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    Pacific Blue


    Recent posts by Pacific Blue

    2 min read

    Instructional Designer Essentials: Making Learning Meaningful

    By Pacific Blue on Tue, Mar 26,2013

    You know the old adage. Those who can, do. Those who can’t, teach.

    Brutal? You bet. Eight short words that devastate. Teaching, training, learning (whatever you call it) is a waste of space. Anyone involved in it, is a second-rate loser.

    Unfortunately, those eight short words contain some truth. Look at secondary education. Why are good schools so over-subscribed? Because there are too many failing ones, chock full of teachers who are - well, not very effective.

    Higher education is not that different. It may be overflowing with clever people. But they are largely clueless about how to transfer their knowledge and skills effectively.

    And look at the world of work. Plenty of dreadful second-rate training going on there - frequently delivered by subject matter experts who know their stuff - but have no idea how to teach it effectively.

    Of course, it’s not all bad. But far too much of it is. And there’s a theme. Lots of clever people. Mostly eager to share their knowledge and skills. Clueless about how to do it effectively. They use a broken model, developed a long time ago, for a very different world.

    It’s a model which should’ve been consigned to the rubbish heap long ago. But it’s a model that just doesn’t seem to die. What am I talking about? Good old chalk and talk. Or perhaps more accurately in the 21st century, PowerPoint and talk.

    Why this model persists is a mystery. We know more about how to transfer knowledge and skills effectively than we ever did. We have the technology to make this happen more quickly and effectively than ever before. Yet we still struggle along using 19th century methods of teaching and learning.

    Here's the real problem. Subject matter experts think teaching is about helping people know lots of stuff. Learners usually need to learn to do lots of stuff. And that provides a clue to the problem. Because there's a huge mismatch between the focus of most learning events: all about knowing compared with the needs of the learners: more about doing.

    And the key to re-aligning that mismatch? Meaningful practice.

    Which raises the question, why is meaningful practice so absent from so much learning? Because it's hard to do well, if you don't know how. Faced with the challenge, subject matter experts in particular tend to side-step the problem completely. Much easier to throw a bunch of PowerPoint slides together and talk about them - at length.

    And why do lots of people involved with training find it hard to create meaningful practice? Because they are largely unaware of instructional design. The very guidelines, principles and techniques that would help them to create learning that has meaningful practice at its heart.

    If teaching or training is something you’re about to get involved with and you were thinking about using the PowerPoint and talk model; or, if you’ve been ‘PowerPoint and talking’ for a while now, there is an alternative way ahead.

    Our Essential Step-by-Step Guide to Instructional Design Success can’t teach you everything you need to know about instructional design in a dozen or so pages.

    What it can do is to set you on that alternative path. Steer you away from PowerPoint and talk. Guide you towards a better way of transferring knowledge and skills. Help turn your teaching, training or learning into something your learners look forward to, because they know it works.

    Download your free copy here.
    Topics: Instructional Design
    2 min read

    Why So Much E-Learning Feedback is Just Pointless Rubbish

    By Pacific Blue on Thu, Mar 7,2013

    One of my pet hates about e-learning authoring tools is how hard they make it to create meaningful feedback. For years now, we have been stuck in a world where 'Correct' or 'Incorrect' are the default options.

    Learners would (quite rightly) soon have something to say if a trainer stood at the from of the room and offered only these two responses. So why is it okay for these to be the almost universally accepted standard for creating feedback in e-learning?

    The good news? There are lots of ways to create effective, meaningful feedback for your learners in an e-learning package. The bad news, you might have to work a bit harder to get the responses in place. And you might have to avoid (or adapt) some of the ready-made interaction templates to get a better result.

    But in my view, if you think 'Correct' and 'Incorrect' are perfectly fine and that's all the feedback you are prepared to provide for your learners, maybe it's time to re-think your career?

    If you are up for the challenge of more effective feedback, what can you do?

    As an alternative, there is intrinsic feedback. This is something we are all familiar with. Insult your boss, swear at his wife, kick his dog across the car park and you'll get some pretty harsh intrinsic feedback. In this example, it will almost certainly be: the sack.

    Cross a busy road without checking the traffic first. You may get lucky and receive no feedback at all. But chances are your intrinsic feedback will range from a a few bruises, to broken bones, to serious injury or even sudden death. Ouch. There's some serious intrinsic feedback for you.

    Okay, some extreme examples here, but you get the idea. And think about it for a minute. Almost any action we take in life will have some form of intrinsic feedback. For instructional designers there's an important lesson. This kind of feedback is highly effective (unless it kills us, that is). We usually remember it. And in its more extreme varieties, it instantly changes our behaviour or thinking forever.

    In e-learning, if you put your learners in a realistic context or scenario, then you definitely need to be think about the related actions or decisions they could take and the intrinsic feedback you could provide based on what they do.

    So intrinsic feedback is a great alternative to just correct/incorrect, but it isn't always enough. This is where instructional feedback comes into play.

