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Learning: A Summary of Research and Insights
ICP LXD July 2012
Jen Briselli
Learning Experience Design Intern
© 2011 Autodesk
Image courtesy of Christian Kasper
Learning Experience

© 2011 Autodesk

2
Learning Experience




What does this mean for software learning?



What is Autodesk working on?



© 2011 Autodesk

How do people learn?

What does this mean for LXD?

3
How do people learn?

© 2011 Autodesk

4
There are a lot of ideas about learning that include:
 Learning

Domains

 Learning

Theories

 Learning

Styles

 Instructional

© 2011 Autodesk

Design

5
Different people take different approaches to learning:


Human Computer Interaction (HCI) researchers





Classroom teachers





Student learning is a black box
Design learning experiences around desired learning outcomes

Trainers




Focus on information processing
View learning as information transfer

Use demonstration and practice to help users learn

Designers


© 2011 Autodesk

Focus on usability

6
It’s not the specifics that matter.

Instructional designers can combine theory and
research from multiple angles to design user-centered
learning experiences.

The goal of this slide deck is to highlight the main
points as a resource for further consideration.

© 2011 Autodesk

7
Learning Domains


Accretion: Continuous Learning






Transmission: Traditional Learning






Courses, lectures, formal training, help manuals & websites, ‘information transfer’
Benefits: Builds core knowledge & develops sound mental models with basic information
Drawbacks: Not user-centered, slow process, treats the learner as an empty vessel, at odds with natural learning

Acquisition: Learner Chosen






On demand, on location, in the moment & comes from many sources and media
Benefits: Strong links to learning needs & high relevance, learning takes place “IRL”
Drawbacks: Learners are less aware of learning, less reflection, accretion is unlike traditional learning

Exploratory, inquiry-driven, learner-directed
Benefits: Learner is highly motivated, learning is relevant, interesting, personalized
Drawbacks: Learners often miss critical skills, little or no feedback, no prompts for reflection

Emergence: Reasoning & Reflection




© 2011 Autodesk

Meta-cognition, reflection on life experiences, adjustment of mental models
Benefits: Tacit, deep learning, fosters higher order critical thinking skills & creativity
Drawbacks: Time consuming, difficult to facilitate, requires expert mentor

8
Where does the teacher/designer fit in?


Accretion:
Learning is an embedded process.
Designer’s Role



Facilitate community of practice



© 2011 Autodesk

Create learning ecology

Develop connections between learner
and that community

9
Where does the teacher/designer fit in?


Transmission:
Learning is formal instruction.
Designer’s Role



Share information



Execute workshops & lessons



© 2011 Autodesk

Design courses & curricula

Write documentation & instructions

10
Where does the teacher/designer fit in?


Acquisition
Learning is self-directed.
Designer’s Role



Design information and experiences
to make learning possible



© 2011 Autodesk

Ensure availability of resources

Set up guideposts, but don’t draw the map

11
Where does the teacher/designer fit in?


Emergence:
Learning is cognition & reflection.
Designer’s Role



Facilitate non-linear thinking



© 2011 Autodesk

Provide feedback

Encourage reflection

12
Learning Theories & Styles
Learning Theories
Models that explain knowledge construction.

Learning Styles
A learner’s personality and preferences that influence
learning needs.

There are a LOT of ideas floating around out there…
© 2011 Autodesk

13
© 2011 Autodesk

14
© 2011 Autodesk

15
Most people group learning theories into
one of six categories.
Six questions are asked regarding each of the six learning
theories. Click on the tab color that matches the learning
theory you wish to explore, then click on the question and
its answer will open.

Each model explains learning
from a different perspective.
In essence, they represent
six different windows looking
into the same room.

Behaviorist
Theory

Cognitive
Theory

Constructivist
Theory

Social
Learning
Theory

Connectivism

Adult
Learning

Click
Here

Click
Here

Click
Here

Click
Here

Click
Here

Click
Here

Matrix Grid

References

Image Links

The specifics matter less than
the overarching themes.

End Show

(Lyn Goodnight (2011) compiled them into an interactive PowerPoint that does a good job of
summarizing the highlights. Click here to view it now or find the same link in the Appendix).

