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The Agile Approach to Learning Design

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    (Stephen Downes) So, hello everyone.
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    I'd like to state and for the record,
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    I love the blue dots.
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    (LAUGHTER)
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    I've been sitting there
    watching the blue dots.
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    So, I've been cast in the role of
    the person who finds the problems
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    with the topic that we're all praising.
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    I do like agile design, I like it a lot.
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    And I like the concept of
    agile learning design,
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    I like it a lot.
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    But, you know, I've been in the field
    of programming for many years.
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    I've been in the field of learning design
    for many years.
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    I've worked on small projects,
    I've worked on big projects,
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    I've been the peon
    at the bottom of the pile
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    and currently I'm the program leader
    responsible for producing outcomes.
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    So I've seen it from different angles.
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    And there's so many ways it can go wrong,
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    especially when we move from the
    fairly static domain of software design
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    to the far less static domain
    of learning design.
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    That's learning design.
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    It's the least agile thing
    you'll ever see.
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    That's actually a graphic from IMS
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    which produced the learning design
    specification.
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    That's supposed to be
    pretty open and flexible,
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    It's like a play with a director and roles
    and all of that.
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    But, you know, once you're into the thing,
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    there isn't a whole lot of flexibility
    happening
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    and it leads to questioning just
    what is it that we're up to
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    when we are talking about
    agile learning design?
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    Are we talking about
    agile 'learning design'
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    or are we talking about
    the design of agile learning?
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    Two different things,
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    and it seems to me that
    it doesn't make sense
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    to give the instructional designers
    all that freedom and flexibility
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    if we're going to march students
    lockstep through
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    a predefined kind of process.
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    Here's what agile learning design
    ought to look like.
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    There's a flow.
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    This is agile design generally, right?
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    And it's an iterative thing,
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    and yet people don't talk
    about that so much
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    but it's an iterative thing.
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    Each iteration is like designing a full
    and complete product,
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    and then you might spin off
    some side things, some prototype things
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    as you need to, but, you know,
    version 1, version 2,
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    you're doing the same thing over again.
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    No course in the world,
    well, maybe not no course,
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    but few courses in the world
    are designed that way.
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    Courses progress from Lesson 1,
    Lesson 2, Lesson 3, Lesson 4.
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    They don't cover all of geometry
    and then all of geometry in more detail
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    and all of geometry in more detail.
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    It's a different way of thinking
    about the process.
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    So, one of the major concepts
    in agile learning design,
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    in agile design generally, it's the Scrum.
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    The Scrum is basically a self-organizing
    development team.
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    It is originally drawn from the idea that
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    programmers are the smartest people
    in the world and do not need management.
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    No, I'm just kidding, but there is
    the idea here that
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    the programmers know how to program, and
    they know how to produce the outcomes,
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    if they're left to do the job for
    themselves, to organize for themselves.
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    And indeed, in the Scrum meeting,
    as you are mapping out the task,
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    each of the tasks, in the Scrum itself,
    selected by the programmer.
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    So, they're volunteering to jump in,
    to do these things.
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    They're taking commitments on themselves,
    they're specifying how much time,
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    how much effort will be required
    to produce the commitment.
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    So, OK: that's good
    but this doesn't happen by magic.
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    It takes time, and agile
    is typically employed
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    in larger software development projects.
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    But when we're doing learning design,
    we're doing something a lot smaller
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    and a lot more precise.
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    The question came up earlier, you know:
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    "What about, you know, high-volume
    instructional design?"
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    Well, high-volume instructional design:
    you don't have time for 3,4,5,6,7 weeks
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    of your development team
    organizing itself.
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    Another problem:
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    as your projects get bigger -- and we've
    worked on some very large projects --
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    your teams get very large.
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    If you think about
    all the different people who can,
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    and eventually will get involved
    in the design of your learning,
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    or in the delivery of your agile learning,
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    you've got designers, you've got
    subject matter experts,
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    you've got programmers, you've got
    human interaction specialists, etc.
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    ......... (check) do you get a very large,
    very complex team.
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    As you get larger teams, you will not
    generate more efficiency, it's well known:
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    you generate less efficiency.
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    So, what's the solution?
    Split the teams.
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    OK. Now you have competing development
    teams working on the same project.
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    This sounds, like, you know, OK,
    we've split the task, it's great.
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    But when you split the task,
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    you now have two different groups
    of people with different objectives,
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    different responsibilities.
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    They're competing often for resources,
    they're competing often for priority.
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    We have a project where we had
    two agile teams.
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    We ended up with two versions
    of the thing that we were developing.
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    Basically, they had -- they didn't split
    into functional groups,
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    they -- what's the word for it?
    errh one-cell devide: mitosis --
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    So basically, we got two small versions
    of the project we were trying to create.
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    Another pitfall:
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    if you try to organize your groups into,
    you know, OK,
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    this group will do this part of it,
    this group will do that part of it,
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    you get specialized Scrums.
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    So now, nobody's working on
    the final project and the final product.
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    And there is the danger -- I've seen this
    and we've had this:
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    in effect, I'm living this
    at this very moment
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    where everybody, all the teams
    want to do the analysis bit,
