Thursday, September 24, 2009

Chimp see, chimp do: Clues to empathy

This made me yawn. Says a lot about me.


Chimp see, chimp do: Clues to empathy: "
yawn1

The researchers used contagious yawning to test empathetic response. “Yawns are contagious in the same way other emotional responses, like smiles, frowns, and fear, are contagious,” says lead researcher Matthew Campbell.(Credit: Devyn Carter)


EMORY—Researchers have documented the first example of a chimpanzee empathizing with 3-D animation—in this case, a yawning ape. The findings could help in the design of animation therapy for children with autism.


“We know humans often empathize with fictional displays of behavior, including those in cartoons and video games, even though the displays are obviously artificial,” says lead researcher Matthew Campbell, a post-doctoral fellow in psychobiology at Emory University.


“Humans experience emotional engagement with characters, empathizing with happiness, sadness, or other emotions displayed by the characters,” says Campbell. “Previous studies have suggested this type of emotional engagement may be to blame when children mimic violent video games and cartoons, so we thought it important to learn more.”


The researchers used contagious yawning to test empathetic response. “Yawns are contagious in the same way other emotional responses, like smiles, frowns, and fear, are contagious,” says Campbell.


He and his team at the at the Yerkes National Primate Research Center showed chimpanzees 3-D animations of chimpanzees yawning and showing control mouth movements. The chimpanzees yawned significantly more in response to the yawning animations than they did to the animations showing control mouth movements.


“Yawning in response to the animated yawns showed an empathetic reaction to the animations,” says Campbell. “Because they showed only involuntary responses to the animations, we believe they empathized with the animations, while knowing they were artificial.


“This is important for us to know because we can present animations in future experiments knowing the chimpanzees will identify with the animations as if they are other chimpanzees. This opens up the possibility of using animations in many other types of studies,” Campbell adds.


Researchers next plan to show chimpanzees improved and degraded animations of chimpanzee yawns to see how they respond to more and less lifelike animations. This may help researchers understand whether different aspects of animations make them more or less likely to be imitated.


“Such knowledge could tell us how to design animations for children to promote imitation when used therapeutically, as with children with autism spectrum disorder, or to limit imitation when used for entertainment, as with video games,” says Campbell.


The study was published in the Proceedings of the Royal Society B.


Emory University news: http://esciencecommons.blogspot.com/

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What Your Playlist Says About You

From Richard Florida's Creative Class blog:


What Your Playlist Says About You: "


What does the music you listen to say about your personality, and what determines the kinds of music we like? Watch this video by path-breaking Cambridge University psychologist Jason Rentfrow and find out.



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Is the Internet melting our brains? | Salon Books

Salon's book review section has an interview with the author of a book that seems to sum up my thoughts on the whole fear of technology thing.


By now the arguments are familiar: Facebook is ruining our social relationships; Google is making us dumber; texting is destroying the English language as we know it. We're facing a crisis, one that could very well corrode the way humans have communicated since we first evolved from apes. What we need, so say these proud Luddites, is to turn our backs on technology and embrace not the keyboard, but the pencil.

Such sentiments, in the opinion of Dennis Baron, are nostalgic, uninformed hogwash. A professor of English and linguistics at the University of Illinois at Urbana-Champaign, Baron seeks to provide the historical context that is often missing from debates about the way technology is transforming our lives in his new book, "A Better Pencil." His thesis is clear: Every communication advancement throughout human history, from the pencil to the typewriter to writing itself, has been met with fear, skepticism and a longing for the medium that's been displaced. Far from heralding in a "2001: Space Odyssey" dystopia, Baron believes that social networking sites, blogs and the Internet are actually making us better writers and improving our ability to reach out to our fellow man. "A Better Pencil" is both a defense of the digital revolution and a keen examination of how technology both improves and complicates our lives.

Recently, Salon spoke with Baron by phone about emoticons, the way Facebook and MySpace make us better friends and a not-too-distant future when everyone is a writer.



http://www.salon.com/books/int/2009/09/19/better_pencil/index.html

It’s reality - high school classes are going virtual

Online classes are pretty close to ubiquity.

It’s reality - high school classes are going virtual: "Sean O’Brien attends Concord-Carlisle High School, but at least once a day he checks in with a teacher he’ll never meet face to face.



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Sleepless in Academic Affairs

Inside Higher Ed has an interesting take on the opportunities offered by the newest economic realities:


Sleepless in Academic Affairs: "

To get through today's economic travails and what's to come, writes Jeff Abernathy, college administrators -- working closely with their faculties -- must try things they've never done before.

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Tuesday, September 22, 2009

Brent Schlenker: Marketers and Game Developers Know More About Learning Than We Do!

