How would Steve Jobs Do Training and Education?

Friday, July 13, 2012 0


I was asked by a certain company a question.  How would Steve Jobs do training and education?

The New Old Software Development
My first answer is the bottom right of the three charts.  In terms of software (and hardware) development, the simplest answer is 1) Create tools that don't need training. Use skeuomorphic designs.  Provide rich feedback.  Use icons and other visuals well.

Then, because that is not always possible, 2) Provide just in time context support for specific features, such as bubble help.  For real-world hardware, this will also increasingly include a layer of just in time training that can be triggered by tags (such as barcades or QR Codes) or even shapes  (an airplane maintenance worker takes a photograph on a mobile device (including Google Glasses) of a broken part, and this triggers the material on how to fix it).

The third aspect is "The Tool is the Philosophy."  The development of software assumes and codifies processes on how to do a task outside of simply using the software.  So increasingly the best way to learn a subject (even at a deep and philosophical level) is around engaging the tool.

One way to learn project management is to master a tool on project management. Math curricula for most non-Math majors should be shaped almost entirely by a modern spreadsheet.  Similarly, new tools bring forth, not just capture, new philosophies.  The existence of Facebook and Tumblr changes what MBA students need to know.  Finally, certain technologies update skills.  The skill of spelling is less important in the era of spell checkers.

The New Old Training
Having said that, there is plenty of training that happens (or should happen) outside the use of tools.  For these, I submit the model of The New Old Training.  Here (depicted on the bottom left of the three models), training organizations produce three types of content for which iPhones, iPads, and iPods have been optimized .  
  • The first is sims (simulations and serious games), using today's casual games as a guide for scope and production values.  I might look at PopCap as a model vendor here, with such games as Plants vs. Zombies.  These are easy to engage, slick, with humor and other forms of personality.  These will not just teach competence but more importantly conviction.
  • The second "deliverable" from the new old training group would be a Kahn Academy-esque video and podcast library.  Here, low production value, short videos and MP3s (some user submitted) on a range of relevant area can be made available (and, on occasion, pushed out).  
  • Finally, communities, such as modeled by StackOverflow.com, provide places for people to engage around both shallow and very deep issues.
All three of these New Old Training models use tracking methods, including awarding of achievements and other gamification techniques.  The methodologies used to put hard certifications on soft activities (badges for status in a chat room) allow organization to measure and prescribe a wider range of activities.

The New Old Education
Finally, all learning has to happen in a context (hopefully intrinsically motivating, but often not).  The New Old Education (upper middle diagram) is a complete reversal of the current industrial model.  Education systems (K through College) should be dedicated to helping students:
  • find out at what skills they are better than almost everyone else, and 
  • identify what their personal missions are (what problems in the world they find most motivating).  
Any functioning education system would then help students connect their unique gifts with their mission by: 

The more people are self motivated, the less broad training is needed.  But "best practices" communities and other deep content are still critically important.  

It is impossible for me to answer the question, "How would Steve Jobs do training?"  But it is easy to imagine the future of education being much richer than the past. 
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Schools that don't encourage "genuine play" in a subject-matter sacrifice both competence and conviction

Thursday, July 12, 2012 Category : 0

Unschooling Rule 26 (#unrules26) is: Biologically, the necessary order of learning is: explore, then play, then add rigor.


There is so much consensus on the critical role of play, from the ground-breaking work of Jean Piaget to a recent CNN Opinion piece: Want to get your kids into college? Let them play. Despite the compelling case made, an entire generation of school kids has already gone through middle school and high school since Dr. Gee's What Video Games Have to Teach Us About Learning and Literacy came out.

Funnily enough, the most successful academic use of "play" is not, as one might expect, the extension of successful socializing and educational play from kindergarten to subsequent first and second grades. In fact, we are seeing the opposite here, with more directive style content and approaches being pushed down to younger ages.

Rather, the biggest use of "play" in academics is coming at the graduate school level, where "simulations" and "role-plays" are being used, almost inevitably media-assisted, to develop skills in the next generations of doctors, business people, and lawyers, just to name a few. In other words, the closer to the point of the real use of content, and the more sophisticated the content, the more play is encouraged.

