Thursday, June 23, 2016

Global Trends in Instructional Design Technology: Trends in Business and Industry - "Better, Faster, Cheaper"



I chose to write about the “Better, Faster, Cheaper” trend in the business sector of instructional design technology because I have experienced it first hand. I spent 5 years training in the private sector, working for an energy and technology company and for a local health food chain. I have seen the steady growth and demand for employee training, as business and industry recognizes a direct correlation between their profits and a knowledgeable workforce. Improving on-the-job training improves customer experiences and increases retention of valuable workers. Training and development departments play a big role in solving organizational problems that could lead to losses in human capital and customers (Tracey & Morrison p. 178).

In both of these training positions I was either the “sole designer” or part of a two-person team that was responsible for the project management, media production, and instructional design for all corporate training initiatives (Tracey & Morrison p. 179). Budgets were generous for training, despite the small size of the department, and training was highly valued as part of the organization. Valued international train-the-trainer organizations like Langevin (“The World’s Largest Train-the-Trainer Company), The Ken Blanchard Companies (of the wildly successful One-Minute Manager book and training), Franklin Covey (The Seven Habits of Highly Successful People Signature Program), and Development Dimensions International (DDI), are just a few of the biggest instructional design and training companies that make millions off of pre-packaged training for business and industry.  “Better, Faster, Cheaper” for many businesses means sending their sole designer to become certified to facilitate programming that develops their workforce’s skills and rewards employees with professional development.

“Better, Faster, Cheaper” in terms of in-house creations tended to mean less time for us to solve problems with training. We were forever being asked to create and train the workforce on new initiatives and were usually given about a month of time. This made following the traditional ADDIE model difficult and we did utilize rapid prototyping to shorten the cycle time. Rapid prototyping reduces “production time because (a) using working models of the final product early in a project tends to eliminate time-consuming revisions later on and (b) design tasks are completed concurrently, rather than sequentially, throughout the project” (Tracey & Morrison p.183).  While we used rapid prototyping we were not exactly happy about the results – the analysis phase was extended and we discovered opportunities for change later in the project than we would have liked (usually after having run the training to a pilot group and sometimes not even until we were on the second run of a training). As instructional professionals, this did not make us feel that we were producing the best product we could. To the organization however, we were giving them exactly what they wanted, better, faster, and cheaper.

Another trend that was prevalent was the need for advanced evaluation of training initiatives. Tracey & Morrison mentioned Brinkerhoff’s Success Case Method of evaluation and indeed this is a practice embraced by business and industry widely. Return on investment (ROI) must be shown for all areas of a business or industry to justify the expense and training is no different. My experience was that ROI is expected and training managers should deliver.  At the 2003 American Society for Training and Development International Conference and Exhibition, Brinkerhoff and Dressler facilitated a symposium on Using the Success Case Impact Evaluation Method to Enhance Training Value & Impact.

Brinkerhoff and Dressler shared the following case-study of how the Success Case model can be used to evaluate training and identify opportunities for improvement:
“In an evaluation of the business value of emotional intelligence training at American Express, for example, we told the story of how six different financial advisors, each in a different situation, had used their training to increase sales, increase customer revenues, and so forth. Comparing these stories with the stories of unsuccessful participants allowed us to pinpoint the several key performance system factors that enabled some to make very successful use of the program, while others were not nearly so successful. As a result, American Express was able to
formulate new guidelines for program participation and support that were aimed at increasing
the numbers of advisors who could successfully leverage the training into financial results” (Brinkerhoff & Dressler, p.14). Whether companies are using the Success Case model or the more commonly known Kirkpatrick model of evaluation, the C-Suite is asking for results and instructional designers in the private industry are taking note. “Better, Faster, Cheaper” ID must be shown to be “Better” to balance the books for its expense.

In closing – I would encourage you to check out some of the links below to the websites of the companies I mentioned in this blog post that are making big business out of training-the-trainer and instructional designers for business and industry today.


References


Brinkerhoff, R.D., & Dressler, D. E. (2003, May). Using the Success Case Impact Evaluation Method to Enhance Training Value & Impact. Symposium conducted at the meeting of the American Society for Training and Development International Conference and Exhibition 2003, San Diego, CA. Retrieved from http://www.kenblanchard.com/img/pub/newsletter_brinkerhoff.pdf

Tracey, M.W. & Morrison, G.R. (2012). Instructional Design in Business and Industry. In R.A. Reiser & J.V. Dempsey (Ed.), Trends and Issues in Instructional Design and Technology, Third Edition (pp. 178 – 186). Boston, MA: Pearson. 


Additional Resources


Langevin Learning Services

The Ken Blanchard Companies

Franklin Covey

Developmental Dimensions International

Kirkpatrick Partners




Wednesday, June 22, 2016

Global Trends in Instructional Design Technology – Africa: The Need to Train Educators, Blended Learning, and Distance Education


Africa is the world's second-largest and second-most-populous continent and is made up of 54 individual countries. Because of the vast differences in these countries cultures and resources we cannot say that instructional design or learning are the same across the continent. However, we recognize that African countries are classified as third-world and are developing. They do not have the same understanding of instructional technology that first-world, developed, capitalist, industrial countries take for granted. Trends that were identified included the need to train teachers, update learning pedagogies, and take a broad view of the definition of "instructional technology". 

