Karl Kapp: Clark, your latest book, Learning by
Doing, is about simulations, computer games and pedagogy
and before I get started I wanted to let you know that I enjoyed
the style and tone of the book, in fact, it even made me laugh
in a few places. You seemed to be mimicking your topics a
little in style and delivery. Can you talk about that for
a moment?
Clark Aldrich: Sure, it was important to me when I
wrote the book to make it represent the content I was discussing.
In fact, looking back I regret that I didn't do more of it.
I tried to make it a funny book, I tried to make it an interactive
book, I tried to make it an engaging book. Because if one
believes content should be that way then one should apply
those same standards to a book as much as possible. It seems
to have worked, several people who have read the book said
they laughed out loud. I tried to create a book that role
modeled content not just explained it.
Karl Kapp: As a reader, it is easy to see how you've
translated some of the ideas of interactivity into the book
like the word search at the end of chapter 4. But what is
also interesting is some of the themes of the book. One them
of the book is your explanation of what you call the "tapestry
of simulations available today."
Clark Aldrich: Yes, let me explain it this way. I
get invited into a lot of planning sessions, events, and meetings
involving discussions about simulations. All of the conversations
start off in a pretty predictable way where you have one person
saying "oh yeah, simulations are great, my kids play
computer games all the time and that's really exciting for
me, simulations are great." And someone else says "oh
yeah simulations, when I was in the military we used to use
it all the time and we really learned a lot from it and I
love simulations." And someone else says "oh yeah
simulations are great, you know when I was a lawyer we did
moot courts all the time and they are very helpful, they really
helped us a lot." And someone else says "oh yeah
simulations are great, at MIT we did the beer game and you
know that was a great experience." And someone else says
"oh yeah simulations, we use those for our call center
reps all the time you know to teach them how to answer the
phones correctly, they work really well, I love simulations."
And in a very short time you have rendered the rest of the
day utterly useless because there are so many different takes
on simulations and so many different perspectives and they're
all so personal and intimate. But they're all, I don't want
to say incompatible, but they're all talking about very different
things.
An analogy that perhaps is easy for me to bring up is like
in 1999 when people called me and said, "I want to do
e-learning. I'm looking at Centra, Skillsoft and Macromedia,
which one should I choose?" So there's this interest
but it's sort of a naïve interest. People don't realize
their own perspective where it's passionate and, by the way
accurate and appropriate; it's still pretty incompatible with
a lot of other peoples' perspective.
Karl Kapp: So your work right now is trying to make
those different simulation perspectives compatible
trying
to define the genre of simulations?
Clark Aldrich: Sure, and I think also it's defining
the appropriate use of a simulation given a certain situation.
If you want to train call center reps or if you want to train
a new consulting force or if you want to get a new perspective,
it's not enough to say "yes let's use a simulation to
do that." It becomes absolutely critical to say "let's
use the right kind of simulation to do that." And that
link, that inability to make that jump I think has hindered
a terrifically large amount of simulation efforts and it becomes
a critical part in our discussions about measuring the effect
simulations. If you're not using the right simulation genre
for the right activity then, almost by definition, the metrics
are going to be off. It seemed like a pretty critical next
step to increase our understanding the simulation tapestry.
Karl Kapp: Right, that makes sense. So a person needs
to define what it is that they're working on before they can
actually improve it and move forward?
Clark Aldrich: Yeah, and again there are times when
we use a MAC truck when it's time to use a pickup truck or
there's a time when you need a Volkswagen and you know that
spray painting the MAC truck a different color is not going
to help you if what you really want is Volkswagen which is
where I think a lot of the vendors are today. They are saying
"oh we have this great MAC truck, oh you want it different,
okay I'll paint it blue," somewhat useful but not necessarily
overly useful.
Karl Kapp: So, as you discuss in the book, simulations
are really kind of in mid-evolution and trying to define something
in mid-evolution is difficult.
