Professional Documents
Culture Documents
Final Report
By
Mark Oehlert
October 2003
Research for this report was supported in part by a grant from The MASIE Center with funds provided by
the e-Learning Consortium. None of these organizations or individuals is responsible for the views
expressed, which are solely those of the authors.
TABLE OF CONTENTS
I. KEY FINDINGS
II. ACKNOWLEDGEMENTS
III. INTRODUCTION
IV. METHODOLOGY
V. RESULTS
VI. ANALYSIS
VII. CONCLUSIONS
I. KEY FINDINGS
Economic models for selling e-learning will have to shift away from ‘catalog’
shopping to a service-oriented model.
Gaming and simulation are poised to make huge impacts in this market space.
Copyright and other legal issues pose potentially great problems for the
future of e-learning.
A continuation of the move toward “pay as you go” could actually allow
smaller shops to get up and competing by providing lower barriers to entry.
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II. ACKNOWLEDGEMENTS
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• Gary Dickleman, Boise State University Adjunct Faculty and owner,
EPSSCentral.com
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III. INTRODUCTION
A very wise professor once said that there are no perfect papers, only
good papers that are on time. This little gem is never truer than in the
instance of writing about the future. The possibilities are endless and there is
such a potential to bring in a wide range of resources and ideas that it can
become almost addicting and an intervention - in the form of a deadline – is
required to force your attention back to the matter at hand. The action is
required but painful; the writing must be done but there is awareness that as
soon as you stop researching the future and start writing about it, events
begin taking place which will date the work and push it off the bleeding edge.
"The Year-2000 phenomenon is clearly such a jolt, and we believe that it will be much more
pervasive and serious than most of the [disasters] we've experienced in modern history." --Ed and
Jennifer Yourdon in Time Bomb 2000
or
"Plague will follow shortly. Most of the inhabitants of the northern cities will die within a matter of a
few weeks, from cold, disease, fires started in an attempt to keep warm, or random violence. This is
bad enough, of course, to qualify as a disaster ranking with the Black Plague, if not the extinction of
the dinosaurs." --Consultant Cory Hamasaki's newsletter, July 1999
These grossly wrong predictions are sure to give the budding futurist
pause. The comforting thought being however, that these people were
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writing about discrete events not large-scale trends. Then the novice futurist,
continuing their research, comes across trend analysis miscues of the highest
order:
"This telephone has too many shortcomings to be seriously considered as a means of communication.
The device is inherently of no value to us." (Western Union, internal memo, 1876)
"Computers in the future may weight no more than 1.5 tons." (Popular Mechanics, forecasting the
relentless march of science, 1949)
"640K ought to be enough for anybody." (Bill Gates, Microsoft Corporation, 1981)
"We don't like their sound, and guitar music is on the way out." (Decca
Recording Co. rejecting the Beatles, 1962)
All this is to say that the researcher endeavoring to look into the
future treads a path wrought with peril; oddly enough though, a path trod by
thousands. A Google search on the terms ‘future’ and ‘e-learning’ returned a
dizzying 912,000 results! Given that, it should be noted that this research
seeks neither to be definitive nor necessarily complete. It does however seek
to identify some important trends shaping this space and some challenges
confronting it. Most importantly, it seeks to contribute to and help further
the global discussion of the future of e-learning – the sheer scope of which
should hearten those who consider learning a most important human activity.
Beginning with one of the most exciting developing areas in the field,
the building buzz around game-based learning is a topic that will be discussed
later in this report but which could survive as a topic all on its own. While
there are many indicators of the growing convergence of learning and gaming
as industries, there is one sign that could not be clearer:
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This site and what it may mean for e-learning will be discussed later
but for now it is enough to know that the learning on the site is top-notch,
paid for by a gaming company and is being given away at no cost to the users.
It has also been noted [by the author who attended both conferences] that a
recent e-learning conference was held in a portion of the physical space that
was occupied by E3 (the Electronic Entertainment Expo). Not only did the
gaming conference occupy orders of magnitude more space (as could be
expected), an oft-heard topic of conversation was game-based learning. On
the other hand, there were few if any such discussions of this topic at the e-
learning conference. This is an important vector.
Another powerful factor that was revealed in the great majority of the
research should really come as no surprise but dealt with the increasing
importance of practicing e-learning in an ever-smaller world. Powerful forces
of globalization are at work and whether the answer to dealing with or
harnessing those forces lies in growing companies such as WeLocalize,
or in some other fusion of content with culture, these forces will have
to be dealt with.
