CONE OF LEARNING (EDGAR DALE) Second Generation 3D

Transcription

CONE OF LEARNING (EDGAR DALE) Second Generation 3D
H U M A N C A P I TA L M A N A G E M E N T
E-LEARNING
STUDIO
Second Generation 3D Simulation
Simulation-Based E-Learning from Percepsys
percepsys.com
"I see and I forget, I hear and I remember, I do and I understand." - Confucius
We all know this
instinctively, however,
turn-of-the-century
educationist Edgar Dale
illustrated this with
research when he
developed the "Cone of
Learning" - which states
that after two weeks we
remember only 10% of
what we read, but we
remember 90% of what
we do!
E-Learning today has
advanced beyond "pageturning" electronic
courseware to
Simulation-based
training. Simulation
training puts the subject
matter of the learning
objectives into the
context of a scenario
which allow the learner
to experience training as
it relates to a life-like
situation.
CONE OF LEARNING
(EDGAR DALE)
After 2 Weeks
we tend to remember
Nature of Involment
10% of what we READ
Reading
20% of what we HEAR
Hearing Words
Verbal Receiving
70% of what we SAY
Participating in a discussion
Giving a Talk
Visual Receiving
Receiving/
Participating
Doing a Dramatic Presentation
Simulating the Real Experience
Doing the Real Thing
90% of what we
SAY & DO
Doing
Simulations - the next big revolution in E-Learning
"Educational simulations will be in widespread use by leading instructors within
5 years and will eventually change education as much as textbooks and motion
pictures."
- Clark Aldrich, author of "Simulations and the Learning Revolution"
"By 2006, 70 percent of all off-the-shelf and custom E-Learning content will
include some application of simulations."
- Gartner
E-Learning content too is undergoing a transformation with the focus being not just on knowledge transfer, but on applying
knowledge. This is where simulation comes into play.
One of the key reasons that simulation technology will take off is the need for people to learn skills faster and more
completely than in the past. Numerous business drivers are poised to enable higher-value learning - if there was ever a
promise of double-digit increases in productivity, e-learning simulations offer that opportunity.
Many high-end business simulations are beginning to resemble computer games. While the look and feel of computer games
may differ from simulations, many of the design principles do not.
Computer games and simulations have more in common than one might think. In an evaluation of what it takes to build and
deploy computer games and simulations, almost every category showed that both simulations and gaming had similar
approaches.
A difference between computer games and simulations is in what the main objective is: entertainment versus skill building.
This is one of the profound areas where we expect to see transformation - building skills while playing a game.
Simulation vs. Computer Gaming
Gaming
Costly to develop
■ Single or Multiplayer
■ Entertainment
■
Simulations
Multiple Price Points
■ Single Player
■ Eocus is on Skill Building
■
Skill Building
Common
Denominator
SIMSTUDIO
Different types of Simulation-based training
Animation or Spatial Simulation
This is a technology-supported graphic representation of a physical
object or space. The learner is able to simulate user interaction within
the animated space.
Role Playing
Simulation may also take the form of role playing. A scenario is
presented, one or more individuals are assigned roles, and the learners
act out their roles within the simulation to solve a problem, reconcile a
relationship issue or learn about a process.
"If-Then" Process Simulation
Technology-enabled simulation can provide an if-then methodology for
learning. The student is presented a situation that has multiple
outcomes, and he or she responds by choosing an outcome.
"What-If" Interactive Models
What-if models are built using a set of factors that collectively
determine the outcome of a question or problem, for example, "What
size big screen TV should I buy?" The learner is able to modify the
value of the factors and is provided an outcome.
Intelligent Tutoring Systems
The ultimate form of simulation, intelligent tutoring systems are computer-based instructional systems that model the 1)
content to be taught, 2) instructional models of what and how to teach and 3) feedback mechanisms to correct student
errors. Thus, intelligent tutoring systems simulate the content and process of learning.
