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e-Learning Leadership Blog

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Can We Stop Hiding Behind Failed e-Learning Design Models?

  
  
  

Ethan Edwardsby Ethan Edwards, chief instructional strategist

I spent most of last week at ASTD’s annual TechKnowledge conference in Las Vegas.  As usual, there was an impressive array of vendors exhibiting in the Expo and a diverse collection of presenters in the sessions. I wish I felt more energized by these events.  I am inspired, in part, but I also come away feeling somewhat discouraged—mainly by the disconnect that is so evident between what is talked about and what actually gets created. 

While there is still much to know about learning, there is quite a bit of knowledge we can point to on what works effectively.  Yet it seems that somehow this research and knowledge gets bypassed in “e-learning” development, as if the technology is a magic ticket that supersedes common sense and gives designers a kind of instructional amnesty.  Developers and vendors alike end up creating e-“learning” interactions that would be rejected immediately if presented as instruction in any other context. 

For a moment, consider if this were an interaction in a classroom:

Instructor:  Read this paragraph and tell me when you’re done.
Student:  I’m ready for the next paragraph.
Instructor:  OK. Now read this paragraph and tell me when you’re done.
Student:  I’m ready for the next paragraph.
Instructor:  OK. Now read this paragraph and tell me when you’re done.
Student:  I’m ready for the next paragraph.
Instructor:  OK. Now read this paragraph and tell me when you’re done.
Student:  I’m ready for the next paragraph.
Instructor:  OK. Now read this paragraph and tell me when you’re done.
Student:  I’m ready for the next paragraph.
Instructor:  Which of these words did you see in paragraph #2? 

Or this: 

Instructor:  How do you turn on this piece of equipment?
Student:  I press this button.
Instructor:  No.
Student:  I turn this knob.
Instructor:  No.
Student:  I flip this switch.
Instructor:  No.  We’re moving on.

Or this:

Instructor:  Watch this video.
Student:  <silent>

Honestly, if those situations were to occur in a real-life classroom, those instructors ought to be fired.  In fact, I hope it would be hard to find any real person that doggedly persistent in obstructing the possibility of learning.  Yet those samples convey EXACTLY what I saw demonstrated last week in a great deal of e-learning  demonstrations. (To illustrate my point, re-read the above samples replacing Instructor with Computer.) 

These are monumental examples of failed teaching, and no amount of enhancement with prettier speech bubbles, or an avatar character reading the text with carefully orchestrated eye-blinks, or 3-D renderings of straightforward images, or automated narration, or even the speed with which they were created justify the belief that they are a useful contribution to learning.  If we as instructional designers create these kinds of applications and label it training, we’re simply not doing our jobs.

There was a website I encountered some time ago in which the transcripts of political debates were read by very young children.  It was done primarily with humorous intent, but I was surprised how clearly the readings highlighted the absolute absurdity of much political discourse.  When hiding behind the formality of officials in business suits speaking in formal settings, the pointlessness of the endeavor is easy to miss.  But put into the mouths of children, without the hidden agendas and preconceptions brought by the listener, the debates were exposed for the drivel they often are.

I encourage you to try something like that with e-learning scripts you are developing; it might be similarly insightful.  Try executing your design for e-learning in real life—have an instructor do nothing but what the lesson provides in terms of presentation of information and assistance to the student. Confine the student to doing ONLY those things that could be done online.  You may be surprised at how this simple little test illustrates how so many of our “accepted” models of instruction for e-learning utterly fail to support actual student learning.

Remember, any teaching event you create is in some way a conversation, and for a conversation to work, each participant must be present and participate in a meaningful way.  As you design each project keep in mind that you are building that conversation with a living, breathing individual:  instead of static presentations, create challenges; instead of judgment, provide helpful feedback for improvement; instead of mindless response mechanisms, simulate meaningful performance behaviors; instead of casting the learner as a passive observer, turn control over whenever possible for full involvement.

We need to shed the default behavior of thoughtless instructional design that is encouraged by the overly simplistic tools at our disposal.  We need to overcome unreasonable expectations for the rapidity at which e-learning should be churned out. Then perhaps we can actually start taking all the great things we know about training for performance change and begin to create a discipline for designing e-learning that actually gives people a chance to learn.

