Keywords

In a Word Text is no longer the primary means of learning transfer. Character-based simulation, in which animated characters provide a social context that motivates learners, can improve cognition and recall and bodes well for high-impact e-learning.

Slowly, E-Learning Comes of Age

In business, community, educational, and governmental organizations it has for some time been an article of faith that the delivery of content through information and communications technology can—through democratization of and access to knowledge—greatly expand the realm of how, when, and where increasingly mobile learners can engage.Footnote 1 The world over, e-learning—viz, all forms of electronically supported learning and development—is mooted as a cheap and effective way to provide people the everyday learning opportunities required, cradle to grave, to improve organizational outcomes in the modern labor market.Footnote 2

Education is not the filling of a pail, but the lighting of a fire.

—William Butler Yeats

Notwithstanding, 20-odd years after the World Wide Web was launched in 1991, it must be admitted that key concepts and understandings of e-learning are still emerging. In brief, most of the difficulties that have beleaguered attempts to transfer knowledge electronically owe, so far, to exaggerated weight on specific technologies —typically to transmit for easy (re)use much smaller units of content than traditional educational and other learning and development settings do—at the expense of a commitment to improving the experience and outcome of learning.Footnote 3 (Easy things first, one might argue.)

The function of education is to teach one to think intensively and to think critically. Intelligence plus characterthat is the goal of true education.

—Martin Luther King, Jr.

The point is that digital media alone does not guarantee message uptake: like any learning process, e-learning depends on effective communication of human knowledge in social context .Footnote 4 Still, even if one-way communication attenuates the learning experience, the technical affordancesFootnote 5 of the Internet mean that such communication is for sure here to stay (and hopefully improve). Therefore, especially in the ever more common mode of self-paced, solitary learning, the greatest challenge of e-learning is to make training programs a dynamic, immersive experience akin, to the extent possible, to the learner engagement that occurs in a lecture hall or classroom.

Making E-Learning Come Alive

I would rather entertain and hope that people learned something than educate people and hope they were entertained.

—Walt Disney

In the digital world of the twenty-first century, text is no longer the primary means of learning transfer: people, certainly those in the workforce who have grown up with computer games, are more and more drawn to multimedia. Flash animationsFootnote 6 that skillfully enticeFootnote 7 people to construct their own meaning from content and apply instruction to their lives after program completion are a working example.

In all aspects of life, we take on a part and an appearance to seem to be what we wish to beand thus the world is merely composed of actors.

—François de La Rochefoucauld

Character-based simulation , for one, bodes well for high-impact e-learning. Animation is the act, process, or result of imparting life, hence, activity, interest, motion, spirit, or vigor. (Else, it is the quality or condition of being lively.) Animated charactersFootnote 8 that in well-designed social roles speak, interact, and guide the learning experience can through storytellingFootnote 9 enhance e-learning by providing a “real world” social context , e.g., a case study, that motivates learners, thereby improving cognition and recall for learning outcomes . Reeves (2004) recognizes that human-media interactions are intrinsically social: therefore, character interfaces bring much-needed social intelligence to e-learning . Specifically, from a teaching perspective, the 10 benefits of character interfaces Reeves identifies derive from the fact that

  • Characters make explicit the social responses that are inevitable (in human-computer interaction).

  • Interactive characters are perceived as real social actors.

  • Interactivity increases the perceived realism and effectiveness of characters.

  • Interactive characters increase trust in information sources.

  • Characters have personalities that can represent brands.

  • Characters can communicate social roles.

  • Characters can effectively express and regulate emotions.

  • Characters can effectively display important social manners.

  • Characters can make interfaces easier to use.

  • Characters are well liked.

Don’t lies eventually lead to the truth? And don’t all my stories, true or false, tend toward the same conclusion? Don’t they all have the same meaning? So what does it matter whether they are true or false if, in both cases, they are significant of what I have been and what I am? Sometimes it is easier to see clearly into the liar than into the man who tells the truth. Truth, like light, blinds. Falsehood, on the contrary, is a beautiful twilight that enhances every object.

