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Thursday, April 1, 2010

A Brief Look at Story-based Learning

Using stories to teach

Storytelling is a powerful way of organizing information, conveying emotions, and teaching people.
Stories with vivid characters and plots are used with great effect to design and create learning and design scenarios to address a range of business needs. Stories and scenarios are customized and used with  web-based learning tools since like movies or a good book, they have the power to carry users into authentic settings and into the lives of interesting, believable characters.
Story-based learning delivered through the computer leverages a range of media elements and wraps them using a plot into a potent instructional form. Added elements of interactivity help learner make decisions that control the movement of the story, as it were, and gain greater immersion.

The Story-based learning methodology uses the age old but simple art of narrative to achieve the following:

  • Make the instructional content interesting and immersive.
  • Make the learner identify with the different characters of the story.
  • Show how the different events and elements of the story are relevant to the learner’s work-life and work environment.

Here is a little video that speaks about how stories can be used to teach without appearing didactic or overly persuasive. http://www.youtube.com/watch?v=UFC-URW6wkU&feature=fvw

 

Broad categories of story-based learning types

Based on the complexity of narrative and use of associated instructional techniques can be divided into:

·         Simple stories to initiate learning
At the simplest level stories and simple scenarios are used to initiate learners into a series of learning content chunks. A simple story or scenario is used in such cases to attract and draw the learner into the learning sequence. The plot in this case in not very evolved and often multiple unrelated or related anecdotes are used throughout the length of the learning program to keep up learner engagement. The learning sequence itself maybe simple, linear, or even complex and branched.
Parable like stories are also used in simple used of learning to drive home concepts or learning objectives. The stories used in such cases are always simple, short, and usually with a straightforward plotline.

·         Involved with interwoven plot
Higher impact uses draw on stories with evolved plotlines that are specifically written around design strategies. The story is the central mechanism of continuity that carries the entire learning process for the learner. Often the learner is asked to make decisions that may seem to alter the sequence of events. Usually the plot is crafted to guide the learner through a decided path of learning and set outcomes. The learner merely gets an illusion of being in control to reinforce the sense of immersion and enforce involvement with what is being taught.

·         Completely immersive with a simulated learning environment
This is the most complex form of instruction that uses engines to allow learners to craft their own learning  experience using the backbone of a story. Each learner comes away after the experience with a unique experiential learning experience.
Simulations of reality immerse learners and make them part of an evolving story where the decisions they make actually changes the sequence of events. The learning interface is used to merely collect information, allow learners to react and make decisions, and to present analyses and the outcomes of decisions made. The story in the back end is complex and uses a very strongly crafted logic to trigger and alter the situations in the story to provide the experience in the world of the story where the learner is completely immersed.
When used with social learning this form allows learners to not only create their own learning experience but also react and learn from other learners. In games this learning behavior is often seen in massively multiplayer online role playing games (MMORPG).

 

Qualities and Benefits of Effective Story-based Learning:

Stories address universal themes
Students can relate to the characters and the challenges they face.

Unusual
Learners do not want to hear about everyday life or learn from rigidly encoded content. Stories let them find something interesting and a little different.

Personal
Learners appreciate hearing a real, authentic story from the person who experienced it firsthand.
Stories created for the online learning experience are particularly interesting and make the learning seem more human. When used aptly, sharing a personal and appropriate story will actually increases learner involvement and empathy enormously.

Demonstrates consequences or rewards for choices made
Main characters in learning stories are often rewarded for making good choices and punished for bad choices.

Appeals to the three main representational systems
Stories can involve visual, auditory, and kinesthetic experiences. Some learners respond to images, some to sounds and some to feelings. Great learning stories, use descriptions from all three representational systems. This involves learners with a range of cognitive needs.

Greater learning gains
Studies have proven that learners exhibit learning gains can often be better than those produced by traditional instructional approaches. (Scott W. McQuiggan, Jonathan P. Rowe, Sunyoung Lee and ,James C. Lester - Department of Computer Science, North Carolina State University, Raleigh, NC 27695).
The motivational benefits of narrative-centered learning with regard to self-efficacy, presence, interest, and perception of control are substantially greater than other means of instruction.

