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Your organization's learning ecosystem says everything about which members and what content is valued

As I work with organizations at a strategic level, I have come to a realization. Employees, customers, and other community members know better than we realize how to read the formal learning ecosystem. And what is being communicated may be both discouraging and accurate.
A Learning Ecosystem has multiple distinct levels. Each level communicates something very specific about how the top of the organization views both the content and the person receiving the content.
  • Informal learning consists of the right tools (blogs, wiki's), policies, curators, and role models. Having a healthy informal learning environment tells people that they are trusted and expected to succeed. For better and worse, it also communicates that they are responsible for their own destiny. Finally, it also can communicate, if not supported by higher levels, they are not valued and perhaps even that their work will not be recognized.
  • Online workbooks deliver infrastructure and hygiene content - material that is necessary, that checks off a box - but that is not considered strategic. People who have to take this content know that the organization is striving to deal with them and the content as efficiently as possible, neither highly valuing their time and motivation, nor the content. It is always a mixed message (or rather not) when ethics content is delivered here.
  • Virtual classrooms is for content that is "on the bubble" where an organization is hedging its bets. Organizations can quickly format content here and sometimes deliver it with passion. Thus this is the place for emerging, broad areas of content and for employees of interest, but that might either be bumped up or bumped down in terms of importance by the next quarter.
  • Sims and extended workshops are used for organizational critical content. Here the organization telegraphs what material is considered vital to actually act on (sims), as well as who the most important high-potential people are (multi-day live workshops).
  • One-on-one coaching, and the corresponding opportunities of microcosms, remains the most effective and expensive tool that organizations have. Thus it is reserved for the people whom the organization considers the most important at this very moment. This level is for the people expected to deliver big now.
Organizations worry appropriately about salaries and titles, office sizes, mission statements, advertising, and corporate communications. But in formal learning ecosystems, the medium really is the message. And people are better than the organizational leaders know at determining the real message behind the medium.

Your turn: Please post a link to a favorite, Flash based Simulation or Serious Game

Here are some examples sent to me of serious games:
  • Cisco's Binary Game: http://forums.cisco.com/CertCom/game/binary_game_page.htm, or Click here
  • Budget Hero: http://marketplace.publicradio.org/features/budget_hero/ or click here.
  • Flower Stand business game: http://www.amanda-warner.com/samples/flowerstand/index.html, or Click here
  • September 12: http://www.newsgaming.com/games/index12.htm, or Click here
  • McDonald's business satire: http://www.mcvideogame.com or Click here
  • Constitutional Law for High School Students: http://www.ourcourts.org/flashgames/dihar/index.html or Click here
Please continue posting other examples.

Is corporate training always done on employees' free time?

Is education and training always done in an employee's free time? The answer is most often "yes" for salaried employees.

The at-best freeing up of work time to take a class is irrelevant to an employee. The actual work needed to be done by the employee is not reduced, but instead often shifted to employees' free time, such as early-morning late-night, weekends, or lunch. It is one thing for a manager to approve training, it is quite another for manager to free up work.

If this is not the case, the situation is perhaps even more unfair. The work may be pushed to an employee's teammates.

In setting it up this way, managers have set up employees to resent training, and then hold it again the training organizations when they do.

But what is the alternative? Studying this in practice suggests a tangential observation: The degree to which the number of training hours is consistent across all employees may correlate with the organizations' support for formal learning processes better than many other metrics. This eveness creates empathy and fairness. It makes education seem appropriately as part of work and not something else done outside of work.

Does this mean that, for example, every employee in an organization should be required to take a certain amount of training or education each year? Plenty of great organizations have a two-week per year expectation.

But this in itself has plenty of risks. Setting a level can be a burden to some employees, actually costing them more free time. And creating artificial internal market for education may create a date mini-market for "gut" courses -- easy and convenient.

So looking as the distribution of employees across amount of training consumed in a given year may be a valuable dashboard, with a more equal number correlating with the more successful learning culture, but forcing it directly may have the opposite effect

The other option may be group training events. Perhaps when an entire group can train together, then there is the biggest payoff.

My new blog: Unschooling Rules - Rediscovering the Truths about Childhood Learning That have been Obscured by Our Industrial Education Complex

I have created a new blog, called: Unschooling Rules

So far, I have topics such as:

These are all "first draft" thoughts (as if I have anything but!). My goal is not to advocate unschooling as an exclusive technique to replace schools, but more to surface the often unchallenged assumptions that our current industrial education model demands. This requires thinking of the furthest extreme alternative. I believe the evolution of schools means making deliberate, not just default, trade-offs.

Finally, of course, if you have any thoughts for future entries, please let me know. My thoughts are often the sand, not the pearl.

Education is Leadership; Leadership is Education

The more one studies education and leadership, the more one sees that they are two sides to the same coin. You can't apply one without the other.

Education is Leadership

The process of educating necessarily uses leadership styles, with predictable if not alway considered results. In Learning Online with Games, Simulations and Virtual Worlds, I outline different levels of interactivity with students:

  • from the talking-head in Level 0
  • to environments that use sims and labs in Level 4
  • to environments where students decide their own curricula, grading, and processes in Level 7.

I then mapped the different levels of interactivity to a leadership spectrum, with "directive" (the leadership style of ordering people what to do using formal and other forms of coercive power) and "transactional" (I will do this for you in exchange for you doing this for me) at Level 0 compared to "participative" and "collaborative" at Level 7 (the leadership styles of supporting).

