Google+ The Synchronetic ET, LLC Blog, brought to you by Etape Partners, LLC.: Institutional Knowledge Stagnation: Andragogy vs Pedagogy and the Requirement for Innovative Catalysts within Various Educational Constructs Pertaining to Large Corporations

Wednesday, March 26, 2014

Institutional Knowledge Stagnation: Andragogy vs Pedagogy and the Requirement for Innovative Catalysts within Various Educational Constructs Pertaining to Large Corporations


Considerations and Methodology for Designing a Virtual World Solution for a Large Corporation

Brian Bauer
Étape Partners, USA
8-29-2009
Abstract
 
Our Case Study centers on a publically traded Fortune 500 Pharmaceutical company based in the United States.  With over 100,000 employees spread across many countries, physical separation of the workforce is an everyday reality.  In our Case, it was not the goal to attempt to unite the entire company; rather, it was our goal to provide a means to overcome the obstacles that present themselves when physically disparate coworkers must perform seamlessly to complete a business process.

In the following Case Study we determined that although users were open minded to trying Virtual Worlds and other types of Immersive technologies, the solutions delivered needed to provide task oriented functionality that was directly in line with everyday business process.  Using this basic requirement, we developed a Virtual Corporate Environment Business Tool (VCEBT©) box.

The VCEBT© philosophy is grounded on the principal that business process is accomplished by following a set of business methods each performed using a set of business tools.  While it may sound like a rigid and inflexible way to describe a knowledge-worker environment, we find that the process-method-tools definition applies to most environments quite well.  Our goal is to introduce new tools that increase the effectiveness of this process in terms of its ability to meet clearly defined business objectives.

The VCEBT© framework does not attempt to change people or the work that they do.  VCEBT©’s do augment the business tool box, providing highly efficient tools designed to solve real world challenges that can restrict a business’s ability to maximize business performance.

 

Introduction

 

What is Virtual Reality (VR)?

Some will tell you that it is an unreal environment that has no firm connection to “real life”.  Merriam Webster (2009), for example, defines Virtual Reality as “an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment”. In other words, what happens there stays there, and there are no real consequences for actions.  Others will tell you that if someone is fully engaged and immersed in Virtual Reality, then it is the only reality that is “happening” to them while they are experiencing it,  In the movie  “ The Matrix” the subjects are forced to choose between “realities” that are both very “real”. The choice between which reality to “exist” in becomes very philosophical and grounded on fuzzy concepts like faith, and beliefs.  Is this a challenge that we want to confront in 2009 in the workplace? Or is there a more elegant way to introduce Immersive technologies?

According to Winifred Gallagher (2009), author of the recently published “Rapt”, we constantly make decisions determining what we are going to pay attention to.  Any events, experiences, and activities not within the scope of our chosen interest will not exist to us as we immerse ourselves in our selected targets of concentration and focus.   What we choose to concentrate on defines our state of consciousness and becomes our Reality.

The fact that our mind and body may be “in two different places at the same time” is not a unique characteristic of Virtual Reality, and does not therefore create the need to refer to this immersive technology as “Virtual Reality”.  If we are deep within our own thoughts, and no longer mindful of our physical surroundings, are we in “virtual reality”?   If we are reading a news article on a website, and are so engrossed that we forget that we are late for a meeting, do we say that “virtual reality” interfered with “physical reality”?

The power of “Virtual Reality” software is in its ability to emancipate the mind from the body, making physical “reality” a minor element of our Federated Reality.  Federated Reality has two parts: Consciousness and Physical Existence.  For our purposes, we will always need to address the requirements of Physical Existence and Consciousness.  However, it is our objective to relegate Physical Existence to nothing more than a set of requirements for accessing a medium that will manipulate the Consciousness away from Physical Existence.  In other words, people have bodies: eyes, hands, etc.  We must build software that provides convenient physical access.  But after that, the vast majority of our attention will be turned to capturing the full attention of the user.   We use “federated” to mean that the two parts of Reality have a partnership, but are not so close as to be synonymous. They are individually self-sustaining.  We assert that there is only one relevant reality, and it is defined as: A context of stimulation that acutely focuses awareness and defines our state of consciousness.

 

Virtual Reality as a Tool for business

The newest VR technology provides a fully immersive 3D experience in which the user of the technology adopts the persona of a character (avatar) that exists in a software based “world” designed to have the look and feel of a physical office or learning institution.  The users of Virtual Reality technology operate in the 3D space and see objects and people from the Point of View of their avatar inside the technology.  Common activities inside the Virtual Reality software include:

-          Meetings, in which a collection of avatars collocate in a virtual meeting room with the look and feel of a physical meeting.  Audio is provided by integrated conference bridges

-          Instruction/Assessment, in which teachers are able to interact with students in an authentic way.  The use of avatars and realistic activity makes role-play based teaching and testing a powerful exercise in engagement

-          Learning, game-play embedded in the Virtual Reality technology creates a framework for self-study.  Study that combines an immersive environment with fun has been demonstrated to improve interest in self-study as well as data retention rates

-          Structured and Unstructured Coworker encounters, Virtual Reality technology enables groups of people who may be physically separated to come together for formal and informal get-togethers.  Frequent and often unstructured encounters with colleagues help to recreate some of the advantage that is lost when associated coworkers become physically separated.

