| Editor's Corner |
The lead article in this version describes the suggestions
emerging from an invitational conference dealing with cognitive
readiness to deal with the unexpected.
Professor Richard Clark, USC, organized the conference just before the
2009 AERA convention in San Diego.
The meeting was attended by senior administrators with responsibilities
in Defense Department installations for providing training, and by
researchers half of whom supported a constructivist orientation to
instruction, others were critical of constructivism, and some who were
eclectic about the issue- including yours truly.
Dealing effectively with unanticipated events is important in
educational settings because new occupations are continually emerging
that require such adaptations.
Similarly, students at all levels, learn knowledge, skills, and
attitudes in schools, many of which are likely to change dramatically by
the time they graduate, replaced by newer content that emerged while
the individuals were in schools.
Similarly, in the Defense community personnel are being trained to deal
with existing circumstance or opponents that may change drastically by
the time the trainees reach the field.
Therefore, adapting to change effectively may be seen as a new objective
educators and trainers need to take into account in their instructional
practice, while researchers need to address how to instruct students to
adapt to change effectively.
A brief description of the Games for Change meeting makes up the
second article in this issue.
Subscribers may recall, a description of the second Games, Learning, and
Society meeting in the September 2006 issue, and we hope this
description is of interest to our readers.
As always, please send us your reactions to make sure that the
Newsletter continues to be relevant to your concerns.
If you would like to introduce colleagues to this Newsletter you can tell them to access it here.
Sig Tobias
sig.tobias.ctr@adlnet.gov
Prior Articles:
About CORDRA (Dec. 2006).
ADL
Introduction (Jan, 2006).
ADL Instructional Objects for Educational Use (March
2007).
Constructivist & Explicit Instruction Debate Followup
(March 2007).
Constructivist & Explicit Instruction Debate Postscript
(Sep. 2007).
Effectiveness of Web Based Training (April 2006).
Games for Learning and Weak Vs Strong Instructional Guidance
(Sep. 2006).
Games, Learning, and Society Conference (Sep. 2006).
KERIS Introduction (April 2006).
Kirschner et al. Discussed by Rosenshine (Sep. 2006).
Kirschner, Sweller, Clark Paper Discussion (Sep. 2006).
Knowledge Economy, SCORM, and Design-Based Research
(Sep. 2007).
Learning Education Training Systems Interoperability (LETSI)
(Feb. 2009).
Minimally Guided Instruction Effectiveness (Sep. 2006).
Newsletter Purpose (Jan. 2006).
Report on the Joint ADL Co-Lab Implementation Fest 2008
(Oct. 2008).
Responses to SCORM, LETSI, and Learning from Instruction
(Oct. 2008).
SCORM, LETSI, and Learning from Instruction
(Oct. 2008).
Search and Discovery of Instructional Objects (Feb.
2008).
Semantic Net (PDF (PDF) (June 2009).
Tamkang University's MINE Lab Introduction (April 2006).
Training Evaluation Information on the ADL Website (Feb.
2008).
Web 2.0 and ADL (June 2008).
Newsletter archives, as well as the current issue, are available in the archive. |
|
Training for Adaptable Performance: A Workshop Report
Dick Clark
Center for Cognitive Technology
University of Southern California
Introduction
This
report summarizes the result of a two-day "Adaptability Research Workshop"
sponsored by the Institute for Creative
Technologies and the Center for
Cognitive Technology at the University of
Southern California. Participants included 15 military and contractor researchers who have
current responsibilities for directing or planning training R&D programs
that are attempting to increase adaptable performance. Also invited were 10 university researchers who
specialize in the design of instructional experiments emphasizing
adaptability. An effort was made
to invite prominent researchers who disagreed with each other about
adaptability strategies, theories and research designs.
Background
of the Workshop
Two
parallel events have recently pushed adaptability to the forefront of both
military and academic research and development goals.
Department of Defense (DoD) planners have requested (see for
example, Burns and Freeman, 2008) recommendations for changes in training
methods that would result in more adaptable military performance in future
asymmetric warfare situations, where an organized force has to deal with
insurgencies or guerilla forces such as in Iraq and Afghanistan. The Burns and
Freeman (2008) report summarized a number of promising efforts to achieve more
adaptable performance after training but complained about a lack of solid
research and evaluation in many programs.
It recommended a variety of demonstration projects and experiments to
support improvements and specifically requested the involvement of
"behavioral and social scientists with
experience in adaptability-related training and education" (p. S-3, Burns and
Freeman, 2008).
A
second stimulus for the conference stems from a recent dialogue among
instructional researchers in a number of nations about the most effective
instructional methods for teaching any subject or task. The most recent marker
in this discussion is a book edited by Tobias
and Duffy (2009) where various authors argue for different instructional
approaches.
