The relation between fun and
online learning...
The dictionary describes fun as amusing,
entertaining, enjoyable, exciting and pleasurable
going-ons. Academicians, the world over
believe that learners, especially online
learners, have uninteresting learning experiences
because of the lack or absence of the 'fun'
element. While numerous attempts have been
made to make learning fun or to add humour,
learning programme developers continue to
face the challenge of engaging online learners.
Little research in the area of how fun relates
to online learning experiences can be held
responsible. This will bring to light why
developers are still 'online-learner' challenged.
While only a few continue to question the
'fun-leads-to better-learning' belief, questions
such as, "What makes online learning
fun?" and "What makes online learning
boring?" are yet to find convincing
answers. This mailer attempts to do so and
thereby establish the strong connection
between fun and learning.
A quick recap of the constituents
of fun
'Fun' experiences are both enjoyable and
pleasurable. However, pleasure alone does
not account for much in terms of enhancing
learning. Enjoyment, on the other hand,
involves active learner participation. More
so, what is fun for one may not be for another.
For most developers, adding a game or two
to the learning programme constitutes fun.
However, the objectives of fun for gaming
are different from those of fun for learning.
The first step towards adding fun to learning
is to understand its constituents. The next
task is to correct an elementary problem
of most so-called fun programmes, which
is to first develop a programme and add
a dash of fun to it later. This can only
be corrected if programmes are designed
such that the entire learning experience
is fun in itself or enhances the joy of
learning.
Funny explanations!
Video games score high on the fun scale
since they motivate players to:
- Engage in repetitive practice
- Explore their way to learning
- Improve performance scores by attempting levels that are more difficult
Online programme developers must address
these three elements to connect fun to learning.
Thereby, they can ensure active online learner
participation.
In a seminar on e-Learning and fun, a
Special Interest Group was asked the question,
"Is it ever appropriate for a course
to be boring?" The answer was a unanimous
" No ". Irrespective of the learner
type and the learning topic, learning must
not be delivered without the fun element.
This is the premise on which the play way
method of teaching children is structured.
Hence it's worldwide acceptance. Children
learn better while at play, so are adults.
Fun at work
It makes sense to add the joy element
while teaching. Just because the learning
topic is critical and is for adults does
not mean it has to be robbed of fun. Mundane
or even serious topics are brought alive
with a touch of fun. For instance, the job
of an airport luggage screener is tedious
and stressful. A recently designed training
programme just made his life easy! With
the objective of improving attention spans,
the programme involved superimposing pictures
of unsafe items on passengers and baggage.
The participant had to identify fake from
real. Airports now have motivated staff
who screen more accurately!
How much fun is good?
Most learning professionals are of the
opinion that not all corporate learning
can accommodate fun. While incorporating
fun however, there must not be any compromises
on learning. Moreover, it must necessarily
enhance the learning experience. To achieve
both these objectives enjoyment and entertainment
must be integrated in a careful and deliberate
manner. Serious learners prefer serious
learning, even though fun-filled learning
produces better learning experiences. Therefore,
while adding fun, it is absolutely important
that a learner does not feel he is being
mocked at; equally important, is that he
is not engaging in frivolous, irrelevant,
learning-less activities.
What about learner motivation?
Most learners who log onto online courses
are already motivated to learn. However,
the presentation and passivity of most online
courses could lead to de-motivation! While
delivering a poorly designed course is by
far the worst way to treat poorly motivated
online learners, it also does nothing to
cash in on the advantages of having pre-motivated
learners. To keep learners motivated, fun
must be purposeful. Additionally, a fun
course must:
- Not insult learner intelligence
- Be meaningful and relevant
- Result in a better understanding of a topic (while games are motivating, they do not do so)
The components of fun
Peer interaction and good instructors
too qualify as fun components. Technology
allows learning programmes to design them
into courses. While technology takes care
of this human element, an equally effective
fun component is storytelling. Experiential
storytelling brings dead 'n' dry topics
to life, encourages maximum learner participation
and creativity. It is definitely more enjoyable
than reading pages of textual material.
Storytelling allows programmers the use
of the following strategies:
- The "what-if" scenario strategy-
placing a learner in a simulated and challenging
scenario to encourage him to deliberate
upon the cause and effects of his decisions
- The role-changing strategy- a learner
gets to play different roles in a story
Fail to learn!
Fun adding enthusiasts recommend applying
a game design concept- that of meaningful
failure- to improve online learning experiences.
During a game, it is not only the trial-error
approach, but also the mistakes that a player
commits that compel him to learn better.
While a player avoids making the same mistakes,
he also tries out different approaches to
finish the game, and each time his aim is
to better his previous score. With the game
concept, online courses too can provide
learners with multiple approaches and methods
to problem solving. Participants are thereby
exposed to the experience of learning from
meaningful failure.
Fun differs
For a child, fun is playfulness. For an
adult, it means enjoyment. The perceptions
on fun differ on other counts too. Cultural
differences aside, the appropriateness of
fun and its usage differs with the:
- Learning environment
- Learner population
- Topic of learning
Online learning can be 'all fun and not boring'
provided both learning professionals and the
top management bring about a change in their
thinking. According to the vice president
of Centra , an organisation
that develops e-Learning technology, "Different
blends are needed to achieve different learning
outcomes." It is time programmers blended
learning with fun. |