersdirectly or solving problems in the field.Some companies visited by the mission
Jim TerKeurst – University of Abertay Dundee
Trang 17suggested that this continuous support
was, in fact, the key benefit provided by
eLearning as rapid change has made all but
basic training obsolete This is also
consistent with the development of internal
knowledge bases and expert systems as
expertise and innovation are becoming
increasingly important Finally, eLearning is
beginning to be seen as a crucial way to
maintain organisational flexibility and avoid
rigid strategies that can lead to a 'tyranny
of success' (Robinson and Stern 1997 –
see bibliography in Appendix G.2)
In addition to tracking learning and
performance, VLEs are also used to help
reduce time to market for new products
that require training, and reduce
non-compliance risks with automation
2.2 Communication theory and
eLearning
The pervasive nature of eLearning, going
hand in hand with advances in
communications technology, should come as
no surprise Doug Engelbart suggested that
computers represent a fourth stage of
human intellectual capabilities building on
cooperative technological devices (Engelbart
1962) Advances in communications
technology, tied as they are to increased
information flow with the potential for
manipulation, have driven an entire research
agenda dedicated to understanding the
mediated communication process
Coinciding with the cold war, with its esteem
of all things technological and a mistrust of
their use, modern mass communications
studies began with the work of Harold
Lasswell, when there was considerable
concern over the role of media in the changing
of beliefs and attitudes (Lasswell 1948)
Focused on message success (not unlike early
eLearning materials), this approach viewed
communication as a sort of hypodermic that
would strongly affect people and attitudes
(see also Shannon and Weaver 1949)
Within a few years other theorists attempted
to understand the potential complexity ofcommunication, and more sophisticatedapproaches recognised that communicationwas a two-way process (Braddock 1958,Schramm 1954) with receivers and theirbackgrounds having a considerable impact onmessage success Receivers all had their ownsocial, cultural and personal environments,and that meant each made their ownpersonally based interpretation of theinformation Additionally, information receiverscould decide what information they wanted;hence motivation and attitudes becameincreasingly important In addition it was nowrecognised that too many messages, orcontradictory messages, could lead to arejection of the messages altogether
The rejection of messages, or reception oftoo many messages, was becoming anincreasingly important issue In 1981 the term'information society' was coined to explainthe enormous amount of information thatwas available (Ito 1981) In the informationsociety world, efficiencies in media
production and dissemination resulted in anever-increasing supply of information andresources (8-10% annually) (Pool et al 1984).Surprisingly, the researchers found that evenwith this growth, consumption was growingmuch more slowly, and actual application oreffect remained constant For people working
in communications, this suggested that much
as they might wish to increase applicationand effect, the rapid increase in alternativeand/or competing messages made theirefforts less effective
To overcome this overabundance ofinformation and messages, theorists nextdeveloped a large number of alternativeapproaches to increase message
effectiveness Each of these approaches hasits utility, but the approach that seems mostapplicable to organisationally based eLearningcarefully identifies the target group, accountsfor competing information (or disinformation)
Trang 18and tailors the message, medium and
communicator to achieve a desired result
(Nowak and Wärneryd 1985) Using this
approach, goals must be clearly defined and
related to a specific definition of success for
the target group, and an overall theme that
ties the messages together carefully related
to the media that is being utilised For
eLearning, this suggests that the internal
learning or training goals should be carefully
aligned to both the internal goals of the
organisation, and the external promotion of
the organisation to the public
While apparently an obvious conclusion, this
is, in fact, an incredibly complex and difficult
undertaking Most organisations use
eLearning as a resource, and reorienting their
eLearning approaches to fully integrate with
the business, management and marketing
strategies in a synergistic whole requires
considerable rethinking However, this
approach will become an absolute necessity
for large organisations in the 21stcentury
2.3 Learners and mediated learning
There has been an enormous body of
research done on pedagogy, teaching and
learning Typically, the research is grounded in
one of four approaches:
• Cognitive: studying the processes of
learning and how the brain works
• Emotional: the study of motivation,
engagement, reward etc
• Behavioural: examining behavioural
change and development
• Social: looking at peer support and
pressure, collaboration and interactions
that stimulate learning
Each of these approaches has exhaustiveliterature and research available thatinterested readers should explore
However, as an exhaustive overview isbeyond the scope of this work, only a smallselection of material considered relevant will be mentioned
Robert Gagne noted that gaining the learner’sattention is the first step in any learningsituation (Gagne 1985) As a mediated form,eLearning can easily do this, but it must beremembered that dull material will eventuallylead to inattentiveness Motivation has longbeen another crucial component to learning,especially the optimal level of motivation (orarousal) for productivity (Yerkes and Dodson1908) Within an organisational environment,relating eLearning materials and learningevents to staff development and promotioncan maintain motivation (see Weiner 1990).However, many organisations require a stableworkforce or have little need for promotion Inthese cases, other means must be found tomaintain learning motivation
As an approach for adult learners, andragogy1
(Knowles 1984a, 1984b) was developedspecifically for motivated and responsibleadults Using andragogy there are four keyaspects that must be incorporated into thetraining First, learners must know why theyneed to learn the material and see
immediate value Additionally, it is importantthat the learning is experiential and problembased Case studies, simulations and roleplaying are ideal using this approach
Criterion-referenced instruction (CRI) links inwell with andragogy as it ties in with thespecific objectives and perceived value thatadult learners prefer (Mager 1975, 1988).Using CRI goals, tasks and performanceobjectives are clearly identified and related toevaluation and feedback
1 Andragogy, a term originally used by Alexander Kapp (a German educator) in 1833, was developed into a theory of adult education by the American educator, Malcolm Knowles (1913-1997) Knowles held that andragogy (from the Greek words meaning ‘adult-leading’) should be distinguished from the more commonly used pedagogy (Greek: ‘child-leading’) http://en.wikipedia.org/wiki/Andragogy
Trang 19The learner’s background is also a key issue in
developing eLearning approaches A learner’s
existing knowledge and experience and
background has been shown to influence
attention (Neisser 1967) or become a
hindrance to learning (Hovland, Janis and Kelly
1953), and considerable research has