© 2011 Autodesk

16
So, how do we work with multiple theories?

‘Cognitive Apprenticeship’
Learning is:

active

and constructive process

self-directed,
within

Zone of Proximal Development

facilitated
© 2011 Autodesk

situated, & embedded

by a mentor (or our software?)
17
Cognitive Apprenticeship
(First introduced by Collins, Brown, & Newman, 1989)

As an instructional strategy, Cognitive Apprenticeship is characterized by six
methods applied in varying combinations:


Modeling




Coaching




Prompting the learner to articulate his developing knowledge, reasoning, or internal
problem solving process to expose and clarify thinking and to separate component
knowledge from skills (which allows the learner to understand them better).

Reflection




Supporting the learner’s progress by providing assistance (completing difficult tasks for the
learner) where needed, and gradually scaling back that guidance over time.

Articulation




Observing the learner’s task performance and offering feedback & hints along the way.

Scaffolding




Demonstrating a task explicitly so the learner can experience and build a conceptual model.

Encouraging the learner to reflect and analyze performances and skills with a desire to
understand and improve performance.

Exploration


© 2011 Autodesk

Giving the learner room to solve problems independently within low-risk circumstances and
focusing the instruction around problem solving methodology itself.
18
How does this relate to software learning?

© 2011 Autodesk

19
Another way to look at learning (with classroom examples):
meaningful
learning
concept
mapping

lectures
textbooks
presentations

multimedia
studies

laboratory
assignments
&
writing
exercises

© 2011 Autodesk

applying formulas
to solve problems

receptive/passive

rote
learning

multiplication
tables

guided discovery

20

original research
new music,
architecture, etc.

routine research
& other intellectual
pursuits

trial & error
puzzle solutions

autonomous discovery
How might this look for software
instead of classroom assignments?

Using Autodesk
software to design
infrastructure…

meaningful
learning
interactive
tutorials

traditional tutorials,
help videos &
written content

toolclips,
command suggestions
& similar tools

workflow visualization

‘playground mode’
(low-stakes trial & error)

rote
learning
receptive/passive

© 2011 Autodesk

guided discovery

21

autonomous discovery
There is a wealth of research relating
traditional learning to software learning.

© 2011 Autodesk

22
Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using
Complex Computer Applications (Bhavnani, Reif, John 2001)
The Main Ideas:


Strategic Knowledge vs. Command Knowledge



Efficiency comes from greater strategic knowledge, not just greater awareness of
commands



Strategic Knowledge is difficult to acquire spontaneously; to develop, users must:
1.
2.
3.
4.

First be aware that different strategies exist.
Then, learn when to use different strategies.
Next, they learn how to execute those strategies.
Finally, learn to use these strategies in different contexts.

How can we encourage these four steps within the software itself?

© 2011 Autodesk

23
The Paradox of the Guided User: Assistance Can Be Counter-Effective (van Nimwegen 2008)
The Main Ideas:
 Current HCI research differentiates between:


Plan-based problem solving: using internally formed mental models that adjust and improve over time




(requires a high mental workload)

Display-based problem solving: using information available on the interface to guide decision making


(requires little mental workload)



Usability guidelines generally encourage the use of externalized interfaces, to promote
display-based problem solving and allow for cognitive offloading.



However, a “strong reliance on external information leads to a negative effect with
regard to planning of behavior.” Users stop reflecting, internalizing, or truly learning.



This type of usability may be desirable for systems that are used infrequently or
associated with extreme error costs, but it “seduces users into more shallow cognitive
behavior and discourages undertaking cognitive activities aimed at strategy and
knowledge construction.”
How can we strike a balance between externalizing the more difficult processes
and promoting internalization and reflection at the same time?
© 2011 Autodesk

24
Out of the Video Arcade, Into the Office:
Where Computer Games Can Lead
Productivity Software (Larson 2007)

The Main Ideas:


Games use a lot of user-assistance strategies that might be applicable to non-game
software.