Scenario-based e-learning
A Comparison of Traditional and Scenario-Based Learning Approaches
Characteristics
Traditional Approach
(Linear/Systematic)
Scenario-Based Approach
(Iterative/Intuitive)
Scope
Deductive: experts determine the scope of
learning by examining the subject and its
components and establish right and wrong
answers
Inductive: stakeholders assemble to
share experiences about the subject
event, create indicators of successful
outcomes, and establish descriptions of
successful and unsuccessful behaviors
Focus
The object or subject to be mastered
The learner's behavior
Listed and prioritized objectives based on
judgments about knowledge and skills
required
Static; based on the lesson's building
Outcomes of learning event based on
use of device or interaction
Dynamic around the flow of the
scenario experience; particular
Hierarchical, linear, rule-based
● branching points
● instructor control
● examples/contrived context
● few paths
● low data availability
● grading
● right and wrong answers
● scoring
Systemic, non-linear with multiple
feedback, evaluative
● decision points
● learner control
● realistic context
● controlled and multiple paths
● high data availability
● advice and guidance
● problematic solutions
● performance feedback
Design process
Systematic prototyping
Action research
Subject types
best suited to
Relatively simple, well-known, and wellstructured topics often with high
knowledge requirements
Knowledge-focused
Complex topics with high interaction
or practice requirements
Learning objectives
Nature of learning
and structure of
learning experience
Performance-focused
Scenario-based E-Learning: an example
There are two distinct types of e-learning.
Consider the following example: Text or narration tells you
about a particular device. You're exposed to its features, told
why the features are important, and shown how the
components interact. Finally, a test asks you to identify the
device, its components (or the concept and related ideas),
and the functions they fulfill.
Now, consider a different example. A picture or video
thrusts you into a realistic scenario. The situation is
described, and you're given descriptions of possible
outcomes. Whether the results are good or bad depends on
your actions. You make decisions, as each branches into
additional choices.
The first example is one of traditional e-learning, the second
is an example of scenario-based e-learning.
Scenario-based learning is similar to the experiential model
of learning. Learning seldom takes place by rote. Learning
occurs because we immerse ourselves in a situation in which
we're forced to perform. We get feedback from our
environment and adjust our behavior. We do this
automatically so that we hardly notice we're going through a
learning process.
Scenario-based Learning is based upon trial and error - Try.
Fail or Succeed. Realign. LEARN.
SIMSTUDIO
Remediation Path #1
Fail Path #1
Sucess
Strategy #2
Succeed Path
Fail Path #2
Fail Path
Remediation Path #1
Fail Path
Follow-through Path
No Follow-through
Remediation Path #1
Fail Path
Percepsys SIMSTUDIO
Percepsys SIMSTUDIO is a Simulation-based E-Learning Content service which allows Content Managers or Instructional
Designers (working alongside our simulation designers) to embed their instruction into 3D simulation - creating interactive
"Knowledge Objects". These "Knowledge Object" simulation are high-quality, real time, user-driven and they can interact
seamlessly with the hosting page/LCMS-LMS.
SIMSTUDIO Can
Model on Scenarios SIMSTUDIO scenario simulation puts the subject matter of the learning objectives into the context
of a scenario, allowing the learner to experience training as it relates to a life-like situation.
●
Multi-path Simulation SIMSTUDIO multi-path simulation is used to effect behavioral change by compelling users to make
educated decisions along a chosen path while experiencing realistic consequences of their actions.
●
What If Simulation (Prototyping) SIMSTUDIO 'what if' simulation can be used for prototyping systems or environments
to determine the cause and effect of various possible situations.
●
LCMS/LMS integration - can be integrated with any standards-compliant Learning Management System through its
integration with SNAP! Studio
●
Assessments and evaluations SIMSTUDIO integrates with Assessments modules in SNAP! Studio to report on student
performance and provide feedback for performance improvement.
●
Toronto, Canada
Tel: (647) 298-5630
E-mail: [email protected]
http://www.percepsys.com
ACTIVE
50% of what we
HEAR & SEE
Watching a movie
Looking at an Exhibit
Watching a Demonstration
Seeing it Done on Location
PASSIVE
Looking at Pictures
30% of what we SEE