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5 Ways Organizations Get eLearning Wrong


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I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase. …

I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase.

The issues were identified through an informal survey posted to several social networks. Participants were asked to identify one way their organization got elearning wrong - that is, to identify one 'thing' that threatened the success of elearning deployment within their organization.

Many of the responses were rather tactical - the specific way a particular course was designed, the particular tool used, etc. All of the responses, however, pointed to one of five strategic issues. Those are explored here, and were supported by research/comments from a number of industry sources.

This presentation really calls for a slidecast, as the presentation was designed to be very conversational. As a result, the slides are somewhat thin on text. Until a slide cast can be created, please feel free to write me with questions.

Again, many of the ideas represented here are not original thought. I try to reference these sources on the slides as appropriate. Please let me know if I missed someone.

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  • 1. 5 Ways Organizations Get eLearning John Schulz
  • 2. My Disclaimers • I don’t have all the answers – see chart. • Beware of Urban Legends. • Don’t be offended.
  • 3. Who is this guy?
  • 4. Data Sources • Poll of social networks • Twitter • LinkedIn Groups • LearnTrends • Research on Internet • Review of Books Created at:
  • 5. Visual agenda image created in Wordle at: Agenda
  • 6. Flash version of Family Feud from: Let’s Play!
  • 7. Lack of Vision
  • 8. Strategy guides your way forward.
  • 9. Alice on Strategy “Would you tell me, please, which way I ought to go from here?” “That depends a good deal on where you want to get to,” said the Cat. “I don’t much care where–” said Alice. “Then it doesn’t matter which way you go,” said the Cat. ”–so long as I get SOMEWHERE,” Alice added as an explanation. “Oh, you’re sure to do that,” said the Cat, “if you only walk long enough.”
  • 10. Strategy: Creates a shared mental model by answering questions like: • Are we doing the right work? • What should we be doing? • How will our work be done? • Is our work having an impact? • How will we sustain our efforts? All products copyright Sears Brands, LLC
  • 11. $ $$ $ $ $ $ $ $ $ $ Information and Awareness Skill Building and Application Performance and Behavior Change Image adapted from Allen Communications presentation Strategy guides your decisions
  • 12. $$$ $$ $$ $$$ $ Information and Awareness Skill Building and Application Performance and Behavior Change Image adapted from Allen Communications presentation Strategy guides your decisions
  • 13. See things differently.
  • 14. Complex Knowable Multiple small and diverse Analytical techniques to interventions to create options determine facts and option range Chaos Known Standard processes with review Single or multiple actions to cycle and clear measures stabilize situation Cynefin Framework Adapted from Problems are not created equally.
  • 15. Relevant Part of Intuition Focus System Expert Proficient Competent Advanced Beginner Novice Considers Detached Rules Everything Observer Dryfus Model of Expertise From Pragmatic Thinking and Learning, by Andy Hunt People learn differently.
  • 16. Performance Time Satir Change Model Adapted from Clark Quinn Learning is not an event.
  • 17. Change comes slowly
  • 18. Environments fuel learning.
  • 19. Kathy Sierra, via Mark Oehlert Innovate or become irrelevant
  • 20. The Long Tail expands your options
  • 21. The Dilema or the solution?
  • 22. Ignoring Science
  • 23. Learning Theory • NOT ADDIE! • Instructional approaches to influence learning. • Sensory stimulation theory • Reinforcement theory • Cognitive-Gestalt approaches • Cognitive Theory of Multimedia Learning • Holistic learning theory • Facilitation theory • Ausubel’s Learning Theory • Experiential learning • Action learning • Social Learning Theory • Gagne’s Nine Events • Connectivism • Others?
  • 24. sharing networking role-play feedback practice lectures ‘work’ visits projects reading exploration work experience consultation discovery games case studies demonstration reflection briefings questioning assessment simulation research instruction observation discussion coaching performance support collaboration ASTD Models for Learning Technologies Adapted from Methods evolve from theory.
  • 25. Cognitive Science • Capacity of Working Memory • Attention • Storage in Long Term Memory • Thinking • Meaning • Vision Rules • Retrieval from Long Term Memory • Physical Movement • Experience
  • 26. Reading builds base knowledge
  • 27. The Decline of Design
  • 28. Pressure has skewed our effort
  • 29. Focus where it matters
  • 30. workbooks downloadable podcasts/ documents wikis vodcasts CDs TV forums RSS SMS DVDs tapes instant streaming media messaging chat rooms telephone performance support blogs web pages email web conferencing simulators teleconferencing books social voicemail networks ASTD Models for Learning Technologies Adapted from Delivery Media are driven by tools..
  • 31. Tools will come and go.
  • 32. Design Tips • It is not about us! • Exercise the principle of least assistance. • Start with good beginnings. • Focus on activity, not pages. • Need to know, not nice to know. • Be aware of meaning. • Know what you’re measuring. • Respect people’s time. From blog response by Steve Flowers (@xpconcept)
  • 33. Lack of Value
  • 34. Align measurement needs
  • 35. Aspect of eLearning respondent organizations will focus on 35 over the next few years. 30 25 20 15 10 5 0 Other Creating Strategic Managing Evaluating Delivering Creating Tools & Planning Courses & Outcomes Content Content Systems Programs Look beyond content
  • 36. Support of Business Leaders Impact of Value Opportunity to Creation Support Business Investment Solution Talent in Prof Dev Acquisition Solution Addresses Problem Depth of ID Knowledge Critical Thinking Value is driven by expertise
  • 37. Unsupportive Culture
  • 38. Support Learning • Develop Meta Skills • Support Technical Skills • Provide Time • Interruption Free Zones
  • 39. Choose to have impact.