Larson identifies five common difficulty-regulation strategies found in games that he
believes can provide software designers with new approaches to learnability for
complex programs with ever expanding functionality.
1. User difficulty selection.
2. Implicit & explicit stage progression.
3. Tool unlocking
4. Hinting
5. Tutorials
These are sounding pretty familiar…

© 2011 Autodesk

25
Autodesk is working on this too.

© 2011 Autodesk

26
Autodesk Knowledge Network
Readout from May 2012

© 2011 Autodesk

27
© 2011 Autodesk

28
© 2011 Autodesk

29
LXD can use these insights to design better
learning experiences…

© 2011 Autodesk

30
Visualization

© 2011 Autodesk

31
Mike Myles (AEC UX, 2010) suggested visualizing the community knowledge base:

Steve Ransom
(AKN- GCSO)
is currently working on the idea of a Learning Map:

© 2011 Autodesk

32
© 2011 Autodesk

33
Uber Learning: CIP Command Data
(Autodesk Research 2008)

© 2011 Autodesk

34
Tutorials

© 2011 Autodesk

35
“Tutorial” means different things to different people:

“Tutorial”
in
Infrastructure Modeler
© 2011 Autodesk

36
“Tutorial”
in
Autodesk Research
© 2011 Autodesk

37
“Tutorial”
in
Inventor
© 2011 Autodesk

38
Using CIP Data

© 2011 Autodesk

39
Uber Learning: CIP Command Data (Autodesk Research 2008)

“We can use the predictability of the next
command to create a user interface to
highlight commands that expert users tend to
use, but an individual user is not. In this way
users could discover new functionality and
progress towards a more efficient workflow.”

© 2011 Autodesk

40
Questions to consider:
(& what I’ve been thinking about)


What do accretion, transmission, acquisition and emergence
look like, for our users and our software specifically?



How could the software, (in place of a mentor), facilitate a
cognitive apprenticeship approach to learning?



How should in-canvas workflow visualizations and interactive
tutorials be designed to encourage reflection and internalization
of the user’s work process?


© 2011 Autodesk

Currently working on this problem, creating design wireframes, hopefully showing lo-fi prototypes
to users in the coming weeks.

