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How Emotional
Based Learning
Effects Knowledge
Transfer
KnowledgeShift Inc.
Nancy Munro, CEO
Agenda
I’m not going to waste your time 
 Research findings
 Storytelling
 Visually engage the learners
 Interactivity/Simulation
 Audio content
KnowledgeShift Inc.©
Colors Influence Our
Emotions
KnowledgeShift Inc.©
Logo Show Down
 Group One – how many contain repeated
letters
 Group Two - what experience did you have with
it
 Group Three – examine those that have bold
colors
Long-Term Memory
KnowledgeShift Inc.©
It’s not just in my head!
 Emotional Design in Multimedia Learning
 Human Emotional State and its Relevance
for Military VR Training
Research Findings
KnowledgeShift Inc.©
1- Research Outline
 Can positive emotions experienced during
multimedia learning facilitate cognitive processing
and improve cognitive outcomes?
 118 college students
 4 groups broken into two categories
 Positive emotional state created before learning
experience
 Positive emotional state created by the learning
experience
Emotional Design
KnowledgeShift Inc.©
Other questions during research
Based on other research found during this
study, a crucial effect of positive emotions on
a variety of cognitive processes, including
information processing, communication
processing, negotiation
procession,decision-making processing,
category sorting tasks and even the creative
problem-solving process
KnowledgeShift Inc.©
Other impacting factors
 Visualization techniques color, baby face and
anthropromorism
Visualization
KnowledgeShift Inc.©
Color Wheel of Emotions
 Red:
 Arousing, passion, love, blood, life, warmth, intensity; danger, enemy, war,
stop; prostitution
 Orange:
Bright – exciting, light – cheery, lively, energetic; fire, sunsets; caution;
brown (darker shade of orange) – earth, coffee, chocolate
 Yellow:
Cheerful, happiest, optimistic; mental and spiritual enlightenment; life-
giving sun, sunshine, spring; expresses activity; intense hue – egocentric, overbearing
 Green:
Light – retiring, pure hue – relaxing, tranquil, natural, life, growth, fertility,
hope; go; envy, tiresome, guilty, poison, illness; toward blue – colder; toward yellow – lighter, stimulating,
fresh, youthful
 Blue:
Relaxing, calmness, comfort, security, yearning; spirituality, wisdom,
nobility, dignity, honesty; cold, drunk, melancholy, depressing; wet, clean, sea, sky
 Purple:
Combines elements of red and blue (physiologically opposing colors) which are present depending upon
surroundings; regal, defined; wealth, pompous; mysticism, magic, dramatic, imaginative; lonely, mournful;
under certain shades – morbid and unsettling; toward red – seductive, sensual, secretive, sweet and intimate
 White:
Spiritual, hope, chastity, purity, innocence, good; “yes”; white flag –
surrender/submission; white lies are not as harmful; clean, clinical, unemotional, empty, blank
 Black:
Darkness, ominous, fear, evil; negative, “no”; hatred, defiance; gloomy
emptiness, heavy, death; status, elegance, richness, dignity; erotic, mysterious; makes colors appear more
luminous
 Gray:
Conservative, quiet, calm; dreary, tedious, passive, lifeless, no clarity,
neutral, lacks energy; concrete man-made structures
Colors
KnowledgeShift Inc.©
Findings
The analysis revealed a significant main effect
for Emotional Design
As predicted, learners whose positive emotional state was induced internally,
through the emotional design of the learning materials, performed better on
comprehension test than controls
In summary, these findings show that the internal induction of positive emotions
through Emotional Design of the materials was able to increase comprehension
and transfer, whereas the external induction of positive emotions through a
mood induction procedure enhanced transfer but not comprehension.
KnowledgeShift Inc.©
Why?
“The emotional 'buy-in' associated with
storytelling makes it a useful ally for
learning and development departments.”
Nadia Damon
Story Telling
KnowledgeShift Inc.©
If a scenario is obvious, it does not allow the learners
to imagine, contemplate or reflect. Good scenarios
must be able to stretch the learner’s imagination
and provoke thinking. It is as Jim Whittaker, the
first American to climb Mt. Everest described it – “an
ultimate burst of emotion.”
