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: info@percepsys.com 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