demonstrated that learning which undermines
existing competencies and beliefs can cause
debilitating emotional issues and result in
decreased performance and efficiency (Gopnik
and Meltzoff 1997) Communications
researchers have referred to this problem as
cognitive dissonance (Festinger 1957), and it is
worth noting that there are some established
ways to deal with this problem
Considering eLearning as communications,
a considerable amount of research has been
done on the impact of mediated learning
materials.2The problem with mediated
learning has often been the simple fact that
most people only pay attention to one thing
at a time (Broadbent 1958) If there are too
many information sources, or they are poorly
structured, learners will only focus on the
stimulus they find interesting (often
something entirely unrelated to the
suggested learning) Another concern when
using media is that a person’s learning
preferences are related to their previous uses
of media, the learning context and the task
itself (Salomon 1977, 1981; Salomon, Perkins
and Globerson 1991) One proven solution to
both these problems is utilising a combination
of non-redundant typological (language based,
taxonomic, schema based) and topological
(visual and variable) material that facilitate
learners developing new schemas for relating
the information (Lemke 1999)
John Bransford and the Cognition and
Technology Group at Vanderbilt University
have done an interesting study on the use of
media in support of/relation to learning
Using a method they call anchoredinstruction (Bransford et al 1990; Cognitionand Technology Group at Vanderbilt 1990),the group has developed a series ofinteractive videos designed to facilitatecomplex realistic problems The videosbecome the anchors for the learning, andunlike entertainment video are designed tocreate engaging contexts that encourageactive knowledge construction
In a similar fashion, eLearning materialsshould be the anchors for learning, and many
of the more advanced learning approachesare now having the learners themselvescreate the eLearning content within aprovided framework
2.4 Organisational eLearning in action
Currently there is a wide selection of VLEsavailable for use Typically developed usingeither Java or NET, these platforms serve avariety of purposes well beyond their originalcontent and assessment repository use In anod to the business-focused nature of theseprograms, some have even begun referring
to themselves as talent managementsolutions (TMS) Because of the complexity
of many of the current VLEs, the next step
in this analysis will be considering some VLEfeatures and relating them to pedagogy,communications and practice After all, itonly makes sense that learning, likeeLearning, and for that matter appropriatepedagogy, is situational (apologies to Laveand Wenger 1991)
Undoubtedly the most common use ofeLearning tools the mission found in the USAwas in call-centre training Often referred to
as call management information systems(CMIS), these eLearning applications wereoften developed to reduce the time and/orcost of developing staff, and are designed to
2 Even within academia, the rhetorical or instructivism approach of standing in front of a group of students and disseminating truth and knowledge is now outdated (Reynolds, Caley and Mason 2002)
Trang 20orient them to the company and their role
within it Productivity and ROI were the
watchwords at this level, and as offers and
customers changed continuously, there was
a continuous need for updated information
An obvious pedagogical choice for developing
materials in this area would be functional
context theory (FCT) (Sticht 1976) Originally
developed to enhance fundamental skills in
training, FCT stresses that training should
relate to the learner’s existing knowledge and
work context, with contextually appropriate
training materials and equipment As staff in
these work environments have a fast-paced
yet varied workload, communications theory
would suggest that small, very specific
learning events be integrated directly into the
work environment Reducing any distraction
or dissonance is crucial, and learning
elements integrated into an ongoing
workflow to fill unused time would be most
effective Once again, to reduce any
dissonance, any assessment done by
learners must be both content and context
specific In these situations, information
support is also a primary concern, but
knowledge of rapidly changing information
should be considered separately from the
integrated training
Rapid access to information and knowledge is
an absolute necessity in many industries, but
rapid changes in information, combined with
rapid access, creates special issues that must
be addressed The first of these has to do
with expertise Expertise or subject mastery
is a key outcome of learning (Slavin 1987),
and considerable evidence suggests that this
can be a substantial eLearning outcome
However, individual learners will vary in their
capabilities, and unrealistic expectations of
learners can turn subject mastery into a trap
(Cox and Dunn 1979)
If subject mastery is crucial, how can it be
developed within eLearning? Merely
demonstrating expertise is one solution, but
showing expertise as a learning tool isn'tnecessarily the best way to present theinformation (Michael et al 1993; Salomon1981) Firstly, as the integrated knowledgeand techniques of the expert may be opaque
to the untrained, but also because experience
is learned as well as learned from
From a pedagogical perspective, scaffolding,when learners get assistance or support thatallows them to achieve something theycouldn’t have independently, would be themost appropriate method (Wood et al 1976).Using scaffolding, learners develop theirknowledge and skills in cycles of assessmentand adaptive support as the scaffolding
gradually fades (is no longer available) orbecomes invisible (no longer used) Once thisprocess is complete, the learning is completeand subject/skill mastery is complete (Stone
1993, 1998a, 1998b)
However, in the rapidly changing technologyindustries, learning is part of a process, andscaffolding to provide crucial information andskills is both vital and permanent Some havereferred to this permanent scaffolding asdistributed cognition (Hutchins 1995) ordistributed intelligence (Pea 1993, 2002).Others, however, have recognised that rapidchange leaves little time for scaffolding(Sherin et al 2004)
One solution to the scaffolding dilemma isthe development of collaborative
environments Research has shown thatcollaboration can serve as a scaffold for betterproblem solving (Johnson and Johnson 1981).However, collaborative environments, likewikis and blogs, have some interestingproblems of their own In all of theseenvironments a substantial amount ofmediated material is made available tolearners, and it has been shown that asubstantial amount of learning from media isindirect or implicit and determined by howthe material is presented Being unaware ofthis, media users fail to recognise the
Trang 21persuasive power of indirect media messages
regarding appropriate behaviour or advertised
products (Glascock 2001; Petty et al 2002;
Trappey 1996)
Even in live unmediated situations people
learn without being aware of it, and this
socially based learning has been shown to
have both positive and negative implications
On a positive note, some view informal
learning as a boon to knowledge and culture
(Gee 2003), or even as evolutionary as it
helps with adaptation Conversely, others see
informal learning as the propagation of naive
understanding and misconceived ideas