High quality virtual reality can be a very effective medium for gaining an employee’s full attention. It is also a powerful tool that can be used for teaching and collaboration.  But do we need a “world” to accomplish our business objectives? Or are we better served with a set of Business Tools that are deployed as needed in specific situations?  After all, we are not trying to create the “Matrix” we are trying to achieve business results.  Employees use Business Tools to accomplish tasks that are part of a process followed to achieve a result.  As such, we can think of Virtual Reality as a business tool, if deployed the right way.  Think of it this way: when Microsoft first created MS Word, were they attempting to change the way in which people fundamentally did their jobs? Or were they looking to create a vastly improved typewriter?  More than 20 year later we might argue that Microsoft Office has fundamentally changed the way people work, but in the beginning, the goals were more modest.  We believe that revolutionary change happens incrementally.  Paradigm shifting tools are delivered discretely and become ubiquitous.  When the timing is right, these tools can be conjoined, and we will find that the office-of-the-future exists. 

The Virtual Corporate Environment (VCE) represents a collection of Business Tools (BT).  VCEBT©’s are designed to help accomplish business tasks in new and more effective ways.  A thoughtfully connected group of VCEBT©’s will yield a “virtual corporate world”.  This Case Study steps through the basic elements of how to successfully design, implement, and ensure a successful VCE.

 

Mission and Objectives

 

Mission

The VCE will be an environment that exists for bringing together associates who are separated not only by physical space, but by function as well.  The VCE will enable both structured and casual encounters with coworkers much in the same way people would interact with each other when they work in close physical proximity.  The belief is that the facilitation of more frequent and impactful encounters with coworkers will enhance working relationships and ultimately yield improved business results driven by increased productivity and efficiency.

 

Objectives

       Improve business results through increased efficiency and productivity

       Improve process-awareness such that work styles begin to adapt to process-oriented-results rather than functional results

       Create an environment that encourages results oriented process improvement

       Improve productivity by increasing the ease and effectiveness of associate collaboration

       To create a working process-oriented virtual environment that is modeled on physical reality, but reduces well established physical-world challenges

       To create a virtual environment that is cognizant of existing collaboration challenges, and establishes bridges to overcome these challenges

       To create a virtual environment for associate contact such that individuals may become more aware of each other’s personalities and work-styles enabling coworkers to make subtle adaptations to interactions with the goal of process improvement based on more efficient personal workflows

 

Current State

Why Consider a VCE?

A Virtual Corporate Environment (VCE) will help unify our client’s diverse population of associates who are both physically separated and functionally discrete.  Efficiency and effectiveness can be raised to levels not currently achievable in the physical space resulting in favorably impacted business results.  The VCE will be an environment that exists for bringing together associates who are separated not only by physical space, but by function as well. 

The VCE will enable both structured and casual encounters with coworkers much in the same way people would interact with other when they work in close physical proximity.  The belief is that the facilitation of more frequent and impactful encounters with coworkers will enhance working relationships and ultimately yield improved business results driven by increased productivity and efficiency.  A VCE will create a collaborative and social environment that encourages both formal and informal coworker encounters.  It is anticipated that increased encounters between functional silo’d and physically separated associates will encourage communication and cross-functional awareness among individuals and groups who are all part of a cross-functional process. 

Process awareness that transcends functional responsibilities is believed to be a key enabler of success when the goal is to improve a singular result.  The VCE will create a platform for ensuring that all associates are well equipped with an understanding of business priority, cultural principals and process oriented objectives.  It is believed that if all process contributors are fully immersed in process and not just function, the unique ability of each contributor will help to improve the quality of the end result.  In today’s corporate environment defined by flexible work schedules, disparate physical locations and functional alignment, providing an impactful tool that breaks through these process-challenges is essential.  The VCE is such a tool.

 

Is the Client audience ready for a VCE?

An extensive polling of the target employee population yielded the following results: 



Figure 1, Polling Results

 

Increase the Ease and Effectiveness of Associate Collaboration

Coworkers in the same department are two-thirds more likely to collaborate if their offices are on the same corridor than if their offices are simply on the same floor  If they were not in the same department, then being on the same corridor boosted their likelihood of collaborating by over 8 times.  Collaboration is about: initiating communication, conducting a conversation, and maintaining awareness of the state of the environment, task, and team. The more senses and stimuli brought into the equation, that are direct contributors to the situation, the more poised the situation becomes for impactful collaboration. 