41
Appendix

© 2011 Autodesk

42
Interactive Learning Theory:
Six Learning Styles

Autodesk Knowledge Network:
Learning in a Connected World

Autodesk Research:
Learning Projects
‘Uber Learning’ Paper

Mike Myles’ 2010 PowerPoint:
Graph Navigation in CKB

Research papers & links:
LXD Learning Resources SharePoint folder

© 2011 Autodesk

43

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Learning Theory Summary

  • 1. Learning: A Summary of Research and Insights ICP LXD July 2012 Jen Briselli Learning Experience Design Intern © 2011 Autodesk Image courtesy of Christian Kasper
  • 3. Learning Experience   What does this mean for software learning?  What is Autodesk working on?  © 2011 Autodesk How do people learn? What does this mean for LXD? 3
  • 4. How do people learn? © 2011 Autodesk 4
  • 5. There are a lot of ideas about learning that include:  Learning Domains  Learning Theories  Learning Styles  Instructional © 2011 Autodesk Design 5
  • 6. Different people take different approaches to learning:  Human Computer Interaction (HCI) researchers    Classroom teachers    Student learning is a black box Design learning experiences around desired learning outcomes Trainers   Focus on information processing View learning as information transfer Use demonstration and practice to help users learn Designers  © 2011 Autodesk Focus on usability 6
  • 7. It’s not the specifics that matter. Instructional designers can combine theory and research from multiple angles to design user-centered learning experiences. The goal of this slide deck is to highlight the main points as a resource for further consideration. © 2011 Autodesk 7
  • 8. Learning Domains  Accretion: Continuous Learning     Transmission: Traditional Learning     Courses, lectures, formal training, help manuals & websites, ‘information transfer’ Benefits: Builds core knowledge & develops sound mental models with basic information Drawbacks: Not user-centered, slow process, treats the learner as an empty vessel, at odds with natural learning Acquisition: Learner Chosen     On demand, on location, in the moment & comes from many sources and media Benefits: Strong links to learning needs & high relevance, learning takes place “IRL” Drawbacks: Learners are less aware of learning, less reflection, accretion is unlike traditional learning Exploratory, inquiry-driven, learner-directed Benefits: Learner is highly motivated, learning is relevant, interesting, personalized Drawbacks: Learners often miss critical skills, little or no feedback, no prompts for reflection Emergence: Reasoning & Reflection    © 2011 Autodesk Meta-cognition, reflection on life experiences, adjustment of mental models Benefits: Tacit, deep learning, fosters higher order critical thinking skills & creativity Drawbacks: Time consuming, difficult to facilitate, requires expert mentor 8
  • 9. Where does the teacher/designer fit in?  Accretion: Learning is an embedded process. Designer’s Role   Facilitate community of practice  © 2011 Autodesk Create learning ecology Develop connections between learner and that community 9
  • 10. Where does the teacher/designer fit in?  Transmission: Learning is formal instruction. Designer’s Role   Share information  Execute workshops & lessons  © 2011 Autodesk Design courses & curricula Write documentation & instructions 10
  • 11. Where does the teacher/designer fit in?  Acquisition Learning is self-directed. Designer’s Role   Design information and experiences to make learning possible  © 2011 Autodesk Ensure availability of resources Set up guideposts, but don’t draw the map 11
  • 12. Where does the teacher/designer fit in?  Emergence: Learning is cognition & reflection. Designer’s Role   Facilitate non-linear thinking  © 2011 Autodesk Provide feedback Encourage reflection 12
  • 13. Learning Theories & Styles Learning Theories Models that explain knowledge construction. Learning Styles A learner’s personality and preferences that influence learning needs. There are a LOT of ideas floating around out there… © 2011 Autodesk 13
  • 16. Most people group learning theories into one of six categories. Six questions are asked regarding each of the six learning theories. Click on the tab color that matches the learning theory you wish to explore, then click on the question and its answer will open. Each model explains learning from a different perspective. In essence, they represent six different windows looking into the same room. Behaviorist Theory Cognitive Theory Constructivist Theory Social Learning Theory Connectivism Adult Learning Click Here Click Here Click Here Click Here Click Here Click Here Matrix Grid References Image Links The specifics matter less than the overarching themes. End Show (Lyn Goodnight (2011) compiled them into an interactive PowerPoint that does a good job of summarizing the highlights. Click here to view it now or find the same link in the Appendix). © 2011 Autodesk 16
  • 17. So, how do we work with multiple theories? ‘Cognitive Apprenticeship’ Learning is: active and constructive process self-directed, within Zone of Proximal Development facilitated © 2011 Autodesk situated, & embedded by a mentor (or our software?) 17
  • 18. Cognitive Apprenticeship (First introduced by Collins, Brown, & Newman, 1989) As an instructional strategy, Cognitive Apprenticeship is characterized by six methods applied in varying combinations:  Modeling   Coaching   Prompting the learner to articulate his developing knowledge, reasoning, or internal problem solving process to expose and clarify thinking and to separate component knowledge from skills (which allows the learner to understand them better). Reflection   Supporting the learner’s progress by providing assistance (completing difficult tasks for the learner) where needed, and gradually scaling back that guidance over time. Articulation   Observing the learner’s task performance and offering feedback & hints along the way. Scaffolding   Demonstrating a task explicitly so the learner can experience and build a conceptual model. Encouraging the learner to reflect and analyze performances and skills with a desire to understand and improve performance. Exploration  © 2011 Autodesk Giving the learner room to solve problems independently within low-risk circumstances and focusing the instruction around problem solving methodology itself. 18