(McCloskey, 1985) or the degrading of culture
(Healy 1991)
However, it is important to consider that the
mediated social participation offered by
collaborative environments, wikis and blogs
could be enhanced to guided participation
(Rogoff, Matusov and White 1996) For real
success in these areas, facilitation is crucial
for guided participation, and the tools can
then function as an evolving form of learner
scaffolding
This approach on mediated social support for
learning can also help enhance learners’
responses to change and the development of
originality Flexibility, change and originality are
now a normal part of organisational survival,
and the facilitated reconstruction of knowledge
required for change can be accomplished using
collaborative environments to manage
case-based multiple interconnected and complex
materials (Spiro et al 1988; Maltzman 1960)
Facilitating this is not an easy task, but learners
use these sorts of materials to develop more
flexible schemas of understanding and develop
new knowledge
Finally, an often neglected aspect in
eLearning is the social support required
Learner acceptance needs recognition that
model behavior is reinforced by rehearsal and
valued outcomes that are perceived as high
status (Bandura 1977) Managers will need toproject this ideal behaviour if they want theireLearning programmes to succeed, andrecognise that the community that learnersinteract with helps them define not thephysical or mental skills but rather themeanings of the skills as defined bycommunity members (Becker 1953) For trueeLearning success, not just the learner buttheir team, their managers and the
organisational goals must be aligned
outcomes: from the little-and-often approachthat works well for training and transaction-based skills, to the more socially-basedguided learning required for the sustainedinquiry needed for higher-level concepts withmultiple potential solutions
Regarding the original question, technologyisn’t always better, but appropriate technologythat learners have used in the past and canrelate to, does help address the variedlearning preferences of individuals Moreimportant than which technology, however,
is that eLearning developers recognise theaffect of both mediated and unmediatedmaterials on the learning process
Based on the mission, here are a fewrecommendations for the future:
• Align and integrate eLearning to both theinternal goals of the organisation and theexternal promotion of the organisation tothe public
• For organisational competitiveness, focus
on dialogue, interaction and collaboration
Trang 22• Even in a large programme, focus on thesmall bite-size learning events and howthey aggregate
• Content is less important than the learningoutcome
• If a proper framework is in place, contentcan be developed by the learners
• Within rapidly changing information
environments, scaffolded learning is
inappropriate as immediate access toinformation is the primary criterion
• A wireless world will make mobile andPDA-based solutions more attractive
• Highly complex learning requires a moreformal environment for sustained
interaction
• Complex eLearning outcomes need
exponential increases in social facilitationand support
Trang 233.1 Introduction
3.2 Blended learning – what’s that?
3.3 The changing learning landscape
3.4 Key findings
3.1 Introduction
This chapter looks at what’s new in the world
of US blended learning, focusing on corporate
users In order to promote debate, the
approach starts with two premises:
1 Most eLearning isn’t actually used, and…
2 When it is used, rarely achieves the
desired business benefits
So what can be learnt from the US blended
learning experience? What works and what’s
coming next? And what are the lessons for the
UK in terms of addressing these premises?
Below is a summary of mission findings To
prevent previous assumptions and prejudices
affecting the conclusions, all examples,
quotations and case studies are restricted
solely to those gathered during the week
3.2 Blended learning – what’s that?
On the face of it, the task seemed simple –
discover what works in US blended learning
and publish the findings However, it became
clear very early that blended learning is old
news – ‘Blended learning is just a means to
an end’, and ‘Blended learning is still in the
literature, but not discussed seriously’, the
mission was told
So, before we can learn any lessons fromwhat’s happening in the USA, we must firstunderstand how the nature of US learningitself is changing
3.3 The changing learning landscape
The increasing pace of change in US markets,regulatory environment and technology,together with a new learner profile, is affectingwhat’s required of blended approaches Thetraditional approach of discrete, one-sizelearning events, perhaps sandwiched witheLearning, is being replaced with somethingradically different The new world blurs thedistinction between learning and
communication and delivers mass-volume,business-led community solutions that engagelearners in a continual learning process
Exhibit 3.1 summarises the old and new world,with key findings and conclusions below
Alec Keith – Senior Learning Consultant, Epic Group plc
Audience Single channel Multichannel Staff Customers/partners/public Single task Multitask
Insular thinkers Global thinkers Deep knowledge Broad knowledge Clear Ambiguous Individual Community Learning
Event Process Long life content Perishable content One-off Continuous Formal Informal Training led Business led Training Performance Produce and consume Search and retrieve Quality Quantity
Learning design Trainers Consultants One size Personalised Fixed Scalable Fixed choice Menu options Content Access Full solutions Small chunks
Exhibit 3.1 The old and new worlds of learning
Trang 243.4 Key findings
Audience
Before we can design, develop and
implement effective programmes, it is vital to
appreciate the nature of the new-world
audience The following summarises some
key features identified during research
Widening base
US organisations recognise a new target
audience – not just staff, but customers and
partners This is particularly true of
fast-changing firms such as IBM, Microsoft and
Cisco that have rolled out major programmes
to channel partners and customers supported
by accreditation and certification Cisco
launches one or two new products every
week, supported with eLearning nuggets
downloadable from its website, whilst
Microsoft supplies eLearning vignettes in all
new products, such as how to implement
parental controls on operating systems
The growth of new technology allows these
organisations to reach far wider audiences
than previously Cisco communicates,
collaborates and educates employees,
partners and customers worldwide via
Internet Protocol (IP) multicast and unicast
streaming, repaying the investment in a
media studio within 12 months
What’s more, many US organisations have
embraced the concept of corporate
responsibility, ie ‘giving something back’, so
widening their audience to the general public
This includes eLearning programmes aimed
at developing digital literacy and basic skills,
but also in global warming, the environment
and so on Cisco has recently launched
‘Preparing to Breastfeed’, having recognised
the need for major corporates to take the
lead in educating the widest possible
audience The Cisco range also includes
‘Peter Packet’, teaching networking basics
and social awareness to children Similarinitiatives are stirring in the UK, particularly inthe oil industry for instance, and we shouldexpect more to come
Global, digital thinkers
