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INCITE – A MICRO-LEARNING FRAMEWORK


By Kamalika Bhattacharya and Arijit Lahiri, Founders, QuoDeck

INCITE is a framework proposed for planning and 40 large companies and helping them create micro-
implementing micro-learning in the real world, learning. The Framework leans heavily towards a
primarily in organizational contexts. practitioners point of view, having been refined
through these live implementations.
WHAT IS MICRO-LEARNING
THE MILLENNIAL GENER ATION
Micro-learning deals with relatively small learning
units and short-term-focused activities (Hug, 2005). As per the 2015 Millennial Majority Workforce study
In the e-learning context, it refers to a learner's short (elance-Odesk, 2015), Millennials are the largest
interaction with learning matter broken down to very generation in the US workforce in 2015. The US
small bits of content. Bureau of Labor statistics estimate this to already
exceed 50% of the total employee pool with an
Practically, the micro-perspective on learning is on estimate crossing 75% by 2030. From an
much more than just the content, and goes beyond organizational learning perspective, this is perhaps
to taking a small-scale approach to the factors that the most critical demographic shift to account for
influence learning, such as: while planning learning systems.

 Cognitive load: Learners are routinely The Millennial generation is the most computer
overburdened by unfocused, information-heavy literate generation to enter the workforce till date.
content. Micro-learning reduces cognitive load, Also known as the Net Generation, those born from
making it easier for learners to process. 1981- 2001 have been raised in an era of instant
 Space: Since micro-learning takes up less digital access. The concept of anywhere, anytime learning
space, you can avoid digital real estate issues fits right into the mindset of millennials, who
that come with storing and displaying media discharge most of their social, personal and
files – especially on mobile devices. professional obligations through their mobile device.
 Scope: Micro-learning is more focused in scope, Their learning and communication style is through
making it easier for a learner to tie what they multi-media and their most common method of
learn directly to specific on-the-job actions. contact is over their mobile devices (Nicholas, 2008).
 Cost: Short content is cheaper and faster to
produce and update, so you can continually test Their style is high-tech and highly networked, and
and experiment, even on the tightest budgets. Millennials “will want to be able to work quickly and
 Perspective: Micro-learning forces us to creatively, and they want to do it their way” (Zemke,
consider the small learning moments and 1999). Their creativity and investigation with media,
opportunities that happen continuously free expressions, strong views and the need for
throughout an employee’s day. independence are noted facets of their generation.

While the broad characterization helps in getting a “Many young people today are accustomed to
general idea of the concept, what is lacking right now watching TV, talking on the phone, doing homework,
is a practitioner’s framework to implement micro- eating, and interacting with their parents all at the
learning in the real world. The INCITE framework has same time” (Frand, 2000). Such routine multitasking
been developed through the author’s work with over behavior may have shortened their attention span

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and caused them to lack critical thinking skills and An established concept in Formal Learning
introspection (J.P.Murray, 1997). Although there design, creating a learning flow is akin to
may be concern for Millennials’ analysis of material, establishing curriculum and lesson plans for a
there is high confidence in their usage of media to an course.
extent that it can be used as a tool for learning.  Content – Micro-learning content is very distinct
from regular e-learning content. It is driven by
It is to effectively tap this aptitude, that the INCITE criticality of information, which in turn drives
framework has been devised. size and form of the content.

THE INCITE FRAMEWORK

Content Interactivity

Navigation Testing

Implementation
INCITE Effectiveness

The INCITE Framework is used to systematically plan  Interactivity – A learning system targeted
out how micro-learning should be designed for an towards the Millennial learner has to engage first
organization’s learning needs. A practitioner and explain quickly. This makes it essential to
following the INCITE Framework step-by-step should embrace a participative pedagogy delivered
expect to end up with a fully designed micro-learning through interactivity.
management system and process. Practitioner notes  Testing – The Millennial learner has typically
have been included in the white paper to suggest grown up in a very connected social context,
tools that can be used to better use the Framework. with high doses of competition and a healthy
dose of skepticism towards authority. Modern
 Implementation – The first pillar of this testing methodologies have to account for these
Framework is to discover the ask from the micro- attitudes.
learning management system and establish the
 Effectiveness – Of all organizational processes,
constraints around organizational processes,
learning is perhaps the least measurable
technology and learner psychology.
currently, reducing the focus and importance of
 Navigation – Depending on the objective, the this function in spite of its criticality for the
flow of the learning has to be established next. organization. Measurement of learning

