Found 247 bookmarks
Custom sorting
The Human Factor: How Gender Differences Matter in Software Training by Mary Arnold : Learning Solutions Magazine
The Human Factor: How Gender Differences Matter in Software Training by Mary Arnold : Learning Solutions Magazine
If your software training includes time to explore or "tinker," men and women will have different rates of success. A strategic approach may be better than going through individual features. This research focused on adding new features with an audience who was already familiar with the software; I'm not sure the same training technique would work with beginners with an application.
Tinkering with the spreadsheets seems to be a reasonable approach to working with a new problem, in line with generating and testing alternative strategies to find a solution. In other words, learning.&nbsp; Women who tinkered with the spreadsheets seemed to be doing just that, and, for them, tinkering predicted more effective problem solving. &nbsp;Counter-intuitively, though, when men tinkered with the spreadsheet, they were <i>less</i> effective in correcting the errors.&nbsp; The opposite results seem attributable to the fact that women paused before trying something else, long enough to process the information.
In the final experiment, researchers provided a different kind of tutorial — one that emphasized a strategic, rather than a feature-by-feature approach to the problem.
Women who participated in this condition were almost as likely to use the new features as the men in the same study, and were able to solve more problems more quickly than women who didn’t use the new features.&nbsp; Men in this condition were not significantly helped or hindered, which means that it’s possible to prevent a bias against women without introducing a bias against men.
·learningsolutionsmag.com·
The Human Factor: How Gender Differences Matter in Software Training by Mary Arnold : Learning Solutions Magazine
Animated vs. Static Learning Agents - My M.Ed. Capstone Research | onehundredfortywords
Animated vs. Static Learning Agents - My M.Ed. Capstone Research | onehundredfortywords
Judy Unrein researched animated and static learning agents and found no difference in animation. Learning agents have value, but this research points to no extra value for more expensive and time-consuming animation.
·onehundredfortywords.com·
Animated vs. Static Learning Agents - My M.Ed. Capstone Research | onehundredfortywords
elearn Magazine: Why Is the Research on Learning Styles Still Being Dismissed by Some Learning Leaders and Practitioners?
elearn Magazine: Why Is the Research on Learning Styles Still Being Dismissed by Some Learning Leaders and Practitioners?
Comments from a number of experts dismissing learning styles, plus discussion on why we still talk about learning styles even though the research doesn't support it
·elearnmag.acm.org·
elearn Magazine: Why Is the Research on Learning Styles Still Being Dismissed by Some Learning Leaders and Practitioners?
Why Games Don't Teach
Why Games Don't Teach

Ruth Clark claims that "games don't teach," an obviously false statement. She has some legitimate points about matching the game design to the learning outcomes, but her claim that no research supports using games for anything other than "drill and practice" type activities is clearly incorrect. She makes this claim without addressing any work by Squire, Aldrich, etc., so it appears she didn't do a literature review prior to writing.

She cites one study with two games that were less effective at helping learners remember, and she believes that discounts the dozens of other studies on the topic. First, maybe those games were poorly designed. Second, if you're just measuring "transfer and retention" rather than application, I wouldn't be surprised that a game didn't do as well. Games are often better at moving from recall to application--but of course, she didn't measure application.

The goal of the research was to compare learning efficiency and effectiveness from a narrative game to a slide presentation of the content. Students who played the Crystal Island game learned less and rated the lesson more difficult than students who viewed a slide presentation without any game narrative or hands on activities. Results were similar with the Cache 17 game. The authors conclude that their findings “show that the two well-designed narrative discovery games…were less effective than corresponding slideshows in promoting learning outcomes based on transfer and retention of the games’ academic content” (p. 246).
Often the features of a game are at counter-purposes to the learning objectives. For example, many games incorporate an onscreen clock requiring the learner to achieve the goal in seconds or minutes. For learning outcomes that are based on understanding and critical thinking, games with time goals that reinforce fast responses are a poor match.
Despite the uncontested popularity of commercial games and a lot of hype in the training community, the reality is that there is scarce credible evidence on how and when to best use games to improve instructional outcomes and motivation. At this stage, I recommend games to implement drill and practice exercises for tasks that require immediate and accurate responses.