    First you get the authentic, contextualised intrinsic feedback which demonstrates the consequences of your decisions or actions. Then you get some more detailed guidance on why or how your decisions or actions where good or bad.

    In the case of the good, you provide some positive reinforcement. For the bad, you can highlight what to avoid in future and what to do instead. Here's a simple example:

    Situation: you have a sales prospect who fills in an enquiry form on your website about one of your services.
    Action:  The learner contacts the prospect 6 days after they have  filled in the form
    Intrinsic feedback: The sale is lost. The prospect has already signed up for a competitor's service
    Instructional feedback: When people are searching for a product or service online, it usually means they are in serious buying mode. The stats bear this out. There is a direct link between the speed of responding to a website enquiry and the likelihood of the enquirer becoming a customer. So when an enquiry comes in, deal with it fast. Or you will quite likely lose the sale to a competitor.

    Combine intrinsic and instructional feedback to help your learners really understand why their actions and decisions are correct or incorrect.
    Topics: Instructional Design e-learning
    2 min read

    What Reality TV Can Teach Us About E-Learning

    By Pacific Blue on Wed, Mar 6,2013

    If there's one thing we've been bombarded with over the last decade or so, it's reality TV. Love it or loathe it, you can't escape it. Or it's popularity.

    Of course, you might argue it should actually be called UNreality TV, given that many of the situations participants find themselves in are completely contrived. But there's no escaping the reality of the raw emotions  and reactions the participants exhibit as they work through the situations they've been placed in.

    So could we learn a thing or two from reality TV when we are designing e-learning? This might seem a bit of a stretch to some of you, but I think the answer is 'yes'.

    Why do I say that? Well first off, there's the big problem with e-learning: too much focus on knowledge of content, not enough focus on its real world application. And we all know the result. Deathly dull screens of content and a few predictable interactions, all guaranteed to bore your learners to death.

    While learning isn't always about doing, in a workplace setting, it's pretty rare for you not to have to do something with the knowledge or expertise you learn.

    So this is where the parallel with reality TV comes in. Reality TV is all about situations and how people respond to them.

    While we probably don't want our learners sobbing at their computer screens or plotting to do down their fellow learners, putting them in some reasonably authentic settings and scenarios and challenging them to respond to those situations, is a reality TV method we should most definitely think about adapting for our own e-learning purposes.

    And, by the way, this is not about creating expensive simulations or virtual reality worlds. With a bit of thought and imagination you can easily turn potentially dry content into interesting, realistic activity.

    As an example, last year I was working with some consultants in the retail sector. They wanted to create some e-learning to teach their learners how to carry out a process to analyse if potential clients were actually worth approaching.

    Their assumption at the start of the development was that the most we could do was tell learners  about the process and then test them on their knowledge of it.

    Instead I had them focus on what the learners actually needed to do at each stage in the process. No surprises, this turned out to be a handful of tasks each time. Then we worked out how to best re-create each of those tasks in an e-learning environment.

    In some cases it didn't take long to come up with an easy-to-create solution. In other cases, there was a bit of head scratching while we worked out how to simplify and adapt things within the constraints of e-learning.

    But the result? A very different package from the content-centric one they had initially envisaged. Not only did the learners  find out about the process, they also had chance to practice it. Just like they would have to back in the workplace.

    So a bit of reality e-learning provided relevant practice (not just testing of knowledge). It enabled learners to try out their newly acquired knowledge in a supportive, structured environment. And it meant learners went back into the workplace far better prepared than if they had just been told lots of stuff  and then tested on their knowledge of it.

    Topics: Instructional Design e-learning
    1 min read

    Instructional Designer Training: Integrating Practice in Your Design

    By Pacific Blue on Fri, Mar 16,2012

    When we struggled to learn things or carry out new tasks as children, it's more than likely that our parents or teachers reminded us that 'practice makes perfect' or told us to keep going and to 'try, try, try again'.

    As adults, we might find those phrases irritating (or down right annoying); but, you know what, hate to have to admit it, but mums and teachers really did know best!

    This is borne out by some research into the use of practice activities in e-learning. It should be interesting to anyone involved in instructional design or instructinal designer training.

    Comparing learning from two versions of an e-learning course, (one offering more practice activities than the other) researchers found that the version with more practice activities increased learning for both higher and lower ability learners.

    In this study, both lower and higher ability learners scored 15% higher on end of course tests compared with those who had taken the version of the course with fewer practice activities.

    So it does seem that if higher learner achievement is a key goal (and surely it will be), broadly speaking, more practice will mean better learning outcomes.

    The other key point in relation to practice activities is the pacing of learning through a course. A good many studies have been carried out around this. The research has consistently highlighted two key points:

    First, that spacing practice activities through a course really is more effective.

    Second, the benefit does not show up immediately. Longer term studies have revealed that over a period of several years, spaced practice leads to much better long-term retention of learning.

    Need more instructional designer training like this? Check out our flexible, modular programme.

    Topics: Instructional Design Course Design
    1 min read

    In E-Learning Is it User or Learner Interface Design?