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effectiveness is critical to the success of any commercially-enforced “course-based” model of
learning system. LMS use entirely, micro-learning management
systems allow for creation of smaller units of LMS
The remainder of this paper will focus on expanding access. This approach decentralizes the structuring
on each of the six precepts of INCITE and try and and administration of the learning to the functional
provide guides & tools on how to understand and team level.
plan each of them better.
Certain other problems manifest themselves in the
ORGANIZATION CONTEXT ON LMS organizational context. Firstly, each functional team
SYSTEMS requires a completely different approach to
managing content and evaluation. For example, the
A virtual learning system is intended to automate the
content, learning flow and access requirements of a
management and tracking of organizational learning.
sales team will be vastly different from those of an
It serves as a platform for housing content, recording
operations manager. Add to this the fact that the
training progress and administering assessments. To
team members themselves are subject-matter
put it into a structure, virtual learning systems are
experts (SMEs) in the domains that they want their
typically designed to achieve three objectives:
teams trained in, but currently have no suitable
transmission, interaction and evaluation (Brandon,
authoring system to create SCORM packages for the
2010). However, usage patterns and self-reporting by
LMS. This results in long creation cycles for new
educators indicates that learning systems end up
content with the entire responsibility devolving on
facilitating only the transmission of learning content,
the nodal learning manager and external SMEs.
without achieving either of the other two objectives.

Organizational LMS

HRMS

Sales Micro-LMS Operations Micro-LMS ...


In the organizational learning context, this becomes Due to these constraints, most central learning
particularly relevant given the geographical teams make rather sub-optimal trade-offs and
dispersion of the employee base in most large compromises to ensure that ‘one size fits all’ in terms
organizations. With the advent of millennials, of features, overall LMS structure and content
learning systems today are being expected to allow creation.
learners to engage with the learning content at any
point of time and ideally from any location. The lack of suitable authoring capabilities in current
learning systems have made PowerPoint a tool of-
A micro-learning based learning system progresses choice for internal transmission of learning in teams.
the concept of an old-world learning management This also hampers adoption of any LMS in an
system by leveraging on the advancements in organization. This usage of PowerPoint for learning,
modern technology. Moving away from the while scoring on the transmission aspect, lacks the

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elements of interaction and evaluation required for typically derived from surrogate analysis of
effective learning management. geographical dispersion and network
capabilities of the devices on which the learning
With a micro-learning approach, the responsibility is to be deployed.
for configuring and populating the content resides  Org Structure Constraints – These pertain to
with the central team. The content population and the team structures within the company and
updating in the micro-learning module can easily be non-hierarchical structures (like Leadership
done by the team itself. Further, interaction and Group, Committees, etc.) that might be present.
evaluation aspects of the module are completely The main aspect to analyze is the likelihood and
customizable to the requirements of the team, extent of overlap between multiple micro-
making the learning more contextual. To ensure that learning systems for a learner who might belong
organizational requirements are met, the to multiple cohorts.
assessment scores can be cascaded to a central data
 Engagement Level Constraints – A lot of
repository, which is then the only system that the
organizations seek to tread cautiously on the
nodal learning manager has to manage. Interestingly,
extent of engagement they would like to
existing organizational learning management
implement. The interaction level of the micro-
systems are an excellent choice for the central data
learning has to be kept on the fine line which
repository.
creates motivation without creating obsession
which hampers work.
IMPLEMENTATION – KNOWING WHAT YOU
 Learner Psychology Constraints – Depending
WANT
on the organizational DNA and employee
The Implementation stage for a micro-learning profiles, it is critical to understand the needs and
system essentially focuses on defining the attitudes of the learner groups and design the
parameters of the system as per the organizational system accordingly. In this section, it is also
requirements (IT Policy, HR Policy, Training Needs & critical to assess how learners might try to “game
Analysis, etc.). Detailed Constraint Analysis is the system”.
recommended to ensure that the implementation  Learning Objective Constraints – Ultimately, it
specifications are comprehensive: all comes down to the learning objectives that
you want to drive through the system.
 Device Constraints – These constraints pertain Depending on the objectives you want to
to whether the micro-learning is being built for achieve, you will need to make trade-offs on
the mobile or the desktop or both. Based on the engagement, length, seriousness, etc.
answer to this question, constraints with respect
to operating systems, screen orientation and These are just a quick sample of the components of
sizing, app vs. web, etc. need to be further Constraint Analysis. More details can be found in our
analyzed. forthcoming paper on Constraint Analysis for Micro-
 Security Constraints – These constraints Learning Implementation.
pertain to the data and access security concerns
of the organization. These can range from basic NAVIGATION – LET IT FLOW
questions like whether the learning is to be
Learning is a process, not an event, which makes the
accessible only inside the office to more complex
planning of the journey through the process, a critical
issues like remote wiping of learning data on
part of learning design. The navigation of learning
exits, etc.
flows is fundamental to the success of any micro-
 Bandwidth Constraints – These constraints learning implementation.
pertain to the network bandwidth available for
the learning system. These constraints are

