The Conducttr Conference 2015
Learning in the Wild with Transmedia Storytelling
@elaineraybourn
#conducttr15
Elaine M. Raybourn, Ph.D.
Using transmedia storytelling ecosystems to develop human potential
Training & EducationLearning in the Wild
Sandia National Laboratories / ADL
Elaine M. Raybourn, Ph.D.Research ScientistSandia National Laboratory Advisor
Sandia National Laboratories is a multi-program laboratory managed and operated by Sandia Corporation, a wholly owned subsidiary of Lockheed Martin Corporation, for the U.S. Department of Energy's National Nuclear Security Administration undercontract DE-AC04-94AL85000. © Copyright Sandia Corporation, 2015.
About the Presenter
1999
Next generation transmedia learning ecosystems, distributed cognition
Elaine M. Raybourn, Ph.D.
Social scientist with a background in Human-Computer Interaction, games
Principal Member of the Technical Staff at Sandia National Labs on assignment to Advanced Distributed Learning Initiative (ADL), Office of the Assistant Secretary of Defense, Force Readiness & Training
Research: transmedia, next generation learning ecosystems, learners’ adaptability, and interactions with future technology such as personal assistants for learning (PAL).
Working in transmedia learning since 2010, games, virtual worlds, social simulations, and intelligent community systems since 2000
Greatest passions: confluence of communication, culture, technology, art, & science
Favorite question: Why not?
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I love my job.
Research & Development
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High stakes, high adventure!
Mostly, I help others tell their stories.Challenge: Support connected learning
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The way we learn today
1999
On 24 / 7, connected, & social
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© Copyright Sandia Corporation, 2015
Transmedia Learning in the Wild
Multimedia TransmediaStorytelling
Transmedia Learning
Blended Learning
Involves several different media, often as a single package
Story uses multi-media and is told across multiple platforms and formats
Each media element makes distinctive contribution to story universe
Intent is to engage audience emotionally
User actions affect the experience of content across multiple platforms (unlock content)
Leverages user-generated content (social media channels)
May be included in formal learning program
Learning may be informal
Instructor-led focus with supplemental online or digital media
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What we mean when we say…
R&D Challenge User-centered, connected, social learning
1999
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Transmedia learning is the scalable system of messages representing a core experience that unfolds from the use of multiple media, emotionally engaging learners by involving them personally in the story (Raybourn, 2014).
Image credit: Social-Creature.com
95% of your life is spent outside of the classroom
Research & Development
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Based on http://education-4-ever.centerblog.net/1-formal-non-formal-and-informal-education
Cognition in the wild
1999
Connected LearningCognition as a distributed, social process, rather than traditional approach
Distributed cognition
Human knowledge and cognition are not confined to the individual
Information and artifacts mediate collaboration
Connects physical & virtual worlds
Technologies as cognitive prosthetics
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Learning is also a conversation.
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Jeff Gomez, CEO Starlight Runner EntertainmentQuoted in “Talk don’t tell” http://screenz.co.nz/talk-dont-tell/
1999
Regardless of whether a piece of primary content is a film, TV show, game, book, song, or toy, it’s no longer an item to be presented in isolation, but a contribution to a much larger conversation. “Each platform is an instrument in an orchestra to create an immersive symphonic narrative universe.”
Learning…
Research Questions User-centered, connected, social learning
1999
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“How well have people learned to think on their feet, for example? And how good are they at weighing-up evidence and asking critical questions?”
“How do people integrate the disparate pieces of knowledge they acquiredat different times and places? And how can anyone assess the overalloutcome?”
Nature, 2010, “Learning in the wild,” 464, 7290, p. 814
Research Question
1999
What drives my research?
In an open-ended environment, how can we guide learner interactions to foster free
thinking, curiosity, retention, and emergent outcomes that
improve human performance?
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Storytelling Organizations
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Informal learning
Story-driven LARP, scenario-based training
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Simulation Experience Design Framework, Raybourn (2007)
1999
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What is the learneranalysis?
What is the core experience or story?
What is the context, or prior experience?
What co-creation of content will reinforce learning?
Narrative-based examples
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild https://www.youtube.com/watch?v=NjM2lnx67NM
Courtesy of PEOSTRI, Army Games for Training
Problem-based example
1999
Next Generation Learner ImaginariumSustainability science problem-solving simulation
Free choice learning for kids
Activity tracking across media Anthropology of free choice learning with personal assistants
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https://youtu.be/9PsSPvc0qkkVirtual World Sandbox Nutrition Mission
Scenario-based example
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Physical/virtual Connecting learning across modalities
1999Real-time sensors in garden stimulate whether vegetables will be found on in the virtual dining facility
Users learn the consequences of introducing different foods into a dietSource: Forrester Research, 2009
US Army Soldier/Athlete Program
Proof of Concept
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R&D Challenge Tracking learner experiences
1999
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Engineer transmedia learning systems and use media based on social science and theories of learning as well as validated measures to determine most effective learning campaign
Utilize a host of human-guided algorithms, technology products, methods, pedagogy, and assessment techniques to meet your unique training needs
Explore ADL Experience API (xAPI) that enables flexible tracking of learning experiences across devices (records, scores, completions, and learner actions) http://xapi.adlnet.gov
Evaluate entire campaign for ROI as well as individual elements, Develop a plan to include formative and summative evaluations
R&D Challenge Learners and their learning environments
Unobtrusive Intelligent Ubiquitous
Foster conceptual mastery and cognitive agility
Novel, multimodal human-system interactions
Social media data mining
Data-driven analytics, scale
Data sharing across applications
Machine understanding
Persistent learner models
Interactions with live and artificially intelligent peers and mentors
Innovative assessment methods
Experience tracking
Sensors and ubiquitous computing
Privacy and Personalization
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Conclusion
1999
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Transmedia learning is the sustained experience that results in measurable behavior change
Behavior change can be physical and overt, intellectual, attitudinal, or a combination
The goal is to scale training so thousands of learners can hone their abilities
And synthesize information across multiple media channels, to become more agile thinkers
R&D Challenge
Resources Tracking learner experiences
Andrews, D.; Hull, T., & Donahue, J. (2009). Storytelling as an instructional method. Interdisciplinary Journal of Problem-Based Learning, 3(2), 6-23.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: The MIT Press.
Raybourn, E.M. (2014). A new paradigm for serious games: Transmedia learning for more effective training & education. Journal of Computational Science, (5) 3, Elsevier, 471–481.
Raybourn, E. M., (2007). Applying simulation experience design methods to creating serious game-based adaptive training systems. Interacting with Computers, 19, Elsevier, 207-14.
Raybourn, E. M. (2011). Honing emotional intelligence with game-based crucible experiences. International Journal of Game-Based Learning, 1(1), IGI Global, 32-44.
Raybourn, E. M. (2004). Designing intercultural agents for multicultural interactions. In Sabine Payr & Robert Trappl (Eds.), Agent Culture: Human- Agent Interaction in a Multicultural World, Lawrence Erlbaum, 267-285.
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild