Recently in Instructional Design Category

Qualities of an Instructional Designer

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I just read a post on this that written back in May. Thanks to Clark Quinn for the Tweet on it! So what is a "quality?" If you look up the definition, you find (among other defs) - "an essential and distinguishing attribute of something or someone."

So is a quality the same as a skill? Seems to me qualities are more on the affective side. Things like having empathy, caring about the completeness of your work, etc. If you read the comments to the mentioned post, you'll see people are mixing skills and affective characteristics together.

This isn't something I've really thought much about. I have my own list of skills an ID should possess, but not qualities. This is something I'll have to ponder more. Just as we divide learning into psycho-motor, cognitive, and affective areas, maybe examining IDs from these viewpoints would shed some light on just who the heck we are.

Learning Happens All The Time - Even If We Have To Steal It

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Tonight in the supermarket I watched a 2-year old watch the cashier work through a problem at the register. Her eyes flicked back and forth between the register keys being pushed and the cashier's face. Do think the little girl wasn't learning? Guess again. This type of learning is akin to what John Seely Brown & Paul Duguid term stolen knowledge.

This is a concept I've been trying to wrap my brain around for some time. Actually, not the concept itself, but how it relates to gaming, virtual worlds, and simulations. There is a fantastic amount of stolen knowledge that happens in a game space. Some comes from the environment, some from reflection, some from game processes, and some from other players (in online games).

How do we quantify this? How do we weigh its value? This is critical as we move forward in our investigations of these spaces most feel are only for fun, yet are truly designed for learning. Just because it's not formal, traditional learning doesn't negate it's value. Yet at the end of the day, week, or semester, we need to assess and prove learning took place. Thus the conundrum.

The immediate tendency is to slam the entire educational system, thump our fists on the table, and decree, "The system is broken! We need to fix it, and here's another example why we should do so." While I don't disagree with the need for systemic change in education, I feel there exists, just beyond my grasp, a way to tie stolen knowledge to acceptable learning practices. Anyone have a smart pill? And an aspirin. My fist hurts.

Learning Design Summer Camp 2009 - Musings

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Camp Logo.jpg
Wow - what an event! We had three days of great fun, inactivity, and learning. The pre-conference activity was excellent, and the two days of the main event went by so fast, my head spun.

I have several observations from this event:

1. It's important for Learning Designers to hear from the faculty innovators. Their perspectives drive change at PSU.

Hearing innovators is always a treat. They have passion, drive, and want to share. We need to hold these folks up to the light so all can see. Faculty drive other faculty to adoption of best practices, but even they are only somewhat effective in doing so. What about the other 98% of faculty? We need to hear from them, at least the early majority and late majority folks. What are their thoughts on pedagogical approaches in this age? How do we engage them at their comfort level?

2. Learning Designers at PSU, as a group, have a ways to go.

As a group, Learning Designers at PSU are still not functioning as efficiently and effectively as possible. We have this event, and the All ID monthly meetings. Yet in between these F2F activities, little to no sharing of ideas, processes, and outcomes is happening. Why? We have a Learning Design Community Hub for asynchronous activities, but it is barely used. I'd truly like feedback on this - perhaps a survey is in order?

3. We promote this as a camp, and I believe we've succeeded.

People did dress casually. We had Dean Blackstock for music the first day. The atmosphere was relaxed - especially at the evening dinner I attended. One thing I noticed was lack of audience questions. Even when prompted by moderators, people were silent. Hmmm. Maybe we need to mix up the panel sessions with smaller ones in breakout rooms to encourage participation?

The optional 5K Run and tour of the Educational Gaming Commons Lab were also well received. I missed the run because I had a group of folks at the lab. We grabbed some beanbag chairs, set in a circle in the lab, and talked for over an hour about educational gaming and the lab. It was the first time I've had a group in the lab for that purpose, and it was truly enjoyable.

Behind the Scenes


I wanted to share with you what it took to get the event up and running. In addition to the normal wiki setup, and monitoring of all the itsey-bitseys that always accompany an event, we have five volunteer meetings done F2F and via Adobe Connect. I used Doodle, a free online scheduler, to set these up. Next year I think I'll cut the total number of meetings down. Once folks have their tasks they usually roll with them and don;t necessarily need to meet together so often.