Proximity increases frequency of communication.  All else being equal, people communicate most with those who are physically close by.  Proximity increases the frequency of communication by putting people who have the prerequisites for conversation in each other’s presence.  A VCE will seek to fabricate proximity my making a multi-sensory encounter with a remote colleague both easy to initiate and lifelike.

The magic of an office environment is contained in the atmosphere.  However, even offices where the benefit of coworker proximity is ever present can lack focus.  An immersive environment creates focused, situational collective knowledge.  Within the constructs of well-defined Process, the value of a VCE is magnified as more productive, more collaborative and more synergistic. Many of our client’s team members charged with collaboration and connected by process, are also having to overcome challenges of being dis-intermediated by time, distance, and functional area. Achieving business goals that include reaching new levels of customer intimacy and customer service will require that challenges put into the path of employees be removed. The VCE embodies a methodology that targets very specific inefficiencies created by a physically disparate workforce.

 

Reduce well Established Physical-world Challenges

The “Office of the Future” has been crafted in the minds of designers and scientists for decades.  In almost all cases the resulting plans were exclusively physical (e.g. floor plans, etc.).  We now understand that the real “Office of the Future” is not just physical, it is a combination of location, technology and awareness that transcends physical boundaries to create a “virtual co-location”.

The “Office of the Future” will consist of several nuances of what we know today but will also possess its own unique innovative ways of creating a working environment. The bindings that will create “virtual co-location” will be stronger than physical proximity due to this workforce’s connection through process awareness, collaboration and tools. Due to this, workers stand a good chance at being more effective than a dysfunctional collective that happens to be physically together. Organizational capability is another edge to differentiate companies from their competition. Visionary companies translate their ideologies into tangible mechanisms aligned to send a consistent set of reinforcing signals. They impose tightness of fit, and create a sense of belonging to something special through practical, concrete items.

 

Client Business Objectives

            Both organizational business objectives as well as financial objectives exist in the current state of the VCE acceptance process. Organizational business objects are those linked not only to the business and its product(s) but also to the development of customer relations. Customer intimacy, such as customer service and service quality for example, are great way to enhance the level of effective engagement.

Aside from the relationship of the product to the customer, objectives in respect to business performance and product quality must also be set. An objective of high productivity increased output with the same or fewer people. Similarly, the idea of a same or lower cost production of higher quality output is an objective as is the objective to reclaim “proximity driven” value lose due to Flextime and working from home.

Lastly, an objective of partnership and collaboration is key to furthering innovation and insight that yield to business impacting actions. Education and training will also help with this.

In collaboration with organizational objectives, financial objectives should be set for several reasons. First, the objective of cost savings can only serve to be beneficial to any business. With lower production costs, organizational business objectives can also be met with lower costs. Secondly, revenue generation, for example, is a financial objective because better training yields more sales. It will also shorten the time-to-useful cycle of on-boarding. Lastly, Cost avoidance is important because more impactful training yields fewer repeats which saves money as well as resources.

 

VCE and Business Process Objectives          

            Business Processes targeted by the VCE include:

·         Improve business results through increased efficiency and productivity.

·         Improve process-awareness such that work styles begin to adapt to process-oriented-results rather than functional results.

·         Create an environment that encourages results oriented process improvement.

·         Improve productivity by increasing the ease and effectiveness of associate collaboration.

·         To create a working process-oriented virtual environment that is modeled on physical reality, but reduces well established physical-world challenges.

·         To create a virtual environment that is cognizant of existing collaboration challenges, and establishes bridges to overcome these challenges.

·         To create a virtual environment for associate contact such that individuals may become more aware of each other’s personalities and work-styles enabling coworkers to make subtle adaptations to interactions with the goal of process improvement based on more efficient personal workflows.

 

Improve Efficiency and Productivity

If we are trying to improve knowledge worker performance, it is necessary to define it. The definition of the American Productivity and Quality Center is, "the relationship between what is put into a piece of work and what is yielded (output)" (APQC) The application of this broad definition presents a challenge since everyone defines outputs differently, especially for the "knowledge worker," whose work is characterized by intangible, ill-defined, and uncountable outputs, processes, linkage to the company’s strategic objectives, performance criteria, and high independence.

As our client continues to push for more value from their assets and greater performance, there has been a surge of interest in considering the place of work, i.e., the real estate and facilities location and characteristics, as an important part of the ecology or system. This approach is especially relevant as corporations explore new workplace approaches by rethinking how, when and where people work. Planning an integrated workplace can result in solutions which change, not only the physical work setting, but the other parameters, such as behaviors, processes, and technologies. As we observe today at our client, larger corporate motivations for facilitating a physically disparate workforce present challenges that must be overcome at the Business Unit level.

 

Encourage Results Oriented Process Improvement that align to Business Goals

An organization's strategic goals should provide the key direction for any Business Process Improvement exercise. Alignment of function to process is another major consideration. Increased intimacy among process participants will improve alignment.

 

Customer Focus

Fast-changing customer needs underscore the importance of aligning business processes to achieve higher customer satisfaction. It is imperative in any BPI exercise that the "Voice of Customer" be known, and factored in, when reviewing or redesigning any process.