Recent publications,
including a research review authored by Kirschner, Sweller and Clark
(2006), have challenged the dominant constructivist paradigm for training
(AKA problem-based learning, discovery learning, inquiry learning) and claimed
that the past half-century of research provides overwhelming support for an
alternative approach often called "direct instruction".
Reactions to the argument were many and
varied in the Tobias and Duffy, 2009 volume.
One criticism of direct instruction raised in the ensuing
debate was that while it might often result in more learning, various forms of
direct instruction might also inhibit adaptable performance.
Many
of the academic researchers involved in the debate have complained that a lack
of collaborative research has limited the usefulness of experiments that tested
various hypotheses focused on these issues.
Researchers tend to collaborate and communicate more
frequently with other researchers who prefer similar theories and research
methods.
In a typical study the
learning and transfer (adaptability) benefits of two or more instructional
approaches are compared in studies where learners, learning tasks and outcome
measures are held constant.
Yet
since researchers who are committed to one point of view design most of these
studies they tend to unintentionally hobble the competition by setting up a
weak "straw man" version of the instructional approach they do not favor.
The predictable and questionable result
of many of these experiments is that researchers tend to find evidence
supporting their own approach.
The Goal of
the Workshop
The
workshop agenda was designed to begin the process of overcoming the bias
implicit in past learning and adaptability research and practice.
Of the ten academic researchers
invited, half represented a "more constructivist" and half a "more direct instruction"
point of view.
Military
researchers were asked to help their academic colleagues understand the many
future challenges of military research, development, training and education.
All
participants were asked to collaborate in order to summarize what we know from
past research and on the design of future adaptability research and development
projects that could be used to support adaptability in cross-cultural
encounters and negotiations.
The
workshop was organized around three questions:
1)
How will we know adaptability when we encounter it?
2)
What training and development strategies increase adaptable performance?
3)
What research designs are best for investigating the most cost-effective adaptability
training methods?
Results of the Discussions:
1. Measures. The
first question that was given to the workshop participants was the challenge of
assessment – how can we identify adaptive behavior?
Most participants agreed that there is a pressing
need for agreement on an operational definition of adaptability, in order to
understand what is being evaluated. Current definitions are "many and varied".
All participants agreed that adaptability should be assessed using realistic
scenarios. Most scenarios should not attempt to capture adaptability as a
single construct, but rather, the scenarios should assess different components
of adaptability, as identified in a cognitive task analysis. Also, since the
outcomes of adaptive behavior depend not only on the actions taken but also on
the environment and other factors, adaptability should not be assessed only by
the outcomes of actions. Simply put, the same adaptive behavior applied in
seemingly similar situations may be successful in one case but fail in another.
Instead, the following two aspects could be assessed:
Behavior– do participants demonstrate behavior that is considered adaptive and
effective in reaction to unanticipated changes?
Learning – do participants show improvement over time in their reactions
to similar changes?
To assess adaptability one should measure
improvements in actions, rather than absolute quality of actions (since
absolute quality may be the result of prior domain knowledge and not
necessarily adaptive behavior). Since adaptability is an ill-defined domain (as
there is no predefined "correct" solution to the different scenarios), it seems
that there are no automatic tools to assess adaptability. Instead, new measures
will have to be developed, and behaviors are likely to be evaluated by human
observers. Several techniques were mentioned as possible candidates:
Think aloud protocols
Cognitive Task Analysis
Cued recall
Grading rubrics
Physiological measures (pupil dilation, skin conductivity)
Notably,
behavior that is considered adaptive in the short term may be found maladaptive
in the long run (and vice versa). Other aspects that were discussed were the
unit of analysis (individual, group) and assessing prior domain knowledge.
2. Instructional
Methods that Foster Adaptable Behavior.
The second challenge given to workshop participants
was to design instruction for adaptability. As with the measures discussed
above, participants in the workshop agreed that a detailed task analysis is
required. Given the novel challenge, it is not yet clear what skills and
knowledge should be taught. Furthermore, given that the deep structure of
adaptability is not yet identified, it is not entirely clear what overlapping
skills can transfer between scenarios (for example, Singley & Anderson, 1989).
Nevertheless,
participants agreed on several key principles. Mainly, it was agreed that
instruction should include many opportunities for practice and feedback using
scenarios. Each of these scenarios should be accompanied by feedback in which
challenges and correct and incorrect solutions are discussed. With the
exception of a possible upfront problem, these scenarios should increase in
complexity along several dimensions:
- From a single skill to multiple skills.
- From individuals to groups.
- From routine to more extreme cases and exaggerated reality.
- From more support and scaffolding (direct instruction) to more
independent performance (apprenticeship model).