Learning peaks in real-event scenarios then
become moments of emotions.
When an individual discovers something – possibly a
truth, solution or answer – they spring to action. The
learner has now conquered, achieved or arrived at a
learning peak.
Learning Peaks
KnowledgeShift Inc.©
Hand Washing Example
 1.What do you think are the reasons why certain SOPs like
this are taken for granted?
 2.What other safety or company policies are usually poorly
implemented and how can this be improved?
 3.Can you suggest approaches or ways that you think can be
used to instill the importance of these policies and how they
can be better followed?
Story Telling
KnowledgeShift Inc.©
What’s Your Story?
Remember The Time?
 Customer Service Experience
 Technology challenge
 Employee sensitivity issue
 Leadership development
 Compliance
 Operational Procedures
KnowledgeShift Inc.©
Technical Training
Technical Sequence Scenario Based
Example
KnowledgeShift Inc.©
Questions to answer for building
story-telling based training
• Why is the employee required to take this training
• What is the impact to the company if it is not learned
• What is the impact to their job, customers, co-workers
etc. when learned correctly
• Do you have examples of success stories
• Collect audio or video testimonials
• Asking the employee to provide you with pros and cons
of not taking the training program
• What disruption will occur in their daily routine in order
to complete the training
KnowledgeShift Inc.©
I picture is worth a 1,000 words
Visualization
KnowledgeShift Inc.©
Draw you learner in emotionally with
images and video
Images and Videos
KnowledgeShift Inc.©
Vendors Recognizing This
 Captivate 6 new image library
 Articulate Storyline includes library
 Elearning Brothers
KnowledgeShift Inc.©
Cathy Moore
Great Images Pull you
in
KnowledgeShift Inc.©
Benefits of Simulations
 Convey information through different
sensory modes Stories and narratives:
 Spark learners’ interest
 Foster greater effort
 Guide the learner through the
simulated experience
KnowledgeShift Inc.©
Benefits of Simulations
KnowledgeShift Inc.©
Challenges
KnowledgeShift Inc.©
Human Emotional State and its Relevance
for Military VR Training
 USC Institute for Creative Technologies – Dr. Rizzo –
Study of re-creating emotional state of learning to transfer
to real world
 Delivery method – Virtual Reality
 Target – Military suffering from PTSD
 Based upon past research from Overton
Learning which takes place under specific physiological
conditions, whether caused by drug administration or
emotional experiences, will have a higher probability of
being recalled when the initial
physiological state that learning initially occurred under is
present.
Emotional VR Training
KnowledgeShift Inc.©
“When powerful visuals or emotional
scenarios are part of a learning
experience, these can also enhance
memory. The explicit conscious memory
of an emotional situation will be more
powerful than a non-emotional situation.”
Connie Malamed
KnowledgeShift Inc.©
KnowledgeShift IVR
 Works from any phone
 Allows for emotional based experiences
 Engages the learner
 Provides ability for coach or observer to provide
feedback
 Provides ability for ongoing practice
Easy to Build Simulation
KnowledgeShift Inc.©
Audio
Set the mood with music
 Use as background music
 Changing scenes or break up content
 Add as ambient sound in the background
 Sound effects to emphasize learning activities
KnowledgeShift Inc.©
Samples
 Tales from the Shift
 Humor on the 110th Floor
 Talking to kids on the playground
 Kittens!
KnowledgeShift Inc.©
 Story Telling as an Instructional Method
 Digital Story Telling Tips and Resource
 How to Create Digital Story
 How to add emotional impact with evocative
images
 Ten ways to design for emotions
 Vignettes Training
Resources
KnowledgeShift Inc.©
Thank you!