The new-world audience grew up with theInternet and uses technology instinctively tocommunicate They are also global thinkers –many have friends around the world,
communicate across geographic and timeboundaries and naturally share knowledge.The opportunities for exploiting new
technology to leverage this sense ofcommunity are huge It demands a shift fromtraditional training events to a more
integrated approach using technology tocommunicate, knowledge share etc This isexplored in more detail below
Broad, not deep
The pace of change and demand for newknowledge means today’s audience requires
a huge quantity of knowledge, much of which
is perishable In general, learners want lots ofinformation, but not depth Unlike the old-world audience, new learners are contentwith ambiguity – it is breadth/volume thatcounts This has major implications for thestructure and delivery of learning solutions,discussed below
Learning
‘It’s no longer about training, butperformance.’ Blended learning isn’t aboutone-off events – solutions must be part oflearners’ everyday working lives Cisco’s aim
is to ‘weave learning into the fabric of yourday’ This changes the emphasis from trainer-led delivery, focused on content, to an
informal performance-led approach, focused
on the audience’s needs
Trang 25Aligning L&D with the business
The increasing importance of aligning L&D
closely with business needs is clear L&D
professionals cannot expect to spot learning
needs from afar; they need to integrate totally
with their audience in order to deliver solutions
when they’re needed A good example is how
EMC Corp (supplier of enterprise-wide
intelligent storage and retrieval technology)
reduced its investment in eLearning from
$7 million to $1 million per annum with
improved results simply by identifying what
the business wanted, rather than what L&D
professionals thought they wanted
Gearing up for community learning
Community/collaborative learning is hot
Numerous examples were given of the
effectiveness of group learning and the
opportunities presented by collaborative tools,
such as discussion forums, blogs, wikis etc
Examples include the success of sites such as
Wikipedia and Flickr – user-generated content
Jetblue has taken the concept one stage
further with customers creating the
company’s advertising copy! Community
learning is still in its early days in the corporate
world, but all organisations the mission met
have started Genentech (biotechnology
research company) is experimenting with
dynamic FAQs, learning cafés and
communities of practice Sun Microsystems
has 2,000 active bloggers sharing experiences
and war stories on project work
Informal learning
It is estimated that 80% of learning is
informal, ie out of the learning paradigm To
date, L&D professionals have been anxious
about informal learning – by its nature, out of
their control and difficult to measure But in
the USA the anxiety is disappearing As
outlined above, new learners can cope with
ambiguity There is no need to remember
anything, you can always ‘Google’ it or use
new technology to ask – anyone, anywhere,
at any time, including complete strangers.And IBM has started measuring informallearning, such as the frequency of datasharing, recognising and rewardingindividuals/teams accordingly Informallearning is on its way and we must gearourselves up for it
Quantity, not quality
This may not be what any L&D professionalwants to hear, but it’s true… to a point
Organisations like Cisco, Microsoft and EMCCorp have delivered business benefits byproducing volume, easily accessible solutions.Genentech’s approach is ‘all about providinginformation to the rest of the company’ EMChas delivered results through a ‘simple buteffective’ approach with huge libraries ofcontent as VILTs (video instructor-led training)and VODs (video on demand), easily
accessible/searchable by staff, partners andcustomers However, there is still a marketfor high-end quality solutions, such as games– Cisco’s virtual hands-on lab/interactivesimulations, for instance What we’re seeing
is a shift from ‘produce and consume’ to
‘search and retrieve’ – ‘Googlisation’
Performance support
Training and performance support aremerging Numerous examples of online, JITperformance support were identified Cisco,for example, uses Ajax technology to embedcontext-sensitive support/instruction in itsproducts Fidelity’s vision is to include onlinenuggets/content-based instruction in all newdevices, forms, templates and applications.Vodafone uses performance-support tools,with search and retrieve functionality to teachproduct knowledge in Italian call centres.However, State Street (a financial servicesprovider) warns of the effort required to buildePSS into the learning culture It mustn’t beassumed that all users will embrace this newway of working
Trang 26Learning design
The changing nature of learning has several
implications for learning design:
Changing role of L&D professionals
Aligning to the business requires us to be
consultants, not just trainers We must
understand our business users, speak their
language and handle the increasing speed of
change EMC Corp found that simply asking
experienced, skilled instructional designers to
take on this new role wasn’t enough We
need to develop our skills as coaches and
mentors to handle the new world of learning
The end result of these changes, according to
Accenture, is a merging of learning, internal
communications and the corporate library into
a single function – talent management
Scalability/quantity
The requirement for volume requires subject
matter experts’ knowledge to be harnessed
for scalable solutions This typically requires
in-house development of eLearning rather
than engaging external suppliers The
eLearning suppliers become consultants in
this initiative, working closely alongside the
client organisation to coach, mentor and help
build internal capability In Genentech, for
instance, subject experts make extensive use
of Articulate Presenter and Camtasia to make
large volumes of eLearning content available
to the widest possible audience, whilst
outsourcing development of more specialist,
high-end solutions This trend is already being
seen, but to a lesser degree, in the UK Any
organisation that hasn’t yet done so needs to
gear itself up to design and develop blended
solutions, including eLearning, selecting a
trusted eLearning partner to help build
internal capability
Keep it simple
Volume solutions must be simple EMC,Genentech and Cisco make extensive use ofpodcasts, VILTs etc, concentrating on breadth
of content, searchable in small chunks Whilstlearning models tend to be linear, with limiteduse of more sophisticated eLearning features,the audience doesn’t demand anything else.What’s important is speed and ease of access.Personalised learning
With so much content being produced,learners need guidance on selecting what’sappropriate to their needs Hence manyorganisations are personalising their learning,and creating individual learning paths,
depending on role, capability frameworks etc.What’s more, assessment, certification andaccreditation of programmes is key – ‘testing
is more important than content’
Motivation of learners
In the new world of volume solutions andinformal learning, motivation of learners is akey issue that hasn’t yet been cracked
Whether to make completion mandatory isstill being debated, but either way thechallenge is to encourage learners to want tolearn ‘Learning miles’ and credits, tied in tocompetency frameworks and linked closely toperformance at work are recognised as thesolutions, but it’s an issue the USA is stillstruggling with