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    or the rapid prototyping bit.
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    But we're trying to bring a product
    to actual users, at the end.
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    We want it to be a deliverable product.
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    Nobody wants to do the last stage
    of error testing, of hardening the code.
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    That's the least popular scrum.
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    So they go back to they are wanting
    to do prototyping again.
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    Finally -- well, not quite finally
    but we're getting there --
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    who is the product owner?
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    In the Scrum process,
    you're delivering outcomes
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    and the idea is that,
    as you go through each spring,
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    which is short-term cycle
    through your development process,
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    you're producing outcomes,
    you're producing deliverables
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    and these deliverables
    are delivered to the product owner
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    who will set the deliverable,
    and even more importantly,
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    define the conditions for the completion
    of that deliverable.
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    Did you do it or not?
    How do you know?
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    Well, you have to have certain criteria:
    pass this test, reproduce this function.
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    It has to be really solid
    and ........ (check)-free.
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    Well, that good in education -- Sorry,
    that's good in software development,
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    your product owner is your client,
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    perhaps your architect,
    somebody like that.
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    They know what they want.
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    Education is completely different.
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    In education, there is
    no product owner per se.
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    Think about it, think about the different
    populations that are involved in learning.
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    There is the end user,
    also known as the student,
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    who, in the typical instructional design
    process, does not show up until
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    after the instructional design
    has been done.
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    It makes it very hard to be agile.
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    There is the subject matter expert,
    also known as the professor.
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    The professor has his or her own ideas
    of what this deliverable must be.
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    Then there is the administrator,
    the dean or the president,
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    or the Department of extended learning,
    or whatever,
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    who have other objectives of, then
    revenue objectives,
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    or course completion objectives:
    they have their own definition.
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    All of these definitions are different.
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    I guarantee you they are conflicting
    and they are competing.
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    You can't just pick one,
    because if you pick one,
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    you're not being agile for the others.
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    What's worse?
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    To have not only competing interests,
    to have different levels of expertise.
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    We're designing this system right now,
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    where we're trying to create
    agile learning itself.
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    This is -- I'm not going to talk
    about that,
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    that's not the purpose
    of this particular talk --
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    but but the ideas here is that
    as the learning is unfolding,
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    the process, the outcomes,
    the deliverables and all of that
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    can change
    as the needs of the learner change.
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    Very ambitious, really hard.
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    We have to think about learning
    differently, in order to do that.
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    Well, we've got our development teams.
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    Our development teams were raised
    in the traditional educational system.
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    Their idea of education
    and online learning is:
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    create some videos, put them online.
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    Well, if we're iterating old world project
    the first version of the project,
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    also known as
    the minimally viable product,
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    it's going to be pretty simple and it's
    going to be something that you could do
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    with fairly traditional methods.
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    And your programmers and developers,
    all other things being equal,
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    will fall back on the traditional methods.
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    Because they're not being challenged
    with the minimal viable product.
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    The end goal where you want to get to
    is something really flexible and dynamic,
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    but by the time you get to stage 5 or so,
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    they've built many, many
    static structures,
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    because that's what it took to
    the minimally viable product
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    at each release, at each iteration.
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    So you have to start over.
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    And you start over and everybody agrees,
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    OK the project is about something
    a lot more flexible than that
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    and you start developing again
    and the same sort of problem happens
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    because your developers and your designer
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    did not acquire that expertise
    in the meantime.
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    So they go back on what they already know.
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    So there's a difficulty here.
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    In instructional design, we're attempting
    to create an outcome
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    that is not part of the skill set of the
    people producing the product
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    that results in the instructional design.
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    Finally, learning objectives.
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    This is the madder thing, right?
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    And I get this one all the time: we do
    connectivist-style MOOCs,
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    the connectivist-style MOOC, we say
    there is no curriculum,
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    it's not about acquiring a certain
    predefined body of content,
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    because we want to meet
    participants' needs
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    as they go through the course, and
    these needs are different for every person
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    and these needs change over time.
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    And it should be up to the participant,
    who ought to be the product owner,
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    to define what success is and
    define what the outcome should be.
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    It's a moving target.
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    Nobody who funds education
    wants to deal with that. Nobody.
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    Every last one of them wants to see
    course completions, certificates,
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    competencies, curricular outcomes.
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    They want them defined ahead of time,
    they want them approved
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    by the curriculum board or
    the school board or whoever is in charge.
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    All of this must be set ahead of time.
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    And then you're supposed to go on ..... (check)
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    It is two very contradictory perspectives
    at work here.
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    It's not possible to do agile learning,
    much less agile learning design
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    in an environment where the structures
    and the outcomes are predefined.
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    That's meek (check), that's my short talk
    and I thank you very much.
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    (LAUGHTER - APPLAUSE)
Title:
The Agile Approach to Learning Design
Description:

Short panel presentation to Online Educa Berlin in which I reflect on the ways the agile process can go wrong when applied to learning design. Not that it always goes wrong, but this is the topic I drew in the panel.
[Added to Youtube by Stephen Downes, Dec 27, 2015]

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Video Language:
English
Team:
Captions Requested
Duration:
13:55

English subtitles

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