Clark Aldrich: Well I think more specifically different
kinds of simulations are at different states of evolution.
There are some very mature simulations and there are some
very innovative simulations and they're not really the same
thing. I think no matter what your risk level there is a right
simulation genre for you but don't confuse the two.
Karl Kapp: So there are different simulations depending
upon risk level and also amount you're willing to invest?
Clark Aldrich: Oh, sure, absolutely, budget is a huge
part of any kind of simulation development effort and that
will necessarily open up some doors and close others.
Karl Kapp: Let's move to a slightly different topic.
In the book, you discuss some dramatic results of simulation-based
training. Can you talk about those results?
Clark Aldrich: We don't necessarily have the right
vocabulary and/or metrics for generically talking about simulations
from a traditional metrics perspective. However, I think the
most typical metrics or the more typical result of a simulation
is that someone sounds like a twenty year veteran of an area
when, in fact, they just picked it up about three or four
weeks ago. They sound like an expert. I think that's probably
more telling than any sort of metric.
The criterion is that you don't know you're talking to someone
who learned via a simulation as opposed to learning by other
methods. It really comes down to the subtlety and passion
in their voice and the sparkle in their eye when they're talking
about the body of knowledge.
Karl Kapp: That is an interesting definition of success
and one that is quite telling. Looking at it from the other
side, can you talk about any spectacular failures of simulations?
Clark Aldrich: Any time you don't have the right simulation
genre that is a failure. A lot of early "simulation"
attempts were to use branching videos and other forms of branching
stories to teach high potential managers new skills. A branching
story is where you're given a bit of background and you have
to make an A, B or C decision to move to the next branch in
the programming tree and it's a series of answers to questions
and you move along through the experience that way.
Branching stories turned out to be remarkably ineffective
for high potential managers who really like and value creativity
and who come to the table with a pretty good skill set and
want to hone and refine their own skills as opposed to being
put through a maze. That use of branching story simulations
probably is one of the early spectacular simulation failures.
You can't use those kinds of branching stories to teach high
level management skills to high potential managers.
Karl Kapp: I'd imagine there are still vendors doing
just that.
Clark Aldrich: Even as we speak. And in a lot of cases
people say, "oh yeah you know we tried those simulations
for our managers and it didn't work, therefore, we're not
going to do any more simulations." You have to understand
where those concerns stem from. The real news is that the
exact same model, the same branching story model, works fabulously
well with new employees and works fabulously well with unmotivated
employees
In this case the branching simulation genre is not a bad
genre. It was simply used in the wrong way. When that happens
it creates a ripple effect. And that's the whole premise of
the book
the proper application of a simulation genre
depends on the audience and the content. If you ask an audience
their opinion of a certain simulation genre invariably people
who give an unfavorable opinion were those who took the simulation
in the wrong place and those who have a very strongly favorable
opinion took it in the right place.
Karl Kapp: In your book, you mention that computer
game advocates and game enthusiasts are exciting e-learning
developers while simultaneously mudding the waters. Can you
explain a little bit about that?
Clark Aldrich: It is very easy to say, wow, aren't
computer games great and this should be the model for education.
It's an easy statement to make and it certainly was one that
I've made many, many times. I think it's a nice statement
but it's highly incomplete.
There are number of computer game enthusiasts out there who
really want to drive all education to look and feel like computer
games and like any visionaries they're half right and half
wrong. At this point the degree to which they are wrong is
a lot more interesting to me than to the degree to which they're
right. The fact that they are half right can be said without
question. Where they're wrong, where computer games are not
a good a model has become more interesting to me then frankly
where they're right, which seems obvious.
Karl Kapp: How are they wrong?
Clark Aldrich: I think the expectation of fun and
the role of fun in an educational experience is a tricky one.
A lot of people who advocate computer games as a model are
of the belief that education is inherently fun and therefore
if a program is not fun then it's not a good simulation.