Trang 273.5 Conclusions
We’re facing a new world of learning and a
new world of learners To ensure the future of
blended learning in the UK we need to
recognise what’s happening in the USA and
act now In particular, UK L&D functions must:
• Align L&D closely with their business
users to ensure they’re continually abreast
of their fast-changing needs
• Be prepared to meet the needs of a
widening audience, including clients,
partners and the general public
• Gear up for volume production of learning
solutions, mostly in-house using rapid
development tools, with support from
specialist providers
• Implement plans for exploiting the power
of community learning and informallearning – soon
• Think performance support, not training, ineverything they do
• Identify how their organisation’s internalfunctions are changing and prepare for awidening, challenging role
This isn’t simply another set of theoreticalramblings from the trade press As shown bythe numerous examples, the conclusions arebased on actual experiences of real USorganisations
Exhibit 3.2 Cisco Systems Inc, San Jose, CA – one of the companies visited
Trang 284.5 Virtual worlds develop real-life skills
4.6 Transfer, reinforcement and the
spacing effect
4.1 Introduction
The impact of information technology (IT) is
now having a profound effect on how we
learn throughout our lives In the developed
world we are moving closer to assuming
universal access to computers, mobile
phones and connection to the Internet The
rate of adoption and change in the areas of
hardware and software continues to
accelerate However, an interesting anomaly
is the pace at which we are evolving new
design strategies to make best use of the
technology to hand
This mission yielded some interesting
insights into how and why business and
education are making use of learning
technology The USA has embraced eLearning
primarily for geographical (less long distance
travel) and cultural reasons (a more
self-motivated workforce on the whole) The scale
of the domestic US market makes the
economics clear cut
With the emphasis moving towards
performance, the economics also shift to
support the design and provision of high
quality (but not necessarily expensive) tools
and content that are clearly aligned to
organisational goals and individual keyperformance indicators
However, the design aspects of theselearning experiences continue to beextremely variable and their effectivenessmay be diminished as a result – this applies
to all learning, e- or otherwise
The key trends of interest are:
• Designing the whole end-to-end learningexperience
• A shift of focus away from formal toinformal learning
• Earning attention
• Making technology invisible
• Less learning more often
• Storytelling and sharing
• Polarisation of eLearning activity
4.2 Instruction design –
the need to adapt
The instructional models that underpin oureducation systems and training activities inthe workplace remain largely unchanged.However, there are now clear signs that thisstatus quo is beginning to unravel as studentsand trainees take control of their own learningexperiences through collaboration with
respected peers and experts, through instantaccess to supporting content, and throughimmediate practice of newly acquired skills insafe, virtual environments
Fundamentally, humans are designed to learn
We are efficient at it too, once the obstaclesare removed Knowledge and skills
concentrated in a few individuals waseconomically difficult and slow to share withothers Those few ‘experts’ could not
Lars Hyland – Director of Learning Services, Brightwave Ltd
Trang 29meaningfully provide personalised support
and guided practice to everyone In a
connected world, the economics change: the
speed of knowledge and idea exchange
rapidly accelerates and increases our ability to
rotate faster through a natural, iterative
action-led learning cycle
However, this doesn’t mean abdicating
responsibility completely, as we all benefit
from well-managed learning experiences that
improve the effectiveness and efficiency of
acquiring new knowledge and skills
Indeed, this has been usefully encapsulated
by Wick, Pollock, Jefferson and Flanagan in
their recent book ‘The Six Disciplines of
Breakthrough Learning’ (Ref 1 – see
Appendix G.3) that focuses on how to turn
training and development into business
results
The six disciplines that characterise learning
solutions that have genuine impact are:
• Define business outcomes:
– Link objectives to business needs
– Agree on definition of success
– Define what participants will do
differently and better
• Design complete experience:
– Design what happens before and after
the core learning activities
– Redefine project completion from being
the end of the learning activities, to the
generation of results
• Deliver for application:
– Show how the content relates to
current business issues
– Give participants time to reflect on how
they will apply in the workplace
• Document:
– Collect credible data on the outcomesdefined at the outset
– Report results to management and use
to market solution to wider audienceand increase adoption
It is all too rare for all six disciplines to bepracticed diligently by L&D organisations ineither the USA or Europe Nonetheless, there is evidence that real success is beingexperienced within organisations such asEMC Corp, Cisco, IBM and Genentech intheir systematic process-driven approach tolearning and performance support
Interestingly, it was observed that much ofthe deeper thinking in terms of new models
of learning (eLearning 2.0, following the Web2.0 line) is being led by Canada and otherregions of the world with populationsdispersed over large geographical areas
4.3 Informal learning and
In the USA, Jay Cross and other learningcommentators are spearheading a drive to
Trang 30understand the ‘80% of learning’ that
currently falls outside the scope of formal
L&D As this trend takes hold, it may put
further pressure on formal training and
development budgets as efforts to justify their
effectiveness continue to prove inconclusive
This can already be seen in the growing
interest in, and use of, the phrase ‘employee
engagement’ This naturally leads towards a
drawing together of previously separate
(and often organisational silo) functions of
communication, learning and performance
4.4 Technology trends and their
impact on design
Mobile devices, multi-user gaming
environments, immersive simulations,
wikis, blogs, Ajax and OS software are key
technologies being harnessed for learning
purposes While there is some evidence of
use and experimentation with these tools in
the USA, it is clear that we are just at the
beginning of understanding how to
orchestrate these into meaningful learning
experiences aimed at achieving specific
individual and organisational goals Production
costs are still high for producing immersive
simulations and complex game environments,
and that will restrict their use in the corporate
world in the short term In the long term,
decreasing production costs for
template-driven content development using both
commercial and OS software platforms are a
logical development
4.5 Virtual worlds develop
real-life skills
There is some interesting lateral thinking
being done by organisations keen to attract
and hold the attention of the gaming
community, currently a fast-growing
segment of the workforce For example,
Second Life (Ref 2), a highly popular
multi-user online environment, allows its multi-users to
build a virtual lifestyle, working and playing
using a constructed personality Islands,
