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E-games: Improvisation
through open platform design
Marie
Jasinski
Moving Online
11: A conference to explore the challenges for Workplaces, Colleges
and Universities
Southern Cross University, Queensland Australia, September 2001.
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Abstract
A
diverse range of instructional design and facilitation strategies
are emerging as alternatives to content-focused courseware designed
for
self-paced independent learning. This paper explores improvisation
as one such emergence. We have been using improvisation as a
fast, cheap and effective strategy to adapt, re-use and continually
improve
over 20 instructional templates. Designed for technologies like
email, forums and chat, these templates aim to facilitate different
types
of collaborative learning across a broad range of contexts.
Keywords
Email
games, online learning, instructional design, content free, open
platform design, improvisation, collaborative learning,
design jamming
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Introduction
Outstanding
successes in online learning are being showcased and certainly live
up to the flexible delivery catch cry of “just-in-time,
just-enough, just-for-me, where-I-am”. They provide short
response times, customisation and small chunks of learning to meet
specific
needs.
However,
well out of the spotlight is a whole library of online products gathering
dust on virtual shelves. They haven’t worked so well
and may deserve another catch cry: “just-wait-a-while, just-too-much,
just-one size, where-am-I?” More often than not, these products
focus on content provision, are pre-structured and designed for self-paced
independent learning. While they may be the result of early efforts,
uncomplimentary descriptors like “shovelware”, “pour
and snore”, “spray and pray” and “electronic
books” challenge us to explore alternative instructional
design and facilitation models.
While
these products will always have a place, the lesson is that content
is not enough. Solitary learning through a pre-structured
program doesn’t
suit all types of learning needs, contexts and preferences. To
provide a better balance between content and process, a diverse
range of strategies
aimed to make content more meaningful to learners, are fast being
added to the toolboxes of instructional designers, teachers and
facilitators
working in online environments.
This
paper explores one such strategy: the use of open platform design
and improvisation to design and facilitate e-games.
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Email
games: content free, context specific
In
an attempt to shift focus from content to the process of learning,
my
colleague Dr Sivasailam “Thiagi” Thiagarajan and
I have designed, field-tested and evaluated over 20 email game
templates with over 1,500
players worldwide (Jasinski & Thiagarajan, 2000a, Jasinski & Thiagarajan,
2000b).
The
design and facilitation of email games is based on our belief that
adult learners learn most effectively through
people-to-people
collaboration
and construction of knowledge.
Email
games are templates (or frames) for facilitating dialogue about different
problems and issues and
for encouraging the construction
and sharing of
new knowledge, understanding, perspectives and insights. The
core of
most email game templates contains real-world problems and
issues that are salient
to the players. An email game engages participants in interactive
discussion of these problems and issues. Participants bring
a variety of diverse
experiences and previous knowledge to the task. The facilitator
selects and implements
appropriate structures for different rounds of the game to
encourage collaborative problem solving.
Different
email game templates are designed to facilitate different types of
learning domains (including
facts, concepts, principles
and procedures)
and different outcomes (application, analysis, synthesis,
problem solving, creativity, abstract thinking and metacognition).
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Open
platform design and the emergence of improvisation
Our
work with email games has been accelerated by our practice of open
platform design, where we provide a growing community of colleagues
with access to our templates to use, improve, update, customise
and return.
We have found the distributed process of open platform design
to be powerful in rapidly improving design and facilitation processes
and confirming
the usability of the games in a range of contexts. Through this
iterative
and dynamic process, what has also emerged is the concept and
practice of improvisation as an instructional design framework.
Improvisation
is an eclectic mix of ad-hockery and know-how. This
technique mixes together a fresh way of doing things with lessons
previously learned.
Improvisation
involves reworking precomposed material and designs in relation to
unanticipated ideas conceived,
shaped and transformed
under
the special
conditions of performance, thereby adding unique features to
every creation. (Berliner, 1994 p.241)
The
concept of improvisation is perhaps more familiar in the contexts
of theatre and jazz than
in instructional design
and
online learning.
Yet
the fluid, fast, irregular, spontaneous and unpredictable
online world is undoubtedly an expressive medium and lends itself
to the creative,
responsive, nimble and spontaneous approaches associated
with
improvisation.
We
have found improvisation to be an excellent strategy to enable a
fast transition from the conceptual to the operational.
While
improvisation is not a wild child that runs amok, it does contain
an element of
spontaneity and ‘winging it’. Like improvisation
in jazz, instructional design using improvisation is
a disciplined craft that works creatively within a planning framework,
yet can take advantage
of the unexpected. In short:
Improvisation
does not involve the complete discarding
of planning, but a change in how planning is done and
in how
the plan is
viewed (Isenberg,
1987, p. 92).
