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motion is hot. Business is exploring Emotional Intelli-
gence in workplace effectiveness, Emotional Design
learners care about the
in product and services, and we’re selling experi- experience. This week’s
ences now instead of just services. Besides flavor-of-the-
article reviews what we
month, is there any “there” there (to borrow a phrase from
the late author Gertrude Stein)? More particularly, are there know about the non-cogni-
any implications for e-Learning? tive elements of learning,
The short answer is that factoring emotion into your e-Learn-
ing is going to take it to the next level, where it really works. and suggests how you can
When we help learners emotionally, viscerally, understand why hook the learner, relieve
this coming experience is important to them, and maintain that
interest through the learning experience, the outcomes are su- anxieties as you set expec-
perior. If people care, they learn better. Period. tations about content, and
John Kotter, an expert on leadership at the Harvard Business School design emotionally
and a premier voice on how the best organizations actually “do” change,
points out that, “Behavior change happens mostly by speaking to peo- engaging experiences!
ple’s feelings ... in highly successful change efforts, people find ways to
help others see the problems or solutions in ways that influence emotions,
A publication of
not just thought.”
If we care about our learners and about the learning, we need to know
the ways to address emotion in learning. What is the evidence?
LEARNING SOLUTIONS | April 3, 2006 2
Design Strategies
structional design as a whole. He developed the I want to argue that the non-cognitive compo- I want to argue that the
ARCS (Attention, Relevance, Confidence, Satisfac- nents of learning are important (which may not be
non-cognitive compo-
tion) model as a framework to identify the impor- a stretch) and also to suggest that there are some
tant components to success. He suggests that systematic things we can, and should, be doing — nents of learning are
those four components are important additions to even when we’re not talking games. These things, important (which may
instructional design: gaining the learner’s Attention, by the way, are missing in our current e-Learning.
assuring that what they study has Relevance, al- In a comprehensive review of elements that con-
not be a stretch) and
lowing them to proceed with Confidence, and hav- tribute to learning (for a research project I led de- also to suggest that
ing the outcome provide Satisfaction. While his veloping an intelligently adaptive learning system), there are some system-
work is decades old now, you wouldn’t think it we identified 31 different factors on which learners
had been very influential if you had to judge from could differ (my team included a senior cognitive atic things we can, and
much of the e-Learning that’s out there. scientist and a psychometrician, someone who should, be doing — even
Michael Allen has specifically addressed the measures psychological dimensions), in three cate-
when we’re not talking
issue for e-Learning in his Guide to e-Learning, gories. Cognitive science has recognized that it’s
recommending ways in which to keep e-Learning not just about pure reasoning, and distinguishes games. These things, by
from being boring. He recognizes that e-Learning the major elements of individual differences as the way, are missing in
is different than face-to-face instruction, lacking a cognitive, conative, and affective factors:
trainer to address the emotional component, and • Cognitive: working memory, inductive and deduc-
our current e-Learning.
he provides some very sensible advice on how to tive reasoning, abilities
keep e-Learning relevant. • Conative: motivation, anxiety, etc.
This is all well and good, but what are we really • Affective: e.g. learning styles or personality traits
talking about? Is it just a matter of adding bells such as independent and social learning, percep-
and whistles to keep e-Learning interesting, or is tual preference (e.g. visual, auditory), etc.
there something deeper and more fundamental? What struck me was that instructional design
today is essentially completely focused on the
What is the value of emotion in cognitive. We are now beginning to talk about
e-Learning?
supporting learning styles (on the basis of very
One of the possible implications is that we questionable models), but we do not systematically
need to make all e-Learning more fun, more game- engage motivation, address anxiety, or really inspire
like. There’s a wave of interest in games, exempli- learning.
fied by numerous authors, including semiotician The emotional component in learning is espe-
James Gee (What Video Games Have to Teach cially important in e-Learning. As suggested earlier,
Us About Learning and Literacy), and industry when we have a good face-to-face situation, a
pundits Marc Prensky (Digital Game-Based Learn- trainer handles the emotional component in the
ing) and Clark Aldrich (Simulations and the Future learning experience. Of course, social learning al-
of Learning and Learning By Doing), making most inherently invokes an emotional component,
strong calls for the use of games in education. Is hopefully positive. In e-Learning, certainly asynchro-
that all we need? nous independent e-Learning, we need to compen-
As a long-standing proponent of games for sate for that lack of touch. And we can.
