Testing is Not Just a Measure of Learning, it Can Drive Learning

Testing = Learning

In what seems likely to be an “ah ha” moment for education development, researchers at Purdue University’s Department of Psychological Sciences, explored the possibility that testing isn’t just an assessment of learning, but is a component that facilitates learning just like studying – but better.*

“Practicing retrieval (testing) produces greater gains in meaningful learning than elaborative studying with concept mapping.*

In an article published last month in Science magazine, a total of 200 students studied texts on topics from different science disciplines. One group engaged in elaborative studying by creating concept maps – diagrams that illustrate the complicated connections and relationships in the material. The second group read the texts and then practiced retrieval (unassisted recall of material). The students returned to the lab a week later for the actual assessment of long-term learning. The group that studied by practicing retrieval showed a 50% improvement in long-term retention scores above and beyond the group that studied by creating concept maps.

“Retrieval practice enhances learning by retrieval-specific mechanisms rather than by elaborative study processes.*”

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Testing is Not Just a Measure of Learning, it Can Drive Learning2018-06-07T13:45:24+00:00

Creating Games-That-Teach

Fifty to 60% of the project inquiries we’ve received over the past year have included questions about Games-That-Teach. There exists both a curiosity about what’s possible and angst over their perceived complexity and application.

What are Games-That-Teach? Part of what creates angst is the broad definition of what a GTT is. Also known as Game-Based Learning, the simple definition, “a learning-based activity that challenges a participant to a contest or task with an outcome that is both measurable and comparable,” is broad enough to encompass many content delivery formats. These games are often used to help audiences better understand information, improve performance, manage situations, think critically, problem solve and make decisions.

GTTs generally fall into one of three categories – Edutainment, Training Simulators, and Serious Games. They may be as sophisticated as a virtual reality environment like World of Warcraft (over 11.5 million unique players worldwide) and the popular FarmVille (over 82.4 million unique players worldwide), or as basic as Tic-Tac-Toe or Scrabble. It is the element of challenge that differentiates games from other content delivery tools.

Do Games Work? Here’s where you can relax a bit. Despite being around since 1962, there’s little empirical evidence that digital games as a whole are better at teaching than other, more conventional content delivery formats. Again, the variety and complexity of game types combined with the huge differences in the goals and objectives they seek to achieve and a limited ability to collect meaningful performance metrics conspires to keep the value of game’s contributions to learning enveloped in a haze. We think we see a form but the edges are fuzzy. The reason we think games are effective in the learning environment is that they clearly […]

Creating Games-That-Teach2018-06-07T13:45:24+00:00

20 Common Terms and Definitions Found in E-Learning – Part I

When dealing with training, education, and marketing solutions, it doesn’t take long before we start hearing words we may not know. Below is a list of 20 common terms and definitions.

  1. Analytics
    Refers to the analysis and derivation of data into usable information or statistics. Analytics are often presented visually or numerically and are used to understand your audience, where they are succeeding, where they are failing, your site’s use, and any other number of variables.
  2. Animation
    Animation can be broken into two areas. First, it can be presented as 2d or 3d, and in a realistic or stylized representation of objects, people, and places. They take place over time and are often used to visually describe a story, a
    theory, an idea, a process, a feature, or a benefit. Second, animation can be used within a user interface to lead the user’s eye to focus on something specific or guide them to the next section within a course. The iPhone is a good example of this.
  3. Avatar
    A virtual representation of a user. Avatars take on many styles such as cartoons, real photos, and even an image of a favorite sport, hobby, pet, or event. Avatars can help users customize their experience and interact with others.
  4. […]

20 Common Terms and Definitions Found in E-Learning – Part I2018-06-07T13:45:25+00:00

A Look at Personas

personas1When defining the best solution to any project, one step within the discovery process is the creation and use of personas. User personas are fictitious characters who represent unique groups of users. We use personas to understand how different groups of users will use a website and application. By focusing on how a persona interacts with a website, navigates to content and through content, understands and retains the content, we can begin to understand the different user experiences that occur. These user experiences must fulfill the goals, objectives, and needs. This step can also help determine new goals, objectives, and needs as well as limitations users may have.

It is a good practice to find two or three user personas and one or two administrative personas. But each opportunity is unique and can derive any number of unique persona. First we must understand the different user personas. To do this we must understand the audience(s). This can be done by talking with our clients, their audiences, defining surveys, focus groups, looking at demographics, and general research. A lot of specific information can arise such as (to name a few):

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A Look at Personas2018-06-07T13:45:27+00:00

A Great Learning Resource – Khan Academy

I have been showing off Khan Academy to friends for many months now and I must apologize for not pointing you all to such an informative and interesting site any sooner. If you want to refresh your skills in math, science, chemistry, economics, finance, history, physics… the list goes on and on, go to this site: www.khanacademy.org. Scroll down the page and be amazed at all the educational videos. This is a great resources for you to learn a few new things or refresh your memory, or for your kids to enjoy learning even the most complex of subjects in a fun way.

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A Great Learning Resource – Khan Academy2018-06-07T13:45:27+00:00

Good Learning is Great Marketing

You saw this paradigm shift coming – now it’s here! 6 steps to catching up.

