Thursday, June 12, 2014

Emotional Experiences: The Underrated Key to Successful Online Learning, David Guralnick #ICELW Concurrent Session Notes

These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW), happing this week in NYC.  Forgive any typos or incoherencies.

David Guralnick, Kaleidoscope Learning (and the organizer of this very conference)

Our most memorable learning experiences have an emotional component to them...

What about motivation? Extrinsic (coming from the outside) vs. Instrinsic (coming from within)

People who had to eat radishes vs. chocolate chip cookies -- the radish eaters gave up on unsolvable puzzles more quickly then the cookie eaters. (Baumeister, et al 1998)

Acts of self-control and responsible decision making seem to interfere with actions that follow. They take away our attention.

Top characteristics of great learning experiences (what people in David's seminars have reported):

  • Personal relevance
  • Coaching
  • Feedback (how you're performing) from a person...
  • Feedback from the environment -- where you can tell how you're doing (you can actually SEE if you're crocheting correctly)
  • Appreciation by someone else
  • Learning by doing (none of the top learning experiences were passive learning experiences)
So what emotions came up a lot for people? How did they feel about these experiences?
  • Confident
  • Happy -- they enjoyed the experience
  • Supported 
  • Encouraged to experiment (and fail)
  • Energized
How can we create online experiences that bring out these characteristics?

"..technology alone is not enough. It's technology married with liberal arts, married with the humanities that yields us the result that makes our hearts sing." ~ Steve Jobs

Leadership Training at Aetna using an Online, Connected Learning Technology Platform #ICELW Concurrent Session Notes

These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW), happing this week in NYC.  Forgive any typos or incoherencies.

Ted Fleming from Aetna and Sue Todd (from CorpU).  

Aetna is a diversified health care benefits company. 47,500 employees. Dealing with the big issues of quality of health care, costs, etc at a global level.  We need to train leaders to work in a more complex and global world.

Goal "Accelerate leaders' to serve in broader and more senior roles and to help them accelerate the growth of the business:
  • Expand peripheral vision and foresight
  • Be more self aware.
  • (there were a few more goals that I missed...)

In this session, we'll look at the program they took their top leaders through. Leaders across 13 different states and skill leaders. And we know that people learn best when learning from each other.

In Conjunction with CorpU, Aetna created a Connected Learning system:
Collaborative Online Learning

1-1 and Team Coaching

Quarterly Meetings

Small Group Meetings

Leading Minds Speaker Series

Execution Workshops


Used an online platform (CorpU) to execute and curate this program. 

Don't fall into the ROI trap as a way to measure success and effectiveness.  Instead, focus on things like:
  • Career Dev (are they getting promotions faster?)
  • Are they staying longer?
  • What's their performance like? Do their staff like them? Does their staff stay longer?
  • Program costs
  • How are they performing against their objectives?
  • And more measures...
About 70% of people who've been through the program are exceeding their revenue targets.

CorpU put Harvard, etc. other programs content into their platform. They didn't want to be in compliance tracking world, but instead to focus on collaborative learning environment.  Creating the concept of a collaborative learning  journey.  

5 week "sessions"

With a focus on key activities:
  • Watch
  • Read
  • Reflect
  • Collaborate
  • Discuss
  • Participate (weekly live events)
Make it work anywhere - on iPads; make it compelling. Bring Harvard Law professors into for lectures. Great case studies and reading materials.

Using "narrative non-fiction story telling" to increase engagement and completion through professionally produced video. Seeing 80% completion rate, which they things is great vs. traditional learning.

Have people collaborate in classes the way you want them to collaborate in the real world.

5 week courses, interspersed with 7 week informal practice sessions to keep the learning going and stay connected after the formal learning.

Can you teach entrepreneurial skills?
People who think like entrepreneurs think differently. They believe you can teach this. 

The portal is branded for Aetna. High quality videos, including conceptual videos, plus discussion with sr. leaders (10 videos from to senior leaders at Aetna in a panel talking about difficult/big issues that impact the business).

Weekly live virtual classes. 24-7 access to experts, moderators, peers.

Portal includes course maps, virtual learning communities and more.  Lots of blended modalities in the courses -- people can go through assets on their own, but then come back for group work.

Different flavors of video to mix things up and keep people engaged.  They don't all follow the same style.

Can easily tailor and add activities to the course. 

Cohort groups of about 30-35 people.

As you take notes, mark things favorites, participate in a discussion activity -- it all goes into a BACKPACK so you can always find it.

Tracking -- who's completing what modules, how long are they spending -- do we need to make adjustments? Some people go to the live session having completed all the online content. Others go to the live session and then get intrigued and go back and complete the online content.

Most of the activities were taking word docs, action plans, etc. and then uploading to your group for review and commentary by experts and your peers. 