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A Learning Flow is a continuous steady stream of in the sequence would make the learning difficult to
social micro-learning activities – accessible from the understand.
web and mobile devices. (Hart, 2014)
A course-based format of navigation is typically used
Let’s look at each of the elements of that sentence, when depth of learning in a subject is required. The
that describe a Learning Flow main disadvantage of this form of navigation is that
it is designed for an academic pedagogy and doesn’t
 continuous – that are ongoing (i.e. no end date) relate well to modern adult learning principles. As an
 steady – that are daily (or probably more likely, example, for a micro-learning system that is being
weekly) designed to train a sales team with both absolute
 micro-learning – that are short – i.e. taking no rookies and sales veterans, the content has to start
longer than 15-20 minutes to undertake with the basics of sales to cater to the rookies. The
 activities – that involve reading (watching or sales veterans would find this initial content
listening to) something and doing something redundant and repetitive and their interest might
 social – that invite and encourage active wane for the rest of the course, before they’ve even
participation and contribution reached the part relevant to them. In the course-
 stream – that are organized and structured in based format, they have no option but to plod
the Flow in weekly themes through the initial content to get to the material that
 accessible from web and mobile devices – that is truly relevant to them. A lot of interest loss in e-
ensure that learning takes place anywhere and at learning content happens due to this.
anytime
Reference Navigation
For the learners, being present in a Learning Flow
means: This is a library-style approach to learning navigation.
In this format, the learning happens because the
 having some help to navigate the turbulent learner is looking to learn. When the learner wants an
waters of a fast-flowing stream of (new) answer to a specific question or explanation of a
knowledge concept, in this form of navigation, the material is
 retaining control over how and when they get organized as a collection of information nuggets with
involved, and how they fit it into their daily a well-structured searching system.
workload – autonomy is a key element of
participation. This format of navigation is best used when the
learning system is structured with a knowledge
At a macro-level, micro-learning systems can be management approach. It is particularly applicable
structured with four types of navigation systems - when there are frequent updates to the learning
Course, Reference, Social and Game. Let us look at content. For example, if the organization is in an
each of these in a little more detail: industry which is highly regulated, like banking or
aviation, such a navigation style is good to have for
Course Navigation any ready reference/reckoner content.

This is the traditional flow of learning systems. The The main disadvantage of the reference navigation
material is broken down into modules that are approach is that learners have to know what they
typically accessed sequentially. The content needs to learn before they can search for it. A lot of
escalates progressively in complexity or depth of the critical learning might fall through the cracks as a
knowledge being disseminated. Modules are result. As an example, assume the learning system
generally released over a period of time and a break deals with compliance training in a bank, and a new
regulation prohibiting opening of a certain type of