One of the greatest observations of anyone who advocates,
deploys and works with a simulation is the concept of frustration
and resolution of that frustration as a cornerstone of learning.
Probably the best analogy here is sports. Let's look at our
own understanding of the weight room and our own understanding
of pickup games. For a lot of people it is fun to play a pick
up game of basketball or whatever with some friends. No one
really cares who wins or loses but everyone gets a workout,
sweats a little and builds some muscles. Everyone generally
has a good time. That is like playing computer games.
But all the serious athletes, the people who actually get
paid for and who need to do well in that venue, spend a lot
of time in the weight room. Simulations are more like the
weight room then a pickup game. In the weight room, there
is hard work, frustration, a lot of sweat, and sore muscles.
Yet, at the end of the day there is greatly increased capacity
in specific areas. One can work certain body parts seeing
and feeling a huge improvement. These improvements are much
more than could ever come out of just playing a pick up game.
You have to appreciate both sides of the coin. Appreciate
the value of a pickup game but you also appreciate that a
lot of simulations are closer to the weight room or the tennis
backboard or a place where you rigorously improve a finite
skill set in a way that helps you in other areas. It is not
always fun or easy. Fun and the expectation of fun is an area
where the computer game people are perhaps a little too zealous.
Does that make sense?
Karl Kapp: Yes it does.
Clark Aldrich: Disagree?
Karl Kapp: Well one of the things about that analogy
is, and this is something that you mentioned in your book,
that the best simulations simulate as much of the actual environment
as possible. The weight room tends to focus on only one or
two areas.
Clark Aldrich: It's not an either/or it's a both/and.
You know you are not going to get good at any sport unless
you actually play it. You absolutely have to go to the scrimmages;
you have to go through the plays. There's no question that's
a critical part. If all you do is spend time in the weight
room you might build up your abs or your cardiovascular or
whatever but you're probably not going to be a very good athlete.
It's the combination of the two that becomes so powerful,
the combination of the weight room and the scrimmages and
the games.
Karl Kapp: So then going back to your earlier statement
about someone finishing a simulation and sounding like a twenty
year veteran; do you think that if a person just did a simulation
they would actually be able to converse as an expert without
having gone through playing a scrimmage or a game?
Clark Aldrich: What works best is simulation plus
experience but simulation can greatly improve or decrease
time to experience. Let me give an example, I'm going to use
a leadership example but I don't really mean to. If you do
a leadership simulation it's still not just a simulation because
you bring with it all of your real life leadership experience.
Or if you walk into a room for the first time and participate
in a nuclear reactor simulation, presumably you have seen
a nuclear reactor and worked around a nuclear reactor before
beginning the meltdown simulation. In that context you benefit
from your previous experiences with a nuclear reactor.
When there are simulations around activities people are already
pretty familiar with even if it's a superficial or superstitious
understanding, then the simulation hones the skills they already
have. When they're done with the simulation they'll have a
very deep knowledge which will be a combination of the simulation
and real life experience. With soft skills like project management,
when people already have a lot of anecdotal experience or
superstitious experience then the role of simulation can be
to hone that knowledge so when they're done with the simulation
and you talk to them they're going to have a terrific sense
of how the material applies to real life cases.
Karl Kapp: Are you saying that a high fidelity simulation
works best with people that already have some degree of experience?
Clark Aldrich: One reason you have a high fidelity
simulation is because there is no equivalent experience. If
we look at workplace violence or a nuclear reactor you'd want
a very high level of fidelity because there is no chance to
practice and develop the skills outside of the simulation.
On the other hand, for a call center because people are on
the telephone all the time you actually need a less accurate
simulation. One that is still good but less than perfect because
people are learning concepts in that simulation that they
can immediately apply when the simulation is over. The combination
of simulation plus real calls equals a very good outcome;
you don't need a super, high fidelity simulation in that context.
Again, if you were doing workplace violence, if you were doing
fire fight, if you were doing something dealing with difficult
employees or how to fire an employee or whatever, then you'd
you want a higher fidelity because there isn't the chance
to work it into real life as much
hopefully.