—Albert Camus

Designing Character-Based Simulations

Characters never tire and are always available; all the more reason, then, to design them well with emphasis on interactions between actors in the interface, not technology. To enhance learning comprehension, characters usually assume one or more of four roles to guide learners through a training program: (i) authority figure, (ii) cooperative co-learner, (iii) expert instructor, and (iv) peer instructor. Notwithstanding, in any case, the characters must exude authenticity,Footnote 10 entertain, and demonstrate soft skills through voice, first and foremost, as well as body language.

figure b

Fig. Social roles for characters. Note Of course, even if this is less frequent, a fifth role for a character might also be that of a learner, e.g., a professional or student, who develops a skill, gains knowledge, takes up beliefs, or acquires a behavioral tendency. Source Author

De Vries (2004) offers helpful tips for designing character-based simulations:

  • Create Life-Like Characters Be purposeful about seemingly trivial and noninstructional characteristics such as body language, clothing, hairstyle, speech and idiom, and, especially, voice.

  • Plan the Scenes Before Development Plan scenes with storyboarding techniques and pace them for learners.

  • Check for Understanding Ensure that characters interact with learners in common situations and verify with questions that learning objectives are being met.

  • Focus on Learning Objectives Get to the point: character development can be distracting.

  • Use Text to Speech before Recording the Final Script Draft the script first and use plain text on screen until it is finalized and recorded in audio with real voices.

Never in the history of cinema has a medium entertained an audience. It’s what you do with the medium.

—John Lasseter

  • Consider a Multi‐Skilled Team Engage a script writer to craft the storyboard and draft text; a graphic artist to draw the characters, backgrounds, and other artwork; and a web developer to integrate Flash, wave, graphic, and other files.

  • Run a Pilot Pilot test to gather what normal questions learners may have, that should reasonably be addressed by the characters.

There have been great societies that did not use the wheel, but there have been no societies that did not tell stories.

—Ursula K. Le Guin

Screenshot 1: Building trust in the workplace

Screenshot 2: Conducting peer assists

Learning Objective : High-performance organizations earn, develop, and retain trust for superior results

Learning Objective : Peer assists let individuals share experiences, insights, and knowledge to promote collective learning

Description: Workplace dynamics make a significant difference to people and the organizations they sustain. High-performance organizations earn, develop, and retain trust for superior results

Description: Peer assists are events that bring individuals together to share their experiences, insights, and knowledge on an identified challenge or problem. They also promote collective learning and develop networks among those invited

Area of Competence: Collaboration Mechanisms

Area of Competence: Knowledge Sharing and Learning

Uploaded on 14 November 2012. Duration: 4:57 mns

Uploaded on 14 November 2012. Duration: 4:15 mns

Source: ADB. 2017. ADB Knowledge. In Facebook

Source: ADB. 2017. ADB Knowledge. In Facebook

Further Information: ADB. 2009. Building Trust in the Workplace Manila

Further Information: ADB. 2008. Conducting Peer Assists. Manila

Source Author

Source Author

Screenshot 3: Creating and running partnerships

Screenshot 4: The critical incident technique

Learning Objective : To create and run partnerships, one must understand the drivers of success and failure

Learning Objective : The Critical Incident technique offers a starting point and a process to identify and resolve workplace problems

Description: Partnerships have a crucial role to play in the development agenda. To reach the critical mass required to reduce poverty, there must be more concerted effort, greater collaboration, alignment of inputs, and a leveraging of resources and effort. Understanding the drivers of success and the drivers of failure helps efforts to create and run them

Description: Organizations are often challenged to identify and resolve workplace problems. The Critical Incident technique gives them a starting point and a process for advancing organizational development through learning experiences. It helps them study “what people do” in various situations