What
improvisation allows is concurrency: an opportunity to design, act,
learn, reflect and renew as parallel
and complementary
undertakings
rather
than as linear and competing activities (Weick & Westley,
1996).
Improvisation
as an instructional design concept does not lock into the order and
stability of the
predictable
associated
with the Instructional
Systems Design (ISD) model. Instead, improvisation
exploits and works with
contradictions and paradox: stable and unstable,
structured and flexible, predictable and spontaneous,
planned
and random, content
and process.
As
an instructional design framework, it aims to continually re-invent
new ways to respond in order
to achieve the
right blend for specific
learning needs. Improvisation creates more vibrant,
adaptive, innovative and flexible
designs that match - and indeed exploit - the
technology to give a wider and more appealing range of learning
options.
In
our design process, we often refer to Weick’s metaphor of design
as improvisational theatre (Weick in Huber & Glick,
1991, p. 347). Using this metaphor, Weick provides
the following assumptions that offer
practical guiding principles for the design process:
- Redesign
is a continuous activity
- Responsibility
for the initiation of redesign is dispersed
- Interpretation
is the essence of design
- Resourcefulness
is more crucial than resources
- The
meaning of action is usually known after the fact
- Little
structure goes a long way.
We
hope that unlike ISD, …improvisation
is not exacting, but based on sufficient agreement …so that
people retain the capability to make individual adjustments to local
irregularities
(Weick, 1998 p.347).
What
provides extra power to improvisation as an instructional design
framework is that
it
reclaims
and re-introduces
the craft of teaching
and the special
relationship between teachers and learners.
The loss of classroom teaching and face-to-face
contact
is
one of the
expressed
regrets of a move
to online learning environments. In a pre-structured
and product focused e-world,
teachers often have no input into the design
of the resources they are required to use.
Email
games are one small way to reclaim some spontaneity and the aspect
of performance
that
is characteristic
of teaching face-to-face.
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Improvisation:
dimensions of complexity
The
power of improvisation is that it can be both an all-or-nothing
spontaneous process and also incremental, thus catering for both
the novice and
the
more experienced practitioner.
Weick
(1998) offers a particularly useful insight that is both conceptually
and practically relevant
to the context of improvisation as an instruction
design framework: improvisation can be a developmental process
with varying dimensions or levels of complexity.
This
staged approach requires…increased demand on imagination
and concentration (p. 544). These stages range from interpretation
(taking minor liberties with the original), embellishment (reworking
parts of
the original without changing it drastically) variation (new
aspects are inserted
but align with the original) to improvisation (transforming
the original to create a drastically different version).
From
an instructional design perspective, the most exciting aspect
of Weick’s
staged approach is that improvisation can be trainable. This
supports the experience we have had with coaching practitioners
to adopt and adapt
our
email games to their own context.
Interpretation:
taking minor liberties with the original plan
In interpretation, practitioners
work with a constant, but add some variables.
Once
practitioners experience a game as a player, many take the design
and facilitation template
and follow the
procedure
systematically
as
their first step in professional application. The templates
have been deliberately
designed to facilitate this first step, for while the
content can be changed, the process stays the same. First timers
can simply plug in
their own content
and with some skills in facilitation, can feel confident
that the process will work. It is not only effective,
but also convenient
and quick.
Embellishment:
reworking parts of the original without drastic change.
In embellishment,
there is greater balance between constants and variables.
Customising
scenarios and contextualising the tone and language are ways practitioners
seem to embellish
the
templates.
Variation:
new and often unplanned aspects are inserted, but align well with
the original.
In variation, the variables begin to emerge as the
leading force, but the integrity of the original
game template
remains.
This is where questioning of the templates and
suggestions for re-working the procedure to suit
specific contexts
start to appear.
Improvisation:
transforming the original to create a drastically different version.
Many
colleagues have taken the game concept and through experience as
players, adopters and adapters,
become
fully fledged improvisers
in their own right
and create new games as a result of their prior
experience.
This
staged approach facilitates improvisation as a design model on two
fronts:
- It
is permissive and flexible. The acknowledgement of subtle as well
as radical variations is
aligned to the
law of small
effects proposed
by
chaos and complexity theory (Stacey, 1996).
Wherever one starts along the improvisation
continuum,
there is potential
for impact.
- Practice
leads to growth in performance. If improvisation is a skill
developed and
refined through practice
this suggests that improvisation
can be progressively honed until proficiency
is reached (Crossan et al., 1996, Weick,
1998). This
makes improvisation
a viable
model from
which
to train people in instructional design
for contemporary
environments. Its emphasis on experiencing,
experimenting and incremental
development, lends itself to work-based
methodologies that support ‘designing-by-doing’.