Karl Kapp: It's interesting to me as I look at the
industry that there's a lot of talk about simulations and
a lot of hype
a lot of reality as well, but then on the
other hand there are a ton of page-turners being commissioned
and really bad e-learning out there, maybe even more than
simulations. Do you think that's going to be the trend or
do you think simulations will trend upward?
Clark Aldrich: I am hoping obviously that simulations
trend upward. I think there needs to be a greater understanding
of the ecosystem of learning programs. There is always going
to be more volume at the lower end of any system. In an ecosystem,
think mosquitoes or slugs or grass. With applications, think
email, instant messengers and Google searches and stuff like
that. So at the bottom of the food chain, and I don't mean
that in any kind of derogatory way, there will be a terrifically
large amount of activity.
But I think there is a greater awareness up through the top
of the food chain as well, even the middle of the food chain,
of better designed courses that have a higher strategic impact
on the organization. So having said that, I do believe that
for most simulations you're going to need third party vendors
to build them. They're not going to be built internally with
only a few exceptions.
For example, Halo 2 the computer game took fourteen million
dollars and over two and half years to develop. For the highest
caliber simulations I think only outside third party vendors
are going to have the time and the patience to create them.
Once this happen in a higher volume, corporations will have
a much easier job of deploying simulations.
Karl Kapp: Are external companies going to want to
spend that kind of money on a potential product or a speculative
product? Virtual Leader (a leadership simulation created under
the guidance of Aldrich) was somewhat speculative especially
because of where the industry was at that time, but it was
highly successful. Could you discuss the topic of how third
party vendors are going to be attractive to corporations when
creating simulations and how the vendors can be successful?
Clark Aldrich: Sure, I'm not sure but I think Virtual
Leader is probably the best selling leadership simulation
right now and we're certainly in a huge number of schools
as well as corporations and the military.
So, those who strive to do it as successfully as possibly
have a terrific opportunity to consolidate the market and
to be market leaders. When developing products, there are
a couple of different loops one can get into. One can get
into the loop that the content is not very good so, therefore,
I'll do it cheaply and it doesn't have much of a life. Do
it and then forget about it and it won't have much impact
on the organization because it didn't cost too much. That's
one loop.
And then there's another loop where you say we're really
going to care immensely about the content, we're going to
care about deploying it. It's going to have a very positive
impact on our organization. It's going to be deployed to everyone
and it's going to actually impact the bottom line. Obviously
that's a good loop. You've seen things and I've seen things
where certain programs have actually impacted an entire organization
and their bottom line and are reported in the annual report
as the reason why the company did better than it did the year
before.
We're getting to a point where we can almost have the best
of both worlds, where we can have quality content that is
not very strategic to the organization but contains important
enabling information that can be created and deployed by third
party vendors. A corporation gets all the benefits of having
quality content without the corresponding high costs of developing
it. My goal is to create an environment where there are more
of those excellent programs being developed in a high quality,
cost effective way. That's a basic premise of the book.
In a lot of cases the technology is just now enabling that
nice combination of sweet spots of both very scalable content
and very effective content. And if you can nail that sweet
spot then you almost can't help but be successful.
Karl Kapp: So, who's going to go after the sweet spot?
Obviously your organization is going to go after it but are
game companies going to go after it, are e-learning companies
going to go after it, who's going to go after that sweet spot?
Clark Aldrich: It can happen in any number of ways.
Frankly, it can happen in colleges and universities. I predict
that at least five of the fifteen educational genres that
will be developed in the next ten years will be developed
by college dropouts in their basement. The advent of graphic
engines and applications like that will certainly reward at
least some people for doing stuff in their basement. There
still is a significant cost of developing simulations which
I don't want to understate it. But I think the philosophy
of developing a simulation is much harder to get one's mind
around than the technical challenges.