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account is released. An employee who does not know game can span the spectrum of complexity, ranging
about the birthing of this regulation will not become from simple constructs like in-game quizzes and
aware of it, simply because he/she does not know to exercises to more complex formats like story-telling
search for it. Reference Navigation based systems and learning through the game-play itself.
require strong notification mechanisms to handle
this disadvantage. The best example of this style, in our opinion, is the
Sid Meier’s Civilization series of games. All titles in
Social Navigation the series share similar gameplay, centered on
building a civilization on a macro-scale from
This is a navigation style based on Social Learning prehistory up to the near future. As of February 2016,
Theory (Bandura, 1971). According to this theory, the series has reached 33 million total units shipped.
learning is a cognitive process that takes place in a While the game is designed for entertainment, it
social context and can occur purely through provides strong insights into history, economics,
observation or direct instruction, even in the absence political science and ecology, teaching players at a
of motor reproduction or direct reinforcement. In conceptual level what these evolved concepts truly
addition to the observation of behavior, learning also signify for a society.
occurs through the observation of rewards and
punishments, a process known as vicarious This method of micro-learning falls within the space
reinforcement. of Serious Games. Serious games are simulations of
real-world events or processes designed for the
This is a knowledge management approach to purpose of solving a problem. Serious Games can be
learning design. The learners themselves participate entertaining, however their main purpose is to train
alongside teachers in creating and growing the or educate users. Serious Games may also be used for
learning material. A classic case of this approach is a other purposes, such as marketing or advertisement.
forum where questions are debated and answered by In fact, often a Serious game will deliberately
the participants. The now omnipresent mechanics of sacrifice fun and entertainment in order to achieve a
likes, comments and shares have created an desired progress by the player.
environment where this has emerged as a powerful
learning navigation method. Wikipedia, Quora and The main disadvantage of game-based navigation
Stack Overflow are prime examples of effective for learning content is in its very name. Games are
social learning on a grand scale. often seen as non-serious, and therefore, meet with
resistance from organizational decision makers. Also,
The main disadvantage of this approach comes from complexity of Serious Games need to be kept at a
its over-reliance on participation for content creation. very careful balance of challenge and simplicity for
In an organizational setting, driving users to them to be effective. Creating effective micro-
participate in the learning system is a difficult learning games, therefore, does requires game
problem. Gamification mechanics of points, badges designers, apart from having the technology, which
and rewards can be used to help the cause, but can prove to be fairly expensive.
designing such a gamification system requires
experts, who can be expensive and difficult to find. Creating an effective Navigation system for micro-
learning cannot be done with a single navigation
Game Navigation form, and will most likely require a combination of
the above four techniques, depending on the learner
This navigation style is unique to the micro-learning
set and implementation considerations. A detailed
approach. In this style of navigation, the learner
exploration into how to choose and combine
engages with the system with the intention to play a
navigation techniques will be discussed in our
game and any learning that happens is through the
game and incidental. The learning structure in the