The location was the true nightmare this year. We were set to use Foster Aud. in Pattee Library, but due to a construction schedule change less than two weeks before the event, we had to locate another place. Finding a room at UP that can hold 120 people, and provide electricity and wireless access proved impossible on such short notice. We tried for the IST Cybertorium, but it was booked. In the end, only 112 Kern had the space we needed. There were precious few outlets in the room, and the wireless tapped out at 30 simultaneous users. So I spent a great deal of time in the week leading up to the event scrambling to cover these two issues. Fortunately Telecommunication and Network Services came through with a temporary wireless solution. It's not a service they can offer normally, so I am in their debt.

The power was another issue. The only thing to do was to obtain a number of extension cords and power strips and install them. So Kasey Weatherholtz, Chris Demchak, and I spent several hours Monday afternoon running the cords, taping them down, placing the power strips, etc. Not fun, but absolutely necessary for a technological event where the bar was set last year in Foster.

So the week before the event was, shall we say, a bit stressful. Many emails, late hours. Yet it all came together beautifully, and I'm looking forward to next year already!

Building the Learning Design Community at Penn State

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I've been involved with instructional design at PSU since 1984. More recently, I've become involved in Learning Design. It's a superset of ID, encompassing not only ID, but instructional technology, systemic change, administration, and (IMO) just about anything else that impacts on the educational experience, such as the physical learning environment.

We have over 100 Instructional Designers at Penn State, but no one, to the best of my knowledge, is listed as a Learning Designer. So I wonder if it would benefit the entire Penn State Community to start thinking about Learning Design? We already have taken steps in that direction via the Learning Design Summer Camp [http://ets.tlt.psu.edu/wiki/Learning_Design_Summer_Camp_2009], but we've not looked at Learning Design per se. We've not examined what Learning Design is, how it can and should affect how we plan instruction, how we work together in teams, and how it affects our career paths.

So what is Learning Design? Clark Quinn views it as the intersection of instructional design, information design and experience design. Earlier I alluded it's a superset of instructional design. I think if you step back from the doing and look from the balcony on what's involved in creating educational materials and experiences, you'll be closer to what LD is.

How does it affect instruction? How doesn't it? For an instructional designer, it means taking into account many things we simply ignore. Take the typical prerequisite skills diagram. In this type of analytical diagram, one lists the skills needed to perform the task at hand. At some point you draw a dotted line separating the skills into two sets. The skills that fall below the dotted line are considered already mastered - you don't need to worry about teaching them.

Prerequisite_Skills_Analysis.jpg

Now imagine vertical dotted lines on each side of the listed skills. Anything that lies outside those vertical dotted lines is not dealt with by instructional design, but rather by learning design. I've only included a few LD things in this illustration - hope you get the point I'm trying to make. Instructional Designers need to not only dig deep, they need to look wide to see what else impacts their tiny portion of the entire learning experience.

Prerequisite_Skills_Analysis(2).jpg
So how do we at PSU go about learning more about this tremendous challenge and opportunity? What does this mean for career advancement? I know many IDs at PSU feel their upward mobility is curtailed. Is a move into Learning Design a way to foster a stronger career path?

I'm asking these questions in the hopes of sparking a true dialog with anyone that works to develop instruction - what can/should we be doing and exploring in this space?


Instructional Design and the Fourth Dimension

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The Director of Marketing and Advertising for Information Technology Services at Penn State is retiring. Last week, several candidates for the position were brought in, and one session was an open presentation/forum, where each candidate did the dog & pony show, then fielded questions from the audience.

My question was a written one - "How do you promote a service to PSU students in five seconds or less?" The moderators must have thought it was a joke, as it never made it to the candidates. Yet I was dead serious.

Some say today's students have shorter attention spans than previous generations. I disagree. It not that their attention spans are shorter, it's that the ability to gain and hold their attention is harder. There's too much noise. Even if you get someone's attention, the background noise continues, and chances are a blip will occur that will shift that person's attention away from your stuff. Time - the fourth dimension - is our enemy when it comes to reaching the current generation. We have to get in, snatch attention away from so many competing elements, make our point, and get out.