I have a very hard time imagining people who are in their
forties and fifties creating new simulation genres. People
in their forties and fifties today would be able to get it,
they would be able to understand it but I don't think they
would be able to create it and even in some cases manage the
team that could create it. It is one of these baton hand offs
to the next generation. It's going to be the kids; it's going
to be the Gen-Xers and Gen-Yers and who are going to think
about content in a very different way than the old fogies.
Karl Kapp: So let's say that you were talking to a
group of forty or fifty year old training managers about games
and simulations, what advice would you give to them?
Clark Aldrich: Start playing computer games. There
is a temptation for older folks to watch someone else play
a computer game which utterly defeats the purpose. You really
do have to control it yourself and spend time being frustrated
and being uncomfortable and being at a disadvantage. They
need to start getting the hang of it.
I don't understand any Human Resources or training manager
today who doesn't have a working comfort level with computer
games. They don't have to love them or play them for fun,
but they should buy an X-Box or PlaysStation and a couple
of games and start getting comfortable with the language.
If they're not doing that then, they're distancing themselves
from their customers in a way that I don't think any business
can survive. So at the very least that's an easy step to do.
Having said all that there are a lot of simulations-almost
the premise of this conversation which I think is wrong-is
that either simulations are huge game like dense sorts of
things or they're nothing. The whole premise of the book is
that there's this great middle ground of stuff that is not
going to break the bank, not going bankrupt the organization
if they fail, not going to be super high risk but is still
much, much better than what's out there.
There's a terrific amount of middle ground stuff that is
solid, well understood academically, and effective and that
is a place to go. At the very least you can ratchet up activity
considerably without going all the way. But, again, if my
first book was all about going all the way, I think second
book is all about the middle ground of all this great stuff
that isn't risking a career, or breaking the bank. I think
the whole learning by doing philosophy easily encompasses
this concept.
Karl Kapp: Before we move on, do you have any recommendation
of games for the game-challenged HR or training manger to
play?
Clark Aldrich: I think the SIMs is probably a good
game. It actually requires a pretty powerful computer to run.
But it has all the good and all the bad of a computer game.
It's very interesting, it's intellectually satisfying but
it's not perfect. It's not a perfect life simulator. It is
a fairly decent game to pick up and play and fool around with.
Karl Kapp: My eleven year old son plays that game.
He doesn't want a perfect life simulation. He wants to go
in and build a ridiculous character and have the character
do silly, stupid things.
Clark Aldrich: It's one of those profound differences.
I'm not going to say it's an age thing but I'm going to say
it's a context thing. If you give me a "simulator"
and tell me to engage it and no one is watching and I'm in
my pajamas
I'm going to engage it very differently than
if I'm in a classroom situation with my boss poking his or
her head into the room and my results being tracked.
I think we're overly focused on the notion of the game or
the simulation, I don't think we need to be overly focused
on young kids verses older people either. I think it's the
context by which you engage the simulation. The context matters
tremendously. You can take a very fun game like the SIMs or
SIMs II and put a grade around it and put a teacher there
tracking it and you're going to play it very, very differently.
Another thing worth noting is that computer game designers
think a lot about "failure stakes." If you play
any game perfectly it's a pretty boring experience. Computer
games get interesting in the boundaries where you can make
mistakes. Kids like to play in those boundaries because that
tends to be where a lot of intellectual thought has been given
and the boundaries contain a lot of entertainment value. For
those of us who design training courses we tend to think about
a pretty little model where we're mostly focused on success.
It's almost like a mine field if we dare step off the path
because we'll have to start over again. There's a lot more
thought inherently being put into what success looks like
then what failure looks like. It's a real long answer to I
think a very fair question.
Karl Kapp: And the other interesting thing I find,
and we have talked about this before, is that the kids have
a propensity to use cheat codes.
Clark Aldrich: Yeah. We could ask "cheaters or
just smart?" When there is an environment where there
are cheat codes
ways of getting around things part the
experience is challenging yourself but also knowing where
you don't want to challenge yourself.
