Download presentation
Presentation is loading. Please wait.
Published byEdmund Johns Modified over 9 years ago
1
303 E-Learning Myths, Magic, and Motivational Strategies Curt Bonk, Professor, Indiana University President, CourseShare and SurveyShare cjbonk@indiana.edu http://php.indiana.edu/~cjbonk http://CourseShare.com
2
Ten Minnie-Myths of E-Learning and the Data to Dispel Them (Corporate) Dr. Curtis J. Bonk Alias: Mickey Mouse President, CourseShare.com Associate Professor, Indiana University http://php.indiana.edu/~cjbonk, cjbonk@indiana.edu With supporting Help from: Ms. Minnie Mouse Orlando, Florida Minnie@disney.com
3
Myth #1. E-learning will soon go away.
5
Myth #2. E-learning can now take place at home and on the road.
7
Myth #3. Everyone is evaluating e-learning but us.
9
Myth #4. Learner completion rate has magical importance.
11
Myth #5. Work-related incentives are important in motivating e- learners.
13
Myth #6. Thiagi has convinced the world of the need for interactivity and social ice-breakers.
15
Myth #7. Watch out…trainers will soon be out of a job.
17
Myth #8. Traditional instructional strategies (e.g., lecture, role play, etc.) will not work online.
20
Myth #9. Trainers operate alone and do not want to give away trade secrets.
22
Myth #10. Trainers are loyal.
24
Want a copy of the report??? See: PublicationShare.com
25
II. E-Learning Magic….or lack thereof…
26
Lack of Motivation or Incentive to Complete!!! Corporate Study 55% did not track or did not know their completion rates Of those that did, 22% reported completion rates of less than a fourth of students. Nearly half reported less than 50% completion rates Only 2% reported 100% completion.
27
E-Learning: Harnessing the hype. Cohen & Payiatakis (2002, Feb). Performance Improvement, 41(7), 7-15. …both instructional and graphic (design)…must be compelling and engaging enough to keep the learner involved, interested, and stimulated…The ideal future is a learning experience designed to be memorable, motivational, and magical if it is to make a lasting impact on the capabilities of the learner.
28
Motivating Employees During Down Times, Training Magazine, April 2002 “True motivation comes from within. Programs of manipulation, incentive schemes and other gimmicks never bring about the ongoing change that is truly needed. Ultimately, we have to be inwardly motivated and emotionally engaged while doing it.” R. Brayton Bowen, Author of Recognizing and Rewarding Employees.
29
Online Training Boring? From Forrester, Michelle Delio (2000), Wired News. (Interviewed 40 training managers and knowledge officers)
30
Six Types of E-learning Content Clark Aldrich, A Field Guide to Educational Simulations 1.Extended Books 2.Extended Lectures 3.Extended Communities 4.Extended Expert Access 5.Embedded Help 6.Simulations
31
Part III. Motivational Strategies: Asynchronous E-Learning
32
Types of Asynchronous Activities 1.Introductory Activities and Ice Breakers 2.Online Testing 3.Learner-Content Interactions 4.Games and Simulations 5.Sharing Perspectives from Cases, Internships, Jobs, Field Experiences 6.Collaborative or Virtual Team Writing 7.Reflection on Online Cases 8.Web Resource Reviews 9.Virtual Debates 10.Annotations and Animations in E-Books
33
1. More Intro/Ice Breakers a. Eight Nouns Activity: 1. Introduce self using 8 nouns 2. Explain why choose each noun 3. Comment on 1-2 peer postings b. Coffee House Expectations 1. Have everyone post 2-3 course expectations 2. Instructor summarizes and comments on how they might be met (or make public commitments of how they will fit into busy schedules!)
34
2. Online Testing
35
3. Learner-Content Interactions (Option 6)
36
3. Learner Content Interaction from Option 6
37
3. More Learner Content Interaction from Option 6
38
3. Even More Option 6 (Option 7?)
41
4. Games and Simulations “There’s something new on the horizon, though: computer-based soft skills simulations, which let learners practice skills such as negotiation and team building.” Clark Aldrich, The State of Simulations, Sept. 2001, Online Learning
42
4. Online Games and Simulations Online Jeopardy Game www.km-solutions.biz/caa/quiz.zip
43
Mark Brodsky, May 7, 2003 “Another business driver that will ultimately perpetuate an important trend in e-learning, specifically the greater use of simulation-based e-learning, is the migration of more and more services to automated or "self-service" applications. With the greater use of self-service applications, the type of training organizations provide their employees will change.”
44
Marty Siegel, IU Professor, and Founder of Wisdom Tools (May, 2003) Simulations are data driven. There's a model of behavior that underlies them, simulating some process or behavior. A simulation approximates reality. It is not reality. Simulations allow users to interact with characters or events or processes and see what happens. They're very interactive (most of the time) and can include sophisticated graphics. Many computer games employ simulation technology. MAXIS makes great games.
45
Marty Siegel, IU Professor, and Founder of Wisdom Tools “If you're building a game and selling 10s of thousands of copies, you can invest a lot to build them and sell them for $50 a pop.” “If you're using them for training, they'll still cost a bundle to build, and you'll need to charge a lot to implement (that is, if the simulation is specific to a company; if it's general, then you can sell it for less; it still costs a bundled to produce).... And it takes a lot of time to produce.”
