Visual vs. Collaborative Learning
Chapter five of “Interface
Design for Learning” by Dorian Peters (2014) is an excellent overview of the
dos and don’ts of educational design media. Peters declares in the chapter
title that "Learning is Visual." Peters also provides many solid tips
about how graphic design can grasp a learners attention. Another key theme is about
removing clutter with simplicity. The book provides valuable checklists, such
as tips for “readable text” on page 94.
In my 2010
development work "I am
Africa This is my story….” UNESCO
project on digital storytelling workshops with African youth, we had to pay
keen attention that all lessons were simple, localized and relevant.
Instructional designers can
perseverate on the cognitive relationship between the student and learning
media as the way of student change. However the truth may be that the visual
process represents and smaller stake when deeper transformational experience requires
a human collaborative process. The acid test of if eLearning works is not in
the LMS testing records. Book/media learning may keep someone’s attention or may
even deliver good recall for a test on
Friday, but this may not lead to transformational change or the long-term
memory retention required for some types of learning.
Andragogy Theory of Knowles points
out that the lesson must avoid conflicting with the values/experiences of the
learners. On page 110, Peters agrees when the concept of “interference” is
brought up. Let’s say we are developing a federally mandated sexual harassment
course for a hospital. From a design point of view, the course can be an excellent
attention getter, yet without emotionally charged staff meetings (a
collaborative element), the course can backfire with employees feeling
management is not really dealing with the problem. The design team may be happy
with high completion rates and scores, while at the same time, a disappointed compliance
officer sees a spike in sexual harassment cases over the following months.
We must be cautious in understanding
that digital media is an aid to learning and not the total learning experience.
It is one thing to learn Ohm’s law from Kahnacademy.com. It is another to learn
how to ride a bike or a give great kiss. The role of graphics is to facilitate
human collaboration or change will not take place.
The Instructional designer is
often not considering the values of the unseen individual or the environment
the knowledge will be used in. When
cultures and methods collide I have seen many sales motivation training or
ethics flop. They were professionally designed courses yet are laugh at in bar
a few hours later because they sales force knew management did not back those ideas.
In reflection, media can move
people into action such as in NGO ads. There must be fertile ground for the
lesson to sink into. Relevance seems to be found on two levels: first inside
the person's own values system and second is if outside the course there is fertile
ground for new ideas to grow.
Case
in point: In the US, a student who believes they can be a Microsoft Certified
Professional will gratefully embrace the training experience, knowing that a
job is waiting for them. Yet women who are certified by Microsoft in Ghana may
not find a Microsoft job and be forced back into a marriage and poverty.
In conclusion, the state of
the learner and the environment are as critical as the interface itself.
References
Knowles, M. Holton, E. F., III; Swanson, R. A. (2005). The
adult learner: The definitive classic in adult education and human resource
development (6th ed.).Burlington,
MA: Elsevier. ISBN 0-7506-7837-2. LCCN 2004024356.
Peters, D. (2014). Interface design for learning: design strategies
for learning experiences. United States: New Riders.
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