In my hands is a tube of Crest and a tube of Colgate toothpaste. Chances are better than 50/50 (Colgate 32 share; Crest 27 share) that you’re using one or the other, but do you know why?

toothpasteToothpaste is a relatively low-involvement decision and you probably made your choice years ago based on criteria like brand recognition, price, taste, efficacy, the fact that your significant other likes the smell of your breath in the morning… it’s a growing reality of the marketplace however, that as products become increasingly similar to one another in features, quality and price (commoditization), the more important it becomes for marketers to differentiate through education. The speed, impact and efficiency with which product knowledge can be delivered to a target audience will increasingly identify leaders and followers.

Here are six suggestions that should help move the process in the right direction:
[…]

Good Learning is Great Marketing2018-06-07T13:45:29+00:00

Games-That-Teach – Simple Works!

We’re well beyond the debate as to whether games-that-teach enhance the delivery of learning content (they do), so why aren’t we seeing more of them? The two biggest challenges we encounter are:

  1. The perception that they take a long time to design and build and are, subsequently, very expensive.
  2. A perceived need to be the next incarnation of World of Warcraft in order to capture the learner’s attention.

We were at an educational gaming conference a couple years back, where a grant was awarded for the design and production of a game prototype in support of a specific curriculum. Twenty-seven months and tens of thousands of dollars later the project is still in development. The developers are the only beneficiaries of learning in that scenario.
[…]

Games-That-Teach – Simple Works!2018-06-07T13:45:29+00:00

Part 4 – Illumen’s Guide to eLearning – Types of Learners

There are libraries of books defining the many types of learners. We can usually drill down to three categories which are: Auditory, Visual, Tactile.

hearingListening, Verbal or Auditory Learners connect more dots through listening. Audio descriptions, storytelling, sound effects, and audio cues are better comprehended. If you want to connect better with this type of learner, try using voice over or record a podcast. When using a spacial based learning environment, sound effects and environmental noises that relate to your topic can often help your user focus as it will immerse them in the content.

If you want to teach someone how to change a bicycle tire, record audio that gives a very detailed description of what they are in store for. Make sure you pace the audio appropriately and be specific between one step and the next. Using just audio to explain to someone how to change a bike tire may not sound like the best approach, but what if you created a phone number for people to call into if they are stranded on the road and can’t recall the steps. They might not have a device that can show images and in an emergency situation it might be the best option.

sightSeeing or Visual Learners learn through imagery. They make better connections between information and themselves through seeing. Examples include videos, animations, infographics, photos, charts, graphs, and even visually laid out text. There are many ways to better connect with your user such as making a video that shows a process or shows motion graphics that represent the information being presented. Draw out what […]

Part 4 – Illumen’s Guide to eLearning – Types of Learners2018-06-07T13:45:29+00:00

Part 2 – Illumen’s Guide to eLearning – The Goals

Our journey begins by first understanding why we are taking a journey in the first place. Goals are the core when developing a learning program and the strategy, all information, activities, and assessments orbit this core. Defined goals give us a basis for what is important and what would make the end results of our program a success. Goals are often two-fold. Not only do we have goals and objectives, but so should our audience. Our goals are often financial, important to business, important to health and safety, analytical, required by law, and/or political, while our audience may just want to learn, is required to learn because of their education or job, or, like in the case of our bike enthusiast broken down on the side of the road or a homeowner who suddenly has a broken furnace, placed in a situation where learning is imperative. Goals have levels too. We might have one all encompassing goal for the learner as well as goals that specify what we want to see in our program. Here is a quick listing of my goals:

  1. Having been in a prior situation requiring I change my bike tire, and having thoroughly perused the Internet, I was unhappy with the level of information explaining the act of changing a bicycle tire. I want an easy, yet more comprehensive way to educate someone on how to change a bike tire.
  2. I want to better inform the audience about the tools required, the process, problems that often or rarely occur, and finding why the tire may have gone flat.
  3. Provide an additional printable or mobile solution that is accessible to someone on the road, without the luxuries of possibly the Internet or a screen.

A […]

Part 2 – Illumen’s Guide to eLearning – The Goals2018-06-07T13:45:30+00:00

Illumen and the Chicago eLearning & Technology Showcase

Illumen is excited to once again sponsor the Chicago eLearning & Technology Showcase this year. It was a wonderful event last year full of great speakers covering such topics as the theories within eLearning, real world examples, and development processes. Registration will open in June.

Date: August 11, 2010, 8:30 am – 6:30 pm
Location: University Center, 525 S. State Street, Chicago, IL

From the Chicago eLearning & Technology Showcase website:

Celebrate the emergence of Chicago as a world-class center for elearning. Join hosts CISPI, CCASTD, and STC Chicago at the Chicago eLearning & Technology Showcase on August 11 for a cutting-edge exploration of new media and interactive elearning tools.

In 2008 and 2009, the Chicago eLearning & Technology Showcase earned the enthusiastic praise of attendees and presenters alike. This year, we are generating excitement again, as we celebrate the evolution of adult learning and performance.

The Showcase provides a full day of presentations with an emphasis on the role of new media and interactive methods in business and institutional training. Our speakers will explore all aspects of elearning—instructional design, development tools, media resources, virtual classrooms, social and interactive applications, mobile learning, rapid elearning, and more.

 

Note: Illumen once again was happy to take part in the 2018 Chicago eLearning & Technology Showcase. If you are interested in attending, please reach out. We would love to connect.

Illumen and the Chicago eLearning & Technology Showcase2018-09-12T12:01:28+00:00
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