 630-221-8759
 nancy@knowledgeshift.net
 200 S Wacker Ste 1500
 Chicago, IL 60606

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CETS 2012, Nancy Munro, slides for How Emotional-Based Training Accelerates Knoweldge Transfer

  • 1. How Emotional Based Learning Effects Knowledge Transfer KnowledgeShift Inc. Nancy Munro, CEO
  • 2. Agenda I’m not going to waste your time   Research findings  Storytelling  Visually engage the learners  Interactivity/Simulation  Audio content KnowledgeShift Inc.©
  • 4. Logo Show Down  Group One – how many contain repeated letters  Group Two - what experience did you have with it  Group Three – examine those that have bold colors Long-Term Memory KnowledgeShift Inc.©
  • 5. It’s not just in my head!  Emotional Design in Multimedia Learning  Human Emotional State and its Relevance for Military VR Training Research Findings KnowledgeShift Inc.©
  • 6. 1- Research Outline  Can positive emotions experienced during multimedia learning facilitate cognitive processing and improve cognitive outcomes?  118 college students  4 groups broken into two categories  Positive emotional state created before learning experience  Positive emotional state created by the learning experience Emotional Design KnowledgeShift Inc.©
  • 7. Other questions during research Based on other research found during this study, a crucial effect of positive emotions on a variety of cognitive processes, including information processing, communication processing, negotiation procession,decision-making processing, category sorting tasks and even the creative problem-solving process KnowledgeShift Inc.©
  • 8. Other impacting factors  Visualization techniques color, baby face and anthropromorism Visualization KnowledgeShift Inc.©
  • 9. Color Wheel of Emotions  Red:  Arousing, passion, love, blood, life, warmth, intensity; danger, enemy, war, stop; prostitution  Orange: Bright – exciting, light – cheery, lively, energetic; fire, sunsets; caution; brown (darker shade of orange) – earth, coffee, chocolate  Yellow: Cheerful, happiest, optimistic; mental and spiritual enlightenment; life- giving sun, sunshine, spring; expresses activity; intense hue – egocentric, overbearing  Green: Light – retiring, pure hue – relaxing, tranquil, natural, life, growth, fertility, hope; go; envy, tiresome, guilty, poison, illness; toward blue – colder; toward yellow – lighter, stimulating, fresh, youthful  Blue: Relaxing, calmness, comfort, security, yearning; spirituality, wisdom, nobility, dignity, honesty; cold, drunk, melancholy, depressing; wet, clean, sea, sky  Purple: Combines elements of red and blue (physiologically opposing colors) which are present depending upon surroundings; regal, defined; wealth, pompous; mysticism, magic, dramatic, imaginative; lonely, mournful; under certain shades – morbid and unsettling; toward red – seductive, sensual, secretive, sweet and intimate  White: Spiritual, hope, chastity, purity, innocence, good; “yes”; white flag – surrender/submission; white lies are not as harmful; clean, clinical, unemotional, empty, blank  Black: Darkness, ominous, fear, evil; negative, “no”; hatred, defiance; gloomy emptiness, heavy, death; status, elegance, richness, dignity; erotic, mysterious; makes colors appear more luminous  Gray: Conservative, quiet, calm; dreary, tedious, passive, lifeless, no clarity, neutral, lacks energy; concrete man-made structures Colors KnowledgeShift Inc.©
  • 10. Findings The analysis revealed a significant main effect for Emotional Design As predicted, learners whose positive emotional state was induced internally, through the emotional design of the learning materials, performed better on comprehension test than controls In summary, these findings show that the internal induction of positive emotions through Emotional Design of the materials was able to increase comprehension and transfer, whereas the external induction of positive emotions through a mood induction procedure enhanced transfer but not comprehension. KnowledgeShift Inc.©
  • 11. Why? “The emotional 'buy-in' associated with storytelling makes it a useful ally for learning and development departments.” Nadia Damon Story Telling KnowledgeShift Inc.©
  • 12. If a scenario is obvious, it does not allow the learners to imagine, contemplate or reflect. Good scenarios must be able to stretch the learner’s imagination and provoke thinking. It is as Jim Whittaker, the first American to climb Mt. Everest described it – “an ultimate burst of emotion.” Learning peaks in real-event scenarios then become moments of emotions. When an individual discovers something – possibly a truth, solution or answer – they spring to action. The learner has now conquered, achieved or arrived at a learning peak. Learning Peaks KnowledgeShift Inc.©
