Volume 3, Issue 5   Special InfoCube  Issue / May 2002
 

Reprinted with permission. In another Cappuccino exclusive, your ubiquitous editor presents an introduction to the very different research of Clark Quinn, formerly head of R&D at Knowledge Planet, in which we discuss telephone answering machines, comic strips and other things that help people learn.

Comics, Novels, Answering Machines and -- Learning

Meet Clark Quinn

Using American airports as a not-so-random sample, far and away the most important software on the jet set executive's PC is made by Microsoft. The key application? Solitaire. Sure, it's old - dating back to Windows 2.0, maybe earlier - and the graphics are less than spellbinding, but it has attained a rare level of longevity in the software world. Solitaire engages and challenges. According to researcher Clark Quinn, challenge - not high-powered media - is one of the foremost lessons to be applied to more educational applications.

Quinn, a Ph.D. in Cognitive Psychology, has a long academic track record in both Australia and the United States, and was most recently the head of research and development for Knowledge Planet. Beyond research and his work with learning theory, Quinn has designed award-winning online content, educational computer games and websites. Twenty years ago, he launched his career with a focus on educational games and programming.

"I was excited about the prospect - I wanted to use adventure games to address deeper learning issues than teaching people to type," Quinn said.

Quinn's personal quest was to find the synergies between what makes activities fun and what makes them educational. Ultimately, this resulted in a list of characteristics that engaged users and learners. Number one? Words of wisdom from our old friend Mihaly Csikszentmihalyi (no relation to your editor).

Challenge

According to Csikszentmihalyi, Quinn said, what keeps you in the state of flow is the challenge. Forget speed and graphics - start with the challenge. Technologically unimpressive trivia games during online collaboration sessions have entertainment value because challenge overcomes a lot of other shortcomings. The catch is that many designers equate challenge with speed.

"Everybody thinks that we've got to make it fast and that that makes it tough," Quinn said. "I recently saw a game that was designed to teach a CAD (computer-aided design) package, and you're in this 'Duke Nukem-like' environment, running around, and every once in a while you have to build a new part for your weapon...You stop and do this non-interesting task so you can get back (to the game)."*

A better focus: intrinsic motivation - make the task challenging and engaging enough that you don't need to resort to speed.

"Is it the right level of difficulty?" Quinn asked. "The learner should be thinking, 'I think I can do this but I'm not quite sure. Let me try.' That's where we ought to be in the first place. The challenge is where to start. Then it gets easier to build the game. You don't have to spend a lot on making it fast and on production values, because you've created interest through the task itself."

"People play simple card games because the rules make it challenging enough," he added. We have to design learning games this way, that lead to learning outcomes that you care about.

Good writing

Great writing is a powerful ally when it comes to creating engaging online experiences. According to Quinn, it helps to use exaggeration for humor and drama. Dynamic, concise phrasing is essential.

"One of the tricks (my team) did was to get a comic skit writer, who does television skits, and he took what I had condensed from the subject matter expert into a paragraph and rewrote it into two sentences that were punchy and dynamic. I wasn't a bad writer, but I erred on the side of traditional instructional design writing."

Moreover, technology may not be our best friend in the quest to create engaging scenarios, Quinn said.

Our goals are often contradictory to the trend toward learning objects, he said. Learning objects are supposed to be standalone, which makes it very difficult to string them together to create a story and overall game-like experience."

Media

"People like to go to video or highly contextual stuff," Quinn said. "Sometimes you don't need this because you don't really want them focusing on the context - you want them focusing on the content."

Could you use a comic strip? According to Quinn, people are very good at figuring out a flow of action from a comic strip, and visualizing it, and for interactions you can portray the thought process that experts use which is usually missing in a lot of learning. Usually these thought processes are more important than the spoken words.

Happily, comic strips are also much less expensive to produce than video.

Other tricks

Sometimes, simple existing technologies can do the job. As an example, Quinn cited a course intended to help people speak to the media for broadcast. For many, this is a fearsome task, especially with intimidating journalists of the sort from take-no-prisoners publications such as The Washington Post, Cappuccino or The Wall Street Journal (before it went all soft and colorful a few weeks ago.)

For the media course, in which subject matter experts were ex-journalists, a live version would have been expensive and time consuming. The team developed online content based on a scaffolding process, in which the help and hints were gradually removed, Quinn said. For technology, they used a programmable answering machine on which the learner would drill down to the question to be answered and compose a verbal message under pressure. Learners would listen to their recorded response and critique it against the recorded 'model' response.

The realism was impressive, the technology was nothing special - and it worked.

Find the Angle

Some topics seem so dull that creating an engaging online learning experience seems outside the bounds of reality.

Quinn mentioned computer auditing as a topic that seemingly defied any kind of engaging scenario. However, if you talk to people who do computer auditing for a living you will get a different perspective, he said. "The people who do these audits think that it's like playing detective. You can make this topic exciting by finding fraud, using the investigator angle."

A Novel Approach

Beyond skills training, the principles of engagement apply to broader categories of learning in the business world. How do you spread the vision throughout the organization without using boring PowerPoint slides? According to Quinn, one company addressed organizational change through a novel, showing the transformation through vibrant 'fiction'.

After all, there's nothing like a good story to involve the reader.

For more information about Clark Quinn and his work, visit www.quinnovation.com.

*Note that this was a mischaracterization of the particular game, and while in principle I believe that we generally can and should replace speed with cognitive challenge, this game is more elegant in design than it is portrayed here.