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Designing
Informal
Learning
Environments
CARL DOMINIQUE A. BANATE
• According to TrainingIndustry.com, formal learning
refers to “a type of learning program in which the
goals and objectives are defined by the training
department, instructional designer, and/or instructor.”
Informal learning can be defined as the pursuit of any
knowledge, skill, or understanding that occurs outside
a formal or non-formal learning event, such as a
classroom, training facility, or eLearning course
(Dirksen, 2015).
Defining
Formal and
Informal
Learning
Figure 1
Evaluating Learning Environments
Designing for
Informal
Learning
Principle 1: Provide
Learners a Choice
in Their Learning
• Instructional designers should deeply consider how
learners are going to interact with content. For
teachers and professors developing a syllabus,
allowing the learner a choice in their learning
experience can have a direct link to intrinsic
motivation (Cordova & Lepper, 1996).
Designing for
Informal
Learning
Principle 2: Design
for Collaboration,
Idea Sharing, and
Peer Interaction
• While teamwork, collaboration, and group projects
are all components of formal learning, informal
learning is also well suited to benefit from social
interaction. Albert Bandura argued that “most
human behavior is learned observationally through
modeling: from observing others, one forms an
idea of how new behaviors are performed, and on
later occasions this coded information serves as a
guide for action” (p. 22, 1977). Further, Lev Vygotsky
maintained that social learning consists of learning
through social interaction (1978).
Designing for
Informal
Learning
• Constructionism and project-based
learning are two additional areas where we
can design informal learning opportunities.
With constructionism and project-based
learning, learners typically become active
participants in the experience and learn
organically as they work through a
challenge.
Principle 3: Leverage
the Benefits of
Constructionism and
Project-Based Learning
Designing for
Informal
Learning
• Playful competition and gaming are proven
mechanisms for increasing learner engagement
(Steinkuehler & Squire, 2014). While the principle
holds for formal learning, it is particularly effective
in designing informal learning environments.
Gamification is “a relatively recent term that
describes using game thinking and game
mechanisms in nongame contexts to engage users
(Deterding, 2013)” (Steinkuehler & Squire, 2014, p.
389). The key criteria for an effective gamified
design are exploration, immersion, socialization,
and competition.
Principle 4: Leverage
the Benefits of
Gamification and
Playful Competition
Designing for
Informal
Learning at
Adobe
• In late 2016, the Adobe CTO set forth a new charge:
to upskill all software engineers (SWE), of which
there were approximately 6,000 globally, in the
machine learning (ML) discipline. To accomplish
this, an ML Training Program was launched to begin
the process of mass upskilling. After one year, an
initial cohort of 1,000 individuals had completed the
five-month e-learning courses, bringing with them
many lessons learned. One consistent point of
feedback across multiple stakeholders was that an
opportunity for more in-person, hands-on learning
was needed compared to the one-hour-per-week
classroom sessions that had been available for the
participants over the five months. In this instance,
the challenge loomed large to introduce a more
intensive in-person, hands-on experience to 1,000
people who were scattered across the globe.
Reflection
Table 1 below lists several informal learning activities
with their associated strengths and limitations..
Create lessons with
mixed media
Educators can create
lessons with mixed media
and gamified elements
Flexible teaching
strategies
Teachers are able to adapt
to the learning styles of
different students
Faster feedback
Teachers can offer instant
feedback and guidance
Create lessons with
mixed media
Educators can create
lessons with mixed media
and gamified elements
Flexible teaching
strategies
Teachers are able to adapt
to the learning styles of
different students
Faster feedback
Teachers can offer instant
feedback and guidance
Enhanced engagement
Students can be more active in their learning
thanks to quizzes, games, polls, video content, and
other media.
Student-led learning
Everyone can learn at their own pace, helping
students understand their strengths and
weaknesses.