learning (from creating FaceMaker in 1981 to my Let me set aside, right now, the individual re-
own book Engaging Learning: Designing e-Learn- sponsibility for maintaining emotional involvement in
ing Simulation Games, on how to systematically learning. Yes, the self-directed learner manages ex-
design them), I believe strongly in the value of pectations, sets reasonable goals, monitors pro-
such an approach, but that’s not all I’m talking gress, and maintains commitment. And it has been
about. By the way, I want to be clear that I’m not a reliable phenomenon in online learning that the
talking about glorified flash card games such as self-directed learners succeed. However, the evi-
quiz show templates, but instead scenarios, simu- dence is that we can’t always expect self-directed
lations with an initial state and a goal state wrap- learners (unless you also address meta-learning,
ped in a story, and tuned until the experience has e.g. Jay Cross’ www.meta-learninglab.com). I be-
the aesthetic of a game (for the reasons I’ll dis- lieve that we, as e-Learning designers, must ad-
cuss later in this article). While such games are a dress the important components without assuming
valuable form of practice, this is only one compo- perfectly capable self-learners.
nent of an overall learning experience, and I want We need to get beyond just the cognitive level,
to talk about the bigger picture. and address the emotional level. We’re not ignor-
LEARNING SOLUTIONS | April 3, 2006 4
Design Strategies
ing the cognitive level, mind you, we’re adding to And this doesn’t mean a presentation of a
it, to a point where people get it at a deeper level. bunch of statistics or a “talking to” by some offi-
To make a point, we want them to know it in their cial personage unless this person can do what
heart, feel it in their bones, and understand it in I’ve suggested (that is, really inspire the viewers to
their gut. Quite simply, learners learn better when totally accept the importance of learning this skill
they’re motivated and when they’re not anxious. or knowledge). Exhortation has been an easy ap-
And to do that, we need to account for their proach in the past, appealing to the personage as
motivation and their anxiety. To address their moti- well, but it’s overused. Ensure that your spokes-
vation, we need to help our learners understand person can really bring home the message about
why this is important, why it matters to them, and why this experience is important.
maintain their interest. To accommodate possible Harvey Feldstein, a consultant from Australia
anxiety, we want to ensure that they are prepared (though apparently he enjoyed a successful career
and have their expectations set appropriately. How in the US first), recently told me about the time he
do we do that? was asked to align used-car sales teams with a
more sympathetic selling process emphasizing
What should you do?
meeting the customer’s real needs (not just push-
What does this mean you could think about ing another car). This moderately challenging
doing differently? I want to suggest several steps: (ahem) task was even more daunting given that
• Establish the importance of this learning to the the dealerships weren’t going to change the re-
learner ward structure for commission. He had quite a bit
• Set expectations about what’s coming up of success, however, with a video that showed a
• Assess, at appropriate times, how that emotional customer’s emotional reaction to the experience of
affect could be going (particularly for tough or shopping for a car, hammering home how dehu-
low spots, and to signal successes and transi- manizing and disrespectful it was. He opened up
tions to provide closure) the learners by engaging their emotional responses
• Ensure interest in the stories we use to illustrate before addressing the necessary learning.
examples and practice By the way, you can similarly emphasize the
• Support the emotional component as well as the positive aspects of having the knowledge, so that
cognitive component in moving beyond the learn- learners can see the benefits of having the experi-
ing experience. ence, rather than negatively emphasizing the con-
To make that more concrete, let me make sever- sequences of not having the knowledge (though I
al recommendations. recall some cynic saying that the three great moti-
First, we need to hook their attention or else vators are fear, greed, and sloth). The point is to
nothing will stick. One approach is an introduction achieve wry recognition of the necessity of the up-
(before presenting objectives) that demonstrates coming e-Learning experience.