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forthcoming paper on Navigation Design for Micro- in these and snip them out. Deconstruct each
Learning. section of the white paper for different content
blocks.
CONTENT – KEEP IT SIMPLE, STUPID  Presentations – Good presentations are
typically already summarized to bullet-pointed
“We are moving from a world where computing
content. However, most presentation language
power was scarce to a place where it now is almost
is cryptic, which would need to be expanded into
limitless, and where the true scarce commodity is
meaningful content nuggets. Incidentally, retain
increasingly human attention” - Satya Nadella.
the slide titles during collation, as these really
A recent study conducted by Microsoft Corporation help while creating micro-learning content.
(Microsoft Canada, 2015) found that the average  Videos – Videos are very effective micro-
human now has a shorter attention span than a learning tools. As a rule of thumb, micro-learning
goldfish. A goldfish can focus for nine seconds; videos should be in the range of 45-90 secs,
people are down to a mere eight seconds. The core keeping it in the range of the optimum
precept of micro-learning is to cater to this reality suggestion for tutorials and marketing videos
and plan out content to be delivered in the most (Hornung, 2014).
effective method possible. A four-step approach  Tidbits – The point of micro-learning is to make
called Criticality Analysis is proposed to prepare things more interesting. During the collection
content for a micro-learning topic: Collation, process on a topic, do a search for the following
Curation, Chunking, Composition. and store them separately: Examples, Quotes,
Infographics, News, Quiz and Trivia.
Collation
Curation
As a first step to designing micro-learning content,
the learning material needs to be collated from Once all the content has been collated, as a logical
across various sources. Given the plentiful resources next step, remove all duplicate or near-duplicate
found on the internet and other sources, one could information. Post this step, classify the content
end up collating an incredibly large amount of nuggets into one of 5 categories (Clark, 2004):
information. In today’s day and age, information is
also available in a wide variety of mediums. The trick  Facts - Specific and unique data or instance.
to collection is knowing what to pick. Micro-learning  Concepts - A class of items, words, or ideas that
is about bite-sized content, and that is where the are known by a common name, includes
collation focus should be. Here’s a quick set of multiple specific examples, shares common
guidelines to collating content for micro-learning features. There are two types of concepts:
effectively. concrete and abstract.
 Processes - A flow of events or activities that
 Wiki Content – Deconstruct the wiki article into describe how things work rather than how to do
points, with no more than a single line per point. things. There are normally two types: business
You should also travel down the wiki-links in the processes that describe work flows and
heading block of the wiki and extract technical processes that describe how things
information from them. These are additional work in equipment or nature. They may be
content nuggets that make the information thought of as the big picture, of how something
more interesting. works.
 White Papers and PDFs – These potentially can  Procedures - A series of step-by-step actions
contain raw material for an entire learning and decisions that result in the achievement of
module. Look for lists, graphs and infographics

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a task. There are two types of actions: linear information. The critical information has to be front
and branched. and center in the micro-learning flow, while the
 Principles - Guidelines, rules, and parameters additional information should be made discretionary
that govern. It includes not only what should be in terms of access for the learner. This output should
done, but also what should not be done. ideally be first organized into an instructional design
Principles allow one to make predictions and storyboard.
draw implications. Given an effect, one can infer
the cause of a phenomena. Principles are the Finally, a suitable authoring tool has to be selected
basic building blocks of causal or theoretical for composition of the storyboard into consumable
models. learning. The choice of the authoring tool will largely
be dictated by the micro-learning technology that
 Metacognitive - Knowledge of cognition in
has been planned in the implementation stage. Each
general, as well as awareness and knowledge of
authoring tool comes with its own advantages and
one’s own cognition. This is basically about
disadvantages and will impact your composition
creating a realization in the learner about what
ability. That being said, the most critical thing while
he knows and what he needs to learn.
evaluating authoring tools for micro-learning is the
Chunking extent to which the output is suitable for mobile
learning. Since more and more learning is being
Chunking involves reducing information that can be consumed on the mobile, having multi-device
difficult to remember down into shorter and more capability is a must for an effective authoring tool.
manageable chunks. This aspect cannot be compromised upon.

The typical rule of thumb for the length of a micro- Content creation for micro-learning is an extensive
learning topic is approximately 15 minutes. In our subject of discussion and one which we plan to detail
experience, this is enough time to cover 30-40 points out further in our forthcoming paper on Criticality
at a maximum for a topic. Analysis for Micro-Learning.

Tidbits and interesting information relating to a point


INTERACTIVITY – I DO AND I UNDERSTAND
can be clubbed into sub-points during the curation
exercise. For example, if the point is on how to As E-learning professionals, our goal is to engage
extract data from presentations for micro-learning, and inspire learners, in order to enhance learning
the point on retaining slide titles can be a sub-point. outcomes. E-learning interactivity has been proven
During this process, remember that a picture is often to activate long-term memory and to improve
worth a thousand words. If you can find suitable attention, both of which are essential parts of all
pictures or infographics to highlight the point, it can learning mechanisms.
make your job a lot easier.

Another simple, but effective way of chunking the


content is to use a question or an exercise to
communicate a complex sub-point. These can be as
simple as a Multiple Choice Question or be as
complex as a Simulation.