Benefits
on Students
How interactive tech
transforms learning
The Design of
Holistic Learning
Environments
One of the factors that makes a design
compelling is when it has a sense of
harmony and completeness. When we
experience the design, it does not feel like a
collection of individual parts that just happen
to be together. Instead, they “fit” together. In
fact, we likely do not stop to consider the
discrete components making up the design
at all. But if we do notice the individual parts,
we typically can sense how each belongs.
Figure 1 presents a diagram from The Design Way that highlights the
major conditions of holistic design.
Figure 1
Dimensions of Emergent Wholes
The diagram illustrates how we can design objects or services in a way that
transcends the individual parts from which they are assembled to create something
holistic. When something is holistic, it has properties that cannot be predicted when
we examine each of the pieces individually. But that does not mean the individual
parts are not important. Quite the opposite, in fact. Each component contributes
something to the overall sense of the whole and is necessary to achieve the effect
of the whole. Removing or changing the pieces, then, could lead to a design with a
completely different effect.
References
Allen, S. (2004). Designs for learning: Studying science museum exhibits that do
more than entertain. Science Education, 88(S1), S17–S33.
Bandura, A., & Walters, R. H. (1977). Social learning theory (Vol. 1). Englewood Cliffs,
NJ: Prentice-hall.
Bandura, A. (2003). Observational learning. In J. H. Byrne (Ed.), Encyclopedia of
learning and memory, 2nd ed., p. 482–484. New York, NY: Macmillan.
Bell, P. (Ed.). (2009). Learning science in informal environments: People, places, and
pursuits. National Academy Press.
Carliner, S. (2012). How to evaluate informal learning. Newsletters published by the
Association for Talent Development. Article retrieved from http://bit.ly/1tBwXUk.
Center for Creative Leadership. (2020, August 5). The 70-20-10 rule for leadership
development. https://www.ccl.org/articles/leading-effectively-articles/70-20-10-
rule/
Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of
learning: Beneficial effects of contextualization, personalization, and choice. Journal
of Educational Psychology, 88(4), 715.
Dirksen, J. (2015). Design for how people learn. New Riders.
Evans, J. R., Karlsven, M., & Perry, S. B. (2018). Informal Learning. In R. Kimmons
(Ed.), The students' guide to learning design and research. EdTech Books. Retrieved
from https://edtechbooks.org/studentguide/informal_learning

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DESIGNING INFORMAL LEARNING ENVIRONMENTS_BANATE.pptx

  • 2. • According to TrainingIndustry.com, formal learning refers to “a type of learning program in which the goals and objectives are defined by the training department, instructional designer, and/or instructor.” Informal learning can be defined as the pursuit of any knowledge, skill, or understanding that occurs outside a formal or non-formal learning event, such as a classroom, training facility, or eLearning course (Dirksen, 2015). Defining Formal and Informal Learning
  • 4. Designing for Informal Learning Principle 1: Provide Learners a Choice in Their Learning • Instructional designers should deeply consider how learners are going to interact with content. For teachers and professors developing a syllabus, allowing the learner a choice in their learning experience can have a direct link to intrinsic motivation (Cordova & Lepper, 1996).
  • 5. Designing for Informal Learning Principle 2: Design for Collaboration, Idea Sharing, and Peer Interaction • While teamwork, collaboration, and group projects are all components of formal learning, informal learning is also well suited to benefit from social interaction. Albert Bandura argued that “most human behavior is learned observationally through modeling: from observing others, one forms an idea of how new behaviors are performed, and on later occasions this coded information serves as a guide for action” (p. 22, 1977). Further, Lev Vygotsky maintained that social learning consists of learning through social interaction (1978).