 

Establish Process Owners

For any process to be controllable, it is essential that there be clarity on who the process owners are as well as what constitutes success/failure of the process. These success/failure levels also help establish "control limits" for the process, and provide a healthy check on whether or not a process is meeting the desired customer objectives.

In an effort to increase the ease and effectiveness of associate collaboration, scientific research has been used to explain office occurrences. It has been found that physical proximity encourages collaboration. In some cases, degrees of collaboration can be multiples if offices are next to each other.

The magic of an office environment is contained in the atmosphere.  However, even offices where the benefit of coworker proximity is ever present can lack focus.  An immersive environment creates focused, situational collective knowledge presence that is charged with cathartic potential.          

 

Reduce well Established Physical-world Challenges

We now understand that the real “Office of the Future” is not just physical, it is a combination of location, technology and awareness that transcends physical boundaries to create a “virtual co-location”. As well as a stronger bind than those created through physically proximity, a “virtual co-location”, companies using virtual reality will differentiate themselves from their competition through their organizational capability and this will give them an edge.

Visionary companies translate their ideologies into tangible mechanisms aligned to send a consistent set of reinforcing signals. They impose tightness of fit, and create a sense of belonging to something special through practical, concrete items.

 

Establish Bridges to Overcome Collaboration Challenges

We can loosely define a collaborative process as integrating the communication, cooperation and coordination (3Cs) perspectives with functional, behavioral and organizational perspectives.

The dimensionality of the “collaboration matrix” does not scale, it simply needs to stretch or contract to fit an organization. For example, the Actor Network Theory (ANT) states that, entities (or, the collaborative semantic concepts) take their form and acquire their attributes as a result of their relation with other entities (within the collaborative processes) (Crawford, 2004). The relationships take their shapes at the “entity edges”.  In other words, people attempting to collaborate form inter-personal relationships based on their relationships with others.

These relationships are effective in direct correlation to the degree in which the “entity edges” are allowed to come into contact with each other in impactful ways (non-impactful “touches” will not shape the edges. A good collaborative process model must not focus solely on the flow and transformation of data within the system but also focus on the communication, cooperation and coordination (3Cs) among the actors

 

Introduction to Authentic Learning

Authentic learning typically focuses on real-world, complex problems and their solutions, using role-playing exercises, problem-based activities, case studies, and participation in virtual communities of practice. The learning environments are inherently multidisciplinary. They are “not constructed in order to teach geometry or to teach philosophy. A learning environment is similar to some ‘real world’ application or discipline: managing a city, building a house, flying an airplane, setting a budget, solving a crime, for example.

Educational researchers have found that students involved in authentic learning are motivated to persevere despite initial disorientation or frustration, as long as the exercise simulates what really counts—the social structure and culture that gives the discipline its meaning and relevance. The learning event essentially encourages students to compare their personal interests with those of a working disciplinary community: “Can I see myself becoming a member of this culture? What would motivate me? What would concern me? How would I work with the people around me? How would I make a difference?

Authentic learning may be more important than ever in a rapidly changing world, where the half-life of information is short and individuals can expect to progress through multiple careers. Expert thinking and complex communication will differentiate those with career-transcending skills from those who have little opportunity for advancement. It also involves the ability to identify and solve problems for which there is no routine solution. This requires pattern recognition and metacognition. Another differentiator is complex communication, such as persuading, explaining, negotiating, gaining trust, and building understanding.

Although foundational skills (reading, writing, mathematics, history, language) remain essential, a more complex set of competencies are required today. These go beyond being technically competent to being able to get things done, demonstrate ethics and integrity, and work well with others. The most important skills in new hires are quickly becoming teamwork, critical thinking/reasoning, assembling/organizing information, and innovative thinking/creativity

 

10 design elements of Authentic Learning

 

1.      Real-world relevance: Authentic activities match the real-world tasks of professionals in practice as nearly as possible. Learning rises to the level of authenticity when it asks students to work actively with abstract concepts, facts, and formulae inside a realistic—and highly social—context mimicking “the ordinary practices of the [disciplinary] culture.”

2.      Ill-defined problem: Challenges cannot be solved easily by the application of an existing algorithm; instead, authentic activities are relatively undefined and open to multiple interpretations, requiring students to identify for themselves the tasks and subtasks needed to complete the major task.

3.      Sustained investigation: Problems cannot be solved in a matter of minutes or even hours. Instead, authentic activities comprise complex tasks to be investigated by students over a sustained period of time, requiring significant investment of time and intellectual resources.

4.      Multiple sources and perspectives: Learners are not given a list of resources. Authentic activities provide the opportunity for students to examine the task from a variety of theoretical and practical perspectives, using a variety of resources, and requires students to distinguish relevant from irrelevant information in the process.

5.      Collaboration: Success is not achievable by an individual learner working alone. Authentic activities make collaboration integral to the task, both within the course and in the real world.

