Wednesday, October 12
consolidation continues - BlackBoard + WebCT & more ...
Now having gone through a "merger" myself (SkillSoft and SmartForce) it sounds like BlackBoard is really acquiring WebCT and it doesn't bode well for WebCT given that there is a tremendous amount of product overlap between the two companies (a similar comparision would be if SkillSoft and NETg, the leading providers in the corporate education space, merged). It also doesn't bode well for WebCT's willingness to play with open source (sorry Harold!) If you are a WebCT employee you may want to dust off your resume with comments like this:
The combined company expects to realize significant efficiencies by leveraging shared development infrastructure, and mitigating duplicative marketing initiatives and administrative expenditures.
This announcement comes on the heels of Saba acquiring Centra. Now this deal makes more sense as Saba continues evolve beyond its Learning Management Software (LMS) roots (Saba recently bought THINQ) by rounding out its services offering. Personally I like its focus on 'on-demand learning' and its Services Oriented Architecture as I think generic content is a tough business to be in. Plus Saba + Centra creates a US$100M revenue company which is not too shabby!
And of course back in August we had WebEx buying Intranets.com and SumTotal (created out of Docent + Click2Learn) buying PathLore as I discussed in this post.
Clark - you need to update your Chart of Consolidations!
The Resulting Big Five: (forecasted annual revenue)
SkillSoft $200M+
NETg $150M-200M?
BlackBoard $150M+
Saba $100M+
SumTotal $100M
* strangely none of the investors like any of these deals as the stocks of the related companies have all dropped when they have announced their news.
So whom do you think will be doing a merger or acquisition next?
What do you think of these recent ones?
Confessions of an e-learning dropout
Having spent so much time with a broadly international crowd of people who spend very little, if any, of theirs speculating about the future of technology for training has allowed me to take some distance and possibly see a few things with more focus. One of the things that strikes me is how linked e-learning culture is to certain trends in the U.S. economy, even though the implications are necessarily global. And if I mention “e-learning culture” it means that I can identify a group of people who share that culture (namely, us) in contrast to all the other groups of people that don’t share it. Which introduces the somewhat embarrassing question of whether e-learning culture is really compatible with other cultures.
Listening to Eliot Masie correctly telling me (through an audio feed) that memory sticks will allow all sorts of things that no one could have imagined made me realize why I seriously doubt that any of what he describes will ever make an impact on learning. I feel exactly the same way about games, simulations and all kinds of “ideal” and idealized content (and I’ve spent twenty years of my life designing, producing and publishing the stuff). It all makes sense… but, when all is said and done, it just doesn’t seem to take off, even though we can usually get it to work (and even prove that it can produce results).
One of the major reasons for failure is culture specific: Eliot’s idea – and many others born out of technological innovation -- supposes learners are social monads, the thought of which is relatively easy to entertain in an individualist culture such as that of the U.S. but unimaginable elsewhere. And even in the U.S. it’s easier to imagine than achieve, because even though our culture teaches us to think of ourselves as monads and our pragmatic sense tells us to try out any promising solution, we actually aren’t monads: we are heavily linked to others through visible and invisible social networks (that, by the way, only vaguely parallel our technical networks). And those networks provide most of our models of behavior, whether we’re aware of it or not.

Looking back at fifty years of technological innovation, what do I see? The only true revolutionary breakthrough in training technology is… the flipchart! It changed things much more than we think (PowerPoint did as well, but in a totally different – and I would say regressive - direction). CBT/multimedia/eLearning has produced a niche market for products and services but bears less resemblance to a revolutionary development in training than it does to the hula-hoop (a great concept, a new and intriguing object, fun to have a go at, a winning topic of conversation, mildly frustrating to start using, possibly addictive in the short term but destined to have a short lifetime). What’s great about the flipchart is that nobody noticed it or talked about it. It arrived stealthily and did its job, allowing us to create, store, distribute and display flexible information in original ways. It also provided a fascinating link to group dynamics, giving trainers a tool to change learners’ perception of the learning environment and the goals associated with it (e.g. by having groups work in parallel and post their results on the wall). It was (and is) absolutely wonderful technology. And using it requires only minimal writing and drawing talents plus a bit of imagination on what to do with the pages. And best of all, no rival vendors telling you that their flipchart has more features than the one you just bought (and should feel guilty about). And no yearly upgrades!