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Additional
aspects of improvisation
Improvisation
also aligns well with learner-centred and adult learning
principles. The master performers who take centre stage in an email
game are the community of learners, not the teacher who becomes more
of an
orchestrator of the process. While the process underpinning the design
of e-game templates is prefigured, generating and processing of the
content is not. These need to be configured by the learners who work
it out together
in communities of practice. In communities of practice:
… individuals
self-select into groups that share ideas. They self-select, at least
in part, on the basis of whom they like to work with, and whom
they can learn from (Crossan et al, 1996, p.29).
Improvisation
also encourages a partnership between teacher and learner. In email
games, while teacher and learners have specific
roles to play,
the game is a collaborative effort. Weick (1998) uses the term “equivalence” to
describe a process which allows both coordination and individual
expression to occur simultaneously.
As
a result, people are able to accomplish collectively what they could
not do individually,
but also to cope individually
with unexpected
problems by virtue of their diverse capabilities. (p. 347)
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Email
as an enabling tool for improvisation
Thiagi
and I are not technical experts, nor have we the desire to develop
this expertise. We simply exploit technology for the purposes
of designing and facilitating effective learning experiences. So
we use
technology
that is familiar, available, cost effective and able to be used.
More importantly, we recognize that email is readily available
and used by
the wider community, so has great potential to be exploited as
a tool for the type of collaborative learning we aim to provide.
Email
works well as an improvisation tool as it is flexible, available
and self-reliant. Unlike multimedia and courseware development,
we don’t
need a production team to put email to use as a learning technology.
We don’t need graphic designers, web authors, media specialists
or editors; as teachers, we don’t have to struggle to learn
HTML or be distracted by other technical challenges; we don’t
have to wait for files to download; we don’t have to log
in with passwords; we don’t
have to rely on Help Desks. Nor are we tied to a delivery platform
or a specific software package.
It
is a technology for the independent of mind and those quick to action
- and for the courageous and confident. The simple text-based method
of email games cannot be masked by the glamour of new technologies,
or the “bells
and whistles” of multimedia. The games stand or fall on
the basis of the robustness of the instructional design and facilitation
process
that underpins the game as this is what engages the players.
If the players don’t participate, there is no game.
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Design
jamming: playing with the rules not by the rules
The
construction of email game templates and their subsequent facilitation,
involves what we call ‘design jamming’, a concept
adopted from jazz improvisation and applied to the instructional
design context.
Based on improvisation, design jamming is a dynamic and iterative
process of constructing, performing and adjusting instructional
designs as
a result of close contact with the learning audience.
The
intimacy of the designer-learner connection is far removed from the
more
traditional role of instructional designer as product developer
where
any role in the product’s implementation or use is not
usually expected (Gustafson & Branch, 1997). Driven by a
commercial model, many online learning products are in fact designed
to remove
the teacher from the
learner through a learning-from-computer model of self-paced
individualised instruction
(Reeves, 2000).
Design
jamming reclaims the teacher-learner, learner-learner relationship.
Like any jam session email games
are temporal events,
which for a specified
time facilitate a creative flow of interaction between a group
of people who come together for the purpose of sharing an experience.
That experience
is to collaboratively problem solve, role play, brainstorm
or confront controversial issues.
The
difference between traditional instructional design and design jamming
can be likened to the difference
between a jazz
quartet
in an intimate
cabaret setting and a symphony orchestra in an auditorium:
… the
(jazz) musicians absorb the mood of the audience into their creative
process. During a more traditional performance, the symphony
defines the mood for the audience (Crossan et al, 1996, p. 29).
Like
a musical jam session, design jamming follows a recipe rather
than a blueprint.
Weick
(1993) differentiates between the two:
Architects
may treat blueprints as givens, but people who improvise treat them
as emergents. The
givens for people who
improvise are the recipes
and routines by which they generate actions that
could become any one of several different blueprints. (p.350)
Design,
viewed from the perspective of improvisation is not an easy option.
Improvisation
is more emergent, more continuous, more difficult to control, more
tied to the content
of action
and more
affected by what
people pay
attention to than the designs implied by architecture
and more akin to an ISD approach. Even though
improvisation may involve
more uncertainty,
it does thereby not become any less effective.
Emergent, continuous designing
is sensitive to small changes in local conditions,
which means the design is continuously updated
as people and
conditions change (p.350).
Though
improvisation is far removed from the more rigid structure of ISD,
it is nevertheless,
a high
order
skill. Improvisation
does not
abandon tradition, but extends and shapes it.
