Thursday, February 10, 2011

Reflections on #lrnchat: Information vs. Instruction

(Sorry for the delay on this post - the flu bug got the best of me this week)

Each week that I am able to participate in #lrnchat discussion I post a summary of the discussion to my blog. I do this both for my personal development as well as sharing with the Learning and Development Profession at large. This summary is based on my own interpretations of the chat; others who participated may have differing opinions or interpretations of the discussion. I welcome those that do to add your ideas to the comments.

The topic of this week's #lrnchat session was “Information vs. Instruction”

I always find looking at the questions that are used to loosely guide the chat as a nice way to see the overall theme of the chat. Here are the discussion questions that were presented to the group:

Q1) What is the difference between information and instruction?
Q2) Which are more important “learning outcomes” or “performance outcomes”?
Q3) What do you do/say when stakeholders want a “course” from L&D that is really just information?
Q4) What differentiates information design from instructional design?

Key Learning Points

Information and Instruction are terms that are often used interchangeably, especially by stakeholders in reference to learning and performance programs.  These terms, while related, are not interchangeable.  For Learning Professionals, understanding the differences between information and instruction is critical.  These differences not only affect the design and implementation of a Learning and Performance program, they could determine whether the Learning Professional’s support is even required.

The discussion started by directly asking the question: What is the difference between information and instruction?  If there was one constant in the responses to this question it was this: Information is there to be pulled, whereas Instruction is usually pushed to a learner.

Ultimately the difference between information and instruction is not defined by delivery.  It’s true that the delivery method will be very different for information as compared to instruction.  The difference is not defined by the delivery though; it is defined by the context.  Once the context is understood, the information/instruction decision becomes clear, and the delivery vehicle becomes more of an implementation decision.

What I found most interesting about the responses to this question is how well it demonstrated one of the biggest obstacles in our field, that of the language we use.

Words are what they are.  As George Carlin wisely said “There are no ‘Bad Words’.  The words are innocent.  It’s the context that makes them ‘good’ or bad’”. George’s context at the time was profanity, but I think the thought process applies very much to the language of the Learning Professional as well.

In this discussion, there were a number of people that expressed a dislike of the word ‘instruction’, mainly due to the fact that it conjures an image of the traditional push style of learning that we are trying to get away from.  Instruction itself isn’t bad – it’s the fact that a large percentage of instruction is implemented via lecture and other non-engaging methods that create the problem. 

While I think a general shift to Pull is needed, it does not void out the need for instruction.  Push isn’t being completely eliminated; it’s being replaced by ‘Smart Push’ (a term I believe I first heard from Clark Quinn).

From there the discussion moved on to another debate question: Which are more important- ‘Performance Outcomes’ or ‘Learning Outcomes’?

At first this question seemed cut and dry, with most of the groups quickly anointing ‘Performance Outcomes’ as the winner of the bout.  Underneath that initial outcry, a question seemed to be asked – “Do learning objectives ever come first?”

The theme of that question seemed to center on ‘learning for learning’s sake’ by people who have a love of learning and just want to learn about something to broaden their horizons.  As someone who falls in that category, I would have to disagree.  I cannot think of anything that I’ve learned about that isn’t somehow related to a performance issue. 

I think part of that debate centers on the definition of performance.  If we expand our definition beyond simply ‘putting the learning into action’ then everything ultimately is a performance issue.  For example, one area I like to keep myself abreast of is mobile learning. 

I work for a small organization where mobile learning isn’t anywhere on the radar, and I don’t expect it to appear there any time soon. Yet I still read on the topic.  It’s true that I find it interesting, which falls under the ‘learning for learning’s sake’ header.  It’s also true that if I stay in this field, I’ll be dealing with mobile learning at some point, but that probably won’t be in the immediate future (at least not at my current organization).

Yet still, the learning is a performance goal.  How?  Quite simply, I want to be able to have meaningful and constructive conversations with my peers in the field, including on the topic of mobile learning.  I want to ‘perform’ effectively in those conversations.  It’s for that reason that I think any learning is ultimately has a performance outcome.

The discussion then moved towards how Learning Professionals handle a request for a ‘course’ that is really just information.

There were plenty of potential responses shared.  My favorite response came from Craig Taylor, and falls under the heading of “Things I’d love to say but never would” - Go Away.