Friday, July 10, 2009

Virtual Field Trip... !

Just learnt about the concept of the Virtual Field trip (http://www.simplek12.com/virtualfieldtrips ) from @SimpleK12 on Twitter.

The concept is simple. Instead of the real location show the a series of websites about the place. Perhaps in the near future with virtual reality the children can even experience the place.


For now though I have mixed feelings about this concept. Most of (children included) are glued to one or the other screen (TV, PC, Mobile, Gaming Console etc.). An actual attempt at going to a place in reality is so much better than just surfing websites.

Thursday, July 9, 2009

OpenSource Tools for Learners

I was just reading about TechRepublic’s list of 10 ‘Linux applications’ for educational environments (http://blogs.techrepublic.com.com/10things/?p=853).

 

Surprised that Moodle is not included. Must compare and find out why Atutor pipped Moodle to the post in the list, J

Tuesday, July 7, 2009

Google is targeting the K12 audience

Just spotted a week old Google blog post that talks about how Google is targeting the K12 segment.
It is an interesting move to get teachers to use Google technologies (a modified version of Google apps) to teach.
The blog post mentions that they pan to launch a Google Apps Education Community site for educators and students to share tips and ideas for using Google Apps in their classrooms, as well as the Search Education Curriculum and a Google Apps Education resource center with 20 classroom-ready lesson plans for teachers.

This will be interesting to track and see how it helps collaborative learning among young people in classroom situations.

Read the rest of the post at:

http://googleblog.blogspot.com/2009/06/google-heads-to-grade-school-new.html

Friday, March 27, 2009

A special section in YouTube for Videos from colleges and other education institutions

Google has launced YouTubeEDU to collect videos from educational institutes, colleges, universities, et al.

The blurb on the YouTube blog says

“Using YouTube as a vehicle to democratize learning is one of the coolest, unintended outcomes of its existence. YouTube EDU is a volunteer project sparked by a group of employees who wanted to find a better way to collect and highlight all the great educational content being uploaded to YouTube by colleges and universities. We'll feature some of these videos on the home page on Friday and elaborate further in a separate post on that day.”

First thoughts – University on demand J

After institutions like MIT opening up their entire curriculum this is an interesting way to mine such info.

Click here to try out YouTube EDU

Thursday, March 26, 2009

Webinar on building better learning games by leveraging game design and user-testing

You could register for the webinar at

https://www1.gotomeeting.com/register/558400490%20

Background:

The webinar promises to will discuss the development of a casual video game, called “Celebrity Calamity.”. While managing the finances of spendthrift celebrity, the game teaches low- to moderate-income women the basics of credit and debit cards.

For many in the target audience, personal finance education can be difficult, scary, and boring. Keeping players motivated and engaged was important, though only half the battle. For the game to be considered successful, players also had to emerge from the experience with the confidence -- and knowledge -- to manage their credit and debit card accounts. To facilitate this, D2D and Enspire conducted rigorous user experience testing during the iterative production process. Later, efficacy testing was used to determine knowledge and confidence changes as a result of the game.
In this webinar, once can learn about casual games and how to leverage games for learning through a case study of D2D’s “Celebrity Calamity.”

Specifically, one will:
• Learn about casual games and how these games match to specific learning needs;
• Understand the role of user testing in the game design process and how it can yield better learning; and
• Get tricks of the trade from Enspire’s game designers.

The webinar is on Thursday, April 9, 2009 at 1:00 PM - 2:30 PM CDT

Wednesday, March 25, 2009

Free eLearning from BMGI

BMGI is opening up it's treasure trove of eLearing courses for the next two days.

Register quickly to avail of the courses at http://tinyurl.com/cpvghh

Here are some topics which are being offered:
  • Spaghetti Diagrams
  • Fishbone Diagrams
  • High-Level Process Maps
  • Inside the Innovation Elite
  • Building Teams
  • Preparing to Manage Change
  • Design For Six Sigma
  • Leading and Communicating Change
  • Eight Types of Waste
  • Five Principles of Lean
  • Kano Analysis
  • Flow
  • Kanban
  • Creating Pareto Charts
  • ANOVA – Analysis of Variance

A big thank you to Anil Sawant for sharing this with me :)