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Where Learning Technology is Going:
Removing Barriers Between Learners and Ideas
NEAC Webinar
March 27th, 2020
Hello!
• GM at Glimpse Group
• President ATD SCC
• Founder of two learning startups
• Author “The Construction Technology
Handbook”
• Frequent speaker:
• Artificial Intelligence
• Virtual Reality for Learning
• Construction Technology
First Principles:
Learning as
Information
Transfer
The Human
Mind is Not a
Sponge
First Barrier:
Cognitive
Load
Learning of actual information needs to be
held in working memory for some period
Working memory is very limited
Verbal learning can only proceed as fast as
we can hold things in our minds
But is that enough?
Second
Barrier:
Elaboration &
Reflection
Information, skills and most
behaviors need to be thought
about to be learned
Beyond a low threshold, this
learning requires time, repetition,
and some effort
But is that effective for
everything?
Third Barrier:
Perceived
Importance
We learn what seems to be important
more quickly and completely
We retain deeply learned things
longer
How do we know what is important,
and what is not?
Consider how information is
presented
How We Can Receive Information
Verbal Abstract Fleeting
Communication
Method
Mental
Representation
Mental Access
Graphic Less Abstract Can be referenced
Video More Concrete Can be referenced
Experience Concrete Fleeting
Technology’s
Gap to Close
We learn best when
information is
•Experience we can reflect
upon
•Experience that requires
effort
•Experience that is repeated
over time
Closing That Gap for Millennia
Oral
Histories
Epic Poems
Writing
Printing
Telegraph
Radio
Television
Mobile
Internet
Mobile
Internet
Virtual
Reality
Augmented
Reality
Over the past several decades, every time people made
computers work more like we do –
every time we removed a layer of abstraction between us and
them
– computers became more broadly accessible, useful, and
valuable to us.
We, in turn, became more capable and productive.
https://medium.com/@claybavor/virtual-and-augmented-realities-asking-the-right-questions-and-traveling-the-path-ahead-2428b9d13c01
- Clay Bavor, Google VR/AR Chief
Three Technologies
Virtual Reality Augmented Reality Artificial Intelligence
Virtual Reality
How We Learn in VR
Learner is the
Protagonist
• Everything happens to them
• Not a spectator, a participant
• We react differently when we’re involved
100% Engagement
• Rest of the world is blocked out
• No phones, email, social media
• Creates full immersion
Illusion of Reality:
Presence
• Simulations of situations feel real
• Show consequences of failure & unique
accidents
Optimize Learning
Scene
• Simplify, add “noise,” include observers
A New Way to Receive Information
Verbal Abstract Fleeting
Communication
Method
Mental
Representation
Mental Access
Graphic Less Abstract Can be referenced
Video More Concrete Can be referenced
Experience Concrete Fleeting
Virtual Reality Concrete Can be referenced
What Has Changed Recently
2013-2019
VR Headsets:
- Expensive
- Difficult to set up & use
- Required big ”gamer” PCs
- Required special space
- Individual Experiences
2019-
VR Headsets:
- $200-400
- Consumer-grade easy
- Mobile, no PC
- Use anywhere
- Multi-user, connected
experiences
Virtual Reality
Addressing Geographical
Distance
Augmented Reality
How We Learn with AR
In the Flow of Work • Learning materials introduced during work
• Habit formation
Context Sensitive
• Aware of materials, machines, co-workers
present
• Providing directly useful, relevant guidance
Adaptive
• Learning adapts to real needs of the moment
• Instruction based on actual in-situ actions
Social
• Others present
• Easily networked
A New Way to Receive Information
Verbal Abstract Fleeting
Communication
Method
Mental
Representation
Mental Access
Graphic Less Abstract Can be referenced
Video More Concrete Can be referenced
Experience Concrete Fleeting
Virtual Reality Concrete Can be referenced
Augmented Reality Concrete
Immediate
Reference
What Has Changed Recently
2013-2019
AR still primitive:
- Marker based
- Some sensing of flat
surfaces
- “Gimmicky”
2020-2022+
AR Maturing:
- Real sensing of world
- Better form factor
- Integration with work
Augmented Reality
Integrating into
Everyday life
Artificial Intelligence:
Smart Voice
How Voice Will Help us Learn
In the Flow of Work • Learning materials introduced during work
• Searchable information
Interactive
• Increasingly Powerful voice agents
• Scripted for intent, AI for natural feel
Adaptive
• Learning adapts to real needs of the moment
• Instruction based on queries as well as needs
Reflective
• Journaling as ongoing commentary
• Wide range of analysis available
A New Way to Receive Information
Verbal Abstract Fleeting
Communication
Method
Mental
Representation
Mental Access
Graphic Less Abstract Can be referenced
Video More Concrete Can be referenced
Experience Concrete Fleeting
Virtual Reality Concrete Can be referenced
Augmented Reality Concrete
Immediate
Reference
Artificial
Intelligence
Concrete Predictive Access
What Has Changed Recently
2013-2018
Voice still limited:
- Good at recognizing
- Bad at responding
- Bad at adapting
Oct. 2018
Breakthrough:
- Google’s BERT
- Highly capable
- Responsive, accurate
Special Caution
about AI
Generally
• Artificial Intelligence is
much dumber than the
media and consultants
would have you think
• Still very narrow in
function
In 2020-2022
AI can be an adaptive
assistant that extends
search and notifications to
immerse learners in
content and information
What Can We Expect Next?
The Distance
Between What
You Create,
What You
Imagine, and
The Learner is
Closing
We Can Draw Upon
Multimedia Learning
Theory to Start
Thinking About How to
Use These New Media
But First – Go
Experience Them
• Try VR at a Library
• Try AR on your phone
• Learn to create chatbots for
learning (Dialogflow, Alexa
Skills, etc.)
What Do You
Think?
Thank You