the consequences of not having the skills to be Once we’ve got the learners hooked, we can
discussed (skill, not knowledge). Cognitive science tell them what they are going to achieve. However,
makes it clear that just telling people things leads we tend to do even that without acknowledging
to inert knowledge, so we need to focus on new the learners’ emotional perspective. We typically
abilities. To put it another way, don’t just demon- present learners with a list of objectives at the
strate, rather, exaggerate the consequences of not start, yet we do a bad job of presenting those ob-
having the knowledge. jectives in terms that make the learners understand
For instance, Michael Allen created a video to that this is information they need, and that make
address a learning need for flight attendants to the learners eager to achieve the outcome.
perform their safety checklist. This video beautifully At the e-Learning Guild Instructional Design
exaggerates the consequences of not knowing (or conference in 2005, Will Thalheimer (another
following) the procedure. Starting like a disaster e-Learning consultant) differentiated between the
movie, with dramatic music and sharp visual cut- objectives designers use, and the objectives we
ting, the video presents a plane in distress, making present to our learners. He indicated that, for de-
an emergency landing on water, and then zooms signers, the objectives identify the learning out-
in to an empty raft inflator. After that, learners are, comes in terms of metrics and behaviors. Howev-
you can be sure, ready to hear the message about er, learners care about what they’ll be able to do
performing the safety checklist. As an alternative, differently, expressed in ways they understand.
I’ve also used cartoons to exaggerate conse- It’s more about marketing than about education,
quences humorously.
LEARNING SOLUTIONS | April 3, 2006 5
Design Strategies
Design experiences
At core, you want to design experiences, not
just learning. You can’t make learners learn, you
can only create environments that are conducive
to learning, and to increase your likelihood of suc-
cess, you’ll want to engage learners emotionally as
well as cognitively.
There’s more, but this is getting into the specu-
lative: Don Norman’s book, Emotional Design, ex-
plores the cognitive effects of the emotional com-
ponents. With a pleasurable affect (e.g. warm and
fuzzy), cognition tends to broaden and be associa-
tive. A negative affect (e.g. rough and bitter), tends
to deepen cognition. Theoretically, we should start April 19 - 21, 2006 • Boston, Massachusetts
the learning experience positive, get negative when
it’s time to dig in, and then get positive again at
the end. Which, interestingly, tends to mirror the
affective experience we see in many popular media
(think: novels, theatre, and film).
Further, James Gilmore, cited earlier, argues that
the step beyond the experience economy is the
“transformation” economy, where people pay for
experiences that transform them. That, to me, is
where we rise to the fore: creating new skills, or
new attitudes, is what instructional design is all
about, and to the extent we go beyond to include
the emotional component and create experiences,
we’re the ones ready to capitalize on this new op-
portunity. Ready?
We don’t need to go there yet. Let’s start by
explicitly considering, designing, and supporting A Global Event for Focused
the emotional components that help ensure the
optimal learning outcome. We’ll get engaged learn-
ers, and more effective learning. Once we get that
e-Learning Professionals
down, reliably, and repeatably, we can do more.
Two ways to participate...
Author Contact
Clark N. Quinn, Ph.D. has been
innovating for business, educa-
tion, government, and the not-
for-profit sectors for over 25
years. Clark integrates creativity,
cognitive science, and technolo- A conference with PERSPECTIVE! Learning
gy to deliver engaging and ef- technologies should help you ACHIEVE RESULTS so
fective solutions to learning, knowledge, and per-
formance needs. He has been responsible for the we focus on presenting PRACTICAL SOLUTIONS.
design of award-winning online content, education-
al computer games, and websites, as well as intel- Hosted by
ligent learning and performance support systems. Register Today! +1.707.566.8990
He has served as an executive in online and e-Learn- www.eLearningGuild.com
ing initiatives, and has an international reputation
as a scholar and presenter. He currently works on
behalf of clients through Quinnovation. Contact
Clark by email at clark@quinnovation.com or by
LEARNING SOLUTIONS | April 3, 2006 7
Design Strategies
telephone to 925-200-0881.
(Editor’s Note: Clark Quinn will present ses-
sions on games, simulations and m-Learning at
DO YOU HAVE AN INTERESTING
the e-Learning Producer Conference in Boston, STRATEGY OR TECHNIQUE TO SHARE?
April 18 through 21, 2006.)
Sidebar 1 Bibliography
The eLearning Guild offers four levels *See www.eLearningGuild.com for details
of membership. Each level provides
members with benefits commensurate = Included in Membership = Not available $ = Separate fee required