Most of the responses centered on digging deeper into the request, which is always an effective route to take.  Specific examples included:

  • What do you need learners to DO with that info?
  • If it’s simply a matter of providing information, there are better/easier ways to do it than a “course”.
  • Tell me what is going on and what you are trying to accomplish.
To me the bigger issue is that a question like that represents a fundamental misunderstanding our function.  The stakeholder should not be coming to us with a solution to be delivered; they should be coming to us with a problem they need help solving.  Often that’s the first barrier that needs to be broken in an organization with a weak learning culture. 

I find a good response to this type of a request is to simply say something like “Let’s talk about what the problem is first.”  It helps you find the root cause of the performance issue, and sets the expectation for future interactions with the stakeholder.

The discussion concluded with an exploration of the differences between information design and instructional design.  For me, this mirrors the differences between Pull and Push.

Informational design is about Pull. It involves integrating the information into the workflow so that it can be pulled at the time of need.  It also involves designing an interface so that the information is easily and readily accessible; the information should not need to be ‘found’. 

Instructional Design is about ‘Smart Push’ and Pull.  Whereas Informational Design allows the user to determine the context, the context of Instructional Design is usually targeted at a specific performance problem.  Instructional Design also can incorporate Informational Design as part of its performance support strategy.

For me, the tweet that best summed up the differences between instructional and informational design came from Cathy Moore: Instructional design aims at solving a performance problem using several solutions. Info design makes info easier to use.

This again echoes the concept I mentioned early regarding context.  Once you understand the context of the scenario, the differences between Instructional and Informational Design become much clearer.

Until next week #lrnchat-ers!

Tuesday, February 8, 2011

Training 2011 Conference Backchannel (#Training2011) - Collected Resources

I am a huge proponent of backchannel learning.  There are many conferences I would love to be able to attend, but my budget can only accomodate one or two each year.  The backchannel is an excellent resource for learning from a conference or event that you are unable to attend in-person.

I find collecting collecting and reviewing backchannel resources to be a valuable learning experience for me, even when I am attending a conference in person.  Sharing these collections on this blog has shown that others find value in the collections as well.

This post collects the resources shared via the backchannel of Training 2011 Conference, being held February 7-9 in San Diego, California.

Official Training 2011 Conference Resources
Conference Website Home Page
Conference Schedule. Session Details, and Handouts
Keynote Session Descriptions
Conference iPhone App
Conference Android App
Training 2011 ARG

Conference Summaries and Recaps
Full Backchannel Transcipt via What the Hashtag
Training 2011 Conference - Day 1 by Dick Handshaw (Added 2/9)
Training 2011 Conference - Day 2 by Dick Handshaw (Added 2/9)
Training 2011 Conference - Day 2 1/2 by Dick Handshaw (Added 2/9)
Video Overview of February 6th by eLearning TV (Added 2/9)
Video Overview of February 7th by eLearningTV (Added 2/9)
Training 2011 Report Part 1 by Lenn Millbower (Added 2/15)
Training 2011 Report Part 2 - Creativity Keynote by Lenn Millbower (Added 2/15)

Miscellaneous
Information Overload Cartoon by Bearman Cartoon (Added 2/9)

Dedicated Backchannel Queries [Twitter search terms shown in brackets]
Access the up-to-date #training2011 backchannel [#training2011]

As of this writing, the conference is still live and I will be adding to this list as I discover new resources.  I will tweet updates occasionally as additional links are added.  If you know of a valued resource I should add to the list - or if something is inaccurate - please add it to the comments or tweet me a link to @LnDDave.

If you find these collections of value, I have posts that consolidate the backchannel resources from other conferences.  An archive of all of these posts can be accessed by clicking the link below:

Click here to access the archive of backchannel resource posts.

Wednesday, February 2, 2011

ASTD Techknowledge (#tk11) Backchannel - Collected Resources

I am a huge proponent of backchannel learning.  There are many conferences I would love to be able to attend, but my budget can only accomodate one or two each year.  The backchannel is an excellent resource for learning from a conference or event that you are unable to attend in-person.

I find collecting collecting and reviewing backchannel resources to be a valuable learning experience for me, even when I am attending a conference in person.  Sharing these collections on this blog has shown that others find value in the collections as well.