46
4a. eDrama (Front Desk Hiring)
47
4b. Intermezzon: MoneyMaker Sales Training
48
4c. SimuLearn’s Virtual Leader
49
Clark Aldrich, A Field Guide to Educational Simulations Computer Graphics Pros –Easy to tweak –Taps creativity of user –Explores uncharted territory –Generalizes skills –Good for high level business skills Computer Graphics Cons –Expensive –Requires significant processing power –Skill base to produce is hard to find
50
4d. Wisdom Tools: Time-Revealed Scenarios (TRS)
51
Strengths of Scenarios per Marty Siegel (May, 2003) They take little time to build They are (in comparison) cheap to build and implement; weeks vs. months (soon, even in days!) They follow a fixed path (some may see this as a flaw, but it's not); the designer controls the path experience; thus, important Paths are always experienced. Because they describe a reality, like a good novel, it can feel VERY realistic.
52
4f. Ninth House Publishing
53
Clark Aldrich, A Field Guide to Educational Simulations Video Based Pros –Lots of details, nuances, & specific behaviors –Feel serious and real –Over-forty people are used to TV –Works off dumb terminals Video Based Cons –Expensive –Huge bandwidth required –Interaction with video has delays –Hard to get just right –Hard to make small changes
54
Training and Learning Innovations April 2003
55
4g. Army AC3-DL Simulation Tools
56
A highly realistic and innovative PC video game that puts you inside an Army unit. You’ll face your first tour of duty along with your fellow Soldiers. 4h. America’s Army
57
5. Sharing Perspectives Experiences Perspective sharing discussions: Have learners relate the course material to a real-life experience. Real situations or cases. Example: In a course on leadership development, have learners share experiences where they were all-of-a-sudden been put in charge of some project or activity and describe what happened as well as what they would do differently.
58
5. Job interviews or Field Reflections 1.Learners interview someone about their job and post to the Web or Instructor provides reflection or prompt for job related or field observations 2.Reflect on job setting or observe in field 3.Record notes on Web and reflect on concepts from chapter 4.Respond to peers 5.Instructor summarizes posts
59
6. Collaborative Writing
60
Groove.net
61
7. Case-Based Learning
62
8. Web Resource Reviews
63
9. Virtual Debates (instructor or student generated)
64
10. Annotations and Animations in Electronic Books: MetaText (eBooks) June 2003, Page 4D E-books are getting a boost at BookExpo Free Adobe software helps get word out By Jefferson Graham USA TODAY LOS ANGELES -- E- books are still alive and are getting a new sales pitch, judging from the weekend's BookExpo America, the annual booksellers' convention.
65
Part III. Motivational Strategies: Synchronous E-Learning
66
Types of Synchronous Activities 1.Webinar, Webcast 2.Guest speaker or expert moderated (or open) Q&A forum 3.Expert Chats and Online Communities 4.Wearable and Wireless Technologies 5.Complex Virtual Worlds/Virtual Reality 6.Brainstorming ideas, What-Ifs, Quick reflections 7.Peer Dialogue or Team activities or meetings 8.Online Role Play or 6 Hats Technique 9.Quick Polls/Quizzes, Voting Ranking, Surveys 10.Graphic Organizers in Whiteboard (e.g., Venn)
67
1. Webinar
68
2. Electronic Guests & Mentoring 1.Find article or topic that is controversial 2.Invite person associated with that article (perhaps based on student suggestions) 3.Hold real time chat 4.Pose questions 5.Discuss and debrief (i.e., did anyone change their minds?) (Alternatives: Email Interviews with experts Assignments with expert reviews)
69
3. Expert Chats and Communities John Seely Brown
70
Some Expertise is Misleading! LearnKey's e-learning model integrates all of the proven products that LearnKey has developed and introduced worldwide into the growing IT certification market. We call this new product OnlineExpert™, a hybrid next generation delivery infrastructure and e-learning platform. March 2003, Chief Learning Officer
71
4. Wireless and Wearable Computing
72
5. Complex Virtual Worlds/Virtual Reality l Avatars--representations of people l Objects--representations of objects l Maps--the landscape which can be explored l Bots--artificial intelligence
74
6. Brainstorming Come up with interesting or topic or problem to solve Anonymously brainstorm ideas in a chat discussion Encourage spin off ideas Post list of ideas generated Rank or rate ideas and submit to instructor Calculate average ratings and distribute to group
75
7. Peer Questions & Team Meeting: Moderated
76
8. Role Play: Six Hats (from De Bono, `985; adopted for online learning by Karen Belfer, 2001, Ed Media) White Hat: Data, facts, figures, info (neutral) Red Hat: Feelings, emotions, intuition, rage… Yellow Hat: Positive, sunshine, optimistic Black Hat: Logical, negative, judgmental, gloomy Green Hat: New ideas, creativity, growth Blue Hat: Controls thinking process & organization Note: technique used in a business info systems class where discussion got too predictable!
77
Role: Conqueror or Debater/Arguer/Bloodletter Takes ideas into action, debates with others, persists in arguments and never surrenders or compromises nomatter what the casualties are when addressing any problem or issue.
78
Role: Slacker/Slough/Slug/Surfer Dude In this role, the student does little or nothing to help him/herself or his/her peers learn. Here, one can only sit back quietly and listen, make others do all the work for you, and generally have a laid back attitude (i.e., go to the beach) when addressing this problem.
79
9a. Electronic Voting and Polling 1. Ask students to vote on issue before class (anonymously or send directly to the instructor) 2. Instructor pulls our minority pt of view 3. Discuss with majority pt of view 4. Repoll students after class (Note: Delphi or Timed Disclosure Technique: anomymous input till a due date and then post results and reconsider until consensus Rick Kulp, IBM, 1999)
80
9b. Survey Student Opinions (e.g., InfoPoll, SurveySolutions, Zoomerang, SurveyShare.com)
83
10a. Graphic Organizers (e.g., Digital Whiteboards)
84
10b. Visual with Chat: Learningbydoing.net
86
Questions? Comments? Concerns?
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.