As an instructional designer, I always pay attention to TV ads. the good ones do what we need to do. In 30 seconds or less.TV advertisers understand they have a blip of time to reach and convince their audience to buy or do something. Instructional Designers can learn a great deal from their approach.

So what would an instructional lesson designed to acknowledge the fourth dimension be like? What if we tried to meld it with Gagne's Nine Events of Instruction?

  1. Gain Attention
  2. Inform Learner of Objective
  3. Recall Prior Knowledge
  4. Present Material
  5. Provide Guided Learning
  6. Elicit Performance
  7. Provide Feedback
  8. Assess Performance
  9. Enhance Retention and Transfer

Gain Attention - Let's borrow from TV here. We need something splashy, with some cool background music. Something that reaches learners on the affective level, pulling them in and motivating them. In five seconds or less.

Inform Learner of Objective - Well, how about using Twitter's 140 character limit as a limit on how to present these? KISS - Keep It Simple, Stupid (or Keep It Short and Sweet).

Recall Prior Knowledge - How cool would it be to be able to link to learner's e-Portfolios and pull up relevant artifacts, visibly showing how the new lesson ties to existing knowledge? Work for assimilation, not accommodation unless you must. Ausubel would be so proud! 

Present Material - Wow - this is a tough one. This is where the bulk of time is spent. Again, turning to a body of evidence of prior learning, like an e-Portfolio, why not do a quick and dirty assessment of learner's prior knowledge, then pull up a quick Yes/No survey that asks the learners if they know the listed aspects of the material to be learned? Let's say there are 10 "chunks" of content, each relating to a specific learning objective. Some program/expert system/LMS pulls up some evidence of learning artifacts from the learner's e-Portfolio perhaps tied to the current objectives and asks the learner to indicate what they do/do not know about the current objectives. Then the instruction is tailored to the individual to present just the material that is needed. This implies an underlying electronic system that can handle this, and a body of evidence to tap into, but it could be done without all that - it would just take more up-front work bythe designers an implementers of the instruction.

Provide Guided Learning - How do you provide help as needed that's quick and unobtrusive? I think we cover that in F2F situations fairly well. We look for body language cues to indicate if learners "get it," adjust as needed and offer additional information, than carry on. In electronic situations it's different. We can provide the tried and true question every several minutes to see if the learners "got it," then brach instruction accordingly. A bit old fashioned, but it works for learners that don;t have a clue about their own learning styles and don't know how to reflect on their own learning. Better would be to teach learners up front  these skills and provide them with Electronic Performance Support Systems (EPSS) that allow them to choose when and where they need guidance. Best would be some way to monitor students galvantic skin responses, eye movements, etc. and use that strem of data to make decisions akin to an instructor that can observe the learners F2F, but that's far fetched for now.

Elicit Performance & Assess Performance - Ah , the crux of the biscuit!  Did the learner actually learn? Why not build the performance & assessment right into the instruction - couple it so that it occurs naturally, instead of having a time-consuming TEST at the end of an instructional sequence. Simulations and games offer this possibility, as do mini-activities build into instruction.

Provide Feedback - Following the "Elicit Performance" step, feedback should occur throughout the instructional sequence, where it will be perceived as natural and not a timely add-on after instruction.

Enhance Retention and Transfer - This fails to happen so many times in education. We teach, assess, them move on to another topic that may have little conceptually to do with the previous topic. In recent years instructional theorists have moved away from the notion of far transfer, citing little empirical evidence to support instructional activities that lead to it. So way try to build it into the instruction at all? Why not ask the learners to make the connections, in the form of reflective exercises that are tied to an e-Portfolio, exercise that the AI/expert system for the next instructional sequence can tap into to KISS this upcoming instructional experience?

So - instructional design and the fourth dimension. We can't escape the fourth dimension, for without it you have no learning. Learning takes time. Yet in today's world, with so many things constantly clamoring for our attention, instructional designers need to look for ways to design the five-second lesson. We'll never get there, but it's a goal for which it's worth striving.