What is interesting is that, as reported in the leadership literature, the style of "directive" only gets you short term results (which, I happily acknowledge, are sometimes necessary). Which means that people (in this case, students) in a directive style education program at best simply passively comply, without any form of commitment. Thus you get a blip in test scores, but without any long term impact. It is only the "participative" and "collaborative" educational programs, meanwhile, consistent with leadership models, that actually develop long term behaviors.

Education Interactivity Level Corresponding Leadership Styles Good For Impact and Results Duration
0-1: Lecture, Test, Graded Paper Directive and Transactional Predictable Process Performance Very short-term, sometimes negative long-term
3-4: Sim/Lab Directive, Collaborative, and Participative Applicable Skills and Conviction Long
6-7: Microcosm and Real world Project Collaborative and Participative Ownership of New Ideas Very long

Leadership is Education

Meanwhile, leadership involves the shifting of one or more of a target of influence's head, heart, and/or hands.

  1. Shifting a person's head means creating an intellectual argument for why the new way is superior (so called, "Learning to Know"). This is the traditional role of education. It often involves exposing students to complex inner-workings that explain why a naive approach is not the right approach. (Refer to the section on Systems in The Complete Guide.)
  2. Shifting a target's heart, in contrast, means appealing to a person's emotions and their own sense of who they are and even want to be from a values perspective (so called "Learning to Be") to move in the new direction.
  3. Finally, shifting a person's hands involves teaching them the new skills they need to make the shift (so called "Learning to Do"). This is the traditional role of training.
Any person's hands, heart, and head want to be aligned, and will be over time. And while a leader may focus on one of the three in the short term, ultimately all three have to shift. (By the way, there are alpha strategies to directly attempt to move any or all of heart, hands, and head, and omega strategies of focusing instead on removing barriers to movement, but that gets deeper than we need to). Thus leadership requires infrastructure and capabilities (including formal learning environments, such as those using collaboration and sims) in all three areas.


Leadership TargetRequirement/ Infrastructure
Head "Logical"Education
Heart "Emotional" Passionate Rhetoric
Hands "Kinesthetic"Training

Three Implications

Are there implications to this? I believe they are three.

To talk up leadership without strongly supporting education, whether in a nation or corporation, is hypocritical and doomed to failure. Again, the successful application of leadership needs the infrastructure and capabilities of education, formal and informal, in all three areas.

A directive-style of leadership does not work in the long run. Neither does directive education. Ordering people what to do and using talking-head school programs often results in the opposite long term behavior of what the leader wants. Most of the industrial education complex, including most K-12, universities, and corporate training programs, is currently focused on a directive leadership/education style, overly relying on extrinsic threats and rewards, which is why it fails. (This is also why revolutionary schools such as those supported by The Action Foundation represent the real future of education, significantly more than those supported by The Gates Foundation or the current Department of Education.) And that is why more of the same in schools, such as longer hours, and a greater application of the philosophy of tops-down, such as zero-tolerance policies, makes things worse.

Finally, education must balance authentic experiences with guidance. Leadership must balance guidance with authentic experience.

The bad news is that both real education and real leadership eschew traditional organizational metrics. The good news is that both instead rely on the philosophies of stewardship.

My Sim Predictions from 1999

In 1999, when I was an analyst at Gartner, I made the following set of predictions.

Simulated experiences are real experiences: Enterprises attempting to attract and retain people aged 30 or younger will need to offer virtual business simulations as a significant part of their learning programs.

Companies are having to step up their management of their employees’ experience, systematically ensuring both intellectual growth and fun. To meet this challenge effectively, employers of choice will provide sophisticated business simulations with the following characteristics:

  • Employees will take on new roles, be presented explicit challenges and make decisions in a convincing, computer-generated environment.
  • The linear instruction portion of the experience will be less than 5 percent of the total time, with most of the time spent making decisions. Key knowledge and ideas are coded in, not presented.
  • Students will learn from their observation of reactions to their actions.
  • The simulation will be open-ended, with multiple-victory scenarios and multiple paths for each one.
  • Some of these programs will also include a personality analysis evaluation of the student based on decisions made during the simulation.
  • The course will present high production values and fast feedback. Animation will be the media of choice over video, as it allows greater variety of results. The course will most likely be available via CD-ROM or downloadable from the Web.
  • Students will be able to replay portions using different strategies.
  • These programs will start out as solo experiences, but evolve to group play.
  • It will take between two and eight hours to finish a simulation.
I pulled this document out when I read over some recently published "research" on Serious Games by a major high-tech university, and was dismayed by the lack of new intellectual ground covered - instead the authors were content with a bland rewarming of ideology, praise of James Paul Gee, random taxonomies, and lots of data points of advancements in consumer electronics, all in an attractively formatted PDF. No wonder traditional universities are in so much trouble.

Having said that, as I look over my own list, at least one thing I would change is the time-to-finish, greatly ratcheting down the time from "between two and eight hours to finish" to "twenty minutes to one hour to finish."

In Education, A Vision Redux

It has been ten years since I first saw this chart, from now-dead eLearning vendor Pensare (and please click to enlarge - it is the best part of this post!). Looking back, it got a lot of things right, such as predicting use of simulations, communities, custom news, and expert identification.

But it got at least two things wrong. The first is the premise that a single, centralized hub could be a total "one-shop" for all different types of learning. The second is, ultimately, realizing how hard each of these pieces would eventually be to execute.

Both the education and training industries continue to hope for a magic bullet. The best news is also the worst. Change can and will happen - we can get out of our linear content rut and introduce significantly more powerful scalable approaches - but it takes a lot of work.