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Abstract
The benefits of a problem-solving approach to teaching
and learning can be significant for a number of reasons. Involving
the learner in thinking things through requires more involvement
and produces greater depth of understanding. This kind of
'experiential knowledge' (that is, the knowledge gained through
the experience of doing something) often lasts longer and
is more significant to the learner than knowledge, which is
simply 'transmitted' by the teacher or the book. The students
become involved in constructing their own individual systems
of learning and understanding. At the society of knowledge-based
economy, there exist stronger demands on development of competence,
learning, responsibility, flexibility and mobility for a large
category of professions. In every profession, the problem
solving skills are based on the wealth of information and
knowledge is one of the key competencies of an individual
or organization.
This paper proposed a Scenario-Based Learning (SBL) approach
which we used frequently in our consulting professional skill
development learning environment. This approach leverages
a large content database environment which contains data,
information, knowledge to allow learner to create and construct
their problem solving as part of the learning process and
future work behavior. Key Words: Scenario-based Learning,
SBL, problem-solving, learning
Introduction
A problem is a situation that has created undesirable outcomes.
An opportunity is a situation that offers the potential of
creating favorable outcomes. Both require people to do something
different to achieve positive results. In the society of knowledge-based
economy, there exist stronger demands on development of competence,
learning, responsibility, flexibility and mobility for a large
category of professions. In every profession, the problem
solving skills are based on the wealth of information and
knowledge is one of the key competencies of an individual
or organization[1]. A professional must possess skills in
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Helping to identify and communicate the
current situation, in order to assure that any proposed
changes are the correct alternatives to bring forth the
desired results. |
 |
Facilitating teams through change,
in order to attain the continuous creativity needed to
prosper. |
 |
Continuing to learn, perform the detailed
tasks of our jobs, and not lose sight of our organizational
goals? |
Learning how to approach and solve problems, and accepting
that there is often more than one answer to a question or more
than one way of dealing with it, is a key part of both education
and professional learning. Scenario-based learning provide the
ability to determine the essence of a problem, and indeed to
see that there is a problem, is a vital ingredient in learning.
In a professional learning, therefore, many tasks require the
students to think things through not only in relation to the
structure of the business/engineer problem but also by drawing
on their existing knowledge to help them understand new situations.
Such a learning process or capability is not generally derived
well from the traditional learning, due to the limitation of
the traditional learning, which is more of one-way learning.
Instructors disseminate selected knowledge and learners take
what are given. There is no learner's involvement, e.g., some
exercises in which the students are asked to establish their
own rules for a new business/engineering structure require this
kind of cognitive effort. Other exercises require students to
think through why certain things happen, or to work out an explanation
for natural phenomena.
Most of us are pretty good at handling problems and opportunities
that are fairly easy to understand, especially if we already
have most of the information we need. However, when the situation
is complex and involves a large number of people it is advisable
to use a scenario-based learning approach, including organizational
and communication tools, to learn how to plan and implement
a change from the status quo.
What is a Scenario-Based Learning?
It is a learning approach based on the principle of
using professional problems for acquiring and integrating new
knowledge, which emphasize on learning taking place in the context
of a real-life problem. The problem comes at the beginning of
the process and the process of learning is as important as the
acquisition of facts. The content of a SBL curriculum is to
base on the applications of the concept and theories to the
practical and real world problems, using concepts and theories
which inform the discipline and practice, and leverage the processes
of the discipline and practice for the learning.
As Kindley [2] depicted scenario-based learning as learning
that occurs in a context, situation, or social framework. It's
based on the concept of situated cognition, which is the idea
that knowledge can't be known and fully understood independent
of its context. Learning occurs because we immerse ourselves
in a situation in which we're forced to perform. We get feedback
from our environment and adjust our behavior. Table 1 is the
Characteristics of SBL summarized by Kindley.
Table 1. Characteristics of SBL
| 1. Scenario-based
e-learning (SBL) is situated in a real context and is
based on the idea that knowledge cannot be known and fully
understood independent of its context. |
|
6. It's essential
to place boundaries around scenarios to make the transitions
between scenarios and traditional e-learning as efficient
as possible. |
| 2. SBL accords with
a performance improvement and behavior change philosophy
of the learning function. |
7. Use interactive
discovery techniques with stakeholder-designers to establish
the purpose and outcomes of scenarios, create the scenarios
and appropriate strategies and performance behaviors,
and develop learner evaluation criteria. |
| 3. SBL
is different from traditional instructional design and
one must be aware of the differences to successfully employ
SBL. |
8. Scenarios
are most effective when illustrated with advanced interactive
media and when they have a game-like appearance. |
| 4. All e-learning
solutions should employ both traditional and scenario-based
e-learning. |
|
9. Learner testing
in scenarios derives from an assessment-centered approach.