What types of activities resonated more with senior leaders?
  • Short videos of seniors leaders where they explain a concept
  • Seeing concept applied outside org
  • Seeing concept applied inside the org
  • Ask them to do something -- how are you going to do it?
  • Have an outside expert comment on the quality of that activity and provide coaching
The higher up in the org, they're more used to poking holes in things. The feedback loop was really valuable.

Keystone (the overall goal of the program)
Provide an overview of the competitive challenges facing the health care inductry. Assess entrepreneurial skill level of program participants. 

How can I accelerate the growth of our business?

The course structure over 1 year:

Finance -- what's the end target number you need to hit? Buidl business acumen.  Apply analytical techniques to identify growth opps.

Business model canvas -- what business model do you need to generate that revenue?

Innovation -- what products do we need to deliver to that?

Tech & Ops -- can we delivery that product? Develop org capability to design and deliver new products and services.

Serious Games & e-learning Gamification #ICELW Concurrent Session Notes

These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW), happing this week in NYC.  Forgive any typos or incoherencies.

Margarida Romera, Professor University Laval (Quebec) -- with a link to her slides on this session.

The individual gamer is not alone in the workplace. 

He/she interacts with the Organization (learning needs and objectives, org (un)learning culture, org history/cohesion/goals/challenges, cooperative and competitive dynamics). 

And the gamer interacts on an Interpersonal Level (Teams) (small group history/cohesion/goals, coop/competitive dynamics, learning objectives, etc.)

Games = organized play (Prensky (2001)
Serious games = games with purpose
Gamification = use of game design elemnts in non-game contexts (Deterding, 2011)

Beyond complexity…a methodology (HEXA-GameBasedLearning GBL):

1. Purpose/(educational) objectives – learning objectives

2. Purpose/(education) objectives – learner-centered needs analysis

3. Game modalities:
  • Serious (educational) games = game universe/immersion (cognitive and visual level)/gameplay
  • (Educational) gamification = real life contexts/non-game, secondary task

4. Game mechanics & rules
How do we make points, what are the behaviors the end user needs to do to earn points and advance in game; what moves the player inside the game – is it competition? Inter-group competition and cooperation – one of the most fundamental of game mechanics. Teams working together to compete against other teams.

5. Purpose/(educational) objectives – learning assessment & feedback
Show that the learning objectives are achieved – e.g., increase in sales? Did we achieve that as a company? What analytics are we looking at?

6. Gaming and learning experience
Analysis of the experience itself. If the player doesn’t have a positive experience, then we are also failing. In a game-based learning activity, are the people playing the game into it? Do they like it? Is it just broccoli covered chocolate?

Check out:
Serious Games Society: http://seriousgamessociety.org
Games and Learning Alliance (GALA) "Exploiting games for education."

Wednesday, June 11, 2014

#ICELW Opening Keynote with Steve Wheeler @timbuckteeth "The Future is Mobile…Social…Personal"

These are my live blogged notes from the International Conference on eLearning in the Workplace (ICELW), happing this week in NYC.  Forgive any typos or incoherencies.

Opening keynote with Steve Wheeler @timbuckteeth, The Future is Mobile…Social…Personal
Plymouth University UK

“Any sufficiently advanced technology is indistinguishable from magic.” ~ Arthur C. Clark

We need to make the technology invisible –so we can concentrate on the learning. Remember that technology is just a tool.

We can’t predict the future, but we can look at trends and think about what’s coming in the next year or two.

In 1989, we thought the future was multi-media.
In 1999, we said the future is the Web.
In 2009, we said the future is smart mobile.

Steve shows this great cartoon from circa 1900, showing the illustrator’s idea of Learning in the year 2000– kids sitting at a desk, books being poured into a grinder. Wires connecting the book grinder to the kids brains.  He thought that learning would no longer be about instruction.

Disruptive technologies change things profoundly.  Sir Tim Berners Lee, on the web “ this is for everyone”…

What’s the next disruptive technology?
Is it Google Glass – will your organization use it?

Implementing new technology – the cycle sort of mimics the stages of grief (Denial > Anger > Bargaining> Acceptance):

Knowledge > Persuasion > Decision > Implementation > Confirmation


Trends in L&D
  • Apprenticeship model (just for me) – in the olden days, and then we moved to…
  • Standardized courses (just in case)
  • Bespoke courses (just in time) – and now we’re moving to…
  • Personalized learning (just for me)

 Everyone has a personalized learning environment/network – this will become essential.

Age and generations—these are NOT the issue—it’s context (he shows a picture of a kid reading a newspaper next to his grandfather on his computer).

The linguistics of text.  LOL to grandpa means “Lots of Love”…

Learners taking notes by taking pictures of your slides. One of his colleague says “it’s awful when they do this because this makes it so easy for them!” – we all laughed as half of the audience is taking pictures of Steve’s slides.

We have to be so careful of how we project our identity through social media.

We learn through making.

We need digital wisdom. E.g., Thomas Edison did NOT write or talk about the Internet.