This is because competent graduate schools understand that the goal of learning is: Competence + Conviction = Comfort


Competence is a pretty well understood idea. It is the ability of a learner to apply the right skills.

But developing conviction in a student for any subject matter is even more important. Conviction is the enduring understanding and drive in the learner to do the right thing.

I look at the conviction level by gauging:

  • How do people actually behave when no one is watching, and/or when stressed?
  • Can people improvise to appropriately adapt learned approaches to situations not explicitly covered in the material?
Ultimately, comfort comes from the combination of the two. And comfort, unlike the awareness of facts, lasts for decades. Comfort is reinforced and made stronger by the productive world.

As an aside, all of the identified "non-universals" of society require conviction, and include:
  • Model Based Science
  • Equal Rights
  • Democracy
  • Focus Culturally on Similarities over Differences
  • Slow Deep Thinking
  • Legal System over Vendetta
  • Perspective Drawing
  • Theory of Harmony
  • Agriculture over hunting and killing
From my own work, I have framed out a design approach to begin the conviction developing process using simulations:
  • Allow students to experiment with their traditional behavior. Allow them to do what they would naturally do. Then show not only the immediate, apparent, and high-probability consequences (which are often positive) of their traditional behavior, but also the long term, hidden, and/or "unlikely" but possible consequences (which can be devastating). Allow the player to experience emotionally the direct devastating consequences.
  • Visualize the "invisible system" - the flow of events that people can't normally see, but leads to any devastating outcomes.
  • Allow students to repeat the scenarios (which means they can't be too long, or rely too much on linear content), and then "discover" for themselves the right way of doing things.
  • Include the little feedback signs to teach players what are signs in the real world that indicate a straying into risky behavior.
  • Put the student in novel situations that require improvising based on their earned knowledge.
  • Present tailored, not generic, after action reviews/debriefings.
Play is the oldest form of education. And any parent that relies on, or any organization that hires from, institutions that don't use play will get people with only brittle, superficial, and transient knowledge at best.

See also:
Unschooling Rules 26. Biologically, the necessary order of learning is: explore, then play, then add rigor.

A simple IR experiment to prove that the North Carolina Sea Level Rise Bill is just flat wrong

Thursday, July 5, 2012 Category : , , 0

Last month, North Carolina's Senate passed a bill that would have required the state's Coastal Resources Commission to base predictions of future sea level rise along the state's coast on a steady, linear rate of increase. This has sparked controversies across the nation amid the record heat waves in many states.

If the lawmakers had done our very simple IR experiment on visualizing thermohaline in a cup, published in the July issue of last year's Journal of Chemical Education (see the image to the left), they would have had a better understanding about the possibility of the nonlinear acceleration of ice shelf melting: The less salty the seawater is, the faster the ice shelf above it melts. And the faster ice melts, the less salty the seawater will become. This creates a positive feedback loop that accelerates the melting process. If the speed of ice melting in systems as simple as a cup of saltwater is not as nice as the "steady, linear" rate some of the lawmakers would like to see, who can be sure that systems as complex as the Earth would follow a "steady, linear" trajectory of change?

If you bother to read on, this experiment uses just a cup of tap water, a cup of salt water, and some ice cubes. The two cups are placed next to each other on a table for comparison. (a) An IR image right after an ice cube was added to a cup of freshwater (left) and a cup of saltwater (right). (b) An IR image taken after four minutes showing a downwelling column in the freshwater. (c) An IR image taken after nine minutes showing the tabletop was cooled significantly near the freshwater cup. (d) An IR image taken after 16 minutes showing that the bottom of the freshwater cup became cooler than the top whereas the bottom of the saltwater cup remained warmer than the top.

To see the entire process caught under an IR camera, you can watch the embedded YouTube videos in this blog post. Feel free to send these videos to your representatives if you happen to live in the coastal area of North Carolina. Or send to a science teacher in North Carolina in the hope that the bill will be revised in the future to consider the possibility of nonlinear acceleration.

Note that these videos do not represent any political view and should not be considered as in support of any agenda, my purpose is only to provide a humble scientific demonstration to prove that things do not always go smoothly as we wish.