There's a slight variation on that in the world of interactive
spreadsheets where the point of a good spreadsheet, especially
where there's competition involved, is not to learn the rules
but to learn how to exploit the rules.
I think in real life the people who are successful don't
just learn the rules they learn how to exploit the rules.
You need look no further than to Congress and you'll appreciate
that philosophy. Again, it's an important shift.
Karl Kapp: Like the statement, "history books
are not filled with people who followed the rules."
Clark Aldrich: Yeah, sure, but in a lot of ways the
successful exploitation of the rules towards a new end.
Karl Kapp: Right.
Clark Aldrich: It's the same thing with the traditional
training model of follow the rules and understand the rules
and follow them and don't ever deviate.
Successful people are prepared to make mistakes. They understand
mistakes have consequences but they're not a mine field where
you blow up and die if you make a mistake. Instead what happens
is you balance alternatives and you make constant tradeoffs
and determine whether those tradeoffs make sense or not for
you. Training should be much more of a careful balancing act.
If you look at people who are successful they don't follow
the rules but in a lot of cases they understand the rules
enough to exploit them and maximize the tradeoffs. Like the
quote " a gentleman is never rude unintentionally."
Karl Kapp: Can't books help us understand trade-offs,
do we need to develop simulations to learn these types of
lessons?
Clark Aldrich: One of the great travesties of western
civilization and probably all civilizations is how proud we
are of books as repositories of content. We are just getting
to the point, and we probably will within my lifetime, where
we look at books with spite and scorn and say "Oh my
God, how tragic it is that we thought they were complete repositories
of information." In fact, they are ten percent repositories
and we've lost most of the content that these people had because
all of the book information is linear content.
We've become virtuosos of linear content when, in fact, we
gravely overestimated the value of linear content to any given
situation. I think that's one of the legacies of the next
generation is to rethink libraries and rethink repositories
and content, looking at books a lot more cynically and looking
at them as incomplete examples of technology and in some cases
tragically so.
Karl Kapp: Your thoughts on books actually dovetail
with your statement about how simulations in the future will
help us find huge and gaping holes in history for example.
Clark Aldrich: We're all familiar with the lens of
Marxism or feminism. You don't have to agree with those philosophies
but you really have to respect the fact that if you look at
Shakespeare through feminism or whatever you see things you
didn't see before and in a lot of cases what you see is interesting.
You don't have to buy into the whole philosophy of feminism
to appreciate the lens it represents. I agree without question
that the lens of "simulations" will empower the
next generation of scholars to rethink content in a way that
will make it a lot more valuable and a lot more useful to
outside organizations.
Karl Kapp: So you envision, for example, a history
professor putting together an environment of slavery and allowing
a learner to enter that environment from the view point of
a character like Marx?
Clark Aldrich: Simulation can allow a leaner to look
at the economics of slavery, the model of slavery and the
role of slavery in a more precise way. If you look at slavery
through the stories of a slave or stories of slave owners
or whatever that's certainly a perspective and very valued
one. But as you start looking more carefully at what a slave's
life was actually like, what a slave owner's life was actually
like, what was the impact it had economically and what would
have happened in America had we not embraced slavery, you
would see a richer picture of history. In a simulation you
could look at the differences between a house slave and a
field slave and the complicated role of the head slave.
You could envision what things would have looked liked economically
if slavery had not been an issue or what types of inventions
and innovations would have resulted if slaves were not part
of the history of this country. I think you'd learn some lessons
that might be applicable to your situation. The reason to
study history is to learn from it. I think you get a lot more
precise and comprehensive look at history through simulations
rather than through books. And, unfortunately, in some cases
a very disturbing look at history. One that can be covered
up in a linear fashion but is necessarily exposed when viewed
from the more robust simulation-based presentation of the
non-linear content.
Karl Kapp: Okay, let's switch gears a little bit.