  • 13. Hand Washing Example  1.What do you think are the reasons why certain SOPs like this are taken for granted?  2.What other safety or company policies are usually poorly implemented and how can this be improved?  3.Can you suggest approaches or ways that you think can be used to instill the importance of these policies and how they can be better followed? Story Telling KnowledgeShift Inc.©
  • 14. What’s Your Story? Remember The Time?  Customer Service Experience  Technology challenge  Employee sensitivity issue  Leadership development  Compliance  Operational Procedures KnowledgeShift Inc.©
  • 15. Technical Training Technical Sequence Scenario Based Example KnowledgeShift Inc.©
  • 16. Questions to answer for building story-telling based training • Why is the employee required to take this training • What is the impact to the company if it is not learned • What is the impact to their job, customers, co-workers etc. when learned correctly • Do you have examples of success stories • Collect audio or video testimonials • Asking the employee to provide you with pros and cons of not taking the training program • What disruption will occur in their daily routine in order to complete the training KnowledgeShift Inc.©
  • 17. I picture is worth a 1,000 words Visualization KnowledgeShift Inc.©
  • 18. Draw you learner in emotionally with images and video Images and Videos KnowledgeShift Inc.©
  • 19. Vendors Recognizing This  Captivate 6 new image library  Articulate Storyline includes library  Elearning Brothers KnowledgeShift Inc.©
  • 20. Cathy Moore Great Images Pull you in KnowledgeShift Inc.©
  • 21. Benefits of Simulations  Convey information through different sensory modes Stories and narratives:  Spark learners’ interest  Foster greater effort  Guide the learner through the simulated experience KnowledgeShift Inc.©
  • 24. Human Emotional State and its Relevance for Military VR Training  USC Institute for Creative Technologies – Dr. Rizzo – Study of re-creating emotional state of learning to transfer to real world  Delivery method – Virtual Reality  Target – Military suffering from PTSD  Based upon past research from Overton Learning which takes place under specific physiological conditions, whether caused by drug administration or emotional experiences, will have a higher probability of being recalled when the initial physiological state that learning initially occurred under is present. Emotional VR Training KnowledgeShift Inc.©
  • 25. “When powerful visuals or emotional scenarios are part of a learning experience, these can also enhance memory. The explicit conscious memory of an emotional situation will be more powerful than a non-emotional situation.” Connie Malamed KnowledgeShift Inc.©
  • 26. KnowledgeShift IVR  Works from any phone  Allows for emotional based experiences  Engages the learner  Provides ability for coach or observer to provide feedback  Provides ability for ongoing practice Easy to Build Simulation KnowledgeShift Inc.©
  • 27. Audio Set the mood with music  Use as background music  Changing scenes or break up content  Add as ambient sound in the background  Sound effects to emphasize learning activities KnowledgeShift Inc.©
  • 28. Samples  Tales from the Shift  Humor on the 110th Floor  Talking to kids on the playground  Kittens! KnowledgeShift Inc.©
  • 29.  Story Telling as an Instructional Method  Digital Story Telling Tips and Resource  How to Create Digital Story  How to add emotional impact with evocative images  Ten ways to design for emotions  Vignettes Training Resources KnowledgeShift Inc.©
  • 30. Thank you!  630-221-8759  nancy@knowledgeshift.net  200 S Wacker Ste 1500  Chicago, IL 60606

Notas do Editor

  1. Astleitner argued that emotions affect learning, and that instructional designers therefore need to optimize learners’ emotional states during the learning process. However, there is limited empirical support available for this approach. Most recently, Moreno and Mayer proposed an extension to the Cognitive Theory of Multimedia Learning that incorporates motivational and metacognitive factors as mediators of multimedia learning (Moreno & Mayer, 2007). We base our approach to the impact of emotions on multimedia learning on the facilitation effect described above. Based on research that found a crucial effect of positive emotions on a variety of cognitive processes, including information processing, communication processing, negotiation procession,decision-making processing, category sorting tasks and even the creative problem-solving process (Isen & Baron, 1991; Erez & Isen, 2002; Konradt et al., 2003), we hypothesize that these effects will also result in enhanced learning.