6.      Reflection (metacognition): Authentic activities enable learners to make choices and reflect on their learning, both individually and as a team or community.

7.      Interdisciplinary perspective: Relevance is not confined to a single domain or subject matter specialization. Instead, authentic activities have consequences that extend beyond a particular discipline, encouraging students to adopt diverse roles and think in interdisciplinary terms.

8.      Integrated assessment: Assessment is not merely summative in authentic activities but is woven seamlessly into the major task in a manner that reflects real-world evaluation processes.

9.      Polished products: Conclusions are not merely exercises or sub-steps in preparation for something else. Authentic activities culminate in the creation of a whole product, valuable in its own right.

10.  Multiple interpretations and outcomes: Rather than yielding a single correct answer obtained by the application of rules and procedures, authentic activities allow for diverse interpretations and competing solutions.

 

Authentic Learning and the Introduction of Virtual Reality

With the help of the Internet and a variety of communication, visualization, and simulation technologies, large numbers of professionals can begin to reconstruct the past, observe phenomena using remote instruments, and make valuable connections with mentors around the world. Similarly, with access to online research communities, learners are able to gain a deeper sense of a discipline as a special “culture” shaped by specific ways of seeing and interpreting the world. They begin to grasp the subtle, interpersonal, and unwritten knowledge that members in a community of practice use (often unconsciously) on a daily basis. “Learning becomes as much social as cognitive, as much concrete as abstract, and becomes intertwined with judgment and exploration,” just as it is in an actual workplace (Atwell, 2004).

Virtual Reality tools can aid in this the transformation from science to application.

 

A Culture of Learning

"A learning [culture] is one that is skilled at creating, acquiring, interpreting, transferring, and retaining knowledge, and at purposefully modifying its behavior to reflect new knowledge and insights."

 

Actionable Education.

Are you more or less interested in learning about something that you can use every day, or never use? People have their own perceptions of what they can use on the job. If management and student have differing perceptions, this must be corrected.      

Passive resistance in learning and development appears when there is no perceived benefit to completing the training. Can we achieve a culture of learning by, for example, counting course credits? If you believe in Transformative Learning, then the answer is no. I think we see many examples of people attending classes, getting credit, but not transforming. Is a paper-based culture is learning enough?

                       

Transformative Learning.

Transformative learning is basically the kind of learning we do as we make meaning of our lives. It's become a very popular topic in adult education because it doesn't just involve classroom learning--it involves learning about our lives. This is important because as adults, the meaning making process can change everything about how we look at work, family, and the world.

There is a set of steps that adults go through when they experience transformation and those steps are:

·         Experiencing a disorienting dilemma.

·         Self-examination.

·         Critical assessment of assumptions.

·         Recognizing that others have gone through a similar process.

·         Exploring options.

·         Formulating a plan of action.

·         Reintegration.

Transformation is something that is usually triggered by a problem, and very often transformative experiences are painful to go through. After identifying their problem or challenge, people seem to enter a phase where they reflect critically on this--this is typically a problem that you've never experienced before, so it takes a lot of thinking and talking to others to work through.  During the thinking phase, people may find that they can no longer keep their old ways of thinking and being--they are compelled to change. Finally, there is an action phase where people decide to do something. This could mean that you have to break off certain relationships that don't fit your beliefs anymore; it could mean that you decide to make a career change--action can take many forms. Also, the process itself may take a long time. You could reflect on something for years before you are ready to accept new beliefs and act on them.

 

Improve the Individuals’ Relationship with Training.

Culture within any society is made up of the attitudes, values, goals, and practices that characterize it specifically due to the people within each specific culture. Therefore, in order to change a culture, one must change the people. 

Unhappy and Unmotivated individuals will not train well. In order to not only gain someone’s attention but also to retain it, one must find the time to learn. In combination with time, the ability to learn is a key factor. If it seems easy, it is more than likely that the individual will have a less adverse effect to it. These will not only motivate the individual but also create an in which an entire culture is changed through the morphing of the people that make it up.

            Another way to improve a relationship to learning for someone is to recognize two things. First, recognizing the barriers behind why an individual does not possess a good relationship to learning and removing them, will enable a better flow of information to the individual and ultimately enable a better association to training. Second, recognizing factors that create desires in people and using that knowledge to train individuals will also accelerate a better affiliation to training and learning. These factors could include money, responsibility, excitement, and self-worth.

            Taking all these elements and implementing them will make a person want to learn.

             

How do we make our people "ready to learn".

If someone is not ready to learn, the effectiveness of instruction is reduced. To increase effectiveness is to make people ready to learn. A good education and training program is holistic in approach and addresses the two important aspects that affect employee performance and productivity. First, it must equip employees with the tools of the trade. Second, it must create a workplace culture of professionalism, loyalty, and commitment, and most importantly, warm and open relationships among employees. The first aspect of education and training – skills development – is easier to accomplish than the second aspect. However, though the competency program might be appropriate, it can always be undermined by unhappy and unmotivated employees. An education and training program must be proactive and never reactive. Its main purpose is not to address employee problems that might threaten the stability of the company. Rather, it should be to transform its human resources into agents of development. Thus, its formulation is participative with ideas from management and rank in file employees incorporated in the final program.