·astd.org·
Why Games Don't Teach
Reset? - Games In Learning | EPPIC - Pursuing Performance
Reset? - Games In Learning | EPPIC - Pursuing Performance
Guy Wallace makes some ad hominem attacks against me for my criticism of Ruth Clark's claim that "games don't teach" (although he doesn't mention me by name or link to me, it's pretty clear that he is talking about my post). Once you get past the part where he says that Clark has made so many contributions to the field that it's not fair to attack her, especially if you're someone like me who isn't a "star," there are some valid points. He's correct that "popularity is not evidence" and that games can be more expensive than other solutions that might be just as effective.
·eppic.biz·
Reset? - Games In Learning | EPPIC - Pursuing Performance
Games Teach! | Kapp Notes
Games Teach! | Kapp Notes
Karl Kapp responds to Ruth Clark's claim that "games don't teach" and Richard Clark's claim that no research supports gaming with a review of the research and what it actually does and doesn't tell us.
Instructional games seem to foster higher-order thinking such as planning and reasoning more than factual or verbal knowledge.
Specifically, learning from simulation games was maximized when trainees actively rather than passively learned work-related competencies during game play, trainees could choose to play as many times as desired, and simulation games were embedded in an instructional program rather than serving as stand-alone instruction.
Challenge, interactivity and continual feedback can be applied to a classroom exercises, a paper and pencil activity or used online. The design is universal while the delivery vehicle can change. It is not technology that makes a game a game—it’s the design, the inclusion of a challenge and interactivity that make a game a game.
·karlkapp.com·
Games Teach! | Kapp Notes
Will at Work Learning: Case Question -- Concept Mapping, Question Answering, Multiple Sessions
Will at Work Learning: Case Question -- Concept Mapping, Question Answering, Multiple Sessions
Research on the effectiveness of concept mapping, answering retrieval questions, and reading in multiple sessions. I like the presentation of this in a scenario where you are asked to predict the results of research rather than simply summarizing the study.
·willatworklearning.com·
Will at Work Learning: Case Question -- Concept Mapping, Question Answering, Multiple Sessions
The gentle science of persuasion (PDF)
The gentle science of persuasion (PDF)
Article on Cialdini's research on the principles of influence and persuasion, specifically on consistency. When people make active, voluntary, and public commitments, they try to be consistent with that commitment. Try to get people to make small commitments first.
·knowledge.wpcarey.asu.edu·
The gentle science of persuasion (PDF)
Optimal Video Length for Student Engagement | edX
Optimal Video Length for Student Engagement | edX
In edX courses, about 6 minutes is the maximum length students will watch. In traditional online graduate courses for credit, the length could be longer, but this is a good reminder to keep things short.
The optimal video length is 6 minutes or shorter -- students watched most of the way through these short videos. In fact, the average engagement time of any video maxes out at 6 minutes, regardless of its length. And engagement times decrease as videos lengthen: For instance, on average students spent around 3 minutes on videos that are longer than 12 minutes, which means that they engaged with less than a quarter of the content.
·blog.edx.org·
Optimal Video Length for Student Engagement | edX
Those Who Do, Can’t Teach: Why SMEs Make Bad Instructors
Those Who Do, Can’t Teach: Why SMEs Make Bad Instructors
Example of why experts often can't teach well (or write good courses without an ID) based on research of NICU nurses who knew how to recognize infections but were such experts that their knowledge had become automatic and intuitive for them.
<p>When you’re a domain expert in your field, it’s difficult to step back and remember what it was like to be a beginner. Once we have knowledge, it’s very hard to remember what life was like without it.</p> <p>Instead of placing the burden of training on a subject-matter expert, it’s often more effective to establish a collaboration between subject-matter experts and trainers who are experts in breaking down information, recognizing the critical elements, and putting it back together in a way that’s digestible for people who aren’t experts. </p>
·dashe.com·
Those Who Do, Can’t Teach: Why SMEs Make Bad Instructors
The Effects of Feedback Interventions on Performance: A Historical Review, a Meta-Analysis, and a Preliminary Feedback Intervention Theory (Kluger & DeNisi, 1996) | Reading for Pleasure
The Effects of Feedback Interventions on Performance: A Historical Review, a Meta-Analysis, and a Preliminary Feedback Intervention Theory (Kluger & DeNisi, 1996) | Reading for Pleasure
Research on the effects of feedback interventions. Feedback is not always beneficial for learning; in some cases, it can actually depress performance.