Investigating thermoimaging in augmented multisensory learning about heat transfer

Monday, July 2, 2012 Category : , 0

Jesper Haglund from Linköping University presents a poster about our Sweden-US collaborative research on thermal visualization at the 2012 World Conference on Physics Education held in Istanbul, Turkey. Below is the abstract of the poster:

"Infrared (IR) thermal imaging is a powerful technology which holds the pedagogical potential of ‘making the invisible visible’, and is becoming increasingly affordable for use in educational contexts. Science education research has identified many challenges and misconceptions related to students’ learning of thermodynamics, including disambiguation of temperature and heat, and a common belief that our sense of touch is an infallible thermometer. The purpose of the present study was to explore how thermal imaging technology might influence students’ conceptual understanding of heat and temperature. This was carried out by investigating three different conditions with respect to students exploration of the thermal phenomena of different objects (e.g. wood, metal and wool), namely the effect of students’ use of real-time imaging generated from a FLIR i3 IR camera, students’ interpretation of static IR images, and students’ deployment of traditional thermometer apparatus. Eight 7th-grade students (12-13 years old) worked in pairs across the three experimental conditions, and were asked to predict, observe and explain (POE) the temperature of a sheet-metal knife and a piece of wood before, during and after placing them in contact with their thumbs. The participants had not been exposed to any formal teaching of thermodynamics and the ambition was to establish if they could discover and conceptualise the thermal interaction between their thumbs and the objects in terms of heat flow with minimal guidance from the researchers. The main finding was that a cognitive conflict was induced in all three conditions, as to the anomaly between perceived ‘hotness’ and measured temperature, with a particular emotional undertone in the real-time IR condition. However, none of the participants conceptualised the situation in terms of a heat flow. From the perspective of establishing a baseline of the understanding of thermal phenomena prior to teaching, extensive quantities, e.g. ‘heat’ or ‘energy’, were largely missing in the participants’ communication. In conclusion, although an unguided discovery or inquiry-based approach induced a cognitive conflict, it was not sufficient for adjusting the students’ conceptual ecologies with respect to the age group studied here. Future research will exploit the promise of the cognitive conflict observed in this study by developing a more guided approach to teaching thermal phenomena that also takes full advantage of the enhanced vision offered by the thermal camera technology."

If you happen to be at WCPE 2012, drop by his poster: Session - 1.04, Date & Time: 7/3/2012 / 13:00 - 14:00, Room: D406 (3rd Floor).

If you don't know what thermal visualization is, visit our InfraredTube website.

Investigating the Kármán vortex street using Energy2D

Saturday, June 30, 2012 Category : , 0

Run this simulation.
The Kármán vortex street is a repeating pattern of swirling vortices caused by the unsteady separation of flow of a fluid over bluff bodies. It is named after the great scientist Theodore von Kármán who co-founded NASA's JPL. This effect is observable in nature like in a stream, but you need some luck since it requires some picky conditions that are not always there for you.

Now, with our online simulation program Energy2D you can create and investigate the Kármán vortex street in your browser without depending on Mother Nature to give you an opportunity window.

For example, you can test how big an obstacle should be in order to produce this effect. You will find that an obstacle must be large enough to create a steady vortex street. If the shape of the obstacle is not streamlined, what will you see?

If you stick a thermometer in a thermal vortex street, you should see that the temperature will swing pretty regularly between a high value and a low value (see the image to the right). This means this effect could be used to warm and cool an array of things periodically. Could there be some engineering use of this?

Serious Play Conference 2012 Program Announced

Tuesday, June 26, 2012 0

The Serious Play Conference Program has been announced.  I am so excited about the brain trust we have assembled.  Take a look!