 

Why do employees want to learn?.

Patricia Cranton’s (1994) Three Perspectives of Adult Learning suggest that actions and behaviors will be changed based on the changed perspective (Cranton, p.730).

Her first perspective, subject-oriented learning, states that the goal is to acquire content (e.g. facts, problem solving strategies, practical or technical skills). It is positivistic and most often meets the expectations of the learner and is, therefore, comfortable. The key to this step is that the expert makes the decisions, not the learner.

            Her second perspective takes place when an individual expresses a need to learn, looks to the educator for fulfillment of those needs, and then proceeds to learn under the guidance of the educator. In this perspective Canton calls the consumer-oriented learning, the learner makes each decision about learning--for this reason, this kind of learning falls under constructivism.

Finally, her third perspective, emancipatory learning, is a process of freeing ourselves from forces that limit our options and our control over our lives, forces that have been taken for granted or seen as beyond our control. This kind of learning is constructivist in nature and can be transformative. At times this learning occurs independently of the educator; at other times it is fostered deliberately. Unlike the other two kinds of learning, emancipatory learning is often a difficult and painful process (Cranton, p.750)

Multiple Studies have proven that adults think in different ways and it has been determined that these types of learning ways can be divided into three separate learning orientations.  First, goal oriented learners use education as a means of achieving some other goal. Second, activity oriented learners participate for the sake of the activity itself and the social interaction it provides. Lastly, learning oriented learners seek knowledge for its own sake (Hughes 2005).

There are generally six factors for learning participation (Abdullah et.al 2008):

1.      Social Relationships: make friends and meet others.

2.      External Expectations: complying with the wishes of someone else with authority.

3.      Social Welfare: desire to serve others and/or community.

4.      Professional Advancement: desire for job enhancement or professional advancement.

5.      Escape/Stimulation: to alleviate boredom and/or to escape home or work routine.

6.      Cognitive Interest: learning for the sake of learning itself.

 

Pedague vs. Andragogue.

“I don’t want education done to me…”

Andragogy initially defined as "the art and science of helping adults learn”. The term currently defines an alternative to pedagogy and refers to learner-focused education for people of all ages. The andragogic model asserts that five issues be considered and addressed in formal learning.

1.      Letting learners know why something is important to learn.

2.      Showing learners how to direct themselves through information.

3.      Relating the topic to the learners' experiences.

4.      People will not learn until they are ready and motivated to learn.

5.      This often requires helping them overcome inhibitions, behaviors, and beliefs about learning.

In the information age, the implications of a move from teacher-centered to learner-centered education are many.

Postponing or suppressing this move will slow our ability to learn new technology and gain competitive advantage. For example, how can we expect to analyze and synthesize so much information if we turn to others to determine what should be learned, how it will be learned, and when it will be learned? We must take it upon ourselves to meet our learning needs and demand training providers do the same. To know our demands, we must know how we process information.

            Andragogue.

"Andragogy is simply another model of assumptions about learners to be used alongside the pedagogical model of assumptions, thereby providing two alternative models for testing out the assumptions as to their 'fit' with particular situations. Furthermore, the models are probably most useful when seen not as dichotomous but rather as two ends of a spectrum, with a realistic assumption in a given situation falling in between the two ends

 

Concept of the Learner         

During the process of maturation, a person moves from dependency toward increasing self-directedness, but at different rates for different people and in different dimensions of life. Teachers have a responsibility to encourage and nurture this movement. Adults have a deep psychological need to be generally self-directing, but they may be dependent in certain temporary situations.

 

Role of the Learner's Experience     

As people grow and develop they accumulate an increasing reservoir of experience that becomes and increasingly rich resource for learning--for themselves and for others. Furthermore, people attach more meaning to learning they gain from experience than those they acquire passively. Accordingly, the primary techniques in education are experiential ones--laboratory experiments, discussion, problem-solving cases, field experiences, etc.

 

Readiness to Learn    

People become ready to learn something when they experience a need to learn it in order to cope more satisfyingly with real-life tasks and problems. The educator has a responsibility to create conditions and provide tools and procedures for helping learners discover their "needs to know." Learning programs should be organized around life-application categories and sequenced according to the learners' readiness to learn.

 

Orientation to Learning        

Learners see education as a process of developing increased competence to achieve their full potential in life. They want to be able to apply whatever knowledge and skill they gain today to living more effectively tomorrow. Accordingly, learning experiences should be organized around competency-development categories. People are performance-centered in their orientation to learning.

