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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 & Education
Learning in the Wild
Sandia National Laboratories / ADL
Elaine M. Raybourn, Ph.D.
Research Scientist
Sandia 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 under
contract 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?
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
I love my job.
Research & Development
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
High stakes, high adventure!
Mostly, I help others tell their stories.
Challenge: Support connected learning
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
The way we learn today
1999
On 24 / 7, connected, & social
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
© Copyright Sandia Corporation,
2015
Transmedia Learning in the
Wild
Multimedia Transmedia
Storytelling
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
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
What we mean when we say…
R&D Challenge User-centered, connected, social learning
1999
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
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
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Based on http://education-4-ever.centerblog.net/1-formal-non-formal-and-informal-education
Cognition in the wild
1999
Connected Learning
Cognition 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
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Learning is also a conversation.
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Jeff Gomez, CEO Starlight Runner Entertainment
Quoted 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
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
“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 acquired
at different times and
places? And how can
anyone assess the overall
outcome?”
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?
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Storytelling Organizations
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Informal learning
Story-driven LARP, scenario-based training
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Simulation Experience Design Framework, Raybourn (2007)
1999
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
What is the learner
analysis?
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 Imaginarium
Sustainability science problem-solving simulation
Free choice learning for kids
 Activity tracking across media
 Anthropology of free choice learning with personal assistants
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
https://youtu.be/9PsSPvc0qkk
Virtual World Sandbox Nutrition Mission
Scenario-based example
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Physical/virtual Connecting learning across modalities
1999
Real-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 diet
Source: Forrester Research, 2009
US Army Soldier/Athlete Program
Proof of Concept
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
R&D Challenge Tracking learner experiences
1999
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
 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
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
Conclusion
1999
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
 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
Share your story
1999
Elaine M. Raybourn, Ph.D.
© Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
@elaineraybourn
www.linkedin.com/in/elaineraybourn

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Transmedia Learning in the Wild: Tracking Learner Experiences

  • 1. The Conducttr Conference 2015 Learning in the Wild with Transmedia Storytelling @elaineraybourn #conducttr15 Elaine M. Raybourn, Ph.D.
  • 2. Using transmedia storytelling ecosystems to develop human potential Training & Education Learning in the Wild Sandia National Laboratories / ADL Elaine M. Raybourn, Ph.D. Research Scientist Sandia 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 under contract DE-AC04-94AL85000. © Copyright Sandia Corporation, 2015.
  • 3. 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? © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 4. I love my job. Research & Development © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild High stakes, high adventure!
  • 5. Mostly, I help others tell their stories. Challenge: Support connected learning © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 6. The way we learn today 1999 On 24 / 7, connected, & social © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 7. © Copyright Sandia Corporation, 2015 Transmedia Learning in the Wild Multimedia Transmedia Storytelling 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 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild What we mean when we say…
  • 8. R&D Challenge User-centered, connected, social learning 1999 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild 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
  • 9. 95% of your life is spent outside of the classroom Research & Development © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild Based on http://education-4-ever.centerblog.net/1-formal-non-formal-and-informal-education
  • 10. Cognition in the wild 1999 Connected Learning Cognition 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 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 11. Learning is also a conversation. © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild Jeff Gomez, CEO Starlight Runner Entertainment Quoted 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…
  • 12. Research Questions User-centered, connected, social learning 1999 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild “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 acquired at different times and places? And how can anyone assess the overall outcome?” Nature, 2010, “Learning in the wild,” 464, 7290, p. 814
  • 13. 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? © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 14. Storytelling Organizations © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild Informal learning
  • 15. Story-driven LARP, scenario-based training © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 16. Simulation Experience Design Framework, Raybourn (2007) 1999 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild What is the learner analysis? What is the core experience or story? What is the context, or prior experience? What co-creation of content will reinforce learning?
  • 17. 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
  • 18. Problem-based example 1999 Next Generation Learner Imaginarium Sustainability science problem-solving simulation Free choice learning for kids  Activity tracking across media  Anthropology of free choice learning with personal assistants © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 19. https://youtu.be/9PsSPvc0qkk Virtual World Sandbox Nutrition Mission Scenario-based example © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 20. Physical/virtual Connecting learning across modalities 1999 Real-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 diet Source: Forrester Research, 2009 US Army Soldier/Athlete Program Proof of Concept © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 21. R&D Challenge Tracking learner experiences 1999 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild  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
  • 22. 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 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild
  • 23. Conclusion 1999 © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild  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
  • 24. 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
  • 25. Share your story 1999 Elaine M. Raybourn, Ph.D. © Copyright Sandia Corporation, 2015Transmedia Learning in the Wild @elaineraybourn www.linkedin.com/in/elaineraybourn