Technology is also fusing more deeply into our daily lives and future
e-learning scenarios will have to address this tighter coupling of humans and
technology if for no other reason than future e-learners will expect/demand
it. M-learning has continued to also have exposure at major conference
throughout the past year. ‘Intel’ gathered from the floor of some of these
conferences sheds some interesting light on the future of this field and will be
discussed later.
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(frog design and Motorola Launch Prototypes of Next Generation Wearable
Wireless Solutions)
The SCOTTeVest
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IV. METHODOLOGY
This research could be troubling to some. Not for its content per se
but for its methodology. A statistically significant group was not a goal of this
project. The e-learning space is so varied and includes so many different
audiences representing myriad interests that statistical studies typically only
represent narrow or less than complete slices anyway. The way in which the
interview portion of this research was conducted then had more to do with
being able to add some depth to the more 2D pictures typically presented.
The research methodology itself was also intended to be part of the project
in a way not normally done.
The specific focus of this research has behaved much like its subject in
that it has been evolving even as it was being studied. While the original
proposal called for the establishment of a baseline model of current e-
learning what was discovered was some of the more prominent vectors at
work in the e-learning world. The research led to an early conclusion that
attempting to build these forces into one or more coherent models would be
counter-productive and instead the focus would continue along the lines of
discovering those powerful forces at work in this space.
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of the data and will serve as a continuing rally point for this topic, and there
are some incredibly interesting ideas to rally around.
The interviews will also be drawn from a large and varied pool of
subjects. The pool will include subjects from the above-named fields as well
as representatives of hardware and software manufacturers, leaders from the
corporate sector, a range of educators from all levels, as well as government
leaders. The research plan also includes international subjects and would
likely seek to draw on the Masie center Consortium as well. A number of
various interview media will be employed in order to maximize the number
of subjects interviewed. These instruments include, face-to-face, telephone,
and Web-based.
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V. RESULTS
A respondent from the U.S. DOD stated that “The Army realizes that
to make the transformation from the current force to the Future Force,
training must be transformed. Embedded training, a key enabler for Future
Combat Systems (FCS), can be considered a subset of “e-learning” – it is
training available anytime, anywhere (albeit tethered to a combat vehicle), and
is becoming more and more tailored to an individual learner’s needs.”
One unmet need that was identified by multiple respondents deals with
the cultural problems which often accompany implementations of e-learning.
Some responses to this question; “What problems do you see for your
employees in reference to distance learning?” with:
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• “How dl provides value within the context of what's traditionally been
an apprenticeship culture, with a lot of social overlay, where "face
time" is highly valued”
• “As for the culture, I think some vendors offer marketing help, but
they don’t do much to address cultural issues. The real issue is
whether the company truly has a learning culture, not just an e-
Learning culture.”
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notes, with this kind of integration of e-learning into the workflow, the status
quo of “just in time is now too late.”
As far as what exactly these product offerings would look like and
who was already walking down this road, suggestions were made to look at
such companies as Element K, Blackboard, eCollege and VCampus. These
companies were cited as having embraced a more modular design style which
allows them to offer a more customizable set of products to the end users.
One group of respondents felt that the model was worthwhile but
perhaps would occur at a longer range. Exemplar quotes included the
following; “that model must succeed in order to realize the dream of training
tailored to individual learners’ needs. I think it is more of a long-term thing.”
Another noted that while desirable there was a set of details that would have
the potential to be showstoppers unless adequately answered; ““Desirable -
yes, but as the lady sez', the Devil's in the details. Feasible in the short run -
depends on what "short run" means. Actually making it work is, as they say, a
non-trivial task. Lots of questions will need to be resolved:
The other end of the spectrum, the side which disagreed with – not
with the possibility of such a model existing but the added value in such a
model, made their feelings clear. One response began with “absolute
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nonsense.” This model would fail because “users like to be in control.” The
Amazon.com model is cast as too given to surveillance and control to be
accepted in the online learning world.
Somewhere closer to the middle of this range was the opinion that
the answer here was yes and no. That yes, this model - in the sense of a
“fluid, personalized interface” would be the “way of the future” but only if
one continued the analogy to view e-learning as the same essential activity as
selling books. The true problem here seemed to be one of timing. There was
some acceptance that this type of personalization pointed at a way ahead but
that there were dangers inherent in this approach. One danger would be that
much as the constant comparison of e-learning to classroom-based
instruction has hampered exploration of e-learning’s potential as an
instructional medium - different than the classroom, so do does the
Amazon.com analogy limit our vision of future e-learning environments.
“It is now possible for companies to get up and running with very little up-
front costs. Look at Amazon’s Web Services business model. They allow
“associates”, small Mom and Pop shops, to integrate the entire range of
Amazon functionality into their little specialty shop. Not a dime in
infrastructure beyond having a web site capable of “consuming” granular Web
Services. In the Amazon model, the little shops carry no inventory, has no
distribution costs, and requires no IT support (a little SOAP expertise is
needed to get up and running). Amazon does the real work once a customer
buys. In this model, Amazon (so far) gives the Web Services away for free
and gives the “associate” a small percentage of the sales, a higher percentage
for higher sales. The point is that a small company can make money with very
little up-front investment.” As mercurial as the current economic situation is,
the legal atmosphere surrounding e-learning may well hold even deeper and
more numerous pitfalls.
One respondent clearly laid the blame for much of the current
enlargement of copyright laws on the American doorstep. “The current
copyright and patent crisis gripping the online world in general reflects more
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American efforts to stifle development and innovation overseas than it does
any particular effort to reward creators and inventors.” Others outside the
e-learning world such as Lawrence Lessig, the Electronic Frontier Foundation
and Declan McCullagh have made it their lives’ work to point out the dangers
in allowing copyright laws to expand with balance or check. One respondent
characterizes it as “the clash as that between those who favour world trade
agreements as they are currently proposed and those who do not, between
those who favour copyright and patent regimes as they are currently drafted,
and those who do not, between those who favor the increasing restrictions
on freedoms and liberties, and those who do not.”
“The debate about copyright isn’t about making people pay for
content. It’s about keeping the free content out. So the restrictions on
distribution and the threats against producers of free content must escalate.
That is why, in the current environment, producers attack distributors such
as Napster or Kazaa, rather than the people who actually do the copying.
That is why there is today a sustained legal attack against Linux from SCO
and its silent partners. If free content gets a foothold, then the bottom falls
out of the content market, and the market failure occurs: and if the
producers are right, we would then see widespread shortages as the pricing
model pushed producers out of the game.”
That same respondent reports on a patent case which deals with the
realm of “process” patents (e.g. when Amazon.com patented its ‘one click’
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practice). This case however, involves the ISD process and could possibly
touch almost everything in the e-learning market. He notes that “If that
patent is granted, every classroom and elearning course created or sold that
includes objectives, assessment, etc. and was developed systematically, will
owe the patent holder a fee. Since courseware based elearning is on the
decline in the corporate market, I can see vendors migrating rapidly to the
other form-factors. Until then, the existing patent litigators are concentrating
on platforms and tools.”
Globalization
An area which generated a great amount of heat was clearly the one
which dealt with issues of globalization and the problem of U.S. centric
content. One respondent recounted a story heard at TechLearn in 2001 of
“Centra sessions run by a US oil company into the Middle East using
synchronous learning on a Friday when everyone was in the mosque.”
Translation also continues to be a problem. The white hot core though of
this area is the light in which U.S. culture is view from an international
perspective. It was described by various respondents as “inflexible”,
“arrogant”, and suffering from hangovers from the current U.S. foreign policy
and from an ignorance of international legal issues.
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the United States, and therefore when these issues come to the fore it is
very frequently the United States against much of the rest of the world.”
Organizations also responded to the idea that even within their own
domestic borders, they were faced with an increasing array of issues related
to a multicultural workforce. Although voiced with less passion and in fewer
numbers than, respondents made it known that their organizations were
faced with an increasing array of cultures and languages – within their own
corporate borders.
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Another respondent warned of conflating some of the vectors
operating within this debate. This response in particular discussed the
tendency to equate the further commercialization/commodification of
education with the deployment of new technologies. The respondent stated
that while new technologies do “assist in the commercialization of education
…the greater part of the reason is that the private sector is more swift [sic]
to adopt new technologies.” The explanation goes on that while “the
deployment of new technologies can connote the commercialization of
learning, it need not do so, and were new technologies more widely adopted
(or more widely seen to be adopted, as colleges and universities have actually
been at the forefront in many cases) then this association would not occur.”
One portion of the survey pursued the idea of what being a ‘lifelong
learner’ might look like in the future. The jumping off point for this line on
inquiry was the following quote from management guru Peter Drucker:
One respondent pointed out that even within the U.S. there are still
children that go hungry and that he had seen “several studies conclude that
the program that would have the single greatest educational impact today is a
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hot lunch program…it doesn’t matter whether you are living in the Dark
Ages or in the Space Age, if you are not getting enough to eat you are not
learning: you are not learning the traditional material, nor either are you
learning the new.” This is a powerful point from a humanitarian perspective
but even from a less benign standpoint, companies would do well to consider
the minimal levels of personal well-being that are necessary for populaces to
consider using their products.
Technology
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streaming Webcasts and Web-based collaboration tools.” Another response
offered a personnel-based solution to the issue exclaiming - “the same thing
that will happen to the rest of the boomers, they’ll retire!
“They’ll be despised. But these kids will inherit the earth and change it
anyway. This is simply a generational thing. HR is dominated by
techno phobic people who want to keep themselves in employment,
no matter how inefficient the process turns out to be. These kids will
have gone through 13-18 years of dull classroom teaching and know
what a waste of time most of it can be.”
and
M-Learning
This is one area clearly receiving much attention. The future of this
area however, is probably murkier than almost any other since it is my
definition, more technology dependent than other areas. It is also an area
that is open to a definition of its parameters. One respondent describes a
future e-learning “environment” as something approaching the Matrix:
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external world and with ourselves; one of the many functions it
provides is learning, and learning is now something that can't really be
separated from its other functions. Think of learning, on this picture,
as like writing. Imagine, in the pre-textual (or even the pre-printing)
era, the surprise and uneasiness people would have felt with the idea
that text, writing, is something that could appear anywhere and
everywhere it is needed, that it is portable, would travel with us,
would be sewn into our clothing, would guide us, would be, indeed,
our primary form of interaction with the world and with others. This
is the future state of learning. Where once we would affix or embed
some text, now we affix some content, some interaction, some
learning. These 'digital objects' (a bad term) become the new
vocabulary, they become the new form of expression, and define (as
Wittgenstein would say) the new form of life.”
While this future may not be available in the short-term, the pictures
in the introduction section of this report begin to offer clues as to its coming
by indicating ways in which people are literally weaving e-learning access
points into their lives and in such a way as to create a seamless environment.
• Device questions
– The perennial question – what device do I get? Never has
the retort ‘what do you want it to do?’ been truer. The
range of mobile devices available to individuals and
organizations has never been greater and the variability of
feature sets is both becoming richer and narrowing. The
narrowing aspect indicates that more and more platforms
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from all price points are being produced with similar
capabilities. Concerns here focused on pricing, stability,
and features.
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stating “wrong question... it already is…in Europe text messaging is much
bigger than in the US…like email, text messaging is already a learning
medium.” He then added that this situation flew in the face of the traditional
training paradigm in which “trainers are trapped in a definition of learning
that depends on teaching” adding that “teaching is not a necessary condition
for learning…if you use email or GOOGLE, you’re an e-learner.” Another
respondent echoed the positive potentials by adding that this would work
“especially for just-in-time operator/maintainer training…the possibilities for
reachback training are enormous.”
As with virtually any game sold on the market today, Unreal was
created to be edited. That is, the company actually designed a program that
could edit various parts of the game world and released it right along with
the game. This has become standard practice in much of the computer game
world since the power of the “mod” (short for modification community)
became so evident. The mod community regularly creates new content for
the game for free. One instance has a free mod of the game Battlefield 1942
being downloaded over 500,000 times in a period of months.
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The case of Unreal Tournament 2003 is unusal however in that the
companies behind the game (Digital Extremes and Epic Studios), decided to
hold a contest to determine who among their user community could create
the ‘best’ mod. They obtained some additional corporate sponsorship and
began soliciting entries. They also did something else that had not been done
before – they created an entire Web site with over 120 hours of video
training modules to teach people how to create the mods – and then they
made it free. The company that created the training site, 3DBuzz, added
another twist. Each student would begin each class with 1,000 points. Those
points could be ‘spent’ mainly on getting questions answered by your
classmates. That would mean that if you really needed a question answered,
you might feel you needed to spend 500 points to get the answer. When a
classmate provided a satisfactory answer, he/she would then have 1500
points to pursue his/her questions.
Providing users with the ability to create their own content in their
own environment is a potentially powerful tool that the e-learning market
would do well to study further.
''Of course,'' he says, ''we have no idea, now, of who or what the
inhabitants of our future might be. In that sense, we have no future.
Not in the sense that our grandparents had a future, or thought they
did. Fully imagined cultural futures were the luxury of another day,
one in which 'now' was of some greater duration. For us, of course,
things can change so abruptly, so violently, so profoundly, that futures
like our grandparents? We have insufficient 'now' to stand on. We
have no future because our future is too volatile.’’.''We have only risk
management. The spinning of the given moments'' scenarios. Pattern
recognition.''
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The following questions were then asked:
• How do you see ISD surviving in a world with very little 'now'?
• Do you see the 'course' surviving as a meaningful unit of
instruction?
• How can ISD survive / add value in an environment that
demands dynamic updating?
“It’s hard for me to just “assume” he’s right. Our grandparents saw
MANY changes to their future. Likewise, the technology we see
today in e-learning will NOT be the technology our children see. I
believe corporate & military training will be “chunked” into small, just-
in-time modules, but more academically-oriented education will stay
course oriented for some time. Too much tradition to overcome.
ISD will need to become more user-oriented or it will go the way of
traditional CBT.”
Others offered less sanguine views, the briefest reply to the question
of whether ISD will survive being; “it won’t.” Some stated that it would
survive but not outside of a 5-10 year window; “but it won't simply die, it
will morph imperceptibly…its decline will not be seen equally in all places; it
will linger on much longer in rigidly structured cultures and learning
environments…corporate and military learning, the first to really embrace it
with open arms, will be the last to let go.”
Another respondent offered a chance for survival but in a shifted form. The
chance, according to this answer, depends on how well can change some
rather well set practices. The respondent notes that “overall, the amount of
analysis usually associated with "hard ISD"---takes up too much time, is too
monolithic and assumes a static environment into which to deliver the end-
product.” This will have to be replaced he continues, with a more agile
approach, something currently resembling “extreme programming” which
advocates rapid iterations and small releases versus the current approach
“where you keep interating the design until the customer says OK (or the
budget runs out).”
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Other also offered chances for ISD, in some cases, focusing on the
risk mitigation aspects of the process although allowing that even that will be
“compressed and quick.” The “course” however, was given few chances to
survive.
One respondent explained that this shift is logical in that ISD and its
main output, the course were creations birthed “created at the apex of
industrial society (WWII) and inevitably reflects the conceptual models of
that world” and that “the ‘new ISD’ will grow out of the worldview of post-
industrial society.…obviously…the praxis of a post-industrial ISD is about
different kinds of systems and different end results.”
This section and its results should obviously hold great interest for
e-learning vendors. The ideas put forward in these responses, if put into
action, would represent a sea change on the e-learning market.
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VII. CONCLUSIONS
The narrative that emerges from the research as a whole and the
respondents’ information in particular, points to an industry and an idea at a
crossroads. While crisis is probably too strong a word to employ, it is useful
to observe that the picture of e-learning depicted here has many of the same
characteristics as the Chinese pictogram for crisis.
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The goal of this report was not to provide a clean ending to the story
of this research but rather should be viewed as a progress report.
More than ever, what you say about the future of e-learning depends
on how you define it. Seemingly for the traditional attempts to replicate
classrooms and courses online, the future is fairly bleak. If however, you
define e-learning as an environment, rich in context, interaction and
opportunities for collaboration - then the evidence seems to point to a
bumpy road but with a worthy destination.
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List of sites – include here and on the blog
Bibliography
Web Bibliography
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WEB BIBLIOGRAPHY
Distance Education and the TEACH Act from the American Library
Association
http://www.ala.org/Template.cfm?Section=Distance_Education_and_the_TEA
CH_Act&Template=/ContentManagement/ContentDisplay.cfm&ContentID=
25939
Digital Millennium Copyright Act Study from the Copyright Office of the
Library of Congress
http://www.copyright.gov/reports/studies/dmca/dmca_study.html
The Copyright Cage: Why we should care who gets the merchandising deal
from a movie or the song tie-in on a variety show.
BY JONATHAN ZITTRAIN
http://www.darwinmag.com/read/090103/copyright.html
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