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Skinning
Cats: More than One Mode for e-Learning
by
Kevin Kruse
Just as
there are many names for e-learning itself (e.g., online learning,
web-based training, technology-based learning, etc.), there
are many names for types of e-learning. For an analogy,
consider how you might categorize a movie. Is it a blockbuster
or an independent film, a psychological thriller or a comedy,
a family film or an adult film, a short film or a long film,
a good film or a bad film? It may be all, some, or none of
these things. In this way, e-learning products are often segmented
dependent on some sampling of their characteristics.
A number
of fundamental modes of training or instructional models make
up the backbone of valid and valuable training. While these
can be used as guides no matter what type of technology is
chosen, the specific strengths and weaknesses of a particular
training mode should be considered in order to maximize learner
benefits.
Tutorials
Tutorials
are one of the most ancient and commonly used modes of education.
A good tutorial presents information and guidance, makes sure
the learner has an opportunity to understand the instruction,
and only then continues on to new information. Many tutorials
basically consist of a linear presentation of content. When
implemented poorly, a tutorial can become what is derisively
referred to as "an electronic page-turner," or if
web-based, a "scroller." This type of program presents
content directly without giving the learner any more opportunity
to interact other than to call for the next screen. When implemented
properly, using the classic principles of instructional systems
design, guided tutorials can be engaging and effective. The
key to useful tutorials in e-learning are interactions that
establish pace, clarify content, provide for practice and
instill confidence.
Branching
can greatly enhance the effectiveness of a tutorial, allowing
it to operate in the way that a skilled teacher does. A question
posed following an instructional moment can determine if the
student has mastered the content. If mastery is not achieved,
one branch is followed and another approach is provided to
eliminate confusion. Only after mastery is achieved is the
branch containing the next piece of information followed.
Simulations
Simulations
are often used to recreate lifelike job situations. Realism
is the key to successful simulations but not every element
of a simulation has to be realistic in order for it to be
instructionally valid. While hearing a telephone ring in the
background of an office simulation adds to the depth of the
user experience, being able to answer that phone and talk
with a customer adds value to the user's learning experience.
The best
example of a simulation is the complex flight simulator employed
by pilots. More commonly encountered simulations are the scenarios
deployed in training classrooms as role-playing exercises
within the group.
Current
technology enables students to interact with on-screen participants
in non-linear, discovery-learning scenarios. Sales calls,
customer service scenarios, computer repairs, surgery, and
the full responsibility of running a business can all be simulated.
Simulations of software functionality are particularly prolific
and have well documented learner benefits. Cutting-edge programs
now exist using virtual reality that enable students wearing
goggles and sensor gloves to actually be immersed in a digitally
created environment. The challenge to the trainer is to isolate
the elements of a situation that can be controlled and must
be mastered by the learner in reality and put the learner
in control of these elements in the simulation. All the realism
in the world cannot make a simulation a valuable learning
tool without the elements of guidance, remediation, or feedback.
True simulations
and simulation-based drill and practice exercises have in
common the ability to reveal a learner's actions and reactions
in a realistic, protected environment where time and distance
are collapsed. In sales call simulations learners can try
out various sales approaches without the jeopardy of awkward
social situations.
Electronic
Performance Support Systems
Electronic
performance support systems (EPSSs) are created to give an
individual the tool they need to perform a required task at
the time they need it. A performance support system is in
a way the opposite of a tutorial. Where a tutorial instructs
the learner and then requires that the learner perform, a
performance support system requires the learner to determine
when they need assistance and then ask for the required guidance.
The most ubiquitous example of a performance support system
is the "Help" feature built into Microsoft's Office
applications. A simple example of a non-e-learning performance
support tool is an inventory checklist created for a grocery
clerk.
A growing
consensus in the industry is that e-learning should include
imbedded support systems that provide instant guidance at
the time and place of need. With the advent of Web-based training
and the emergence of the hyperlink paradigm, the convergence
of e-learning and electronic performance support systems is
almost complete. Web-based tutorials can be completed independently
as learning exercises for new users and yet be delivered as
just-in-time chunks of information and interactive tools at
the desktop.
The challenge
of creating useful performance support systems obviously consists
of determining what tools are needed by a population and providing
those tools. In the context of e-learning, the further challenge
is creating systems that allow an individual needing a tool
to recognize that such a tool exists and then be able to use
that tool.
Instructional
Games
The inclusion
of games has often been a hitch in getting management to agree
to e-learning initiatives. Many learning theories contend,
though, that games are essential to the learning exhibited
by children and can be usefully extended into the realm of
adult learning. Games can have great value, possibly greater
value than any other mode of instruction, in reducing learner
tension and increasing learner engagement. The reluctance
toward employing games to teach is becoming less apparent
as supervisors are educated in learning theory and many who
have experience in gaming for educational purpose move into
management roles.
Games
in the style of TV game shows have long been used in the classroom
to provide a fun and effective method for reinforcement and
self-assessment. Instructional games are equally effective
using the latest computer technologies. Games can run the
gamut from simple speed and accuracy typing exercises to complex
business simulators where a student might run an entire factory.
Instructional games can also replicate classic, arcade, and
game show styles such as tic-tac-toe, auto racing, and Jeopardy(TM).
The defining
characteristic of instructional games is a set of goals or
a competitor to provide motivation in addition to the learning.
For maximum success, the motivational element of the game
should run parallel to the overall motivation for the training.
The game should have has instructional value aligned with
the objectives of the overall course. There is little merit
to using games as a reward for completing learning objectives
exterior to the games themselves.
Tests,
Record Keeping, and Guidance
Automated
assessments are another commonly used facet of e-learning.
When companies first adopt e-learning initiatives, testing
and record-keeping systems are often accepted earlier than
programs that integrate multiple training modes, due to their
ease of implementation and their quickly recognizable returns.
Online
tests can be used for self-assessment purposes, or can be
computer graded and reported back to central administration.
The explosion of enterprisewide networks now provides the
power to assess thousands of individuals and track their progress
against specific job competencies throughout their life within
an organization. The
latest and most sophisticated technology-based tests are tightly
linked to learning objectives, which in turn can help create
a completely personalized curriculum.
Combining
the Modes
Maximum
learner benefit can be typically achieved by combining several
training modes in one project. The merit of each mode varies
with training goals and some modes are ill suited to meet
some needs. A solid and frequent model is to use tutorials
to teach basic knowledge and concepts, use simulations for
reinforcement and application of the knowledge (leading to
skills), test or certify the comprehension, and finally provide
an on-the-job performance support tool to aid in recall and
application.
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