space stations, shops and all sorts ofotherworldly goods can be created togenerate wealth and influence within thevirtual community This has now crossed intothe real world to the extent that virtual
money (Lindens) can be exchanged for realcurrency (and vice versa) A recent estimatevalued this virtual trade at $900 million(~£470 million) last year Fascinatingly, thedigital money guru Dave Birch (Ref 3)calculated that Chinese gaming enthusiastswho mine gold in online games earn up to
10 times as much as actual gold miners inChina The implications of this new virtualeconomy in the medium term are intriguing
Joe Miller of Linden Lab, the companybehind Second Life, explained to the missionteam how the environment could be used forlearning purposes In one example, a large oilcompany has used this environment to
simulate a petrol station to virtually instructstaff on its working mechanisms
Interestingly, softer skills can also bedeveloped in the environment John Lestercreated an island, Brigadoon (Ref 4), aimed
at supporting teenagers with Asperger’ssyndrome to safely develop their social skillsand interact in ways that are difficult in thereal world
4.6 Transfer, reinforcement and the
spacing effect
There is increasing recognition that manytraining interventions fail to transfereffectively into the workplace This failuredestroys any potential value the training hasfor the organisation and the individual
Researchers in the area (Will Thalheimer atWork Learning Research in Massachusetts,USA, is a good example) are drawingattention to neglected evidence that woulddramatically improve learning effectivenessacross the board The spacing effect (orinterval-based reinforcement) tells us thatrecall of learning increases significantly if thelearner is exposed to the learning material at
Trang 31intervals following the main training
experience Intuitive as this may sound, very
few learning solutions make use of this effect
in their designs
Interestingly, and perhaps ironically for the
professionals amongst us, it is Nintendo that
has taken interval-based reinforcement
further forward within the consumer games
sector Nintendo’s brain-training product for
the Nintendo DS platform is aimed at
improving cognitive skills and embodies the
‘little, more often’ model to excellent effect
Already a big hit in Japan, it has already
established itself in Europe as an interactive
experience enjoyed by all ages
With the advent of always-on connectivity,
and mobile access, it is feasible to integrate
reinforcement and practice at optimal
intervals for the individual learner Fort Hill Co
in the USA is already successfully delivering
tools that manage this process – rest assured
there will be many more
4.7 Conclusions
Key areas that will characterise learning and
performance solutions in the future are:
Design the whole end-to-end learning
experience
To effect change, learning experiences
must start with being directly aligned with
organisational objectives and follow through
with support in the workplace This means
the training community must embrace and
integrate the disciplines of communications,
learning and performance support in their
designs
Earn attention
With the learner firmly in the driving seat,
attracting and earning the right to hold their
attention becomes crucial to engaging them
to learn and commit to changing their
behaviour and performance in the desiredmanner Individuals will increasingly takeresponsibility for their own learning and socialnetworks as this will, more than ever, drivesuccess or failure in the workplace
Make technology invisible
The more technology becomes transparent,the easier it is for the learner to focus andengage with the learning experience Thismeans putting extraordinary effort intodesigning intuitive user interfaces It meansensuring the IT infrastructure is reliable, fastand well integrated
Less learning more often
Smaller, more frequent learning experiencesthat can be more easily and relevantlyinterwoven into day-to-day activities are moreeffective than traditional courses The
recognition will take hold that taking peopleout of the context in which they will berequired to practice new skills and utilise newknowledge is not an efficient way to secureperformance improvement Learning
designers need to understand and designintegrated learning experiences that use avariety of media channels (the blend)sequenced over time to maximise thespacing effect
Storytelling and sharing more importantthan ever
Well-written stories have impact and arenaturally more memorable Good learningdesigners already use these but the quality ofwriting is critical The demand for qualitywriting (and wider media communicationskills) will grow With Generation C (theCreative Generation) coming into theworkplace, this will no longer be the domain
of a few ‘experts’ – everyone will be expected
to contribute via blogs, wikis and othercollaborative and social networking tools Thissuggests that organisations should actively
Trang 32develop both the written and oral
communication skills of their people in order
to oil the wheels of informal learning activitiesand to allow for easier capture and use of thiscorporate knowledge base
Polarisation of learning design effort
When eLearning becomes linked to realbusiness objectives and is designed for itsenvironment, then it quickly focuses on itsstrongest present values These are access,assessment and practice:
• Access: for fast moving environmentswhere knowledge expires (for exampleproduct knowledge) and task/executionfocus, the value of eLearning comes insmall, simple presentations that are quick
to access and digest close to or at thepoint of need The vast majority of
eLearning activity within best practiceorganisations falls into this category Itssuccess is based on embedding its
production and deployment as a process
• Assessment: largely driven by complianceand regulatory requirements, the efficientautomation of testing and storing records
of completion remains a clear driver behindmost eLearning implementations withinthe workplace
• Practice: where a change of behaviour isdesired, then instructional design plays amore active role Here the trend continuestowards bespoke learning solutions thatprovide context and engagement beyondstraightforward knowledge dissemination.Where learning is difficult to acquire in thereal world, virtual immersive simulationsand practice environments enable an
individual to safely accumulate practicalexperience
Trang 335.1 What is mLearning?
5.2 Is mLearning a reality?
5.3 mLearning use today in the USA
5.4 Recognising mLearning opportunities
5.5 Benefits of mLearning
5.1 What is mLearning?
Portable computer devices, phones, PDAs
and laptops have transformed how we work
and learn already Taken with the changing
patterns of employment, social dynamics and
an ever increasing knowledge-based
economy, mobile learning is a dynamic area
that is likely to see significant developments
over the next five years
Several definitions of mLearning exist,
including:
‘mLearning is the intersection of mobile
computing and eLearning: accessible
resources wherever you are, strong search
capabilities, rich interaction, powerful support
for effective learning, and performance-based
assessment eLearning independent of
location, time and space.’ (Clark Quinn, 2000)
‘Mobile learning (mLearning) is the delivery
of learning content via mobile devices
including PDAs, cell phones, pocket PCs,
web pad, or other handheld devices It
allows learning to follow the user and
facilitates performance support at the point
of operation, enabling workers to learn what
they want, where they want, and when they
want.’ (IBM)