Comments

You stated that from the conference you were inspired, but came away feeling somewhat discouraged—mainly by the disconnect that is so evident between what is talked about and what actually gets created. That was my feeling after reading your article. You talk of how things should change but don't show an emaple of a new e-learning module as reference so we can really see that these changes can realistically be implemented. In my e-learning course designs, I have tried to move away from standad e-learning methods and actually designed my latest training based on classroom training I had given that received 85% acceptance in feedback. I've used the user feedback and came up with a simple formula that has been getting high acceptance ratings from the users since. Basically, the first part is a lecture with demonstration where I explain the system and features, and show the users how to perform the task. Next, I follow that with giving them an option to continue to an interactive scenario or if comfortable enough with the demo they can close the module and get back to work. The scenario starts with all the information they need to enter into the fields of the webpage, and that info remains on screen for easy reference throughout th rest of the interactive portion. They then enter the information as required. I provide hints if they don't enter the correct information, and also allow them 3 times to do it before entering it automatically with a note why entered for them. In order to be able to create my products in an Agile Software development methodology, I need to limit choices in the interactive portion to be able to deliver the products on time. I don't see how one can create the all encompasing e-learning module in the amount of time required in most instances. You need the training available when the system is available. Perhaps it may work well in training for HR type things, i.e., mandatory employee training where things don't change with content very often. But in software training you don't have that luxury. 
 
If you could create a module to post and show us as reference to your conclusions of how e-learning could be created better, please do so. 
 
thanks, 
 
Jim
Posted @ Wednesday, February 01, 2012 12:51 PM by Jim
I appreciate what Jim says above. I am in technical training, too, most of it done remotely and done badly for some of the same reasons you cite. Finding my footing to make the dry material more interactive with the constraints of time and technology and "off work" scheduling has been challenging. I'd like to see more examples of technical training online, both elearning and instructor-led.
Posted @ Wednesday, February 01, 2012 1:18 PM by Paul Safyan
Thanks for you comment, Jim. Struggling with the feedback that my blog posts are often too long, I’m sorry if I left some dots unconnected. The guidelines I firmly believe will create better e-learning are listed there in the second-to-last paragraph. To make those ideas concrete, I encourage you to go to the Allen Interactions web site www.alleninteractions.com) and look under the Demos section to see a number of examples of e-learning that create more engaging and effective interaction with the learner than is often seen. The assumption that this kind of training takes vastly longer to create than other e-learning isn’t really true; all these examples were created firmly within the same typical time constraints reported by industry surveys, etc. 
 
In particular, since you are interested in teaching software, you might look at the “ICIS Orders & Documentation Training” as an example of an approach to teaching software. In many ways, it is a lot like what you describe that you are doing already. There are a couple key features, I think, that make it work particularly well: 
 
- Every task starts with a real world example, not the software. Stories and problems are interesting. Software controls are not. In this case, everything in the course is validated by its relationship to improving nursing care, not mastering software. 
- Learners choose when and how they want to receive information. Instead of automatically giving everyone a demo or lecture, students are first confronted with the challenge—they can try it, they can ask for a demo, or they can ask for hints. This results in far fewer moments of passive participation; learners do better when they are in control. 
- The answer is never given. The learner ultimately HAS to perform the task. This is not a difficult task as the hints and the demos show PRECISELY what is expected. The only way the learner would fail to be able to do the task would be to pay no attention. 
 
This model provides an engaging world for the students to perform in. The actual interactivity is pretty simple to build: one needs screen shots of all the relevant screens, but each screen is built to accommodate a single response, a very simple incorrect feedback model that can be repeated directly, and the ability to create a short demo…either created manually or using a tool like Camtasia to automate that. You can produce these modules really quickly. 
 
Is it perfect? By no means, but it balances minimizing development effort with maximizing learning. And more importantly, it challenges the learner in meaningful ways and requires each person to demonstrate mastery of the desired performance outcomes without becoming burdensome. 
Posted @ Wednesday, February 01, 2012 1:33 PM by Ethan Edwards
Ethan, do you agree with the notion that users will learn if the subject is really important to them, no matter how dull the materials are?
Posted @ Thursday, February 02, 2012 9:20 AM by Daniel Albarran
I agree that users can learn from poor materials if they are highly motivated. Users can learn even when there are no training materials at all if the need is great enough. To respond to your last phrase, though, I also think there are training materials so bad that they are capable of squelching even the most ardent desire to learn.
Posted @ Thursday, February 02, 2012 11:31 AM by Ethan Edwards
Highly perceptive comments, Mr. Edwards. I found particularly useful your last two paragraphs as you provide very useful ideas for us to take some minutes and review our approach to instructional design. It´s true, it´s difficult to come up with the ideal course, especially when you lack time and resources (just to mention only some of the troubles we can encounter during ID phase). But, it´s also true that these can´t be our excuses for not trying a little bit harder to design “real learning” experiences. I completely agree with you: the technology available tends to oversimplify the process of creating engaging eLearning by sometimes disregarding the most important aspects, in my opinion, pedagogical principles and user-awareness. So, it´s always good to read articles like yours, which highlight all these aspects that are usually overlooked. Thank you for sharing your vast experience with eLearning development through this great post.
Posted @ Thursday, February 02, 2012 5:48 PM by Mayra Aixa Villar
How do people learn in games? They are presented with a storyline (save the kingdom) are given resources (weapons, maps, gold) and information along the way (try looking in the great hall) and are required to overcome challenges (locate the missing key, defeat the cave troll). 
 