This post collects the resources shared via the backchannel of ASTD Techknowledge 2011, being held February 2-4 in San Jose, California.

Official ASTD Conference Resources
Conference Website Home Page
Conference Program Guide
Conference Session Materials
Information/Links to Conference Smartphone Apps
Move People Forward - The ASTD TechKnowledge Virtual Event

Conference Summaries and Recaps
Full Backchannel Transcipt via What the Hashtag
What's Happening at #TK11? by Tora Estep (Added 2/3)
..in the Other Guy's Shoes by Ken Hubbell (Added 2/4)
More Stuff Happening at #TK11 by Tora Estep (Added 2/4)
Observations from ASTD #TK11: Learning in 2015 by Damon Regan (Added 2/8)
Report from San Jose: TechKnowledge 2011 by Kelly Meeker (Added 2/8)
Reflections on the Final Day of TechKnowledge 2011 by Clark Quinn (Added 2/8)
TK11 Random Comments Overheard and Observations by Craig Weiss (Added 2/8)
Lots of Fun at ASTD TechKnowledge 2011 by Karl Kapp (Added 2/9)
My Evolving Learning Journey by Jay Cross (Added 2/9)
TechKnowledge 2011: Why Learning Professionals Still Have a Lot To Learn by Bill Cushard (Added 2/10)

Session Specific
ASTD #TK11 – Opening Keynote Kara Swisher by Cammy Bean
ASTD #TK11 - Opening Keynote Tony Bingham by Cammy Bean
#TK11 Keynote: Google’s Karen Wickre and Ann Farmer by Cammy Bean (Added 2/3)
Chief Learning Officers Give their View of the Future of Learning by Rick Von Feldt (Added 2/3)
Go Mobile or Go Home Prezi from session by Darin Hartley and Brain Taliesin (Added 2/3)
Instructional Design Today: What We Really Need to Know as Practitioners, Researchers, and Designers by Karl Kapp (Added 2/4)
Using Scenarios in eLearning by Cammy Bean (Added 2/4)
Twitter for the Learning Professional by Terrence Wing (Added 2/4)
Karl Kapp on Instructional Design Today #TK11 by Cammy Bean (Added 2/4)
HTML5: Are We There Yet? by Judy Unrein (Added 2/5)

Miscellaneous
Where to learn about typography? link shared by Aaron Silvers
Everything is Miscellaneous (book by David Weinberger recommended during Ann Farmer Keynote) link shared by Terrence Wing (Added 2/3)
Using Twitter in e-Learning by Terrence Wing (Added 2/4)
Free PowerPoint Twitter Tools link shared by Terrence Wing (Added 2/8)
ASTD TechKnowledge 2011 photo album shared by Terrence Wing (Added 2/10)



Dedicated Backchannel Queries [Twitter search terms shown in brackets]
Access the up-to-date #tk11 backchannel [#tk11]
Kara Swisher Keynote [#tk11, Swisher]
10 Tips for Virtual Trainers [#tk11, Tip, FROM:cindyhugg] (Added 2/3)

The conference is now over.  I will be adding to this list as I discover new resources, such as reflective blog posts.  I will tweet updates occasionally as additional links are added.  If you know of a valued resource I should add to the list - or if something is inaccurate - please add it to the comments or tweet me a link to @LnDDave.

If you find these collections of value, I have posts that consolidate the backchannel resources from other conferences.  An archive of all of these posts can be accessed by clicking the link below:

Click here to access the archive of backchannel resource posts.

Tuesday, February 1, 2011

What can the 1982 Video Game E.T. teach us about Employee Learning?

One of the ways I enjoy learning is by trying to find connections between two seemingly unconnected and unrelated things.  I find that the process of building these connections very often opens my mind to possibilities I had not considered before.  

I often do this with learning, asking myself the same question: What can 'XYZ' teach me about learning?  The fun of it is that 'XYZ' can be anything, and the more difficult it is to build the connections, the more enjoyable and valuable the experience can be.  

Recently I explored the connections of employee learning with the critical and commercial success of the video game Angry Birds.  In that post, found here, I discussed many of the aspects of Angry Birds that made it a successful video game, and how those same principles can be applied to employee learning.