5.2 Is mLearning a reality?
Mobile phones, PDAs, media players,cameras, multifunction units (smartphones)… the list of media-capable portabledevices is rapidly growing Today it is alreadypossible to deliver anywhere, anytime,compelling training and information
mLearning can already support students,employees and customers to stay informedand educated in a just in time, just enough,and just right mode
5.3 mLearning use today in the USA
For the mission, the aim was to see how farmLearning has been adopted in both thecommercial and academic worlds and toevaluate where mLearning might be going inthe future
Academic
Both the school and university sectors havewidely adopted elements of mLearningtechnologies and, as in the UK, have learntmuch from the process The University ofSouth Dakota issues PDAs to its newstudents, preloaded with calculators,reference books, course organisers and wordprocessors There are numerous examples ofPDA deployments, including Harvard MedicalSchool, Minnesota State University,
University of North Carolina, University ofCalifornia Los Angeles (UCLA) School ofMedicine, Wharton and many others MIT hasused a PDA based, peer to peer, augmentedreality (AR) system to simulate a toxic spill oncampus (Ref 1 – see Appendix G.4)
Gordon Bull – Managing Director, Learning Forte Ltd
Trang 34Some universities are issuing Apple iPods to
all incoming students with preloaded
university registration forms, policies, maps,
campus organisations, class schedules and
library hours Many institutions are using MP3
technology to provide students with access
to course information and lecture recordings
Examples include Duke University’s ‘Duke on
iTunes’ (Ref 2) which includes music, lectures
and tips on life at Duke; University of
California at Berkeley; Stanford University’s
‘Stanford on iTunes’ (Ref 3); UCLA ‘BruinCast’
(Ref 4); and Purdue University ‘BoilerCast’
(Ref 5) with an extensive list of classroom
audio recordings for students
Coastline Community College (CCC) has,
since 2003, offered complete courses on
handheld Pocket PC devices (Ref 6)
Its Management and Supervision course,
for example, has 100 screens of content,
75 full-motion video interviews and
instructional video clips and 23 audio
reviews of textbook readings
The American College of Physicians (ACP)
also has an extensive range of learning
content available through its PDA portal
(Ref 7)
In addition, a new range of mLearningservices is developing in the marketplace,such as Librivox which offers free onlineaudiobooks in MP3 format
Commercial
A growing number of companies such asEMC2are recognising the benefits of JITlearning EMC2is increasingly usingsituational/nugget learning through VODlearning objects Genentech, along with othermajor biotechnology and pharmaceuticalcompanies, is making widespread use ofPalm PCs and other PDA devices with itsmobile sales teams Both customerrelationship management (CRM) applicationsand learning are being delivered using audioand video presentations as well as productbriefing packages Becton, Dickinson & Couses PDAs for training all its sales staff
Cisco offers quick-learning modules (QLMs)for viewing on Pocket PC PDAs These 15-minute modules are highly interactive learningevents which include animation, sound andself-assessment routines The QLMs areaimed at both Cisco’s own technical and salesstaff as well as its channel partner network
Exhibit 5.1 Environmental Detectives is an outdoor
game in which players using GPS-guided
handheld computers try to uncover the
source of a toxic spill by interviewing
virtual characters and conducting
large-scale simulated environmental
measurements and analysing data (photo
courtesy MIT Teacher Education Program)
Exhibit 5.2 Coastline Community College (CCC)
supplies a Pocket PC to the student at no cost contingent upon the successful completion of two to three courses (photo courtesy CCC)
Trang 35Cisco also hopes to launch VODs both for the
PDA and Video iPod, and also plans to launch
a number of downloadable marketing ‘tools’
which will help build brand awareness
The US military has invested heavily in
mLearning, especially performance support
systems such as the US Army’s system for
armoured vehicle maintenance and
troubleshooting Other more advanced
examples include Boeing and Honda, using
AR systems based on wearable computing
devices AR is a technology that merges
real-world images with computer-generated
information, aligned to real-world objects
Components of an AR system often include a
wearable computer, a see-through eyepiece,
and the position and orientation of the head
to the computer Boeing’s and Honda’s
systems guide technicians through
step-by-step maintenance and assembly procedures,
reducing error rates and significantly
increasing productivity
Nanolearning (nLearning – learning delivered in
very small bites) is increasingly being used
across industry Examples include the Pepsi
Bottling Online Campus which delivers over
200 video nanocourses to 40+ bottlers, and
Golden Harvest Seeds which provides over 50
video nanocourses to its field sales staff and
to its network of 2,400 dealers nLearning
content is ideally suited for delivery both using
desktop and mobile devices and this type of
learning format is likely to grow rapidly
5.4 Recognising mLearning
opportunities
IBM and other major corporates realise that
mLearning uses technology that is ‘tangible,
familiar, and virtually ubiquitous’ According to
IDC, a technology analyst firm, more than 180
million Americans will have mobile phones by
2007 Virtually all these devices support short
message service (SMS) Whilst SMS may be
the lowest common denominator of
mLearning, a growing number of commercial
and academic organisations are using SMS in
an interactive mode to deliver learning, pollresponses and run assessments
The power of mLearning, according to IBM, isits immediacy and ability to fill learners’ deadtime Even today, 50% of the workforce doesnot sit in an office since they are field
workers, telecommuters and teleworkers.mLearning is the ideal medium to keep suchstaff up-to-date and well informed
Mobile technology is already used forinventory and facilities management, salesforce automation, supply-chain management,logistics and scientific data-collection
applications Many companies currently ‘push’information such as stock quotes, news orthe ‘tip of the day’ to their employees’ mobiledevices Many employees already use theirmobile devices to access e-mail, search theInternet, organise their calendars and readthe news, so the foundations for thetechnology platforms and user acceptabilityfor mLearning are very substantial
Other research statistics point to the growingopportunity for mLearning: ‘USA MobileMarket Statistics 2006’, published byWireless World Forum, indicate that USoperator revenues will grow by $20 billion(~£10.5 billion) in 2007 Three main trendsdrive revenue growth:
• A 44% rise in the number of senior (50-60year old) mobile owners by 2007 to 23.29million
• A 28.2% rise in the number of teenage(10-15 year old) mobile owners by 2007 to13.36 million
• A 68% increase in data revenues to $17.5billion (~£9.2 billion) by 2007
‘Worldwide Mobile Market Forecasts 2011’ (Portio Research) indicate that globally,the mobile industry continues to enjoy strong
Trang 362006-growth and the total number of mobile
subscribers worldwide at the end of 2005
grew to 2.129 billion, an increase of 374
million subscribers from the start of the year
This figure is expected to increase to
approximately 3.964 billion by the end of 2011
These statistics, taken with the increasing
time pressures on both corporate and family
life, point to an explosive opportunity for
mLearning What remains important is that
the business and learning needs should drive
developments and deployments Just
because you can deliver learning on a mobile
device does not make it the right solution
5.5 Benefits of mLearning
There are many advantages clearly emerging
from early adopters, including:
• Increased productivity
• Supports anywhere, just in time,
just-enough learning
• Minimises access barriers to learning
• Supports compelling, personalised,
on-demand learning
• Enables use of time more efficiently –
when and where you want and whilst
performing a job
• Supports collaborative learning and social
networking
Many of the often quoted disadvantages are
rapidly falling away due to technological
developments These include processor
speed, storage memory available, sound,
graphics etc There still remains, however, the
problem of multiple operating systems and
screen formats, which provides challenges for
content developers, but work is under way to
agree common application programming
interfaces (APIs) for mobile devices
Bandwidth that supports live interactive video
on a large scale also remains a constraint at
this time
5.6 Looking ahead
The growth of existing technology to supportstaff in their jobs can also be the platform forlearning when and wherever the member ofstaff may be Examples include logistic(delivery) handheld tracking systems or retailstock control devices that can also be used todeliver a learning experience Link this toother developing social trends and workpractices, such as dynamic knowledgecreation and social and collaborativecomputing tools (blogs, wikis etc), and takentogether with consumers’ rising expectationsfor individualised services, as well as risingexpectations for open access to media,knowledge and information, the mLearningphenomenon is set for significant growth.Another key trend has been the recentgrowth in personal podcasting which is nowextending into video, since the tools forcapturing and sharing media are becomingmuch less expensive
Many museums already use podcasts thatyou can download before your visit Otherpredicted areas of growth include AR, sincecosts will also fall to a point where bothacademic, home and general businessapplications will be developed more widely
AR will extend into context-awareenvironments and devices, since many mobiledevices already have cameras and location-sensing technology (via Global PositioningSystem – GPS – or radio cell) Add motionsensing and RFID technology and you have acomprehensive platform to support AR
Clearly much potential exists, yet mLearning
is still in the early phases of development.Device technology developments are rapid,and costs continue to fall; bandwidthavailability from network operators will alsoprogress, although possibly at a slower pace.Nevertheless, we are likely to see dramaticgrowth in mLearning applications over thenext five years