If you were forced to start SimuLearn all over again what's
one or two things that you would do differently?
Clark Aldrich: I would have focused less on the pure
theoretical aspect of it and more on the game and pedagogical
aspects of it. I think Virtual Leader is a powerful drug that's
frankly a little bit bitter at this point. If you look at
any kind of good educational experience as being a balance
between simulation, game and pedagogical elements, I would
say that we were really good with the simulation element and
not nearly as good with the pedagogical and game elements.
They were there but I think they were ultimately, definitely
underrepresented. And I think that's fairly typical of simulations
and the first attempt at creating simulation tends to be overly
focused on simulations and not on pedagogical and game elements.
Having said that, again, there are risks, and I think I talked
about it in some of the parts of the book, subsequent versions
could tone down the simulation and ramp up the game elements
to a point where you sort of defeat the simulation. In an
attempt to remove frustration from the equation you actually
ruin a lot of the learning. A constant dance is not to overly
succumb to the people who say this is frustrating, therefore,
it's a bad program and constantly challenging people to say
it's frustrating and therefore it's a good program.
There is this Carroll O'Connor quote, "an inexperienced
actor is thrown by nervousness but a good actor uses it."
I cheapen the quote to say "an inexperienced learner
is thrown by frustration but a good learner uses it."
And I think it's the same thing of accepting the role of frustration
and of it being a critical part of the equation and not getting
rid the frustration element.
Another great example is people who design golf courses.
They're not going to flatten the golf course because some
people swear at it. That swearing is some of the designer's
biggest pride. The people who find it to be very difficult
still manage to push themselves to get through it. We are
so much more sophisticated and mature when it comes to understanding
our bodies and how to build better bodies then we are of how
to build better minds. And, again, I think that's a real travesty
from our own educational perspective that I think we have
to resolve it.
Karl Kapp: Speaking of the educational system, I know
you home school your son, how much do you use simulations
with his education?
Clark Aldrich: Quite a bit. I mean there's the other
side of simulations which are microcosms and I think, you
know, we try to use a lot of emotion and a lot of microcosms
as part of the portfolio as well as some more boring stuff.
But there's a lot of simulations that we use. There's some
very interesting thought provoking programs out there. We
put a bit of academic context around them and part of his
homework becomes defending what he did in the context of a
simulation. I think that's very powerful.
Karl Kapp: Last question and it's about the last chapter
in your book. The final chapter reminded me a little bit of
the Matrix when Agent Smith is interrogating Morpheus. Smith
says the first version of the Matrix had to be scrapped and
started over again because they designed it with no pain and
suffering and the humans rejected it. So what are you thoughts
on that and do simulations have to build in pain and suffering?
Clark Aldrich: I think pain and suffering is necessary
for learning to some degree that is part of the human condition.
The analogy I gave in the first chapter of the first book
(Simulations and the Future of E-Learning) which is that e-learning
has developed to become fast food is still a fairly appropriate
criticism. We can think of some e-learning in terms of small
bits of content delivered on the fly where you don't have
to turn off the engine to consume it. That type of delivery
is not bad for some types of the learning but it's not going
to create any kind of profound learning moments.
An amazing study I did with Virtual Leader and documented
in the book is that we were able to increase productivity
by 22% and that's just unheard of from a technology perspective.
I think there is an opportunity to release the knowledge in
people's heads but by definition it's going to involve a bit
of frustration and a bit of pain and again that's a good thing
and a bad thing.
Karl Kapp: Thank you Clark and thanks for the interesting
treatment and exploration of games and simulations in your
newest book Learning by Doing. Clark thanks for a great
interview. Good luck with the book.
Clark Aldrich: Thank you.
Karl Kapp, PhD is the assistant director of the Institute
for Interactive Technologies and a professor of instructional
technology at Bloomsburg University. Kapp also is author of
Wining E-Learning Proposals: The Art of Development and
Delivery. He can be reached at www.karlkapp.com.