However, panel observation isn't usually possible in e-learning.
Instead, the design group must establish outcomes and
performance behaviors that approach the panel criteria
and can be assessed in the e-learning application. |
| 5. Traditional e-learning
elements should service the scenario-based e-learning
elements. |
10. Scenario-based
learning occurs by following success and failure paths
through a realistic situation. Typically, these paths
must be limited to stress the main learning objective.
Otherwise the scenario can become too complex and unwieldy.
|
| |
11. Open-ended qualitative
learner feedback is key to successful scenario revision,
but revisions shouldn't further complicate the scenario
unless highly justified. |
What are the values of Scenario-Based
Learning?
The value of Scenario-Based
Learning is to uses 'real-world' situations to provide the
context for learning. Learning is self-directed, allows a
variety of learning approaches and is integrated with conceptually
based on a holistic framework. It emphasizes the production
of learning rather than the provision of instruction. Hence
learning is usually shared in a team environment; and communication
and discussion skills are important.
DECIDE methodology
The scenario-based learning methodology is mainly based on
learner's participation, the learning path will adapt dynamically
around learner's scenario experience and group interactions.
The instructor defines the learning objectives, and set up
a scenario and iterative the learning process. The SBL provides
a sistep process with tools to help guide an individual or
group learning towards changes that offer the best possibilities
for obtaining positive results. The methodology begins by
building the foundation of facts needed to attack a problem
or opportunity in the six steps (DECIDE methodology): Define,
Exploit, Collect, Investigate, Develop and Expand.
Define
the problem or opportunity and corresponding goals |
Investigate
options, decide, & plan |
Exploit
origins of the problem or opportunity |
Develop
solutions & manage project |
Collect
alternative solutions |
Expand
to additional opportunities |
In order to apply scenario-based learning methodology effectively,
we have capture a set of criteria for excellent learning,
which include in the following table:
| Criteria |
Description |
| Performance based |
Did learners
have problem solving capability and in the same proportions
as the "real world" dictated? |
| Real Practice with Feedback |
Did learners practice
key components of the job and receive information about
how well they were learning them? |
| Learner centered |
Was the learner engaged
in active learning 80% of the time while the instructor
was presenting only 20% of the time? |
| Interactivity |
Did the learning involve
a high degree of interactivity such as sharing ideas and
working in small groups? |
| Well organized design |
Did the learners see the
whole before the parts? Was there a building block approach
to the concepts? Was there a good learning |
| |
process? |
| Evaluation of the design and delivery |
Did learning objectives
exist against which the design and delivery of the learning
could be compared, and was data collected regarding them? |
| Examples similar to the real cases |
Are the examples (data,
documents, products, simulations, case studies, etc.)
presented in the learning scenario same as those that
will be encountered on the real world? |
| Immediate application |
Did learning occur as
close as possible to the actual application of the knowledge
and skills? |
| Integration |
Were the elements of learning
combined such that a clear and realistic picture of the
job was gained? |
| Use of materials on hand |
Did learners see the materials
as useful on the learning tools (i.e. online help, reference,
cases etc.)? |
| Use of concepts they learned |
Did learners use the concepts
they were taught? |
| Use of processes they learned |
Did learners use the processes
they were taught? |
| Follow-up support provided |
Was there opportunity
to gain additional instruction, clarification, feedback,
reinforcement, etc. after the training, during learning
performance? |
| Value |
Were there specific benefits
stated which justified the learning? |
| Compliments |
Was specific praise for
learning performance stated? |
| Performance |
Was data collected to
show |
| evaluation data |
that the learning performance
met expectations? |
Four principles in Scenario-Based Learning
design
There are many different ways in which we can talk about
making our SBL more effective in learning, but here we plan
to list just four principles that we have found helpful in
our professional work as a consultant and a solution provider.
It is often a very salutary experience to look back on a series
of lessons or learning units and see how far each of these
principles has been met.