Composition

The next step is to organize the chunked content into


a logical flow. Subsequent to that, each point is to be
deconstructed into its critical import and additional

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A well-tested method of planning interactivity in Once the form of the interactivity has been
learning is Bloom’s Taxonomy. Bloom's Taxonomy established for each content nugget, the interactivity
was created in 1956 under the leadership of level can be selected as appropriate:
educational psychologist Dr. Benjamin Bloom, in
order to promote higher forms of thinking in  Flat Content
In this form of content, Learners are not required

Content Type Remember Understand Apply Analyze Evaluate Create


Facts List paraphrase classify outline rank categorize
Concepts Recall explains show contrast criticize modify
Processes outline estimate produce diagram defend design
Procedures reproduce example relate identify critique plan
Principles state convert solve separate conclude revise
Metacognitive proper use interpret discover infer predict actualize

education, such as analyzing and evaluating to interact with E-learning resources and the E-
concepts, processes, procedures, and principles, learning process is strictly linear. This level may
rather than just remembering facts (rote learning). include: text content, simple images and
Lorin Anderson, a former student of Bloom’s, and graphics, simple video and audio, etc.
David Krathwohl revisited the taxonomy in the mid-  Clickable Content
90s and made some changes. The revised version of With clickable content, learners may have some
the taxonomy outlines six major categories of control over their E-Learning experience, as they
cognitive processes: are required to make simple interactions with
the E-Learning material. This level may include:
 Remembering – Recall or retrieve previously animations, clickable menus, etc.
learned information  Exercise Content
 Understanding – Comprehending the meaning, At this level, learners learn through introspection
translation, interpolation, and interpretation of and application, as they are required to make
instructions and problems simple decisions to progress the learning. This
 Applying – Use a concept in a new situation or level may include: quizzes, surveys, polls, simple
unprompted use of an abstraction games, etc.
 Analyzing – Separate material or concepts into  Simulation Content
component parts so that its organizational With this type of content, learners have great
structure may be understood. Distinguish control over their E-Learning experience, as they
between facts and inferences are required to fully interact with the E-Learning
 Evaluating – Make judgments about the value content and give feedback. This level may
of ideas or materials include: interactive games, simulated job
 Creating - Builds a structure or pattern from performance exercises, stories and branching
diverse elements. Put parts together to form a scenarios, etc.
whole, with emphasis on creating a new
meaning or structure Any E-Learning content has to balance costs vs.
engagement. Given this consideration, flat content
Based on the learning content, the ideal form of naturally forms the bulk of the material, as it rightly
interactivity to be used for each nugget can be should. Interactivity is all about giving an opportunity
determined through the above knowledge matrix. to the learner to participate, and that implies a choice
that must be respected. If the learner chooses not to
interact, he should be able to skip the section without

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significantly compromising on the learning Regular online quizzes can be used as as one of
objectives. the components of final assessment. Quizzes
can be also used as formative in-line assessment
Simulation Content, while it seems great, ends up during the course, ensuring sufficient skills and
being very expensive in terms of cost and time and is knowledge have been attained before the
rarely used at a content nugget level. In micro- learner attempts the final assessment. Fun
learning, the game navigation approach is quizzes can be used as an introduction to the
recommended whenever extremely high online assessment environment.
interactivity is required to explain a concept.  Online Discussion Forums
While not a traditional form of assessment,
The main problem when it comes to creating
discussion or participation online in chat rooms,
interactive content is the learning curve associated
forums and threaded discussion can be used to
with implementing it using the authoring tool. Rapid
gauge how much a learner has understood the
authoring of interactions is a bit of a holy grail, and
learning content. Social learning networks can
one which learning technologists are actively trying
usually measure these indicators and use them
to develop.
as effective proxies for understanding. This form
We will be exploring simple methods of creating of assessment can be made more effective by
interactive content and tools which can be used for setting each learner a discrete area of work to
the same in our forthcoming paper on How to create review and explore. Getting learners to review,
interactivity in Micro-Learning. assess and critique the work, adding complexity
and depth to the original piece of work can also
TESTING – DID YOU GET IT help.
 Bulletin Boards
Micro-learning can create a much richer, more varied
One of the most effective peer assessment
active learning experience than would normally occur
methods is bulletin boards, where topics are
via a passive didactic teaching mode. Consequently,
placed as the starting point for online
it also offers the potential to provide new and
collaborative assignments. Once completed,
innovative assessment modes and systems.
this collaborative work can be re-posted (with
Testing in micro-learning can be implemented prior consent from the learner) for peer
through a combination of these assessment assessment, review and comment.
techniques (Karran, 2009):  Portfolios
In this form of assessment, the learner is
 Self-Assessment typically required to submit a portfolio of work,
Through this form of assessment, the learner is which can be reviewed by the learning creator.
able to give instant online feedback through Some examples are training someone on taking
questionnaires, multiple-choice questions and appropriate photographs, or ad creatives.
even through publication of FAQs. Allow Portfolios can be developed using a variety of
learners to gather the information they need to online tools. Facilitators can assess learner
focus their study in areas that need products and performances, and, if desired,
improvement peers can also access these portfolios to provide
 Online Exams feedback and reviews.
Though online exams, the learning creator can  Role Play
moderate and control online exams with start While not suitable everywhere, a role-laying
and stop times, or with login passwords and assessment can help learners get into and
timeouts. demonstrate their understanding of the
 Online Quizzes character of the people they are studying.

