Must e-Learning Be 'Cool?'
August 13, 2009
In 1989, when I was offered the opportunity to advise Andersen Consulting on how to do training and how to build what eventually came to be called e-learning, the first thing I encountered was role-playing. Andersen routinely brought new hires out to its St. Charles, Illinois, facility to role-play their new jobs. Later, when I was working with the Harvard "getting to yes" people who taught negotiation skills (to Andersen people among others), again I encountered role-playing as a teaching technique. There seemed to be no getting rid of it.
What is wrong with role-playing? Nothing as long the roles are being played by people who actually play or have played that role in real life. Telling two new hires that one should be the consultant and the other should be the bank manger is just silly. Negotiating for a role for the opera star you represent when you have never represented one and she doesn't exist and the person with whom you are negotiating is just as clueless is simply absurd.
I was thinking about this the other day after I was asked to give a talk in Second Life. I agreed to do it because it sounded weird and I like weird. I spoke to odd-looking avatars who made strange motions as I talked. It was kind of like talking to group on a conference call where you don't really know who is on the line but with lots of visual distractions. The group came armed with questions, some of which I heard, and some of which were typed, and with the overload of questions, I lost my train of thought.
Whether Second Life is a good venue for speaking, I will leave to those who attend meetings in that virtual world. I partook of this experience to see what the fuss was about and that is what I would like to talk about here.
My experience started some days earlier when the person who had invited me to speak took me around Second Life. Some years ago I toured EverQuest, the massively multiplayer online role-playing game, and realized that I was looking at pretty much the same technology as Second Life, minus other characters charging at me to chop my character's head off with an ax.
The idea that Second Life is seen as a training venue made me wonder. Since I work quite often in the shipping industry, I asked to visit a ship in Second Life. They had one. I could easily envision creating a working freighter in Second Life and running certain emergency drills on it as a way of practicing and discussing what happened. This would be non-trivial to implement so I wondered if people were spending a great deal of money to build that kind of application.
I was told that mostly, Second Life was being used for role-playing activities, which reminded me of the adage that the more things change the more they stay the same.
Second Life takes the idea of role-playing using amateurs a step further than Andersen did. They make it prettier.
This wouldn't matter so much except we know that one reason role-playing is used is that it is cheap. People who run training departments really like cheap. I understand this, but cheap and ineffective is a bad combination.
But Second Life is cool. You can show off what you're doing and people will say it's "cool." But, "cool" and ineffective is not necessarily a good combination.
One of my senior people had a proposal she had written criticized the other day because the client didn't think it was "cool." Here is what the client wrote:
"Nothing about this design makes us stand up and say, 'wow, that is cool'... although we think that's probably part of the reality of the approach we are taking. The "coolness" factor doesn't show up in the design itself, but in the learning that takes place and how it unfolds in the classroom."
Why should there be a coolness factor? Who said learning was anything more than hard work through practice? What does cool have to do with it? Isn't the only question that is relevant one about effectiveness?
So, then, this is my problem with Second Life. I know that people are using it because it is cool. I know there is a big demand for cool. I demand effective. Show me an effective application in Second Life and I will be the first to stand up and applaud. I believe it is quite possible to use Second Life to make something that is both cool and effective. But I doubt it would be cheap.
People who do e-learning need to learn to fight the demand for cool and cheap. Insist on effective.
About the Author
Roger C. Schank is one of the world's leading researchers in AI, learning theory, cognitive science, and the building of virtual learning environments. He is President and CEO of Socratic Arts, a company whose goal is to design and implement low-cost story-based learning by doing curricula in schools, universities, and corporations.
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