Both Thiagi and I have significant
experience in the use of the ISD model and
know it from many dimensions: as instructional designers,
project managers, teachers, professional
developers
and learners. This foundation is what allows
us to ‘wing it’ and
play with the rules not by the rules. This
is the essence of design jamming.
In
other words, the freedom to jam relies on
the discipline of previous mastery of foundation
knowledge
and skills
and significant
experience
in the domains in which it is applied. (Crossan & Sainty,
1997) However, this is not the ‘hard
mastery’ of the clarity and control of
the scientist or engineer–or the traditional
instructional designer - but rather more akin
to ‘soft mastery’…which
is more like the give and take of a negotiator,
artist…or bricoleur (Reiber
et al., 1998, p. 35).
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Summary
Improvisation
is an appropriate design model for the fast changing environment
of the online world for the following reasons:
- Small
and incremental changes that can be effected quickly, allowing
fast responses to user requirements.
- Improvisation
provides high levels of feedback and closer contact between teacher
and
learner.
- Design jamming is a collaborative effort with a learning audience and
brings a teacher/learner relationship back into the equation.
- Plans and routines are not the drivers, but the dynamic relationship
with the customer.
-
While improvisation won’t handle all the challenges of training
provision, it extends the toolbox of strategies available to the practitioner.
- Improvisation does not abandon more traditional models, but shapes extends
and enriches them. One can inform the other.
-
Improvisation is trainable –it is not elitist, but elective.
There
can be no better way to sum up the essence of our experiences with
instructional design improvisation with email games, than
to end with another
complex game simply played. The following description by
Kanter (1989 ) and quoted in Crossan et al (1996. p.21) captures
what
improvisation means
in a complex world:
To
some companies, the context in which they are now entered seems increasingly
less like baseball or other
traditional
games and more
like the croquet
game in Alice in wonderland – a game that compels
the player to deal with constant change. In that fictional
game,
nothing remains stable for
very long, because everything is alive and changing around
the player – an
all-too-real condition for many managers. The mallet Alice
uses is a flamingo, which tends to lift its head and face
in another direction
just as Alice
tries to hit the ball. The ball, in turn, is a hedgehog,
another creature with a mind of its own. Instead of lying
there waiting for Alice to hit
it, the hedgehog unrolls, gets up, moves to another part
of the court, and sits down again. The wickets are card
soldiers, ordered around by
the Queen of Hearts, who changes the structure of the game
seemingly at whim
by barking out an order to the wickets to reposition themselves
around the court.
Improvisation
through open platform design is a complex game simply played. The
key to improvisation
is to play
with the
rules, not by
the rules – or
to create new ones.
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References
Berliner,
P. (1994) Thinking in Jazz: The Infinite Art of Improvisation. University of Chicago, Chicago IL
Crossan,
M., Lane, H., White, R., & Klus,
L. (1996) The Improvising Organization: Where Planning Meets
Opportunity. Organizational Dynamics,
Spring.
Crossan,
M. & Sainty, B (1997) Improvisation as a
Management Tool in Preparing Organization to Manage the Future:
Issued by the International
Federation of Accountants.
Gustafson,
K.L., & Branch, R.M.
(1997) Revisioning Models of Instructional Development. Educational
Training and Development, Vol 45, N0 3, pp.
73-89.
Isenberg,
D. J. (1987). The tactics of strategic opportunism. Harvard Business
Review, 65 (March-April) 92-97.
Jasinski,
M. & Thiagarajan, S.
(2000a) Virtual Games for Real Learning: learning online with
serious fun. Educational Technology, 40 (4), 61-63.
Jasinski,
M & Thiagarajan,
S. (2000b) Email Games. Paper presented at ASCILITE Conference,
November 2000.
Kanter,
R. (1989) When Giants Learn to Dance. New York: Simon and Schuster.
Reiber,
L. P., Smith, L. & Noah, D. The Value of Serious Play.
Educational Technology. November-December, 1998.
Reeves,
T (2000) Enhancing the Worth of Instructional Technology Research
through “Design
Experiments” and Other Development Research
Strategies. Paper presented at American Educational
Research Association Conference, April 2000
Stacey,
R.E. (1996). Complexity and creativity in organizations. San Francisco:
Berrett-Koehler.
Weick,
K. (1993) Organizational Redesign as Improvisation. In Huber,
G., & Glick,
W. Organizational Change and Redesign: Ideas
and Insights for Improving Performance. Oxford
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Weick,
K. (1998) Improvisation as a Mindset for Organizational Analysis.
Organization
Science, Vol 9, No 5, September-October.
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complexity | intuition | unpredictability | comparisons | personality | emotion | communication |
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designers as learners:
igniting the spark for web-based roleplay | 2003 |