In
order to encourage differentiation, scenarios should differ on deep or
structural features such as the scientific and strategic principles that
underlie adaptability tactics. In this regard, it was also agreed that trainees
should receive some explicit instruction with relevant domain knowledge, and
that instruction should also include un-learning, to help participants disrupt
their prior learning of dysfunctional responses.
Participants
also agreed that additional research would help settle many of the
disagreements about teaching methods. Research designs for future studies were
identified and will be briefly described.
Two researchers representing different theoretical points of view argued
that it is impossible to teach adaptability because of the context specificity
of knowledge and the lack of evidence for domain-general transfer of learning.
The rest of the group agreed that solid evidence supported the use of four
methods that increased adaptable learning and performance:
Conduct Task Analysis in advance of
instructional design to ensure that what is taught contains accurate and
complete descriptions of decision heuristics and performance strategies that
are often automated in expert performance.
Provide Conceptual
Knowledge Instruction: Teach explicit conceptual knowledge and declarative forms of
heuristics related to the tasks and problems students are learning to handle.
Procedural and Problem
Solving Instruction: When teaching how to
act, analyze or decide, provide realistic scenarios or case studies where
adaptive behavior is required. Three types of support during instruction were
suggested:
Solved examples: Provide a challenging but representative problem first and after
students struggle with it, provide a "how to" demonstration illustrating one or
more potential solution strategies drawn from the task analysis of expert
performers for them to apply.
Scaffolded problem solving:
During hands on
application, provide explicit domain-level feedback on their actions. Feedback
should include information that is relevant to the current stage of the task
and help students identify correct behaviors, and correct mistakes before they
are learned.
Varied practice:
Provide increasingly
novel, unexpected but realistic variations on task relevant scenarios - where
possible take them from different knowledge domains.
Reasoning: Require that student's reason about and or explain the previous problem
solving process in a way that connects the relevant conceptual knowledge and procedural
heuristics employed to perform a task or solve a problem.
Summary:
Participants disagreed about the best order for presenting
the methods described in 2, 3, and 4 (above) and the relative importance of
different methods. All agreed that the methods are most useful for novice to
intermediate prior knowledge learners. More advanced learners appear to learn
best from scenarios and varied practice alone. Yet there was agreement that we
do not now have effective measures of expertise that would allow us to assign
trainees to more advanced versions of adaptability instruction and so it may be
best to assign everyone to the same instructional conditions.
3. Research plan. The
last task given to participants during the workshop was to design a viable
research plan to assess these issues. Given the limited time and resources and
the wide variety of learning goals, instructional methods, and assessments,
workshop participants suggested several possible approaches for instructional
design.
Common to all approaches was the need to begin by
studying the topic of adaptability, both from the research literature and by
conducting thorough cognitive task analyses with highly adaptable leaders.
Following that, several participants suggested focusing on non-cognitive issues
such as motivation and organizational norms. Later, studies can investigate
what instruction improves adaptive behavior.
One suggested option was to focus on single elements one at
a time (e.g., the addition of complex challenges prior to formal instruction).
This can be done in a 2-and-2 design, in which two main forms of instruction
are designed (a direct instruction one and a constructivist one). The two
instructions are then compared to each other and to variations along single
dimensions such as inserting, or avoiding, a problem scenario in advance of
training. Another idea was to use established instructional principles to
compare several instructional sequences (specifically, a 2x2 design with
interleaving solved examples (Y/N); upfront challenge (Y/N); in addition to an
inquiry-only condition). Participants also suggested the use of a Time Series
Design using multiple cohorts and/or sites using pretest, progress tests, post
tests and transfer measures (Clark and Snow, 1975).
One advantage of time series designs is that it is possible
to modify training to incorporate successful features over time without
introducing new threats to validity.
All participants suggested capitalizing on existing
training programs such as the Army Graduate Training programs.
References
Burns Jr., W. R., & Freeman, W. D., (2008).
Developing an adaptability training strategy and policy for the DoD: An interim report.
Institute for Defense Analysis. 4850 Mark Center Drive
Alexandria, VA.
Clark, R. E. & Snow,
R. E. (Fall, 1975) Alternative designs for instructional technology research,
AV Communication Review. 23(4).
Kirschner,
P., Sweller, J. and Clark, R. E. (2006). Why
minimally guided learning does not work: An analysis of the failure of
discovery learning, problem-based learning, experiential learning and
inquiry-based learning.
Educational
Psychologist. 41(2), 75-86.
Singley, M. K., & Anderson,
J. R. (1989). Transfer in the ACT* theory. In The transfer of
cognitive skills.
Tobias, S., & Duffy, T.D. (2009) (Eds.)
Constructivist
instruction. Success or
failure?
New Yorks: Routledge, Taylor, and
Francis.
