Programmer
Training Class (PTC)
Nearly
all of the training programs (learning systems) that I developed for
corporations over the past 29 years were project-based and
executed in a constructivist learning environment. Twenty years ago,
I wrote ". . . the way to learn a new skill is by trying it
out. When the body and mind are involved in the subtleties of a new
skill, real learning happens. In keeping with this philosophy, all the
courses that I have designed use exercises and workshops as the primary
learning tools." *
In the early 1980's, I developed a training program for a large corporation
in Philadelphia. To avoid layoffs of non-IT personnel and simultaneously
expand its IT staff by 800% (from 12 to 100), this Philadelphia based
insurance company hired me to develop a program that sought out and
trained qualified company employees to work in the IT department. The
range of ages among the students was similar to the range of ages in
the Ed Tech Team program. There were 6 iterations of the
Programmer
Training
Class (PTC)**
ranging from 9 to 14 weeks long. The
PTC was entirely project-based and collaborative. People were busy with
productive activities all the time, just like at camp; there were few
official pauses. The technological support for collaborative projects
was limited in those days. I used an early implementation of today's
client-server networks, known as time-sharing. This is a familiar term
to anyone who has been in the IT industry for more than 20 years. The
PTC was very successful. One key to the success of this CLE program,
was the curriculum I designed for the first week. It taught me some
lifelong lessons about the power of a collaborative CLE's. I know the
value, the fun, the power of good collaboration work. The first week
of the PTC consisted entirely of game playing. Game
playing in the early 1980's had little to do with computers. The games
these students were playing were all table games, (board games, card
games, etc.). Without knowing the details of the Game-Playing class,
one might think that the first week was simply used as an ice breaker.
The Game-Playing class was much more than an ice breaker. The breaking
of the ice and the bonding of the group over those first five days was
a byproduct of the group's activities. That said, the ice breaking and
group bonding was astonishing. It caught me by surprise the first time
I implemented the program. The games used for this class were, as you
might imagine, carefully selected and studied. The playing strategy
for all selected games required analysis and deductive logic skills.
It was the same analysis and deductive logic skills required of computer
programmers - only set in a different context. The games varied from
one-person games up to 10 person games. In some instances, I created
new rules for games replacing dice-throws and other "random"
factors with deductive logic challenges. Many of the games used in this pilot program are easily adaptable to interactive play between multiple handheld computers - whether the handheld computers are in the same classroom away or a continent away from each other. It is an ideal medium on which to develop these interactive (many-to-many, multicultural) logic games The games were assigned point
values based on timings I did months prior to the start of the Programmer
Training Class (PTC). **
Students
earned points for playing games (and small bonuses for winning); a required
quota was assigned for the week. In a CLE, it was important
to lay out the expectations for the entire week as early as possible,
so that students could manage their own pace (with mentoring
and monitoring from me). It quickly became apparent to them that the
quota I had set required a lot of work - and a lot of play. Over the
first two days I introduced a new game to them every 2 to 3 hours, building
their "repertoire" to approximately 12 games to choose from.
I administered portions of a popular Programmers Aptitude Test (SRI/IBM)
on the first Monday of class and again one week later using another
"sister" version of the same test. The results showed a 14%
increase in deductive logic skills, well beyond the statistically significant
point. The day was divided into three periods. Rules were created that
enhanced student interactions both qualitatively and quantitatively.
For instance, each period required new playing partners (with qualified
exceptions); games could be carried across two periods, no more, etc.
These classroom rules were rigid and carefully constructed.
They were created to maximize the collaborative experience. The strict
structure of rules that I created was in support of a very "loose"
CLE.
Besides serving as an ice breaker, the class quickly and
accurately identified some students who simply lacked the required
skills - deductive reasoning - for the vocation they sought. Each class,
but one, identified one such person who incorrectly made it through
the screening process which selected 14 - 23 employees for the PTC from
as many as 300 applicants. The Game Playing Logic class turned out to be an excellent non-culturally biased means of skills assessment. The Game Playing Logic class as both an assessment tool and a teaching vehicle is blind to ethnicity and physical disabilities. The collaborative spirit that
was created in the first week, remained with the class throughout the
3 month program and beyond. Twenty-five years later, I am still in touch
with some of my students from these early collaborative CLE's.