They build skill by practising and getting feedback (lose health, take a wrong turn, get a bonus, hints from other characters) and face increasingly more difficult challenges (level 1, 2, 3, etc). 
 
Isn't that the experience we want workers to have at work? Is this a solution to the problems Ethan points out?
Posted @ Monday, February 06, 2012 7:16 PM by Blair Rorani
I liked your comparison very much, Blair.
Posted @ Tuesday, February 07, 2012 10:15 AM by Daniel Albarran
Blair, you're absolutely correct about how game designers use all those elements to capture the users' attention and keep them engaged. There are a couple of differences though that make our challenge in designing e-learning a little (I think) even more challenging: 
 
- a game succeeds, in a way, in how long it can keep you engaged; the more it consumes you, the better game it appears to be. e-Learning needs to foster that same level of engagement but do it so that ALWAYS the real world activity is going to take precedence over the simulated activity. 
 
- also a game can succeed as a game when the contrived challenge has no significance. But an e-learning "gaming" type activity fails unless its connection back to a real-life, non-game related performance objective is specific. 
 
So, yes, we would be well advised to use gaming models and design elements to enhance the appeal of the e-learning we design...but we still have to keep in mind that we only build e-learning when we have very specific instructional objectives in mind that we need to achieve. It's not easy, but I do think it is what we need to strive for.
Posted @ Tuesday, February 07, 2012 2:28 PM by Ethan Edwards
Good points Ethan. I think beyond attention and engagement, good game design is about learning and achievement. As Raph Koster says in 'A Theory of Fun' learning is the drug (in games). 
 
I believe my game analogy can apply equally well online and offline. For example: 
* Save the kingdom (increase sales) 
* Resources (product descriptions, customer profiles, selling 101 online guides, demo models, DFA) 
* Information (a buddy, CRM information, key contact mobile numbers) 
* Challenges (end of month deadline, client not returning calls, competitor has low price, gate keeper at front desk) 
* Build skill via practice and feedback (make sales calls, have conversations, try to close sales, give out wrong information, overcome gate keeper objections, sales figures, win/lose a sale, peer and customer feedback, monthly bonus, dinner with the boss, sales person of the month awards, getting fired or demoted) 
* Levels (sell to higher value clients, promotion, more complex products, etc.) 
 
Could this work as a simulation and in real life? I think yes, because what I described is pretty much real life. 
 
Intentionally structuring it more like a game allow you to build in the engagement and enjoyment (learning and achievement/progress and ultimately 'flow') and tweak your structure to maximise these things. 
 
Designing for real life means there are no contrived learning objectives but the learning that occurs almost incidentally in the process of 'playing the game' (which you wouldn't necessarily present as game to workers) is strictly job related. 
 
You could easily add a social element to the learning 'game' by enabling workers (players) to share what they learn, ask and answer questions and see a leaderboard of some sort using social technology. 
 
What do you think?
Posted @ Tuesday, February 07, 2012 3:56 PM by Blair Rorani
I especially love this: 
 
"Remember, any teaching event you create is in some way a conversation, and for a conversation to work, each participant must be present and participate in a meaningful way. As you design each project keep in mind that you are building that conversation with a living, breathing individual: instead of static presentations, create challenges; instead of judgment, provide helpful feedback for improvement; instead of mindless response mechanisms, simulate meaningful performance behaviors; instead of casting the learner as a passive observer, turn control over whenever possible for full involvement." 
 
But why, oh why Jade is this so hard for us to do??!
Posted @ Thursday, February 09, 2012 12:58 PM by Blog Reader
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