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Report on the “Games for Change” Meeting
Sigmund Tobias
University at Albany
State University of NY
The
sixth annual meeting of Games for Change was
held in New York City May 27-29th.
A total of about 400 individuals attended.
The average attendance at prior
meetings of this group was about 350.
The first day consisted of
an invitational meeting dealing with evaluation issues, and an all day open
meeting called "A Workshop for Making Social Issues Games," attended by about
175 new members ("newbies") of the games
community.
The newbies
were mainly interested in game development and the major theme of the Workshop
was that games were a perfectly designed learning environment.
Well-known game designers made
presentations and they, plus other experienced designers, circulated as
resource people to facilitate progress during breakout sessions.
Issues discussed at the Workshop dealt
with publishing and development paradigms for games, funding sources for the
game development, and what developers could learn from of the games they had
created.
A design breakout session
at the Workshop featured brain storming of the steps in game development
The general meeting began
on the second day with a keynote address by Nicholas Kristof,
a prize winning New York Times journalist
who described some truly horrifying events in Darfur.
He hoped that social impact games, like Darfur is Dying, could change people's values in a pro-social
direction.
Kristof
suggested that games involving people in causes larger than themselves could
promote grass roots movements to put an end to evils like Darfur.
Participants then had a
choice of two tracks: strategy and action.
The action track included a panel on literacy with Colleen
Macklin, John Sharp, Barry Joseph, Mary Flanagan and James Bachhuber.
Three programs were presented in the
session dealing with games as tools for addressing societal concerns.
A succeeding panel in the action track
dealt with documentary games with panelists Steve Anderson, Tracy Fullerton,
Emily Verellen, Judith Helfand,
and Susana Ruiz.
This panel
discussed some of the problems and potential of documentary games, a new genre in the field.
The first strategy panel
consisted of Joseph Kahne and Ian Rowe.
Kahne, Mills
College, presented the results of a national survey of 1102 students and their
parents; only 39 students had not
played any games at all.
The
survey found that, in contrast to widely held negative expectations about
games, 76% of the respondents helped others while gaming, 52% reported playing
games in which they thought about moral and ethical issues, 44% learned about a
societal problem, 43% helped make decisions about how communities should be
run, and 40% learned about social issues.
The survey also indicated that gaming experiences were closely related
to other measures of civic engagement, and that the overall frequency of game
playing was unrelated to civic or social isolation.
The full report of the survey may be retrieved from www.civicsurvey.org.
In the second strategy
panel, Ian Row, Gates Foundation,
indicated that the basic Foundation motto was that all lives have equal
value.
The Foundation wants to
explore ways in which games can address major social problems.
Specifically, they are interested in
ways that games can improve learning and reduce the very high dropout rates
among minority students from high school and college.
The second strategy panel
dealt with games and assessment, and much of the discussion involved some
topics raised at the invitational assessment meeting held during the
preceding day.
James Gee, ASU,
Katie Salen, NYU, Constance Steinkuehler and Kurt
Squire, both of the University of Wisconsin were the panelists.
Gee started off by urging game designers
to teach problem solving in civics contexts rather than facts.
Such problem solving assists students
in making good choices.
Dan
Schwartzs research at Stanford, Gee reported, has shown that peoples choices
successfully predicted their knowledge; however knowledge did not predict the
choices they made.
Katie Salen
reported that rather than model a game on schools, a useful approach would be
to build a school modeled after games, an approach currently being investigated
at NYU.
An active interchange
among the panelists, and between the panel and the audience developed enlarging
on a variety of issues including the following:
Thursday
afternoon was devoted to a "Grow a Game" workshop providing hands on
experiences in creating games about social issues.
A second workshop dealt with the process of how a game is
proposed, designed, play-tested, and evaluated.
The final product consisted of two games that were pitted
against one another and the best one chosen by players and judges.
Another panel discussed the issues of
how companies aiming to sell millions of games could be interested in producing
games devoted to social causes.
A
"Game Expo" completed the second day in which attendees could play some of
the newest games developed by members of the community, including some on
HIV/AIDS, being in debt, and others dealing with various social issues. An
award was presented to the best games in these areas.
The last day of the
meeting began with a "Fireside Chat" with Henry Jenkins, MIT, and Jim Gee.
The chat was followed by two
tracks.
One consisted of
representatives from foundations discussing how emerging games in the public
interest could be funded.
Also in
this track was another panel with Public/Private partnerships exploring how
games that were fun to play could be developed in such a partnership.
The second track consisted of a panel
discussing how to express ethics through games.
A further panel, "A New Designer Mindset," was in tune with
the participatory character of 21st century needs.
An open conversation with attendees was
then scheduled, followed by a discussion dealing with games and the news.
A Keynote address by Lucy Bradshaw,
Spore Electronic Arts, closed the meeting.
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