  2. Baby-face bias: Illustrations and characters in the positive design material were designed as babyface-like characters to induce baby-face bias. According to this effect (Lorenz & Generale, 1950), people or things with round features, large eyes, small noses, short chins are perceived as baby-like, and they induce baby-like personality attributes such as innocence, honesty, and helplessness, which induce positive affect in the learner.  
  3. http://www.personneltoday.com/articles/2008/03/17/44868/storytelling-benefits-for-learning-and-development.html
  4. http://vignetteslearning.com/vignettes/info.php?pageNumber=1&ID=21
  5. http://cdn.articulate.com/images/showcase/guru_new/2009/Evernote/index.html http://www.articulate.com/community/showcase.php
  6. The next generation of employees will expect to be “edutained” they have grown up with a much higher exposure to visual medium than pre- Gen XYZ and melinials What kind of emotions can be conveyed? Humor, fear, excitement, anger, frustration,
  7. Training simulations typically utilize an array of multimedia features to convey information through different sensory modes (e.g., images, sound) and to create a realistic and relevant context (Cannon-Bowers & Bowers, in press; Mayer, 2001). For example, simulations are now incorporating video game quality graphics and many offer a suite of supplementary multimedia learning materials (e.g., case studies, reference materials, tutorials, videos) on a CD-ROM or online (Summers, 2004). Stories and narratives are also increasingly being used to spark learners’ interest, foster greater effort, and help guide the learner through the simulated experience (Cannon-Bowers & Bowers, in press; Fiore, Johnston, & McDaniel, 2007). In addition, the content covered by simulations is becoming increasingly specialized, with new applications focusing on topics such as customer service, supply chain management, and consultative selling. It is important, however, to recognize that more or richer information does not necessarily facilitate better learning (Brown & Ford, 2002). The key is selecting a mode of information presentation that will optimize learner’s ability to understand and make sense out of the material (Mayer & Anderson, 1992). For example, when training basic declarative knowledge, multimedia features such as videos, graphics, and sound, may be no more effective than simple text, cost considerably more, are less user friendly, and may extend training time. However, for more complex and adaptive skills, the multimedia content offered by simulations may be critical to creating a meaningful learning experience (Kozlowski & Bell, 2007).
  8. The goal here is not to replicate the actual performance environment, but rather to prompt the essential underlying psychological processes relevant to key performance characteristics in the real-world setting (Kozlowski & DeShon, 2004). Higher levels of immersion, such as that found in simulations, have the potential to enhance learners’ feelings of presence, or the perception of actually being in a particular environment (Steele-Johnson & Hyde, 1997). High fidelity features, such as three dimensional representation of content and motion/action, offer physical fidelity, which immerses trainees in a realistic experience and exposes them to important environmental characteristics (Schiflett et al., 2004). At high levels of immersion, the system can also react to trainee inputs, creating a symbiotic relationship between the user and the technology. In essence, psychological fidelity provides a basic foundation for learning, and physical fidelity offers the contextual richness that embeds important cues and contingencies into the instructional experience (Kozlowski & DeShon, 2004). The high level of immersion possible with simulations may help engage learners and stimulate greater effort, particularly among younger students (15-24 year olds) who have grown up on the Internet and expect rich, interactive, and even “playful” learning environments (Proserpio & Gioia, 2007). Simulations can also immerse trainees in practice environments that may be too dangerous in the real world, allow trainees to practice when actual equipment cannot be employed, or expose trainees to situations that occur infrequently in reality. Perhaps more importantly, the experiential learning environment created by simulations is critical for enabling trainees to experience emotional arousal during performance episodes, develop an understanding of the relationships among the different components of the system, and also integrate new information with their existing knowledge (Cannon-Bowers & Bowers, in press; Keys & Wolfe, 1990; Zantow, Knowlton, & Sharp, 2005) Interactivity. The third category, interactivity or collaboration potential, captures characteristics that can influence the potential degree and type of interaction between users of the system, between trainers and trainees, and, potentially, between teams or collaborative learning groups (Kozlowski & Bell, 2007). In addition, interactivity is critical for ensuring the realism of team or collaborative performance