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Learners can take on a role which they can extent of activity on the network forms a key
research, develop and act out. Branching part of the assessment of the learner.
conversation simulations are perfect for creating  Testing in Game Navigation
micro-learning role plays. Game-based navigation offers a wide variety of
 Simulations techniques to implement testing. Because
Where there is an aspect of safety involved, games typically get played and replayed,
running a simulation may be a very good form of assessment gets captured as data streams. For
assessment. Students learning to fly large jets, example, if a learner is faced with a question
learning to implement large networked repeatedly over the course of the game, it is
accounting systems, or learning to repair and possible to capture how many attempts he took
service lifts and escalators might all benefit from to get it right and how much he retained over
a simulation. However, they are expensive tools subsequent attempts.
to design and develop. Games also allow for complex assessment
structures to assess behavior where application
Broadly, the choice of testing framework tends to be and decision making can be assessed through
closely associated with the navigation mechanism gameplay paths taken by the learner. Choices
being used: made in the games provide deep insights into
learner behavior and can be used beyond
 Testing in Course Navigation
assessment, and for learner profiling.
This approach follows standard methodologies
that have been applied across academics and In all these methods, a key aspect of testing in the
conventional organizational learning. micro-learning approach has to be remembered. In
Typically, course-based testing starts with a pre- micro-learning, the learning content has to double up
assessment test, which generally involves as assessment. At its simplest, the learning material
multiple-choice questions, matching exercises, can be laced with in-line exercises to conduct
etc. A similar test is conducted at the end of each ongoing assessments as the learner consumes the
content module, and a large scale test is content. This facilitates a continuous testing
conducted at the end from a methodology that can be used to track the progress
completion/certification point of view. of a learner over the course of the learning. This
 Testing in Reference Navigation provides both validation and causality of the learning
This form of navigation is essentially pull-based outcomes and gives in-depth data to plan reactive
and the frequency of access by the learner is an and corrective measures on the part of the learning
essential part of the assessment structure. Of creator.
course, periodic assessments can be mandated,
but in-line exercises form the core of the While the conventional modes of assessments have
assessment in this format of navigation. been extensively discussed, game-based assessment
 Testing in Social Navigation is still a nascent space and one that we would be
Social navigation allows us to bring in peer discussing in our forthcoming paper on Game-based
review-based assessment to the micro-learning assessments for Micro-Learning.
environment. Social metrics such as the number
of likes and shares of the content created by the EFFECTIVENESS- MEASUREMENT IS
learner can give a view of his/her grasp of the EVERYTHING
topic. As a qualitative assessment, comments
A business in the real world is always under
can give a more granular understanding of the
tremendous pressure to achieve specific business
peer review. As in the case of Reference
objectives by leveraging scarce financial and human
Navigation, the frequency of access and the
resources. Decisions are based on how well each