Area of Competence: Strategy Development

Area of Competence: Knowledge Capture and Storage

Uploaded on 15 November 2012. Duration: 6:58 mns

Uploaded on 14 November 2012. Duration: 5:27 mns

Source: ADB. 2017. ADB Knowledge. In Facebook

Source: ADB. 2017. ADB Knowledge. In Facebook

Further Information: ADB. 2008. Creating and Running Partnerships. Manila

Further Information: ADB. 2010. The Critical Incident Technique. Manila

Source Author

Source Author

Screenshot 5: Distributing leadership

Screenshot 6: The five whys technique

Learning Objective : Leadership is best considered as an outcome. It is defined by what one does, not who one is

Learning Objective : The Five Whys is a question-asking technique that explores the cause-and-effect relationships underlying problems

Description: The prevailing view of leadership is that it is concentrated or focused. In organizations, this makes it an input to business processes and performance—dependent on the attributes, behaviors, experience, knowledge, skills, and potential of the individuals chosen to impact these. The theory of distributed leadership thinks it best considered as an outcome . Leadership is defined by what one does, not who one is. Leadership at all levels matters and must be drawn from, not just be added to, individuals and groups in organizations

Description: When confronted with a problem, have you ever stopped and asked “why” five times? If you do not ask the right question, you will not get the right answer. The Five Whys is a simple question-asking technique that explores the cause-and-effect relationships underlying problems

Area of Competence: Collaboration Mechanisms

Area of Competence: Management Techniques

Uploaded on 14 November 2012. Duration: 4:26 mns

Uploaded on 14 November 2012. Duration: 4:58 mns

Source: ADB. 2017. ADB Knowledge. In Facebook

Source: ADB. 2017. ADB Knowledge. In Facebook

Further Information: ADB. 2009. Distributing Leadership. Manila

Further Information: ADB. 2009. The Five Whys Technique. Manila

Source Author

Source Author

Screenshot 7: Harvesting knowledge

Screenshot 8: The reframing matrix

Learning Objective : Knowledge harvesting can enrich group know-how, build organizational capacity, and preserve institutional memory

Learning Objective : The reframing matrix enables different views to be generated and used to solve problems

Description: If 80% of knowledge is unwritten and largely unspoken, we first need to elicit that before we can articulate, share, and make wider use of it. Knowledge harvesting is one way to draw out and package tacit knowledge to help others adapt, personalize, and apply it; build organizational capacity; and preserve institutional memory

Description: Everyone sees things differently—knowledge often lies in the eye of the beholder. The reframing matrix enables different perspectives to be generated and used in management processes. It expands the number of options for solving a problem

Area of Competence: Knowledge Capture and Storage

Area of Competence: Management Techniques

Uploaded on 14 November 2012. Duration: 4:25 mns

Uploaded on 15 November 2012. Duration: 3:17 mns

Source: ADB. 2017. ADB Knowledge. In Facebook

Source: ADB. 2017. ADB Knowledge. In Facebook

Further Information: ADB. 2010. Harvesting Knowledge. Manila

Further Information: ADB. 2008. The Reframing Matrix. Manila

Source Author

Source Author

Screenshot 9: Showcasing knowledge

Screenshot 10: Working in teams

Learning Objective : Information overload has less to do with quantity than with the qualities by which knowledge is presented

Learning Objective : Cooperative work by a team can produce remarkable results

Description: Information has become ubiquitous because producing, manipulating, and disseminating it is now cheap and easy. But perceptions of information overload have less to do with quantity than with the qualities by which knowledge is presented

Description: Cooperative work by a team can produce remarkable results. The challenge is to move from the realm of the possible to the realm of practice

Area of Competence: Knowledge Capture and Storage

Area of Competence: Collaboration Mechanisms

Uploaded on 14 November 2012. Duration: 5:18 mns

Uploaded on 15 November 2012. Duration: 4:04 mns

Source: ADB. 2017. ADB Knowledge. In Facebook

Source: ADB. 2017. ADB Knowledge. In Facebook

Further Reading: ADB. 2010. Showcasing Knowledge. Manila

Further Reading: ADB. 2009. Working in Teams. Manila

Source Author

Source Author