It's said that for every action, there is an equal and opposite reaction.  If so, for every blockbuster hit like Angry Birds, or there must be an equally colossal video game failure.
And there is.  Any discussion about video game failures must include the 1982 game for the Atari 2600 video game, E.T., The Extra Terrestrial.

This reference may seem a little obscure to some, as the Atari 2600 game E.T. is nowhere near as ubiquitous in 2011 as Angry Birds.  So let me give a little background on this game for the uninitiated.

E.T. The Extra Terrestrial is a game for the Atari 2600 video game system based on the classic Steven Spielberg film of the same name.  The film was one of the most successful movies of all time, and the Atari 2600 is one of the most successful video games systems of all time.  The game was released during the holiday season at a time when the system and video games in general were very popular. 

It seemed like the perfect combination for a very successful game, and yet it turned into what one of the biggest commercial failures in video game history.  The story of this game is fascinating, ending with the video game crash of 1983, and millions of copies of the game famously dumped in a New Mexico landfill.  If you're interested, you can check out the full story of the game on Wikipedia... after finishing reading this post of course.


Despite the fact that this is the second post I have written in a week's time with a video game as part of it's topic, this blog is not about gaming; it’s about learning.  My posting last week regarding Angry Birds explored what a successful video game might teach us about employee learning.  This week's posting is similar, with a more cautionary tone.  Let's explore why this game failed, and how we can avoid having our learning programs suffer a similar fate.

Point #1: Remember (and Respect) the Time-Cost-Quality Triangle

When something is being produced, there are three measurements related to the production: Time, Cost, and Quality, as demonstrated by the triangle on the left.  The basic idea of this triangle is to show the connectedness of these three measurements, and the fact that you can not improve one measurement without adversely affecting at least one other.

Atari signed a license to create a game based on E.T. in the summer of 1982, right around the time the film was a blockbuster in theatres.  Because they wanted to release the game for the 1982 holiday sales season, the developer assigned to the game had only six weeks - a ridiculously short development time - to create the game so the cartridges could go into production for the holidays. 

The need to have the game delivered quickly increased both the Time and Cost factors.  When two sides of the time-cost-quality triangle are increased, the third side must shrink unless the overall scope is changed.  In the case of E.T., the costs and time sides of the equation were getting all of the attention, and with Atari not willing to change the scope of the game project, the game's quality suffered immensely.

In the world of employee learning, many times the timeline for delivering a solution consists of a single word: Yesterday.  Do we and our stakeholders understand this paradigm when we set project timelines? 

There's a bit of a paradox here.  One one side, you have the stakeholders who want a quality program that effectively addresses the desired performance needs.  One the other side, we have the L&D group, who often deliver the programs we can, rather than the programs we should, because the constraints of the project (low budget + quick turnaround) limit the degree of quality that can be delivered.

Why does this happen?  Quite simply, because L&D professionals are not having the conversation in which they say "The constraints of the scope are going to affect the overall quality".  That may sound like a difficult thing to say, but it's really not if you position it correctly. 

When I'm faced with these situations, I almost always preset my solutions with this flow: "Here's what we ca do based on the existing scope; and here's what I think we should be doing that will better address your needs."  That flow almost always results in the stakeholder saying "Well I want the second option", which is exactly what I planned for them to say.  That opens the door for me to say "Then we need to reexamine the overall scope."

Point #2: Never Skip the Testing Phase

Atari needed to deliver the E.T. game very quickly to get it on store shelves in time for the holidays.  When a project has more work then can be completed in the allotted timeline, you have two options: Extend the timeline (which is preferred) or eliminate non-essential tasks.  'Eliminate non-essential tasks is a euphemism for 'cut corners', ad that's what Atari needed to do in order to deliver the product by their own assigned deadlines.

I'm not completely opposed to cutting corners.  Cutting corners all the time is an issue, as is cutting corners as a response to poor planing.  Occasionally you may need to cut corners to adapt to unexpected shifts in the business needs, and while that may not be ideal, it's realistic.  When that happens, you need to be very careful to cut the right corners.

One of the stages of development that Atari cut was the actual testing of the game.  That turned out to be one of the biggest mistakes Atari made.  The game shipped with a number of bugs and more importantly, gamers found it frustrating and boring.