 

 

Future State

 

We must paint a yellow stripe down the center of our transformational super highway. On the road to the future, we have three lanes of traffic, but everyone can still follow the road thanks to the painted lines. Our "paint" is mixed from Clear Vision/Mission and Objectives, and is applied using Branding, Marketing(gorilla and traditional) Gorilla marketing in a corporate office?? What if the Unreal villain walked the hallways, etc. Our Missions & Visions as well as our introspection tell us that we must transform and Process must permeate function.

There are three Paths of Transformation:

o   Corporate

o   Organizational

o   Individual

 

Corporate and Organizational Vision/Mission

amalgamated cultural vision.

Competitive advantage will be achieved by establishing a culture of learning comprised of scientific leaders driving innovation and excellence through essential partnerships founded on collaboration and trusted advisement

amalgamated mission.

Unparalleled levels of scientific excellence and customer service will be delivered through harmonized frameworks of delivery founded on expert methods, tools and training

 

Employee Vision & Mission

Personal vision.

I understand that innovation is the result of testing the boundaries of what I know, and working with others who can help me surpass these boundaries.  I will challenge myself to understand the process that I am part of, and seek new ways to make valuable contributions to my organization and the products that it produces.

            Personal mission.

I will exercise all available opportunities to develop my functional abilities as they pertain to the organizational framework of which I am an invaluable part.  Through continued personal education and expert coaching I will achieve new levels of career fulfillment while contributing to the business objectives of my organization.

 

 

Solution

 

Client Research has yielded the following conclusion and requirements:

       Employee Behavior

      The VCE must be specifically goal oriented at first (e.g. attend a meeting).

      Employees do not have time to “hang out” or “vacation” in a Virtual World

       Employee Work-styles.

      Our target audience is very pragmatic.

      A VCE must offer value as a tool, not just as a toy

       Quality of Experience.

      The experience must be high fidelity and “real”.

      The experience should not be overly-distracting(a physical meeting room is not distracting).

       Available Technology

      Pre-built worlds concentrate on scale, not the quality of intimate experiences.

      We don’t need a World day one, we need attractive, high performing Experiences.

Uptake on 3D immersive environments in the corporate workplace will be driven by function, not frivolity.

 

VCE Business Tools

 

The following tool set will be supplied to the client:

       Virtual Meetings

      Establish Proximity

      Capture Participant Focus

      Efficiency of Communication

       Virtual Assessments

      Role-play based usage of subject matter

      Allows review of ability to use information

       Virtual Teaching

      Classroom based

       Active participation increases effectiveness

       Appeals to Authentic Learning Principals

      Game based

       Incredibly engaging, makes them compelling to use

       Conveyance of subject matter is extremely efficient

       Virtual Chat

      Replicates “hallway encounters” to increase collaboration

      Increases frequency of Impactful encounters

       Virtual Simulation

      Provides realistic encounters with people and process with opportunities to learn how to succeed

       Virtual Games

      Virtual Process Orientation

       Immerses participants in a process oriented challenge that teaches the core business of the client

       Examples of success include MIT, and Volvo

      Virtual Team Building

       Re-enforce the criticality of information sharing across functions

       Examples of success include: “Everest” from Harvard Business School*

      Distributed Innovation and Collective intelligence

       Community based problem solving

       E.g., How do these three signals relate to each other – score points

       Examples of success include:

       Microsoft’s use of  Community based bug-finding

       Fold.it uses a community-based model to solve biochemical protein folding challenges

      Cultural Indoctrination

       Re-enforce Vision, Mission, Objectives and Cultural beliefs across an organization that physically separated

       Examples of success include: Sun Microsystems , “Rise of the Shadow Specters”

 

Why not a Pre-packaged World?

Highly skilled employees functioning in a very competitive industry need professional grade tools that can provide immediate and obvious value.  We can begin improving business results today by ensuring that business participants have the very best tools in the toolbox.  A toolbox is stocked with individual items that have been hand selected because they are the most relevant, and the best.  As an alternative(and quite likely less expensive), the toolbox can be stocked at the lowest common denominator tools to ensure that everyone has something, but quite often most people will be left wanting tools that are more specialized and precise.

Pre-packaged worlds are built using lowest common denominator technology and are quite often designed to be massively parallel, not to provide best of breed individualized experiences.  However, we believe that skilled professionals need individualized experiences to enhance their everyday participation in workflow.

 

Hospital vs. Patient

Gaming Engines have allowed the creation of digital virtual humans with a physiology engines that include PharmaCo-kinetic drug models. They're biomechanically correct.  Unlike when people are building hospitals in Second Life and everyone's rejoicing because it's an architectural walk-through, gaming engines are being used to create highly instrumented and engaging environments. You apply a bandage and stick a needle in a patient, the patient will react, from a physiological perspective, in an authentic way in terms of body size, etc.

This level of instrumentation is groundbreaking. Instructors can also control the physiology dynamically or let the physiology engine run autonomously.  It can throw curveballs at medical students. While we may not be looking to build realistic bodies for our client, we are very much interested in the “art of the possible”, and building professional grade tools that add value on the job.

