1.
Introduction
e-Learning,
Virtual learning Environments (VLEs) and ‘blended learning’, supported
by their ancestors, Distance Learning, Computer Mediated Communication
(CMC) and Computer Based Training (CBT) are now well established in
large businesses, public sector and academic institutions. Computers
are an everyday part of life and using them to support learning via an
established technical architecture of Intranets and Extranets is
relatively simple using, for example, FirstClass, Blackboard or eRooms.
Take-up may not be all that is wished yet but the potential is clear
and the there appears to be a relentless shift towards Internet
learning via multimedia content, flexible desktop agents and secure
communication platforms. Doing so goes a considerable way towards
addressing the old issues of poor delivery, costly maintenance and low
take-up (Grani et al (2002); Hebel & Mathiesen, 2002a).
But is it good
enough and are we moving fast enough to warrant the attention lavished
on the subject? It may be that we the practitioners are guilty of
being cast in the role of vicars angrily delivering a sermon from the
pulpit shouting, “Why are there so few of you here?”. Indeed if
e-Learning is the answer, what is the question posed?
An answer may
lie in returning to the roots of business innovation,
entrepreneurship. This paradigm of creating and forcing solutions to
problems within tight and unreasonable constraints of budget, time and
resource can produce some unexpected results. An example of this is
provided by Skinkers Ltd
who have developed a very innovative e-Learning system without
realising they were doing so.
The Skinkers
products are delivered as services and allow timed ‘digital data and
information parcels’ to be delivered at exact times set by the system
manager. Interestingly, users can be profiled in such a way that they
do not have to part with personal information. In addition, the
designers have given considerable thought to how information is
received and more importantly welcomed by the user. Information goes
directly to people’s computers in front of all other applications and
without them search for the information for themselves. A desktop
agent called a ‘Skinker’, which usually takes the form of an animated
figure and a pop-up mini-screen, does this with figure and box
existing in any form. Humour, colour, design and succinct information,
often in the form of questions and answers, makes this product fun,
interesting as well as informative. This offers two main things -
sales benefits derived from appropriate content distribution and
learning benefits based on a relevance association with the ‘figure’
and the small size and therefore digestibility of the information
‘parcels’ received.
Skinkers
started life as a consumer advertising proposition being used to
deliver affinity messages to audiences such as Harry Potter lovers (a
‘desktop owl’) through to Arsenal FC fans (the ‘desktop Wenger’). At
no point did the company believe they had a product suitable for
e-Learning until they chanced to describe the product to an
acquaintance in charge of e-Learning at Vodafone. He was looking for a
way to be more effective and reduce the substantial bill for training
call centre operatives about the latest mobile devices. The results
that resulted from that entrepreneurial insight have been very strong
indeed.
This paper
further describes the Skinker product, the learning delivery tests
with Vodafone and reflects on the long-term consequences for eLearning
in terms of values when it comes as a result of such entrepreneurial
activity.
2.
Case study
Skinkers is a
small, privately funded, technology company that has developed an
innovative communication platform. This new technology enables
companies to communicate with their customers while at a PC through an
additional channel to those already provided by the Web and Email (Skinkers
Ltd, 2002).
Skinkers’
offers content owners and distributors a facility to deliver content
directly to customers’ desktops without "getting lost" within the
already cluttered email channel (Skinkers, 2003). Due to the personal
nature of a Skinker, the downloadable desktop application installed by
the user, marketers and trainers are able to cement a far stronger
relationship with their customers. They can also engage with them far
more frequently and effectively than through traditional methods such
as advertisements, emails and posting.
The technology
behind Skinkers combines the interruption capability of TV advertising
with the entertainment value of animated characters and the timeliness
of mobile phone text messaging. The software is original enough in its
construction to warrant application for patents and simple enough to
be used by most people.
As mentioned
the word “Skinker” is also used to refer to the desktop agents that
are used in conjunction with the Skinkers Communication Platform to
deliver messages on people’s computers. An example is the Skinker
created for the UK TV comedian Graham Norton which was used to alert
users about interesting content available on the sponsors web site
(Virgin Mobile). This Skinker was developed for Channel 4.

Figure
1:
Example of Skinker
and information box
After launching
with Sky Sports for the West Indies cricket tour in April 2002 the
company experienced considerable success and has around 30 clients
including Halifax, Vodafone, Arsenal football team, Channel 4,
Centrica, Warner Village and The Independent newspaper. The clients
can deliver information on products or remind people of upcoming
events; they can deliver training packages in manageable chunks or
gather information on user preferences and feedback. The user can
request alerts, reminders, trailers, music, competitions, gossip,
offers etc
Unbeknown to
the company they were in possession of a device that offered huge
e-Learning potential. It was only when this application was explained
to someone just given the task of reducing the training budget for
Vodafone did the overt connection exist between the product and the
learning requirement.