The world is rapidly becoming more complex every day. Visser entreats us to view the video The History of the World in 7 minutes before reading his chapter in Reiser’s book. 

I couldn’t help but think about my favorite book, Shantaram by Gregory David Roberts, where he talks about how the universe is constantly becoming more and more complex - moving toward the ultimate complexity that man calls “god”. And if we start talking about the relationship between the ideas of god and technology this blog post will go off in an entirely different direction.

The point I am trying to make is that we have to think about instructional design technology in a different context when we think of the continent of Africa. Visser shares his experiences communicating with a student in an isolated area via satellite internet connection. This technology was only there for the student due to an internationally funded grant that was not showing a return on investment and was offering students sporadic internet access at best. Even so, the “internet center is the life line to the outside world” for Africans (p. 230).

So who gets education and access to instruction in Africa? According to Visser those who are educated are privileged, most often male, learn in near impossible circumstances, persevere, and have luck. Over 50% of African citizens do not go to school period (p. 231).

Instructional design technology is not what we think of when we talk about the rest of the world. Visser cites Everett Rogers (1995) definition of technology “a design for instrumental action that reduces the uncertainty in the cause-effect relationships involved in achieving a desired outcome”, and Visser goes on to point out that nothing in this definition tells us what kind of instruments are being used (p. 232).

Visser tells us that in Africa, instructional design technology is all about:

  • Training unqualified/underqualified teachers
  • Promoting the use of active learning pedagogies
  • Promoting “creative collaboration” and hands-on, student-teacher involved learning
  • Promoting informal learning opportunities
  • Promoting educational best-practices and methods of facilitation
  • Acquiring and constructing educational tools and resources (technology) using anything and everything that is available!


Visser’s research spans a time period from the 1980s’ to around 2010. Visser does mention that things have improved and that there are actually a large number of colleagues in instructional design technology working in Africa now whom he collaborates with.
  
In looking into the current state of instructional technology in Africa, I came across OER Africa, an organization that has been in existence since 2008 and lists successes through 2015. Their tag-line is: “Building African education capacity through openness”.  Their mission statement includes the following, “to respond to a growing urgency to meet the demands of students (and faculty) for improved pedagogical content and practice…”

The recent work of OER Africa supports Visser’s take on the needs of educators and instructional technologists in Africa. Education is in demand, Africa is catching up to the rest of the world (slowly), teachers and instructional designers must use current learning pedagogy to improve educational outcomes.

OER Africa publishes research and there is an article on their site that I wanted to mention because it uses a case study where blended learning is being successfully applied in an African higher education institution – the University of Mauritius. Mauritius is one of the 54 countries that make up Africa, it is an isolated island, with no natural resources, and a multi-ethnic, multi-national, multi-religious population occupying a small space. However, they have infrastructure in place for there to be internet access. The university has taken advantage of this and has applied a “combination of e-book approach, rapid e-learning techniques, and online activity based instructional design to create a high quality learning environment based on socio-constructivist learning principles” (p. 13). This example shows that where resources, infrastructure, and access to current research is available (universtiy) - instructional design technology is being applied in a way that is more in line with the rest of the world. 
  
Finally, in search of the most recent data I located a recent news story from the BBC called Is South Africa’s Education System Really ‘Failing’. The 2016 interview with South Africa’s Education Minister indicates that education is continuing to not succeed despite resources that are now available. South Africa spends the most of any African nation on education, 6% of its GDP, yet 25% of students are failing grade 12. The statements from this article that stood out to me the most were “teachers are not trained for the future” and “quality teaching and proper structure of learning practices are lacking”. Again we see the trend that Visser outlined for us in Reiser's book of a great need for training educators in Africa.  

In closing, I would like to share a wonderful resource I discovered thanks to a colleague. An organization that is working to improve educational outcomes for Africans, especially in rural communities, called the Open University of West Africa. This organization, led by John Roberts has come up with a solution to pre-package educational content into smart phones, with a pay as you go plan to connect to the internet. This distance education plan puts current pedagogy and well designed instruction into the hands of rural Africans – all they have to do is take advantage of it. the You can learn more about this initiative here: http://unreasonable.is/ouwa-talk/



References:
Nkosi, M. (2016, January 29). Is South Africa’s education system really ‘in crisis’? Retrieved from

OER Africa. (2016) Retrieved from http://www.oerafrica.org/

Santally, M.I., Rajabalee, Y. &  Cooshna-Naik, D (2012). Learning Design Implementation for Distance e-Learning: Blending Rapid e-Learning Techniques with Activity-based Pedagogies to Design and Implement a Socio-constructivist Environment. European Journal of Open, Distance, and E-Learning. Retrieved from http://www.oerafrica.org/resource/learning-design-implementation-distance-e-learning-blending-rapid-e-learning-techniques

Unreasonable Institute. (2015, September) How MOOCs on Smart Phones Financially Empower West Africans. Retrieved from http://unreasonable.is/ouwa-talk/

Visser, J. (2012). Developing Learning to Meet Complex Challenges for an Undivided World. In R.A. Reiser & J.V. Dempsey (Ed.), Trends and Issues in Instructional Design and Technology, Third Edition (pp. 229 – 238). Boston, MA: Pearson. 