 

Conclusion

Only a small handful of non-government companies have realized that using Serious Game technology to deliver highly focused business tools is the most direct path to success.  Far more companies are still trying to understand why their Virtual World efforts are not succeeding.

The key differentiator between a VCE Business Tool(VCEBT©), and a Virtual World is that a VCEBT© targets tasks and activities that need to be performed at a point in time. First, A VCEBT© is akin to someone opening MS Word and type a letter. A Virtual World asks a user to change everything about the way they do business.

Second, focusing on key business tasks, and delivering a set of VCEBT©’s that can be added to the business toolbox is a somewhat unique approach to Immersive technologies. We are not fighting against the grain to change a person’s total behavior. A collection of valuable VCEBT©’s that gain traction will create pockets of business use and this is the first priority.  VCEBT©’s that are proven to be successful can be connected to form a cohesive VCE, this is the second priority. 

We began this project thinking about what a “virtual world” might look like for client.  We found that it would be quite feasible to build a “world”, but there were significant risks.  Based on our research, we found that most large (Fortune 500) companies that have used a well-known virtual world provider, have achieved little or no success. Those that have achieved some success have very different parameters than our client.  What seemed to be missing from many corporate initiatives into virtual worlds was a well-defined set of business objectives.  Everyone has a vision for what they hope will happen in a virtual world, but quite often the vision does not mesh with reality. 

What we have discovered is that there are two primary reasons why our client should get involved with Virtual Reality: 1) To develop a set of readily usable business tools.  2)  To become fluent in a technology that will quite likely have a very prominent role in corporate life in future years.  Our belief is that the best way to future-proof our client’s organization is by doing far more than experimentation in the hope of future relevance; we need to build a foundation of experience, and a track record of acceptance to provide our pathway into the future.

 

 

References

 

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Additional Reading

 

Bailenson, J. et. al. (2008). The effect of interactivity on learning physical actions in virtual reality. Media Psychology, 11(3), 354-376.

 

Galbraith, M. (2003). Adult Learning Methods: A Guide for Effective Instruction. Malabar, Florida: Krieger Publishing Company.

 

Katsionis, G. (2008). Personalized e-learning through an educational virtual reality game using Web services. Multimedia Tools and Applications, 39(1), 47-71.

 

Kausler, D.H.. (1999). Adult learning and development: Perspectives from educational psychology. Contemporary Psychology, 44(1), 46-47.

 

Knowles, Malcolm. (2005). The Adult Learner, Sixth Edition: The Definitive Classic in Adult Education and Human Resource Development.  Newark, NJ: Butterworth-Heinemann.

 

Lee, D., et. al.. (2000). Assessing adult learning preferences using the analytic hierarchy process. International Journal of Lifelong Education, 19(6), 548-60.

 

Llyod, J et.al. (2009). Equivalence of Real-World and Virtual-Reality Route Learning: A Pilot Study. Cyberpsychology and Behavior, 12(4), 423-427.

 

Marienau, C., et. al.. (2008). Educator as Designer: Balancing Multiple Teaching Perspectives in the Design of Community Based Learning for Adults. New Directions for Adult and Continuing Education, 188, 61-74.

 

Merriam, S.B. (2008). Third Update on Adult Learning Theory: New Directions for Adult and Continuing Education. Jossey-Bass.

 

Merrill, B. (2001). Learning and Teaching in Universities: perspectives from adult learners and lecturers. Teaching in Higher Education, 6(1), 5-17.

 

Monahan, T. (2008). Virtual reality for collaborative e-learning. Computers and Education, 50(4), 1339-1353.

 

Nelken, M. (2009). Negotiating Classroom Process: Lessons from Adult Learning. Negotiation Journal,  25(2), 181-194.

 

Pratt, D. (1998). Five Perspectives on Teaching in Adult and Higher Education. Malabar, Florida: Krieger Publishing Company

 

Rose, F.D. et.al. (2000). Training in Virtual Environments. Ergonomic, 43(4), 494-511

 

Schmidt, B. (2009). Implementing the Virtual Reality Learning Environment Second Life. Nurse Educator, 34(4), 152-155.

 

Stolovitch, Harold. (2009). Telling ain’t training. Alexandria, VA: ASTD Press

 

Troyer, A. K., et. al.. (2006). Name and Face Learning in Older Adults: Effects of Level of Processing, Self-Generation, and Intention to Learn. Journals of Gerontology, Series B: Psychological Sciences and Social Sciences, 61 (2), 67-74.
 
Wlodkowski, R. J. (2008). Enhancing Adult Motivation to Learn: A Comprehensive Guide for Teaching All Adults. Jossey-Bass.

Xie, B. (2007). Information Technology Education for Older Adults as a Continuing Peer-Learning Process: A

Chinese Case Study. Educational Gerontology, 35(5), 429-450.

 

 

Key Terms and Definitions

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