Serious Play Conference

2012 Program

Tuesday, August 21

8:30 a.m. Welcome, Overview of Conference: Clark Aldrich, Conference Director; Sue Bohle, Executive Director, Serious Games Association;  Claude Comair, Chairman, DigiPen Institute of Technology

9 – 9:45 a.m.  Ran Hinrichs, 2b3d, “Getting the Best vQuotient”

10 – 11 a.m. Panel: “Are Educational Simulations and Games Becoming a Key Training Method in Large Organizations?”
  • David Metcalf, UCF
  • Phaedra Boiondiris, IBM
  • James Oker, Microsoft
  • Parvati Dev, CliniSpace

11 – 11:30 a.m. Break

11:30 a.m. – 12:30 p.m. Concurrent Sessions
  • Phaedra Boinodiris, IBM:  “From Process Optimization to Complex Problem Solving in the Corporate Environment”

  • Parvati Dev, CliniSpace: “Virtual Environments for Healthcare Training”
  • Bob Waddington, SimQuest: “Where Do Games Fit in Employee or Public Training?”
  • Helen Rutledge, PIXELearning, “Why and How Serious Games Work”

12:30 – 1:30 Lunch in DigiPen Cafeteria

1:30 – 2:15 p.m.  Plenary TBD

2:30 – 3:30 p.m. Concurrent Sessions
  • Chuck Hamilton, IBM: “Play to Win -- IBM's Smart Play Framework”

  • David Metcalf, UCF:  “Mobile Games and Simulations for Health”
  • James Oker, Microsoft, Topic TBA
  • Douglas Whatley, BreakAway Games:  “Why Don't We Teach More with Games?

3:30 – 4 p.m. Networking Break/ Awards Voting

4 – 5 p.m. Concurrent Sessions
  • Andrew Miller, Edutopia, “Game Based Learning as Education Reform”
  • Pamela M. Kato, Dorpsstraat 14, TBA
  • Puja Dasari, California Academy of Sciences: “Game Creation and Civic Engagement”
  • Richard Boyd, Lockheed: “Lowering the Barriers for Serious Play”

5:15 – 6:15 p.m. Concurrent Sessions
  • Sponsored Session for Technology Providers
  • Awards Voting

Wednesday, August 22

8:30 a.m. Welcome and Announcements

8:45 – 9:45 a.m.  Morning Panel: Sizing the Potential Market
  • Tyson Greer  / Sam S. Adkins,  Ambient Insight: Mobil Games, Education
  • Burnes Saint Patrick Hollyman, the Digital Entertainment Alliance: Virtual Worlds
  • Michael Cai, Interpret: Corporate

10 – 10:45 a.m. Concurrent Sessions
  • Burnes Saint Patrick Hollyman: “Second Lives 2.0: The State of Virtual Worlds Today”
  • Andrew Phelps, Rochester Institute of Technology: “Games and What They Teach Us About Creative Culture”

  • Paul Thurkettle, NATO:  “Serious Games and the Smart Defense Initiative”
  • David Martz, MuzzyLane:  “The Economics of Serious Game Projects”

11:a.m. – 11:45 a.m. Concurrent Sessions
  • Sam S. Adkins, Ambient Insight: “The 2011-2016 Worldwide Game-based Learning Market”

  • Dan Baden, Centers for Disease Control and Prevention: “Educating the Public about Health”
  • Heidi J. Boisvert, futurePerfect lab: “Moving Players Beyond Clicktavism”
  • Susan D. Meek, BreakAway Games: “Silos Support Farmers, Not the Learning Ecosystem”
  • Brock R. Dubbels, University of Minnesota, TBA

Noon – 12:45:p.m.  -  Lunch

1 – 2 p.m. Afternoon Panel: “The Challenges of Measuring Game Effectiveness”
  • Eva Baker, CRESST at UCLA
  • David Gibson, simSchool
  • Ken Spero, Immersive Learning University
  • Jenn McNamara, BreakAway
  • Jason Scott Earl, Brigham Young University-Idaho

2:15 – 3:15 p.m. pm: Concurrent Sessions
  • Eva Baker, CRESST at UCLA:  “Serious Measurement, Serious Results”
  • Lisa Galarneau, Anthropologist/Writer: “Serious Learning in Entertainment Spaces”
  • Tyson Greer, Ambient Insight: “Innovations in the Global Mobile Edugame Market”

  • Dan Norton, Filament Games:  “The Geemotizer”

  • Pamela Kato, University Medical Center Utrecht: “Research Roundup: Springboard to the Future of Games for Health”

