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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
The Ultimate eLearning Design and Development Checklist « Flirting w/ eLearning
The Ultimate eLearning Design and Development Checklist « Flirting w/ eLearning
Checklist for e-learning design and development, with points in many categories: instructional design, technical issues, accessibility, assessment, navigation, design, videos & animation, audio, graphics, text, fonts, testing (QA). This would be a nice starting point for customizing a checklist for a specific organization, tweaking it for particular needs.
·flirtingwelearning.wordpress.com·
The Ultimate eLearning Design and Development Checklist « Flirting w/ eLearning
Does Teaching Online Really Take More Time? - Faculty Focus | Faculty Focus
Does Teaching Online Really Take More Time? - Faculty Focus | Faculty Focus
According to this survey, rethinking pedagogy for online takes longer than learning technology. Developing online courses does take longer, especially the first time, but as faculty gain experience, they become more efficient.
<p>In Freeman’s research, it appears that it takes an instructor a little longer to figure out what they want to do with the course pedagogically than to become comfortable with the technology. </p> <p>“That’s one of the biggest things, that the technological learning curve is shorter than the pedagogical learning curve,” Freeman says. “The technology’s not the problem. It’s not what’s making people take longer when they teach.” </p>
Freeman was able to demonstrate that, once past the first online course, there is a significant reduction of instructor time. This leads him to believe that much of the complaint of excessive time consumption probably comes from the first-time experience.
Freeman’s data doesn’t challenge the assumption that it takes longer to develop an online course than a face-to-face course. What he has established is that the teaching, as well as the development, become less time consuming, and that that change can come as early as the second or third time out.
·facultyfocus.com·
Does Teaching Online Really Take More Time? - Faculty Focus | Faculty Focus
#LSCON day 3: Scenario based assesments and Choices – Challenge to learn
#LSCON day 3: Scenario based assesments and Choices – Challenge to learn
Recap of two LSCON presentations, one on scenario-based learning and the other on limiting choices to avoid choice overload
<p>One of the practical things I took from this session is that she writes the scenario’s out divided in 5 elements:</p> <ol> <li>The <strong>tasks</strong> that you need to be able to perform</li> <li>The <strong>procedures</strong> you need to know</li> <li>The <strong>tools</strong> that you have to use</li> <li>The <strong>knowledge</strong> you need to have</li> <li>The <strong>performance</strong> you have to deliver</li> </ol> <p>A very helpful scheme to use when you set up a scenario based learning experience. She starts out with a global storyline and character description, than she defines a sequence of events that contain a number of action points. She divides the scenario into smaller parts each containing a few action points. She only scores on action points and on good choice.</p>
·kasperspiro.com·
#LSCON day 3: Scenario based assesments and Choices – Challenge to learn
A List Apart: Articles: Pricing Strategy for Creatives
A List Apart: Articles: Pricing Strategy for Creatives
Although this is geared towards web developers rather than instructional designers, this could apply to our field as well.
Beginning relationships with customers at a high price makes the statement: “we’re good at what we do and we know it.” Fighting with a competitor over a low price says “I’m uncertain about my abilities, so I’ll take what I can get.”
<strong>Price by the service, not by the hour</strong>.
<strong>Slow down your sales process</strong>. Slow down how, when, and who you take on as clients. You need time to determine a client’s needs before you price their projects. You must know what outcomes they desire.
<strong>Inject value into your client’s experience with your service.</strong>
Establish a client intake process
<p>Here are three things you can do now to get started on your journey toward strategic pricing:</p> <ul> <li>Develop your new client intake process, similar to the example above. Add the various steps that you feel are valuable and walk your clients through it BEFORE you begin your work.</li> <li>Begin offering three options to all of your work. And always include things in your options the client did NOT ask for. When you start selling things your client didn’t ask for, you will be surprised at how many clients choose the higher options. You will make more money and the client will get more of what they want.</li> <li>Test your pricing, but don’t benchmark! To know what your market will bear, begin pricing higher than you have been in the past just to test your market. And avoid benchmarking—which is the process of looking at what your market or direct competitors price their services at. Remember, your competition may be pricing non-strategically as well. Don’t follow the blind. Strategic pricers don’t follow, they lead!</li></ul>
·alistapart.com·
A List Apart: Articles: Pricing Strategy for Creatives
The problem with virtual training: instructional design, not distance — Online Collaboration
The problem with virtual training: instructional design, not distance — Online Collaboration
Interview with Janet Clarey responding to an article claiming you shouldn't even bother trying to do new hire orientation training virtually. As expected, Janet provides a thoughtful rebuttal, explaining that the problem with bad virtual training is that it's poorly designed, not that the technology is failing.
·gigaom.com·
The problem with virtual training: instructional design, not distance — Online Collaboration
The Lab | ORI - The Office of Research Integrity
The Lab | ORI - The Office of Research Integrity
Example of e-learning with a branching video scenarios, where you can play four different roles to avoid a serious incident of research misconduct. The stage is set with the "worst case scenario" where everything has gone wrong to draw you in, but you can travel back in time to prevent the problem.
·ori.hhs.gov·
The Lab | ORI - The Office of Research Integrity