Do you test your learning and performance programs?  You should, regardless of the medium.  A live workshop should have a pilot; e-learning should be tested for both technical functionality and effectiveness before being launched; even a simple job-aid should be submitted to a member of the target audience before being publish or distributed.

Testing is critical to any production cycle, and is a stage that should never be skipped.  Doing so, in learning and development or any other field, creates a serious risk of an inferior product and diminished reputation.

Point #3: Even the Best Content can be Meaningless within Poor Design

To many, E.T. is one of the greatest films of all time.  It had a great story, endearing characters, and was kid-friendly. In short, it was great fodder for a video game.

None of what made the film so endearing transferred into the game.  Why?  The design of the game missed everything that made the movie a hit.  The story was absent, even when judged by the low bar set by Atari 2600 games.  The low-quality graphics (again, even judged against Atari 2600 standards) did not allow any of the characters' personality to show.  Worst of all, the gameplay was monotonous and boring. It did not share the arcade action that was common in that time, instead focusing on a recovery mission approach that was completely lost on it's target audience.

This same problem exists in learning and performance programs.  You can have content that maxes out the scales in terms of importance and relevance to an audience.  If that content is buried in a program that is poorly designed and does not engage the audience, the knowledge and skills associated with the content will not likely transfer.

NOTE: It is often said that the developers of the E.T. game actually did a very admirable job of design considering their six-week project timeline. Whether you agree or disagree with that is immaterial  That's a discussion of the skills of the designer.  If you take the finger of blame and reasoning out of the equation and look solely at the design of the game, it can not be denied that the design failed to deliver on the potential.

Point 4: Repetitive and Monotonous Activity is not Engaging

As was stated earlier, the gameplay in E.T. (when it worked) was extremely monotonous. It consisted of walking around and intentionally falling into holes to see if one o the missing pieces of his machine is there.  If it was, you walked into it to pick it up and climbed out of the hole.  If it wasn't, you still climbed out of the whole.  The you repeated this process until you found all the missing pieces.

Once you were able to find all the missing pieces, there was another step to get to the end of the game.  Unfortunately, (or fortunately, depending on your point of view) most gamers never saw this ending.

It's not as if the game was so challenging that players could not finish it. Gamers couldn't bear to finish it.  It was excruciatingly boring and worse, had bug-ridden controls.  Most players turned off the game long before finishing it.  In truth, many customers returned the game because of how disappointing it was.

How many of our learning programs do people 'check-out' of while still engaged in it? Are we designing learning and performance programs base on content delivery or engagement?

Think about your programs for a minute.  In your live workshops, do you shift gears every ten minutes or so?  Do you have engaging activities planned for after lunch to combat the post-meal desire to take a nap?  Do your e-learning follow the same template that gives learners an almost identical experience each time with different content?  Do you incorporate different types of activities to engage.  And really... is some of your e-learning still a book displayed on screen with a NEXT button to turn the pages?

Learners have a choice, just as the players of E.T. did.  The main difference is that learners can't return our programs back to the store, though maybe they should have that right.


Point #5: Even Horrible Mistakes have Value if they Result in Actionable Learning

A great deal went wrong with the E.T. video game.  By almost all measurements, the game was a colossal failure, and is widely accepted as one of the worst video games in history.  Had Atari and the video game industry looked at the game and said "What a mistake!  Let's move on and hope that never happens again!", the game would have almost no value to it.  That's not what happened.

There is value in making mistakes, if you allow yourself to learn from them.  That's just what happened in the case of E.T. the video game.  Many of the accepted practices in the video game industry of today originated from this colossal failure.  One example is how a company's now handle licensed games based on movies.  These deals are now signed well in advance so that proper time is allocated to design and development.  In addition, game companies and movie studios often collaborate to create a better product.  E.T. the video game crashed and burned brilliantly, and from it's ashes stronger and better practices were enacted that in many cases stand to this day.

Learning and performance programs sometimes fail.  Even if the overall program succeeds, there are usually mistakes made along the way.  We should always be taking the time to reflect on our programs, and especially our mistakes.  These mistakes have tremendous value if we allow ourselves an opportunity to reflect in them.

As you can see, there are a great number of parallels between the 1982 video game catastrophe, E.T. and the employee learning and performance culture of today.  Do you see other connections between E.T. (or any failed game) and employee learning and performance not mentioned in the points above?  If so, please add them to the comments section below.