1. Make teaching coherent
Professional skill development teaching often has a very 'bitty'
feel to it. Frequently, methods and best cases are only presented
together because they exemplify the same combination form.
For example, students might be asked to read about partners,
locations, successful corporations, leading technologies and
so on because each description includes 'where, what and how
to serve'. Professional skill development teachers might have
no problem in seeing how these best cases belong together,
but for most students, who are more interested in what a method
presents rather than how it presents it, this random choice
of topic actually makes it more difficult to learn the business
problem solving, as there is nothing coherent to make the
business solution memorable. One solution to this is ensuring
that classroom tasks link together around a common topic,
which lasts the whole lesson or extends over a series of lessons.
In this way, the content will stay with the learner longer
- and with it, the business model.
2. Content worth learning about
If we look at any task, we can usually easily identify the
'learning content' - for example, a meta model point - and
the 'carrier content' - the topic that is used to present
or 'carry' the meta model. A story about 'Henry Ford's day'
for example might be used to introduce the automobile past
evolution. Normally, we expect students to remember the learning
content, but to forget the carrier content. This is an enormously
wasted opportunity. If we make sure that all content is worth
learning - that is, that we use topics and themes that are
significant - we can enrich our teaching enormously - and
make professional skill learning more effective.
3. Use the students' intelligence
The more we ask students to think, the more engaged they will
be, and the deeper and long-lasting professional skill learning
will be. Many Professional skill tasks actually require extremely
little thought - simple repetition, matching for meaning,
pattern practice, for example. There are many ways, however,
in which we can engage our students' intelligence - or 'intelligences'.
If we focus on a coherent, significant topic, for example,
we can ask students to draw on their background knowledge
to answer questions or produce their own questions, which
they can investigate. We can also ask them to hypothesis and
speculate ('what if X happens?' 'What would you do if you
were Y?'). We can involve them in planning, reviewing and
evaluating their work around the topic. We can involve them
producing tasks and making tests for others. The key is to
find ways that require thought in working with professional
skill development.
4. Foster autonomy
The ultimate aim of professional skill teaching is to develop
the students' autonomy in professional skill use - that is,
that they can express or understand the professional skill
that they need or want. If we think about professional skill
development teaching as education, however, we can say that
an additional aim is to help students manage their own learning,
and indeed their own lives. This is a very broad aim in which
we can only contribute in a very small way - but we can contribute.
In our teaching we can look for ways in which we can involve
the students in decisions about what they are doing ('Would
you like to do this in pairs or alone?' 'How long shall we
allow for this task?') or require them to take responsibility
('For homework, produce a plan of your revision for the test.'
'Look back on the units we have done. Make a list of the areas
where you need more practice.').
The benefits of a problem-solving approach to teaching and
learning can be significant for a number of reasons. Firstly,
involving the learner in thinking things through requires
more involvement and produces greater depth of understanding.
This kind of 'experiential knowledge' (that is, the knowledge
gained through the experience of doing something) often lasts
longer and is more significant to the learner than knowledge,
which is simply 'transmitted' by the teacher or the book.
The students become involved in constructing their own individual
systems of learning and understanding. Secondly, some recent
research has suggested that where students are involved in
using professional skill development to understand and formulate
business problems, professional skill development may be acquired
more naturally, in much the same way as infants learn their
first language.
Example
We not only firmly believe that students will be more motivated
when they have to search for knowledge themselves than when
only being told. We also believe that all learning takes place
in a social context and that learners are sometimes quite
aware of what this context demand.
SBL is aimed to foster learners' problem-solving capability,
to cultivate learners to leverage his own experience and be
able to take initiative and exploit the data pool from all
sources, include national digital library which is repository
all kinds, forms of valuable content(knowledge) bank. An example
of SBL will be described in the following paragraph.
In this article, we will depict the SBL learning for two different
roles: one is as instructor and the other role is a learner.
Before the learning begins, instructor needs to identify learning
objective, then design the scenario and encourage learner
to take parts in the learning process. Learner will need to
exploit the collections in the National Digital Library, interact
with the group, learn to be a decision maker, make a plan
and execute.
I. Instructor:
Learning objective: essence of customer service
Scenario:
Subject: Company will provide dinner-ordering service
for those who work late.