contexts (Kozlowski & Bell, 2003; Cannon-Bowers, Tannenbaum, Salas, & Volpe, 1995). The technology must offer a level of information richness capable of supporting the high degree of interactivity inherent in collaborative learning and performance environments (Salas et al., 2002). Increasingly simulations are enhancing the level of interactivity through the use of characters and virtual agents that simulate competitors, colleagues, or customers. As an example of the use of characters in simulation-based training, a customer service simulation may present the trainee with several customers who have questions about the store’s merchandise (Summers, 2004). Based on a pre-programmed decision tree, the learner’s interaction with the customer characters determines their responses. The trainee learns customer service skills by iterating through a series of decision situations and responses. As compared to characters, virtual agents are not guided by a predesigned structure (e.g., decision tree) but rather have the ability to determine their own behavior. Communication. Finally, it is important to consider features that influence communication richness or bandwidth, which determines the extent to which users can communicate via verbal and non-verbal means. One advantage of conventional instruction is that it collocates trainers and learners, which allows for face-to-face interaction among these parties. This enables the expert trainer to evaluate learners’ progress in real time and provide necessary feedback and guidance. It also allows rich interaction and information sharing among learners. In distributed learning, however, communication channels, if available, are often degraded. Distributed learning systems often rely on asynchronous (i.e., temporally lagged) communication and limit communication to text or audio, which prevent dynamic interaction and the transfer of non-verbal cues. When rich interaction is critical for information sharing, providing instructional support, or creating realistic collaborative performance environments, communication bandwidth represents an important consideration in the design of distributed learning systems (e.g., Faux & Black-Hughes, 2000; Huff, 2000; Kozlowski & Bell, 2007; Meisel & Marx, 1999; Wisher & Curnow, 1999). Advanced training simulations, such as the distributed mission training (DMT) systems used by the military, incorporate 2-way, synchronous communication to allow individuals and teams to interact in real-time (Kozlowski & Bell, 2007). In addition, advances have been made in terms of learner’s communication with the simulation system itself. In the past, learners typically communicated with the system by selecting statements from multiple-choice lists. However, some simulations now utilize natural language processing (NLP) technology which allows users to communicate with the simulation by typing a sentence. An extension of NLP is voice recognition technology (VRT), which allows verbal communication with the simulation. This technology is increasingly being used in telemarketing and selling simulations (Summers, 2004).
  9. Managing Development Costs Leveraging learner control. As training simulations are increasingly delivered on demand, trainees are being asked to engage in learning without direct involvement of an instructor or teacher. The result is trainees are being given greater control over their own learning. As Summers (2004, p. 228) states, “Learners must make time for learning and apply themselves without the benefit of a class, mandatory homework, or other motivational pressures.” In addition, learners must manage their learning process, including monitoring and evaluating their progress and using that information to make effective learning decisions, such as what and how much to study and practice. Research suggests that learner control can yield several benefits. For instance, it enables motivated learners to customize the learning environment to increase their mastery of the content domain (Kraiger & Jerden, 2007). In addition, learner control can induce active learning and allow learners to generate relationships among new concepts and their existing knowledge (Reid, Zhang, & Chen, 2003; Zantow et al., 2005). Despite its potential benefits, greater learner control is an important challenge facing simulation-based training designs. Specifically, significant research suggests that individuals Simulation-Based Training CAHRS WP08-13 Cornell University Center for Advanced Human Resource Studies Page 17 of 33 often do not make effective use of the control provided by technology-based training (Bell & Kozlowski, 2002a; DeRouin, Fritzsche, & Salas, 2004; Reeves, 1993). Trainees often do not accurately assess their current knowledge level, do not devote enough effort to training, and make poor decisions, such as terminating study and practice early and skipping over important learning opportunities, resulting in deficiencies in performance (Brown, 2001; Ely & Sitzmann, 2007). As Blake and Scanlon (2007, p. 2) state, these findings suggest, “Simulations do not work on their own, there needs to be some