From the blog Learning Visions comes this interesting take on gaming and education:


Brent Schlenker: Marketers and Game Developers Know More About Learning Than We Do!: "

Live session with Brent Schlenker: Marketers and Game Developers Know More About Learning Than We Do! hosted by Training Magazine Network.

***********

Disclaimers: “I am not a marketer or a game developer.”  (Although he plays a LOT of games).

When he listens to game developers talk, feels like they’re in the learning prof.

Everything IS about learning. 

Brent’s background:

What I am:  15+ yr learning professional, lifelong learner, player, consumer.

  • news – using media to tell stories.
  • Masters degree in Instructional Systems Design Process
  • 10 years at Intel working in tools.

How do we use new and emerging technologies in the learning space?

We don’t typically create the new tools in eLearning – that innovation is happening in other places – e.g., marketing.

What’s coming down the pike so we can prepare our learners for them?

Point of today’s conversation: talking training, design and development if a marketing person were doing it. Or a game developer.  What cool things are other areas doing that we can leverage to make us better designers and developers?

Comment (Julie S):  “My first boss said that training is very much selling.”

Marketers are REALLY good at understanding who their target audience is.

People, Context, Content

Corporate ISD:

  • When working with a Subject Matter Expert (SME), they have a tendency to put everything into the training.
  • In corp learning space, we have a tendency to give in to that.  We bow to the will of the SME…
  • Little room for creativity

New technology gives us new tools. 

Marketing Depts:

  • Marketing dept always has the money.  That’s where most creative talent in organizations go.  This is where business finds the value, which is why marketing is where the dollars go.
  • They also get the resources to analyze the data.
  • What are they doing that’s different?
  • How do they measure success?  Are the expectations on marketing depts greater than on training? 
  • Marketing brings in the money.
  • A big part of marketing IS education --  what is the product? how does it add value?  why should you buy it?  This is the greatest connection between what we do…

Learners need to change behavior…which is what marketing does. 

Event-based learning vs. Learning Campaigns

Marketing talks about a CAMPAIGN. Learning talks about a curriculum.

A campaign is a series of events/operations/continuing storyline – not just a “set of courses”.

A campaign that’s a continuous storyline involving a set of adventures and characters (learners) to achieve a set goal…

Design and develop learning campaigns that involve storylines, adventure, social media, people – every campaign has a structure to it – there is a formal development/design process.  But there’s room to move. Different media involved in an ad campaign.  Let people engage with others in the learning process.

New tools make this easier to implement from cost perspective, but still a big time cost to developing/designing learning campaigns.

A learning campaign is different than a marketing campaign.  It’s not about t-shirts and email blasts – it’s about providing more ways for learners to engage with and access content.

World of Warcraft:  getting people into a shared space to figure out together how to get the boss (the bad guy).  Someone in comments wrote “sounds like a business strategy meeting!”

Get the Learner’s Attention

We use a lot of “fake” ways to get people’s attention…fun flash movie and then slide into the boring content…but I got their attention!  (Yes, we need to sustain that attention.)

Each person’s individual desire to learn something is what makes for engagement.  We’re not talking about “dressing up” content to fake that it’s engaging.

Book Recommendations:

Made to Stick (idea of attention – marketers do something shocking and unexpected, “unexpectedness”.)

A Theory of Fun (“games are puzzles to solve, just like everything else we encounter in life”)  The most serious issues we have to approach are puzzles.

Don’t just read learning design and pedagogy books.  Extend what you can do – think outside of your field.

Common Craft Videos

Great at explaining.  Now companies are coming to them to do marketing – to explain their products.

ShamWow

Why are these so memorable?  What can we learn from these infomericals?  What are they doing – how do they display information and what' they’re teaching us about their product?  Seems like an ID at work in there.

YouTube – videos – short hits to educate.  30-90 seconds.  A whole lot of info, but the right info when you need it.

Production costs have dropped – we can start adding a lot more media/engagement to our programs.

Quickly produce short tips.

Attention – ways marketers and game developers get our attention.  They do this well.

Analysis – really know their audience.

Objectives --

Measurement --

What you can do?

  • Keep it quick
  • Make it short
  • Be really creative
  • Make something that actually affects behavior (marketers want people to change their behavior – drink pepsi not coke, drink coke not pepsi)
  • Make it truly memorable

Don’t just need IDs on your staff – get some creatives in there who look at things a bit differently.

Understand gaming theory and gaming design. 

Put the customer/consumer/learner first.  We say we do…but we don’t often do it.

The best stuff is not trickery – it’s an engaging game; it’s a great product or service.  That’s all.  (Jeopardy is really kind of lame…)

"