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ATD New England Area Conference Closing Keynote, March 27th, 2020

  • 1. Where Learning Technology is Going: Removing Barriers Between Learners and Ideas NEAC Webinar March 27th, 2020
  • 2. Hello! • GM at Glimpse Group • President ATD SCC • Founder of two learning startups • Author “The Construction Technology Handbook” • Frequent speaker: • Artificial Intelligence • Virtual Reality for Learning • Construction Technology
  • 4. The Human Mind is Not a Sponge
  • 5. First Barrier: Cognitive Load Learning of actual information needs to be held in working memory for some period Working memory is very limited Verbal learning can only proceed as fast as we can hold things in our minds But is that enough?
  • 6. Second Barrier: Elaboration & Reflection Information, skills and most behaviors need to be thought about to be learned Beyond a low threshold, this learning requires time, repetition, and some effort But is that effective for everything?
  • 7. Third Barrier: Perceived Importance We learn what seems to be important more quickly and completely We retain deeply learned things longer How do we know what is important, and what is not? Consider how information is presented
  • 8. How We Can Receive Information Verbal Abstract Fleeting Communication Method Mental Representation Mental Access Graphic Less Abstract Can be referenced Video More Concrete Can be referenced Experience Concrete Fleeting
  • 9. Technology’s Gap to Close We learn best when information is •Experience we can reflect upon •Experience that requires effort •Experience that is repeated over time
  • 10. Closing That Gap for Millennia Oral Histories Epic Poems Writing Printing Telegraph Radio Television Mobile Internet Mobile Internet Virtual Reality Augmented Reality
  • 11. Over the past several decades, every time people made computers work more like we do – every time we removed a layer of abstraction between us and them – computers became more broadly accessible, useful, and valuable to us. We, in turn, became more capable and productive. https://medium.com/@claybavor/virtual-and-augmented-realities-asking-the-right-questions-and-traveling-the-path-ahead-2428b9d13c01 - Clay Bavor, Google VR/AR Chief
  • 12. Three Technologies Virtual Reality Augmented Reality Artificial Intelligence
  • 14. How We Learn in VR Learner is the Protagonist • Everything happens to them • Not a spectator, a participant • We react differently when we’re involved 100% Engagement • Rest of the world is blocked out • No phones, email, social media • Creates full immersion Illusion of Reality: Presence • Simulations of situations feel real • Show consequences of failure & unique accidents Optimize Learning Scene • Simplify, add “noise,” include observers
  • 15. A New Way to Receive Information Verbal Abstract Fleeting Communication Method Mental Representation Mental Access Graphic Less Abstract Can be referenced Video More Concrete Can be referenced Experience Concrete Fleeting Virtual Reality Concrete Can be referenced
  • 16. What Has Changed Recently 2013-2019 VR Headsets: - Expensive - Difficult to set up & use - Required big ”gamer” PCs - Required special space - Individual Experiences 2019- VR Headsets: - $200-400 - Consumer-grade easy - Mobile, no PC - Use anywhere - Multi-user, connected experiences
  • 19. How We Learn with AR In the Flow of Work • Learning materials introduced during work • Habit formation Context Sensitive • Aware of materials, machines, co-workers present • Providing directly useful, relevant guidance Adaptive • Learning adapts to real needs of the moment • Instruction based on actual in-situ actions Social • Others present • Easily networked
  • 20. A New Way to Receive Information Verbal Abstract Fleeting Communication Method Mental Representation Mental Access Graphic Less Abstract Can be referenced Video More Concrete Can be referenced Experience Concrete Fleeting Virtual Reality Concrete Can be referenced Augmented Reality Concrete Immediate Reference
  • 21. What Has Changed Recently 2013-2019 AR still primitive: - Marker based - Some sensing of flat surfaces - “Gimmicky” 2020-2022+ AR Maturing: - Real sensing of world - Better form factor - Integration with work
  • 22.
  • 25. How Voice Will Help us Learn In the Flow of Work • Learning materials introduced during work • Searchable information Interactive • Increasingly Powerful voice agents • Scripted for intent, AI for natural feel Adaptive • Learning adapts to real needs of the moment • Instruction based on queries as well as needs Reflective • Journaling as ongoing commentary • Wide range of analysis available
  • 26. A New Way to Receive Information Verbal Abstract Fleeting Communication Method Mental Representation Mental Access Graphic Less Abstract Can be referenced Video More Concrete Can be referenced Experience Concrete Fleeting Virtual Reality Concrete Can be referenced Augmented Reality Concrete Immediate Reference Artificial Intelligence Concrete Predictive Access
  • 27. What Has Changed Recently 2013-2018 Voice still limited: - Good at recognizing - Bad at responding - Bad at adapting Oct. 2018 Breakthrough: - Google’s BERT - Highly capable - Responsive, accurate
  • 28. Special Caution about AI Generally • Artificial Intelligence is much dumber than the media and consultants would have you think • Still very narrow in function
  • 29. In 2020-2022 AI can be an adaptive assistant that extends search and notifications to immerse learners in content and information
  • 30. What Can We Expect Next?
  • 31. The Distance Between What You Create, What You Imagine, and The Learner is Closing
  • 32. We Can Draw Upon Multimedia Learning Theory to Start Thinking About How to Use These New Media
  • 33. But First – Go Experience Them • Try VR at a Library • Try AR on your phone • Learn to create chatbots for learning (Dialogflow, Alexa Skills, etc.)

Editor's Notes

  1. Whether it is a skill, a set of facts, or a behavior We are looking for learners to acquire something that is known by someone else
  2. Acquiring that information is always a challenge Our minds have built in barriers to acquiring information in a useful way We might remember it, but can we recall it?