Learners will need new literacies:

  • Social networking
  • Privacy maintenance
  • Identity management
  • Creating and organizing content
  • Reusing and repurposing
  • Filtering and selecting
  • Self presentation
  • Transliteracy (Working and communicating across many platforms, twitter/fb/email/etc.)


We have skills we need to acquire. > Those skills become competencies. > Later on those become literacies – we need to be fluent in them. > And final, we need mastery

(It’s a pyramid, with skills at the base and mastery at the top. Can you picture that?)

When you work in a digital environment you need to learn those new competencies – because it’s an alien environment for all of us. We’re all still getting used to it.

 These tools we use are both personal and social. They occupy the same place at the same time.

All of these tools are available: twitter, fb, youtube, instagram, linkedin…

The more people you connect to, the more noise there is, but your friends help you filter it out.

These PLNs (Personal Learning Networks) are going to become even MORE important to organizational learning.

“I store my knowledge with my friends.”

People still learn – even when it’s unstructured and chaotic.  The “learning” we provide is often too sterile.

BYOD or CYOD (Choose Your Own Device)…

The architecture of participation. Learners create their own content map through tools, sharing, collab, tagging, voting, networking, user generated content.

Skills we need:
  • Connection (people witnessing history and sharing it, conneting people to each other through their networks – people share, reorganize and repurpose content)
  • Context (understanding multiple meanings, diverse interpretations, creativity, we need to get back to divergent thinking)
  • Complexity (being prepared for uncertainty)
  • Connotation (making meaning, finding the impetus to push things farther).


These four Cs are the new 3 Rs (Reading, Riting, Rhithmatic…)

The NMC Horizon Report – every year they come up with predictions. These are some of the things they were looking at in 2012:
  • Game based learning – provides opportunity for immediate feedback.
  • Big Data – give us the picture of the big learner network.
  • Voice and natural gestures (touch tablets, Xbox 360/Kinect type interfaces) – we’ll start seeing these in business


1 year or less = flipped classroom, learner analytics
2-3 years = 3D printing, games and gamification
4-5 years = the quantified self, virtual assistants

Future Learning Topology (Learning 3.0)
  • Distributed (Cloud) Computing – outsourcing your memory. > Infrastructure
  • 3D Visualization and Interaction (e.g. gestural) > Interface
  • Smart Mobiel Technology > Tools
  • Collaborative Intelligent Filtering


Web 1.0 The Web
Web 2.0 The Social Web
Web 3.0 Semantic Web
Web 4.0 MetaWeb

We are already seeing early evidence of the Smart eXtended Web (Web 4.0) – in things like intelligent filters, recommendation engines.

Things that are connecting to the web that aren’t computers – toilets, refrigerators, heating systems.

The Internet of Things = Ubiquitous Computing (computers will be embedded in everything!)

The wearable web, memory extension, vision enhancement, augmented reality, ubiquitous computing, the quantifiable self.

The future is ours.

“The only way of discovering the limits of the possible is to venture a little way past them, into the impossible.”  ~ Arthur C. Clark





Tuesday, June 10, 2014

Summer Fun with Cammy!

Here in Massachusetts, school for the kids doesn't end for another couple of weeks and then we're into the lazy, hazy days of summer.  But just because things slow down for them, doesn't mean it'll be slowing down for me.

Here's what I'm up to this summer -- and if you're out and about at any of these events or online webinars, please say hi!

Online and in print now: In the June issue of A(S)TD T&D Magazine: "6 Tips for Writing Better E-Learning Scripts"

June 11 and 12: The International Conference on E-Learning in the Workplace (ICELW) at Columbia University in NYC

  • Thursday, 4:00-5:00 Design Models and Patterns for Creating Better eLearning


June 24-26: The eLearning Guild's mLearnCon in San Diego, CA

  • Wednesday 4:00-5:00, "The Accidental Mobile Instructional Designer"
  • Thursday, 9:00-9:30 book signing in the bookstore! 
  • And the rest of the time, working the Kineo booth in the expo and trying to get to as many sessions as I can.


July 17, 1:00 eastern: Training Magazine's summer webinar series "The Accidental Instructional Designer"

July 31: Kineo Webinar series. Info to come!

August 5: Chicago eLearning & Technology Showcase  I'm the conference keynote speaker this year! How cool is that?

The Accidental Instructional Designer

Meanwhile, my new book "The Accidental Instructional Designer: Learning Design for the Digital Age" is on sale.  Apparently, it's sold out on Amazon but taking backorders (available June 27) or you can purchase directly through the A(S)TD website for a lower price.

Thanks to everyone who has bought a copy and is spreading the word!

Hoping there's some time in there for lazy days at the beach. Who's with me?

Friday, May 30, 2014

What's your technology mix for learning? Take the poll!

For those of you responsible for designing learning solutions for your organization, what's your current mix?

Asking because I'm speaking at mLearn Con in a few weeks -- The Accidental Mobile Instructional Designer -- and want to share some real world stats.

If you want to go the extra mile, take a minute to describe what you're doing in the comments. Thanks for your help!