<p>The MCPL literature suggests that for an FI to directly improve learning, rather than motivate learning, it has to help the recipient to <em>reject erroneous hypotheses.</em> Whereas correcting errors is a feature of some types of FI messages, most types of FI messages do not contain such information and therefore should not improve learning—a claim consistent with CAI research.</p> <p>Moreover, even in learning situations where performance seems to benefit from FIs, learning through <em>FIs may be inferior to learning through discovery</em> (learning based on feedback from the task, rather than on feedback from an external agent). Task feedback may force the participant to learn task rules and recognize errors (e.g., Frese &amp; Zapf, 1994), whereas FI may lead the participant to learn how to use the FI as a crutch, while shortcutting the need for task learning (cf. J. R. Anderson, 1987). </p>
In the MCPL literature, several reviewers doubt whether FIs have any learning value (Balzer et al., 1989; Brehmer, 1980) and suggest alternatives to FI for increasing learning, such as providing the learner with more task information (Balzer et al., 1989). Another alternative to an FI is designing work or learning<br> environments that encourage trial and error, thus maximizing learning from task feedback without a direct intervention (Frese &amp; Zapf, 1994).
·dixieching.wordpress.com·
The Effects of Feedback Interventions on Performance: A Historical Review, a Meta-Analysis, and a Preliminary Feedback Intervention Theory (Kluger & DeNisi, 1996) | Reading for Pleasure
If You Want To Get Something Done, Get Out Of The Office « Annie Murphy Paul
If You Want To Get Something Done, Get Out Of The Office « Annie Murphy Paul
Case study on how allowing employees to work from home increased productivity
<p>“The results we saw at Ctrip blew me away. Ctrip was thinking that it could save money on space and furniture if people worked from home and that the savings would outweigh the productivity hit it would take when employees left the discipline of the office environment.</p> <p>“Instead, we found that people working from home completed 13.5% more calls than the staff in the office did—meaning that Ctrip got almost an extra workday a week out of them. They also quit at half the rate of people in the office—way beyond what we anticipated. And predictably, at-home workers reported much higher job satisfaction.”</p>
<p>One other fascinating insight from the interview: Bloom notes that those who liked the work-at-home option most were people:</p> <p>” . . . who have established social lives—older workers, married workers, parents. We found that the younger workers whose social lives are more connected to the office tend to not want to work from home as much.</p>
·anniemurphypaul.com·
If You Want To Get Something Done, Get Out Of The Office « Annie Murphy Paul
eLearning Guild Research: Gender Issues in Pay, or What You Don't Know Does Hurt You by Patti Shank : Learning Solutions Magazine
eLearning Guild Research: Gender Issues in Pay, or What You Don't Know Does Hurt You by Patti Shank : Learning Solutions Magazine
Patti Shank on the gender gap in e-learning pay (almost 10% lower on average). Educate yourself and do a better job negotiating your own salary, at least as one way to improve the issue.
·learningsolutionsmag.com·
eLearning Guild Research: Gender Issues in Pay, or What You Don't Know Does Hurt You by Patti Shank : Learning Solutions Magazine
The Top 20 Most Popular LMS Software Solutions powered by Capterra
The Top 20 Most Popular LMS Software Solutions powered by Capterra
Capterra's analysis of top LMSs by customers, users, and social media popularity. Many people only review 2-3 LMSs before making a decision. This list gives people some additional choices to review while still being a manageable list. The explanation of their research is linked below the infographic.
·capterra.com·
The Top 20 Most Popular LMS Software Solutions powered by Capterra
Don't fall for these adult learning myths
Don't fall for these adult learning myths
"How to be a learning mythbuster" from Cathy Moore. Part of this is the broader problem that most people are lousy at understanding research and verifying sources. This isn't exclusive to the learning profession. We should be better about avoiding the myths in our own field though.
We work in organizations that believe harmful myths. We’re pressured to work as if the myths are true, and we can’t or don’t take the time we need to keep our knowledge up to date and combat the myths.
·blog.cathy-moore.com·
Don't fall for these adult learning myths
Abstract of Study Related to Storytelling « Karl Kapp
Abstract of Study Related to Storytelling « Karl Kapp
In a comparison of narrative and expository format for video instruction, learners retained more information with the narrative format.
In a controlled experiment, participants listened to videotaped instruction presented in either narrative or expository form and presented at<br> either a normal or a moderately compressed rate. Results indicate a relationship between organization<br> and retention such that audience members retain more information when it is presented in a<br> narrative style and when it is presented at a normal presentation rate. Practically, the results suggest advantages for narrative form in the everyday practice of instructional communication.
·karlkapp.com·
Abstract of Study Related to Storytelling « Karl Kapp