This resulted
in a trial of a learning delivery package with Vodafone in the early
part of 2003. The trial was conducted in conjunction with Vodafone’s
Learning & Development department to test delivery of information on
3G technology. The objectives were to:
§
Determine the
effectiveness of the Skinkers Communication Platform in delivering
learning information
§
Contrast the
effectiveness of the delivery by running a parallel email delivery
§
Assess
effectiveness using the following criteria
°
Receiving
information/content
°
Receiving content on
time
°
Consuming the delivery
of content
°
Learning/internalising
content.
Information was
delivered using five ‘nuggets’ delivered over five days to two
distinct groups of users. Twenty email users with the information
contained as an attachment and twenty Skinkers users receiving Flash
presentations of a friendly scientist and information box similar in
style to the one shown in figure 1. Three days after the last ‘nugget’
was delivered all participants received a questionnaire to assess
level of participation and uptake.
The results
show that the Skinkers Users had a much higher level of involvement
and a much higher response to the information. The lowest level of
participation of Skinkers Users equated to the highest level of Email
Users. However the most striking result was the high level of achieved
learning. In some ways, this is not surprising due to the higher level
of participation but even so information was retained more accurately
by the Skinkers Users who returned with almost three times as many
correct answers.
It is
recognised that this was a small sample and over a short space of
time, however this is a trial that can be repeated and most
importantly - given the concern at last years ECEL conference – it
includes some assessment of learning and not just successful delivery.
The next section gives a brief overview of the theory behind eLearning
and entrepreneurship in order to put the Skinkers trial into context.
3.
e-Learning, Entrepreneurship and
emergence
e-Learning is characterized by a
blended mixture of delivery via technology and some change in the
learning state. The take-up
of e-learning is enormously diverse and dependent on context whilst
not always cognisant of the consequences (Flynn, 2002; Massy, 2002).
Complaints include information overload, difficulties accessing the
web, conflicting technologies, too few contributors and too many
lurkers (observing but not participating), reluctance to commit an
opinion in writing, insufficient time, difficulties getting senior
people involved (in this context) or the directory structure isn’t
intuitive.
The pedagogical
issues to be considered include size of group being assessed, previous
student experience, means of delivery, use of technology, plagiarism,
co-ordination with other learning programmes and feedback as well as
student and teacher experience (Flynn, 2002; Hart & Haslem, 2002;
Hebel, 2000a).
In a previous
paper for ECEL (Hebel & Mathiesen, 2002b) a model was presented to
show the transformation process of building a human value system (Hebel
1998a & b), which provides a filter for all information and subsequent
behaviour. This model can be extended to model the growth of an
organisation where all new learning and change is always coloured by
our previous knowledge.
The model in
figure 2 builds on the systems thinking concept of interconnectedness
and the notion that humans form their value systems based on
reinforcing what they’ve learnt of life. So the ‘natural’ state of
affairs is for reinforcement of value systems, thus learning occurs
but mostly, only when it supports existing knowledge (Steinberg,
2003). Because humans are very good at doing things tacitly rather
than explicitly they can express only a fraction of it in words. So
learning, behaviour or cognitive dissonance can seem natural but
unexplainable (Hebel & Mathiesen, 2002).
This values
comparison is integral and ongoing if new people and new situations
are sought. However it can be argued that the reinforcing nature of
value systems means that we will seek or prefer to accept situations
we are comfortable with e.g. passive or confrontational. Ultimately it
seems that we are unlikely to change very much as individuals,
although the occasional shock can cause an occasional readjustment of
values priorities and in some cases surprising, emergent properties.

Figure
2:
Personal values
transformation model
It is this shock
or surprise element that is considered most relevant to this paper. This
is because while there might be an organisational imperative to ensure
all ‘frontline’ staff are trained, the contextual gap between what is
needed and what is delivered is often such to render whatever is
attempted, redundant at best. Skinkers, by the nature of their
apparently random intervention of alert and data, create a surprise and
a welcome at the same time. This in turn has presented a surprise
emergence of additional uses.
Skinkers, by
their own route of experiential learning, marketing and web design have
come to similar conclusions and offer a practical solution. They
recognise that although different industry areas have their own unique
characteristics they often share the difficulties posed by plural sites,
multiple cultures and amalgams of technology and processes. They
recognise that organisational and individual learning shares roots with
marketing and capitalises on both of their best qualities, maintaining
their creativity and momentum.
This quite
personal approach is typical of entrepreneurial activity. Entrepreneurs
are often people who appear ambitious and innovative (Kirby, 2003). Some
like to put their success down to luck although this may really be
attributed to willingness to see and react positively to opportunity or
challenge. Entrepreneurs who are often characterised by their risk
taking and long hours of hard work within very tight limits of budgets
and time. They can also be identified as having novel ideas and being
different, undisciplined and unconventional (Birley & Muzyka, 2000)
implying the likelihood that conventional business practices will be
difficult for them to follow and that organisationally they are going to
need other skills to support them (Kirby, 2003).
4.
Conclusion
It appears that
the secret to successful eLearning – and probably all learning – is
surprise and reinforcement both at the design stage and the learning
point. The values of both need to be spoken to and challenged in an
entrepreneurial fashion by being novel, positive and with an element of
risk.
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