structuring of the students’ interactions with the simulation to increase effectiveness. Understanding individual differences. In recent years, there has been a growing recognition of the powerful influence that individual differences in ability, prior experience, and disposition (i.e., personality) can have on how trainees approach, interpret, and respond to training. Moreover, it has been suggested that individual differences may be especially critical in technology-based training environments. Brown (2001, p. 276), for example, argues, “In computer-based training, the learner generally does not experience the external pressures of a live instructor and of peers completing the same activities. Thus, individual differences should be critical determinants of training effectiveness.” Accordingly, it is important to understand how various individual differences interact with the design of simulations to influence overall effectiveness. DeRouin et al. (2004) suggest that trainees who are high in ability, prior experience, and motivation may benefit the most from the learner control offered by many experiential training simulations. High ability trainees, for instance, have sufficient cognitive resources to allow them to focus attention on learning activities, such as monitoring their learning progress and developing effective learning strategies, without detracting from their acquisition of important knowledge and skills (Kanfer & Ackerman, 1989). Similarly, prior achievement or knowledge in the content domain may help reduce cognitive load, thereby allowing trainees to better integrate new concepts and make effective learning decisions (Lee, Plass, & Homer, 2006). Some emerging research suggests that there may also be specific individual differences that relate to trainees’ aptitude or preference for simulation-based training. Anderson (2005), for instance, suggests that individuals’ prior computer experience and ability to use technology may serve as antecedents to a positive experience with a training simulation. There is also some research that suggests that males and females may behave differently online, with males tending to exhibit more assertive and adversarial computer-mediated communication than females (Prinsen, Volman, & Terwel, 2007). Further, Summers (2004, p. 228) states, “Some people prefer mentored instruction while others prefer group-problem solving exercises. Still others prefer self-paced learning. Simulation products currently do not address this diversity of learning styles.” The fact that most simulation products do not consider possible individual differences in learners means that only a portion of trainees may benefit from a particular application. Instructional designers need to be careful to avoid a “one size fits all” approach to simulation design, and research is needed to better understand the individual differences that are important in simulation-based training and methods to accommodate the needs of different trainees (Bell & Kozlowski, 2007). Shaping the social environment. The final challenge facing organizations concerns the unique social environment that often results from simulation-based training design. There are many who believe that the classroom atmosphere, interactions among trainees and between trainees and trainers, and sense of learning community offered by traditional, face-to-face instruction are essential for learning (Webster & Hackley, 1997). Katz (1999, p. 335), for instance, argues, “The real distinctive competence of the classroom setting is the power of the people around you – the professor as facilitator and expert, the peers as sources of immediate feedback ….” A high level of interactivity is not necessary for all training programs, but when it is important to learning or for giving employees an opportunity to socialize and network with their colleagues, the challenge is determining how to most effectively connect learners using communication and collaboration tools (Bell & Kozlowski, 2007). Although the social context is often an important part of the learning process, many simulations continue to offer a solitary learning experience, which can jeopardize the advantages of social interaction and collaboration in training. Fortunately, there is a growing use of communication technologies that enable trainees to engage in virtual social exchanges that approximate face-to-face interactions. In particular, as organizations increasingly offer simulation-based training through the Internet, it is becoming easier and cheaper to network trainees and incorporate communication and collaboration tools (Katz, 1999). However, research also suggests that just because the tools or capabilities are offered, that does not necessarily mean they will be used. There is some evidence to suggest that groupware tools, such as web-based forums and chatrooms, often used to supplement traditional classroom activities are generally underutilized by students (Prosperio & Gioia, 2007). These findings suggest that trainees may only utilize communication and collaboration tools when they are essential to the simulation experience.