3:15 – 3:30 p.m. Break

3:30 – 4:15 p.m. Concurrent Sessions
  • Mary McLean-Hely, The Girl Scouts: “Using Graphic Novels and WordPress for eLearning”
  • Ken Spero, Immersive Learning University: “Simulation Scorecards as Drivers for Calculating ROI in Addition to Feedback”
  • John Low, Carney: “Shine a Light: An Approach to Performance Oriented Design”
  • Brendan Noon, ScienceWithMrNoon.com: “Game-Based Strategies for 21st Century Learning”

  • Manish Shyam Nachnani and Neeraj Kakkar: “Leveraging Social Media Gamification to Influence Health Behavior”

  • Lester Frederick and/or Chris Keeling, Full Sail University: “Fun-Learning: The Design and Development of an EduGame”

4:30 – 5:30 p.m. Concurrent Sessions
  • Patrick D. Shepherd, U.S. Office of Government Ethics: “No Budget, Low Tech, High Impact Alternate Reality Games”

  • David Gibson, simSchool: “Some Challenges of the New Psychometrics”
  • Ronald Dyer, Grenoble Ecole de Management: “Risky Play - Minimizing the Threat with Serious Games”

  • Kevin M. Holloway, PhD, National Center for Telehealth and Technology:  “Virtual Worlds and Gaming for PTSD Education and Intervention”
  • Jenn McNamara, BreakAway:  “Building Measurement and Assessment into Games and Simulations: Back to Basics”

6 -- 6:45 p.m. 2nd Annual Serious Play Awards Ceremony

Thursday, August 23

An Early Start on Our Last Day: Welcome and Announcements

8:30  – 9:30 a.m. Panel:  “What is the Future of Serious Games?
  • Jim Lunsford, Decisive-Point
  • Ross Smith, Microsoft
  • Jason Tester, Institute for the Future

9:45  – 10:30 a.m.  Panel: – “The Future of Gamification”
  • Dr. Chris Haskell, Boise State University
  • Scott Randall, BrandGames
  • Manish Shyam Nachnani and Neeraj Kakkar, Healthcare consultants
  • Anne Derryberry, I'm Serious

10:45 – 11:30 a.m. Concurrent Sessions
  • Saul Carliner, Concordia University, “Informal Learning: Serious Games and the Life Cycle of a Job”
  • Stephen Schafer, Digipen Institute of Technology: “Harmonizing the Cognitive Unconscious with emWave Technology”
  • Jayne Gackenbach, Grant Ewan University, “Gameplay for Nightmare Protection”
  • Michael Cai, Interpret, “Where Are the Opportunities?”
  • Anne Derryberry, I'm Serious, “Designing Badge Systems for Learning”

11:45 a.m. – 12:30 p.m. Concurrent Sessions
  • Nick Berry, DataGenetics:

  • Roberto Dillon, Formerly with DigiPen Institute of Technology – Singapore: “Achieving 'Fun' in Serious Games: An Analysis”

  • Dr. Chris Haskell, Boise State University: “The Game-Based Classroom”
  • Lawrence Suda, Palatine Group: “Using Simulations to Train Future Project Leaders at NASA”
  • Jason Tester, Institute for the Future, “Government for the 100%: Games To Democratize Innovation And Innovate Democracy”

12:30 – 1:30 p.m.  Lunch

1:30 – 2:15 p.m. Concurrent Sessions
  • Scott Randall, BrandGames, “Gamification: Learning for the Next Generation Workforce”
  • Bill Guschwan, Columbia College: “Serious Game Techniques for the Classroom”
  • Scott Rigby, Immersyve: “Optimizing Motivation, Learning and Behavior Change in your Serious Game”
  • Jason Scott Earl, Brigham Young University-Idaho, “Over Two Standard Deviation Improvement: Simulation Training Compared to Traditional Training”

2:30 – 3:15 p.m. Concurrent Sessions
  • Jim Lunsford, Decisive-Point: “Serious Games for Leader and Team Development”
  • Ross Smith, Microsoft: “The Future of Work Is Play”

3:30 p.m. Wrap Up
  • Clark Aldrich, Conference Director, Serious Play

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