As the excellent infographic
here explains new research seriously questions the validity of designing courses or lessons which target individual’s preferred learning styles. In truth, there is little evidence which supports the view that such designs improve the learner’s experience or that they are more effective.
For practitioners this knowledge will be met with an audible sigh of relief. Mostly because the practicality of designing a short intervention which accommodates multiple learning styles whilst engaging the majority of learners is both contradictory and incongruous, if not impossible. At the heart of the theory is the suggestion that learners are more engaged (and thus inversely disengaged) when their preferred learning style is being met. Using graphs, images and video will engage the visual learners in a group but most likely at the expense of kinesthetic learners who would rather be doing something practical. You can see the problem straight off. Add to the mix the truly incompatible interpersonal and intrapersonal preferences and the chances of pleasing everybody slide to zero.
What I’ve personally always disliked about the theory is that there is an implicit assumption that everyone cannot be engaged at the same time to the same degree. Whilst this is logical it’s also incompatible with my experience, and I’m sure that of most people. For proof, think of any performance which enraptured an entire audience you were part of. Perhaps you start to think about the Arts or a TED talk, or even a meeting in work. Or what about during a team-based simulation?
Every tutor has experienced the moment when they know they have the majority of a class spell-bound only to notice the two individuals having their own conversation or sending a text. It’s accepted as a common trait of human nature. That our attention flits between subject matter and that commanding the unadulterated focus of an entire audience is one the greatest challenges most of us will encounter. For me that all changed when I began delivering business simulations. I remember being almost dumbstruck that an audience of 90 individuals could be so immersed and engaged in a learning task that there was literally not one person remote from the experience. They were all in.
Now, since these 90 individuals were Masters level students in a University with tremendous international links they came from across the globe where, no doubt, the learning methodologies they had experienced would encompass enormous variety. Yet here they were. United in a single purpose with a level of engagement and energy which actually gained in ferocity the closer we came to the simulation’s denouement, when a winner would be crowned. It wasn’t a surprise when they lined up to tell me how amazing a learning experience it had been.
Simulations cannot be easily confined to the toolbox of learning style approaches. They are at once Aural, Visual and Kinesthetic. They require Interpersonal and Intrapersonal approaches, as well as Verbal and (frequently) Mathematical skillsets. Which sounds like there is an argument to be made that simulations offer such a rich learning experience simply because they cater to all preferred learning styles. But I doubt it. Rather, I’d make the case that it is their astonishing ability to immerse learners in a believable world where engagement levels can soar. Where meaning is brought to the activity. Meaning and Engagement. If you have those then you have the only ingredients you need for powerful learning.
As a final thought, consider a parallel with the world of gaming: it is inconceivable that the number of people playing video or mobile games regularly have similar learning styles or that they will like one form of game over another exclusively. The ubiquity of games such as Candy Crush, Farmville, Temple Run and Angry Birds proves this beyond doubt. Why is GTA the world’s most successful entertainment product, bigger than any album or film? The games are so popular because of the gameplay and the quality of the experience. They are immersive, each in very different ways. Gaming in its broadest sense, from physical sports to mobile apps, are incomparable as a method of engagement. We are hard-wired to respond to gameplay that is well-designed.
In the business world and business training how do you train for an activity without the ability to perform it without risk? If we want people to demonstrate a commitment to diversity and innovation, for instance, how do we cultivate that without damaging the business? Do you work on the balance of Slide Deck delivery to video to group debate? No. We place them in a simulated world which engages their senses fully. Which challenges their preconceptions and explicitly links action to consequence. We provide the Meaning and the Engagement, and then we watch them soar.