Worlds within the World? (2008- 2016). Retrieved from http://www.nationsonline.org/oneworld/third_world_countries.htm

Thursday, June 16, 2016

Current Trends in Instructional Technology: Wearable Technology




DEFINITIONS
Wearable technology (also called wearable gadgets) is a category of technology devices that can be worn by a consumer. (Martin, 2016)
Examples: Smart Watch, Fitness Band, Google Glass

DISCUSSION

When talking about the explosion of wearable technologies, Dr. Martin shared a graphic that illustrated all the sectors that have benefited from and employ wearable technology. They include: security/safety, medical, wellness, sport/fitness, lifestyle, communications, and glamor. In each of these sectors we can think of the most common uses of wearable technology and how it might apply to learning and education:

Security/Safety – A GPS tracker for K-12 children that can allow parents to know where their children are physically at during the school day. Preventing truancy perhaps?

Medical – Sensors that can be implanted into the brains of patients with epilepsy that can “learn” how and why they have seizures and warn them so they can take preventative measures to stop seizures and even stop the seizure itself through electromagnetic pulses that could be emitted.

Wellness – Sleep monitors! I personally love this. Quality sleep – 6 to 8 hours – is critical for me to function. I enjoy seeing each morning how long and well I slept. If I see myself getting behind or having restless nights I can take steps to make sure I catch up (sleep aid, meditation, etc.). Children need more sleep than adults and good sleep can make a difference in school and performance.

Sport/Fitness – The sport/fitness band craze is well documented. I am myself addicted to my FitBit. Users can track steps, miles, stairs, heart rate, sleep and exercise. Students can compete against each other, this could be used in physical education and athletic programs to promote engagement and challenging performance.

Lifestyle Computing– Digital organization, calendars, reminders, deadlines, and to-do lists to keep students organized and on track via their smart watch, smart phone, or google glass.  

Communications – Accessing social media and mail through wearable technologies can keep learners engaged and academic discussions can be had one-on-one or in discussion groups.  

Glamor – Wearable technology that can show emotional response – to encourage emotional intelligence development and increase empathy in learning environments.

Google Cardboard – This is the coolest thing that I learned about during this discussion on wearable technology. For $15 you can turn your smart phone into a virtual reality viewer that can be used to take virtual field trips and have virtual experiences without ever leaving your learning location. This inexpensive and accessible technology struck me as being one of the most powerful tools we could put in the hand of every K-12 student today.






RESOURCES

Article:
“Smart shoes could charge your phone’s battery while you rush to work…” This wonderful article from Time Magazine (2016) explores the wearable tech of the future and includes some pretty cute animations to illustrate its points. The authors interviewed six wearable technology specialists and asked them to imagine what’s next.

Gee, Ho, and Raab. (2016) A Day in the Life of Wearable Tech. Retrieved from http://time.com/see-the-wearable-tech-of-the-future/



Web URL:
I thought I had seen it all but apparently there is a “smart ring” and it pairs with your cell phone (only Android or Windows OS however). It can unlock you phone, unlock your door, share links, disks, business cards, and apparently “whisper” to someone you find attractive. At the $14.99 ON SALE price point I suspect this product was not very successful – however the idea is genius and I suspect if Apple ever gets a hold of this we will have a really popular new iRing to drool over…



Video:
Artist Kate Hartman is an artist, technologist, and educator. When I discovered her I felt a kinship. She makes wearable technology. Examples include: Talk To Yourself Hat, the Gut Listener, the Inflatable Heart and the Glacier Embracing Suit. This TEDTalk with her points out some uses for wearable technology that have to do with how we relate and communicate with each other and the world around us. One of the most useful devices she shares in this humorous and thought provoking video is a monitor that you put on houseplants, that can send text messages telling you when it needs to be watered, then the plant sends you a thank you text when the moisture level is right again!


ACTIVITY

A current challenge I face in my New Employee Orientation program has to do with the bus tour that we give new employees of the campus. We used to have free access to a bus for the tour that happens every two weeks. Then we lost that option and had to begin paying for the bus. This is a sizable chunk of our budget and we don’t know how sustainable it will be going forward. We have talked of a virtual tour before and I think it would be amazing to have a Google Cardboard virtual tour of the campus for all new employees. The university already invested in drone video footage of the campus – with the right partners and developers we could move to an impressive and fun virtual tour using Google Cardboard that would be sure to impress new employees. The narrator can tell the employees about each building, the history, and the culture of UNC Charlotte while they look at moving images that immerse them even closer than they could have gotten with the bus.


CLOSING

In closing I would like to share my SoundCloud on wearable technology. I will keep up with this technology through trends and marketing – I am a consumer of wearable tech! I will continue to consider how each new wearable device that comes out could be used in education and apply them to learning activities when possible.