  • 6. Designing for Informal Learning • Constructionism and project-based learning are two additional areas where we can design informal learning opportunities. With constructionism and project-based learning, learners typically become active participants in the experience and learn organically as they work through a challenge. Principle 3: Leverage the Benefits of Constructionism and Project-Based Learning
  • 7. Designing for Informal Learning • Playful competition and gaming are proven mechanisms for increasing learner engagement (Steinkuehler & Squire, 2014). While the principle holds for formal learning, it is particularly effective in designing informal learning environments. Gamification is “a relatively recent term that describes using game thinking and game mechanisms in nongame contexts to engage users (Deterding, 2013)” (Steinkuehler & Squire, 2014, p. 389). The key criteria for an effective gamified design are exploration, immersion, socialization, and competition. Principle 4: Leverage the Benefits of Gamification and Playful Competition
  • 8. Designing for Informal Learning at Adobe • In late 2016, the Adobe CTO set forth a new charge: to upskill all software engineers (SWE), of which there were approximately 6,000 globally, in the machine learning (ML) discipline. To accomplish this, an ML Training Program was launched to begin the process of mass upskilling. After one year, an initial cohort of 1,000 individuals had completed the five-month e-learning courses, bringing with them many lessons learned. One consistent point of feedback across multiple stakeholders was that an opportunity for more in-person, hands-on learning was needed compared to the one-hour-per-week classroom sessions that had been available for the participants over the five months. In this instance, the challenge loomed large to introduce a more intensive in-person, hands-on experience to 1,000 people who were scattered across the globe.
  • 10. Table 1 below lists several informal learning activities with their associated strengths and limitations.. Create lessons with mixed media Educators can create lessons with mixed media and gamified elements Flexible teaching strategies Teachers are able to adapt to the learning styles of different students Faster feedback Teachers can offer instant feedback and guidance
  • 11. Create lessons with mixed media Educators can create lessons with mixed media and gamified elements Flexible teaching strategies Teachers are able to adapt to the learning styles of different students Faster feedback Teachers can offer instant feedback and guidance
  • 12. Enhanced engagement Students can be more active in their learning thanks to quizzes, games, polls, video content, and other media. Student-led learning Everyone can learn at their own pace, helping students understand their strengths and weaknesses. Benefits on Students How interactive tech transforms learning
  • 13. The Design of Holistic Learning Environments One of the factors that makes a design compelling is when it has a sense of harmony and completeness. When we experience the design, it does not feel like a collection of individual parts that just happen to be together. Instead, they “fit” together. In fact, we likely do not stop to consider the discrete components making up the design at all. But if we do notice the individual parts, we typically can sense how each belongs.
  • 14. Figure 1 presents a diagram from The Design Way that highlights the major conditions of holistic design. Figure 1 Dimensions of Emergent Wholes
  • 15. The diagram illustrates how we can design objects or services in a way that transcends the individual parts from which they are assembled to create something holistic. When something is holistic, it has properties that cannot be predicted when we examine each of the pieces individually. But that does not mean the individual parts are not important. Quite the opposite, in fact. Each component contributes something to the overall sense of the whole and is necessary to achieve the effect of the whole. Removing or changing the pieces, then, could lead to a design with a completely different effect.
  • 16. References Allen, S. (2004). Designs for learning: Studying science museum exhibits that do more than entertain. Science Education, 88(S1), S17–S33. Bandura, A., & Walters, R. H. (1977). Social learning theory (Vol. 1). Englewood Cliffs, NJ: Prentice-hall. Bandura, A. (2003). Observational learning. In J. H. Byrne (Ed.), Encyclopedia of learning and memory, 2nd ed., p. 482–484. New York, NY: Macmillan. Bell, P. (Ed.). (2009). Learning science in informal environments: People, places, and pursuits. National Academy Press. Carliner, S. (2012). How to evaluate informal learning. Newsletters published by the Association for Talent Development. Article retrieved from http://bit.ly/1tBwXUk. Center for Creative Leadership. (2020, August 5). The 70-20-10 rule for leadership development. https://www.ccl.org/articles/leading-effectively-articles/70-20-10- rule/ Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88(4), 715. Dirksen, J. (2015). Design for how people learn. New Riders. Evans, J. R., Karlsven, M., & Perry, S. B. (2018). Informal Learning. In R. Kimmons (Ed.), The students' guide to learning design and research. EdTech Books. Retrieved from https://edtechbooks.org/studentguide/informal_learning