12
initiative utilizes available resources to achieve these test scores and simulation scores, and
objectives. engagement metrics like survey results and
extent of interaction.
With this context, business leaders generally view  The Learning Manager
training in one of three ways (Freifeld, 2013): The learning manager’s key role in micro-
learning is to ensure the health of the system and
 A necessary requirement. For the majority of
its constituents. He/she has to evaluate the
training, leaders treat it as an expense and don’t
performance of both the learner and the content
usually measure its effectiveness (e.g.,
creator, and therefore, requires aggregated data
onboarding).
that correlates performance of the learners with
 As part of a major effort. In this instance,
a given creator’s content. The analysis of this
leaders view training as a component of a major
correlation can be based on the Kirkpatrick
business initiative (e.g., a new product launch).
Model of measuring Reaction, Learning,
 As a tangible capital investment. When there is
Behavior and Results (Kirkpatrick, 1954).
a significant tangible learning investment for the
 The Business Manager
long-term return it presents (e.g., a learning
The Business Manager is the one paying for the
management system or E-learning technology).
learning system. While it can loosely be said that
Keeping this is mind, any learning system should he/she is only interested in learning results, there
incorporate MIS features to provide insights into the are usually other imperatives at play as well.
‘Return on Investment’ it is generating. Micro- There are key points that he/she wants
learning systems are no exception to this rule. emphasized such as social media metrics that
Broadly speaking, micro-learning systems need to need to be tracked. The Business Manager is
consider 4 stakeholders as clients for its internal often also interested in understanding the team
reporting system: being trained, and profiling metrics correlated
with strengths and gaps in performance areas.
 The Learner Having this information can make the system
The learner has to be aware of the path he is more valuable for him. For example, a micro-
travelling in his learning journey. Having clear learning system for negotiations training that
baselines, milestones and goals are critical to provides a learner profile broken down by their
motivating the learner to complete his/her negotiation styles.
journey. Typical data that the learner is
interested in are scores, improvement metrics, We are planning to provide detailed schematics and
areas of improvement, completion statistics, tools for measuring learning effectiveness in our
remaining distance, etc. In today’s hyper- forthcoming paper on Analytics in Micro-Learning.
competitive world, it might also make sense to
provide data on how the learner’s peers have CLOSING NOTES
fared on the same learning path and where The INCITE Framework has been applied extensively
he/she stands with respect to statistical averages. across industries in the past 6 years. It has been used
 The Content Creator to devise systems for sales training, process training,
Effective content creation is an iterative process. imparting knowledge and product training across
The content creator in micro-learning has a industries such as FMCG, Banking and Insurance, E-
significant challenge given the constraints Commerce, Media among others.
he/she has to work with. Typical data that can
help a content creator improve the content are The framework also forms the basis of QuoDeck, a
completion metrics like drop-off and time spent, system designed to create micro-learning platforms.
comprehension metrics like correlation between With an intention to popularize and democratize the

13
creation of micro-learning, QuoDeck is currently https://trainingmag.com/content/last-
being offered free to use. We would be very keen to word-measuring-learning-effectiveness
hear your inputs on micro-learning and QuoDeck.
Please feel free to contact us at info@quodeck.com. Hart, J. (2014, February 19). Learning in the Modern
Social Workplace. Retrieved from
About the founders http://c4lpt.co.uk/blog:
http://www.c4lpt.co.uk/blog/2014/02/19/th
Kamalika and Arijit co-founded Ptotem Technologies, e-learning-flow/
a pioneer of Serious Games in India in 2010. Both have
led senior roles in finance sector with expertise in Hornung, Y. (2014). Optimal length for video
corporate finance, business analytics, wealth marketing content. Retrieved from
management and investment banking. A love for http://thenextweb.com/socialmedia/2014/0
games prompted them to leave their successful 5/02/optimal-length-video-marketing-
banking careers and take it up as a full-time occupation. content-short-possible/#gref

Linkedin: Hug, T. (2005). Micro learning and Narration. Paper


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Kamalika Bhattacharya conference, 1.
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Nursing Education Perspectives.
Arijit Lahiri
Karran, T. (2009). On-Line Assessment for E-
(https://in.linkedin.com/in/arijit-lahiri-30b53a18) Learning: Options and Opportunities. In J.
P. T. Latomaa, eReflections - Ten years of
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