Announcement: To help those who have to work overtime
to late night, the company has set up a dinner ordering service
which asking for employees to make dinner box reservation
by selecting at the posted sheet. The reservation have to
be done at 5pm each day and will be cut off sharp. The order
will take place only if the reservation is more than three.
Hint: Tell me, what's are key point in this announcement?
What
do you think of this announcement? |
What's
the essence of service? |
Why
they provide such a service? |
Is this the only way to serve? |
What
you should do? |
|
II. Leaner:
| SBL
Methodology |
Learning
Process |
| 1. Define the problem or opportunity
and corresponding goals |
· Employee
needs to remember to reserve your dinner at the lounge
before 5 o'clock, if you are going to work overtime.
· If number of request for dinner-ordering is less
than three, no dinner service.
· Let employee work with vigor; don't have to work
with empty stomach.
· Show the consideration of the company.
· Provide the service before customer requests.
|
| 2. Exploit origins of the problem or opportunity |
· Is it easy to
remember to fill-in dinner order sheet before five o'clock
?
· Luckily, you remember to reserve your dinner,
you will have to go to lounge to fill the form, will this
action interrupt your work? (You will have to leave your
desk and go to lounge)
· Should this service only good for more than three
dinner orders?
· Will this constraints lead to colleagues have
to find more than three people are willing to work overtime? |
| 3. Collect alternative solutions |
· Have someone
to be destined to fully take responsibility of dinner-ordering
issue.
· Collect all the possible solutions.
· Option 1:Circle around a dinner-ordering sheet
every day around 5 PM..
· Option 2: Use message broadcast to ask people
to send in their request at 5PM.
· Option 3:Use intranet to online order dinner
. |
| 4. Investigate options, decide, & plan |
· Need to consider
administration department execution issue.
· Evaluate each alternative from various perspectives,
e.g., infrastructure, feasibility, cost, easy of use,
less of trouble for employee to order the dinner, easy
of execution for the administration. Department.
· After evaluation, if Option 1 is chosen, and
dinner ordering plan will be derived.
· Find the destined worker,
· Find the qualified dinner providers, and identify
their dinner menu, contact person, number, price,etc. |
| 5. Develop solutions & manage project |
· Launch the plan,
and ask colleague to feedback.
· If colleague points out A dinner supplier's food
is not fresh, person, who is in charge of dinner-ordering,
evaluate the comment. If A supplier's food is really not
fresh, dinner-ordering person will drop A suppliers from
qualified dinner suppliers list. |
| 6. Expand to additional opportunities |
· The essence of
Service is customer-centric, quality, easy of use, timely,
not for the convenience of management, or convenience
of job-assignee.
· Service offering is provided before customer
asks.· Service offering is customer wanted, needed and
valued it, not provider defines.
· Service has consistent quality, not today's service
is rating 5, and next day's service is rating 2
· When can I apply this learning experience to
other opportunity? Can I use it in after-sales service
offering? |
Conclusion
There are many Practical ideas of
using Scenario-based learning. The followings are some of
them.
1. When students ask you questions, you can, from time
to time, insist that they find out for themselves by using
books, asking other people or figuring it out from the content
database. Give hints or clues rather than direct answers.
2. You can set a 'problem of the week' for the students.
Talk to other subject teachers in your school and ask for
ideas about questions you could pose. 'What if ...' questions
and 'How can ...' questions are often useful in stimulating
thought. For example: 'What would happen if we had only three
hours of light each day?', 'What would happen if we started
teaching Methodology instead of Theory in school?', 'How can
we make our classroom lighter and quieter?' Even: 'How can
we best learn a professional skill?' If you set such questions,
you can discuss them at a specified time later.
3. You can present 'business/engineer learning' as
a 'problem' to be solved. Encourage students to think of their
own ways of recording and learning new approach. Let students
discuss and compare in class the different methods they have
tried. Encourage students to discuss subject areas, which
they find difficult or easy to learn and use. Encourage the
students to think about and investigate how they go about
doing exercises, reading, how they revise for a test, etc.
Reference:
1. K. T. Huang, R. Wang and Y. lee,
Quality information and Knowledge", Prentice Hall, 1999
2. Randall W. Kindley, "Scenario-Based E-learning: A
Step Beyond Traditional E-learning", www.learningcircuits.com/2002/may2002/kindley.html
備註:本文發表於第一屆數位典藏技術研討會, 2002年07月25、26日。
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