  • 19. How does this relate to software learning? © 2011 Autodesk 19
  • 20. Another way to look at learning (with classroom examples): meaningful learning concept mapping lectures textbooks presentations multimedia studies laboratory assignments & writing exercises © 2011 Autodesk applying formulas to solve problems receptive/passive rote learning multiplication tables guided discovery 20 original research new music, architecture, etc. routine research & other intellectual pursuits trial & error puzzle solutions autonomous discovery
  • 21. How might this look for software instead of classroom assignments? Using Autodesk software to design infrastructure… meaningful learning interactive tutorials traditional tutorials, help videos & written content toolclips, command suggestions & similar tools workflow visualization ‘playground mode’ (low-stakes trial & error) rote learning receptive/passive © 2011 Autodesk guided discovery 21 autonomous discovery
  • 22. There is a wealth of research relating traditional learning to software learning. © 2011 Autodesk 22
  • 23. Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using Complex Computer Applications (Bhavnani, Reif, John 2001) The Main Ideas:  Strategic Knowledge vs. Command Knowledge  Efficiency comes from greater strategic knowledge, not just greater awareness of commands  Strategic Knowledge is difficult to acquire spontaneously; to develop, users must: 1. 2. 3. 4. First be aware that different strategies exist. Then, learn when to use different strategies. Next, they learn how to execute those strategies. Finally, learn to use these strategies in different contexts. How can we encourage these four steps within the software itself? © 2011 Autodesk 23
  • 24. The Paradox of the Guided User: Assistance Can Be Counter-Effective (van Nimwegen 2008) The Main Ideas:  Current HCI research differentiates between:  Plan-based problem solving: using internally formed mental models that adjust and improve over time   (requires a high mental workload) Display-based problem solving: using information available on the interface to guide decision making  (requires little mental workload)  Usability guidelines generally encourage the use of externalized interfaces, to promote display-based problem solving and allow for cognitive offloading.  However, a “strong reliance on external information leads to a negative effect with regard to planning of behavior.” Users stop reflecting, internalizing, or truly learning.  This type of usability may be desirable for systems that are used infrequently or associated with extreme error costs, but it “seduces users into more shallow cognitive behavior and discourages undertaking cognitive activities aimed at strategy and knowledge construction.” How can we strike a balance between externalizing the more difficult processes and promoting internalization and reflection at the same time? © 2011 Autodesk 24
  • 25. Out of the Video Arcade, Into the Office: Where Computer Games Can Lead Productivity Software (Larson 2007) The Main Ideas:  Games use a lot of user-assistance strategies that might be applicable to non-game software.  Larson identifies five common difficulty-regulation strategies found in games that he believes can provide software designers with new approaches to learnability for complex programs with ever expanding functionality. 1. User difficulty selection. 2. Implicit & explicit stage progression. 3. Tool unlocking 4. Hinting 5. Tutorials These are sounding pretty familiar… © 2011 Autodesk 25
  • 26. Autodesk is working on this too. © 2011 Autodesk 26
  • 27. Autodesk Knowledge Network Readout from May 2012 © 2011 Autodesk 27
  • 30. LXD can use these insights to design better learning experiences… © 2011 Autodesk 30
  • 32. Mike Myles (AEC UX, 2010) suggested visualizing the community knowledge base: Steve Ransom (AKN- GCSO) is currently working on the idea of a Learning Map: © 2011 Autodesk 32
  • 34. Uber Learning: CIP Command Data (Autodesk Research 2008) © 2011 Autodesk 34
  • 36. “Tutorial” means different things to different people: “Tutorial” in Infrastructure Modeler © 2011 Autodesk 36
  • 39. Using CIP Data © 2011 Autodesk 39
  • 40. Uber Learning: CIP Command Data (Autodesk Research 2008) “We can use the predictability of the next command to create a user interface to highlight commands that expert users tend to use, but an individual user is not. In this way users could discover new functionality and progress towards a more efficient workflow.” © 2011 Autodesk 40
  • 41. Questions to consider: (& what I’ve been thinking about)  What do accretion, transmission, acquisition and emergence look like, for our users and our software specifically?  How could the software, (in place of a mentor), facilitate a cognitive apprenticeship approach to learning?  How should in-canvas workflow visualizations and interactive tutorials be designed to encourage reflection and internalization of the user’s work process?  © 2011 Autodesk Currently working on this problem, creating design wireframes, hopefully showing lo-fi prototypes to users in the coming weeks. 41
  • 43. Interactive Learning Theory: Six Learning Styles Autodesk Knowledge Network: Learning in a Connected World Autodesk Research: Learning Projects ‘Uber Learning’ Paper Mike Myles’ 2010 PowerPoint: Graph Navigation in CKB Research papers & links: LXD Learning Resources SharePoint folder © 2011 Autodesk 43