Trang 376.1 Introduction
6.3 In the USA, is game-based learning
being used in the corporate and
6.6 Who is developing the technology?
6.7 Is the USA the place where it is
There is a perception that game-based
learning after numerous false starts may at
last be coming of age
The mission asked the following questions for
the report:
• Is game-based learning being used in the
corporate and education sectors?
• Which learning objectives are trying to be
met?
• How is it being used?
• Who is developing the technology?
• Is the USA the place where it is happening?
• What can we learn from the US market?
• What are the market opportunities?
6.2 Overview
The economic rationalisation of the video
games market (pushing smaller producers to
look at new markets), the ubiquity of
high-end platforms, gaming devices and
connectivity and pedagogical thinking
re-emphasising and focusing again on differentlearning styles have all fed the idea that
game-based learning is the next big thing
The move to informal and contextual learninghas also freed up the thinking of the
corporate sector in the potential use ofgames in a commercial environment
However, the mission showed that althoughthese factors are coming together, and insome quarters there is renewed impetus andexpressions of willingness to develop thisfield of education, it is very early days, andthe application of game-based learning has along way to go to meet the hype
There is one caveat to this The mission onlylooked at game-based learning in the civiliansector It did not explore the use by themilitary of team building, mission planning,aircraft/tank simulations and one-
person/multiplayer shooters This is a largeand well-funded market Unfortunately, thesuccess of the defence industry doesn’thelp lower one of the key misconceptionsabout game-based learning: that developinggames for learning needs to be expensive
6.3 In the USA, is game-based
learning being used in the corporate and education sectors?
Corporate sector
The mission met with a range of corporateorganisations primarily from the technologyand financial sectors Their use of game-basedlearning ranged from ‘not at all’ to some withsuccessful projects under their belts
Euan Mackenzie – CEO, 3MRT Ltd
Trang 38However, most of the interviewees fell into
the ‘we are looking into it’ category Some
had experimented with dropping small
‘gamelets’ into management courses as an
ice breaker or a reward for completing some
more onerous learning task
Cisco has one game for children aimed at
teaching them the basics of networking, but
does not seem to have anything within its
mainstream engineering programmes It does
use technical simulations but these should
not be confused with game-based learning
Nearly all the companies referenced or were
‘looking at’ Second Life from Linden Lab as a
potential tool for building teamwork and soft
skills Some had bought and developed
islands within this virtual world, but most
plans about how they were going to use it
were still very sketchy
Only one company, IBM, seriously impressed
in its approach to games Chuck Hamilton and
his colleagues at IBM’s Center for Advanced
Learning are actively developing games to
meet corporate goals IBM has already
implemented two game-based learning tools
within the organisation and is the only
company that seems to have identified
methods of building games with assessable
outcomes using available gaming
technologies Although far ahead of others in
the field, IBM believes its game-based
developments are still at an early stage
The two games IBM has deployed – the
Amazing Canadian Web Race and the
On-Demand Business Challenge Game – were
both designed around popular TV shows The
first game teaches employees how to get
more from the company’s intranet, and the
second teaches them more about the
company’s ‘On Demand’ business
Although IBM could not share all of its
product plans publicly, its research in the
game-based learning area, or rather what it
describes as ‘serious play’, and its researchprojects for the use of immersive
collaborative online communities andtechnologies, moved well beyond thesometimes nebulous soft skills areas of ‘teambuilding’, and this creativity indicates thatthere are some tremendous applications onthe way to being built
Apart from the financial and IT sectors, the oilsector was also referenced in terms of
simulation software and immersive trainingfor oil workers At this point it is also worthraising the question as to what constitutesgame-based learning Many multimediasimulations seem to be too readily classified
as ‘games’ because they use kinaesthetic andvisual three-dimensional (3D) techniques Forthe purpose of this report these are notconsidered as games
Education sector
In the education sector, somewhatdisappointingly, the mission did not comeacross any commercial technologies ordevelopments beyond standard ‘edutainment’ware There was some talk about the game
‘Learn Math or Die Trying’, from Tabula Digita.This is a 3D-based immersive environmentwith the first subject model based aroundalgebra, although none of those who spokeabout the game had tried it
The disparate structure of the US schoolsystem, without a central curriculum, doesnot lend itself to content being built for massdeployment Efforts in the past to deploygame-based software on PS1s seemed toprovide an alternative distribution channel forSony, and a short but financially rewardingNASDAQ listing for the distributor, but littlelasting educational resource for the children
There was no indication, other than thecompanies already mentioned, that any arebuilding accessible gaming tools for children
or educators to use in a collaborative or