    By Pacific Blue on Wed, Jan 25,2012

    It was the late Steve Jobs who said: "Design is not what it looks like and feels like. Design is how it works." Classic Steve. In just a couple of sentences he sums up one of the fundamental factors in Apple's phenomenal success.

    But you don't have to be the producer of uber-cool computers and gadgets to find relevance in his words. They could be equally applied to aspects of e-learning - particularly with regard to the interface we devise for learners.

    In my view, there's an interesting distinction to be made here between User Interface Design (UID) and Learner Interface Design (LID). The first is probably a more familiar term than the latter.

    In an e-learning context, UID is about total simplicity and focusing on the ease of use of a course. Good UID shouldn't leave people pondering the outcome of alternative actions. It generally aims to minimise mental involvement. The overriding imperative of good UID? "Don't make the user think".

    Now here's the difficult bit. LID, by contrast, has exactly the opposite imperative. It's totally about helping learners to think, learn and perform. Designing a learning interface is about getting learners to engage their mental faculties in order to learn. And this might involve confronting them with problems, challenges and issues.

    In designing a learner interface, the focus should be on making it relevant and motivating. Something that will help the learner remember and implement what they learnt long after the learning event.

    So, the challenge for e-learning developers is two-fold. First, being clear about the difference between the two concepts. Second, understanding where and when to apply one or the other.

    Topics: Course Design e-learning
    1 min read

    Designing Training Programmes: What About Learner Self Awareness?

    By Pacific Blue on Mon, Jul 18,2011

    When we are designing training programmes, how much should we consider learners' self-awareness of their learning preferences?

    At the risk of doing a Donald Rumsfeld (he of the 'known unknowns'), one of the things that I find fascinating about learning and knowledge transfer is whether we know what we know.

    In other words, how much are we really able to assess our own learning needs and preferences?

    On this topic, I offer you a fascinating piece of research carried out by a group of people with the snappy surnames of Schnackenberg, Sullivan, Leader and Jones.

    In their research, a group of learners taking an e-learning course, were given a survey about their preferences for the amount of practice they do when learning - either high or low.

    The learners were then assigned to two different e-learning courses one with a high level of practice, the other with minimal practice.

    Half the learners were given the version of the course that matched their preference, the other half were deliberately mismatched.

    I've written previously about the significance of practice activities in learning, so you may not be surprised to discover that regardless of their preference, those who took the version of the course with more practice scored significantly higher on a post-course test than those who had taken the version with minimal practice.

    First of all, this highlights the importance of practice activities in learning. But the results are important for another reason. They chime with quite a bit of other research that points to a frequent mismatch between what we think we want as learners and what actually produces results.

    In other words, our perceived preferences about how we like to learn are not always good indicators of the way we actually need to learn.

    If you are involved with designing training programmes and what to learn more about instructional design (or get help with creating a course) take a look at our instructional design programme.

    Topics: Instructional Design Course Design Learning Psychology
    2 min read

    Does Motivation Play a Role in Our Learning and Development

    By Pacific Blue on Wed, Jul 6,2011

    Is a successful learning experience purely about external factors or do our own internal beliefs and motivations play a part?

    We've all had good and bad learning experiences, so this is a fascinating question. How much is that success or failure purely down to external influences?

    If we go back to the 1930s, Thorndike's Law of Effect holds that a correct answer needs a response to reward the learner. A "Well done, that's the right answer", from the trainer helps strengthen the association between the question and the correct answer and increases the probability of a similar correct response the next time around.

    I think most people in the world of learning and development would broadly agree with this view. But this emphasises the external environment. What about if we also put an individual's beliefs into the centre of the picture. It's likely that we then have several other factors to take into account.

    1. Beliefs about yourself
    Do you believe you can succeed and acquire the knowledge and skills you are setting out to learn? This level of belief varies tremendously and is influenced by existing knowledge and experience. Go outside of familiar territories and domains and it is likely our self-belief and confidence will plummet.

    2. Beliefs about the learning content
    Is the content interesting? Genuine personal interest makes learners far more willing to engage with content - even when dull and boring. If personal interest is low or non-existent than we need to create situational interest. In other words, grab learners' attention and interest by making sure the learning content is well-crafted and engaging.

    3. Beliefs about the success or failure of learning
    Do learners believe the outcome they achieved was under or outside their control? Do they believe it was a poor trainer that caused them to fail or sheer good luck that they did well? Whether the outcome is positive or negative, research into something called attribution theory suggests a learner who believes an outcome was caused by factors outside their control, is far less likely to be motivated to succeed in the future.

    By contrast, a learner who attributes success or failure to their own effort (or lack of it) is far more likely to be productive and put in more effort next time around.

    This suggests it is hugely important to foster an environment that encourages learners to understand (and believe) that the success of learning outcomes is clearly within their control

    Of course, all of this is just scraping the surface of an immensely complex (and very interesting) area. But it's a good reminder that we shouldn't just focus on external factors (important as they are) when thinking about how to achieve successful learning.

      

    Topics: Instructional Design Course Design Learning Psychology