So my suggestion is to do something similar with all our electronic technologies. Adopt and use them because we need them for storage and communication (independently of training) and then just have them around to help those who have something to teach others (formally or informally) get their messages across. Let’s stop building, advertising and selling systems and technologies that will provide the solution. Where Plato banned poets from the Republic, I would ban the vendors. People will end up providing the solution if you let them just use the technology they spontaneously accept for other purposes. Down with the constraints of training-specific technology. And down with instructional design (yeah, Jay, I’m with you as usual).
Working for a Strong Brand
There are "Strong Brand" organizations: Microsoft, Google, Harvard University, IBM, Accenture. Even actors in a high-profile television series.
New employees are excited to get in. The parents are thrilled. Friends are jealous.
The new employees struggle, learn the culture, learn the rules, gain a lot of interesting perspectives and SOPs. Their prestige in the outside world climbs as a result of their new home.
To the outside world, these people have it made. They are part of a superb organization. They have access to resources. But to the no-longer new employee, they start getting restless. At some point, they realize that they are supporting the brand, not necessarily helping themselves. Their own professional identity risks becoming too associated with the Strong Brand. They do not have as much control as they would like. To some degree, the view of outsiders towards them becomes increasingly at odds with the internal organization's.
Unless they are fast-tracked, they grow resentful, ultimately either leaving, or sticking around but detached.
I don't know what the solution is. But everyone I know who is in that cycle feels unique, so I thought I would share this.
Tuesday, October 11
Stepping Out: The Application Becomes the Platform
What is all this pointing to? Simply my new mantra - the application is becoming the platform. Wikis, blogs, podcasting - all part of the same dynamic. Call it what you will but things that we used to think of as "applications" - discrete programs used for specific purposes, a search engine, a game, are becoming platforms for development. The first browser was an application unti people started developing for the Web instead of the Net. eBay was an application, an auction site, until people started developing programs that were based on eBay - like automated auction programs.
This isn't exactly breakthrough thinking here but my question is really...where is this dynamic happening in the learning world? This is as much me actually asking the question and looking for answers as it is a rhetorical device. I want to know. Who are the folks creating "learning platforms" on which future learning applications will be able to be developed? If the answer here is silence or even a muted reply, then the next question must be why? Why, in the face of such staggering successes in other fields (computer gaming really took off with the release of the first DOOM in 1993 and that was largely due to two factors - they gave away the first three levels for free and it came with an editor - that's right, from its release it was sold, marketed and exploded at least in part because it became a platform.
So one final time and then I'll be quiet - who is developing learning products which can both serve a primary function as a learning product but are also designed to act as development platforms - at little or no additional cost?
Sunday, October 9
What would I see if I rode on a beam of light?

Before Einstein, scientists would observe and record something, and then find the right mathematics to explain the results. Einstein comes along and reverses the process by finding a beautiful piece of mathematics based on some very deep insights into the way the universe works and then makes predictions about what ought to happen in the world.
Behold the power of human creativity.
Mihaly Csikszentmihalyi wrote that the creative process normally takes five steps (Creativity, 1996, p. 79):
- Preparation: becoming immersed in problematic issues that are interesting and arouses curiosity.
- Incubation: ideas churn around below the threshold of consciousness.
- Insight: the "Aha!" moment when the puzzle starts to fall together.
- Evaluation: deciding if the insight is valuable and worth pursuing.
- Elaboration: translating the insight into its final work (Creativity is 99% perspiration and 1% inspiration - Edison).
Dyson's story is interesting as it fits the five steps of creativity:
- Preparation: He goes to Princeton to study under the greats. He gets personally acquainted with the two central figures, recognizes the two theories are connected, and then goes through a six month period of directed preparation.
- Incubation: He spends two weeks relaxing
- Insight: and is hit with the "Aha!" of how to explain and connect the two.
- Evaluation: He then spends another six months creating, evaluating,
- Elaboration: and elaborating two papers that are accepted by the editors of Physical Review.
The Learning Process in the Knowledge Economy
Skills needed in this so called "knowledge economy" go beyond rote memory to the next level -- the ability to think both critically and creatively.Yet traditional learning systems have typically been centralized and operate on the principle that learners are unable to decide what they need to learn, thus the system does it for them, which in turn creates a vicious cycle -- put the learners in a system that does very little to encourage critical thinking, formal reasoning, or meta-learning; then tell them they are unable to decide what they need to learn, thus others will have do it for them. And this carries on from schools to the business world.
This central control is stifling...it is closed to the possibility that people need to have a say in what they learn. It is closed to the next step in the learning process -- building a variety of experiences in order to build a strong knowledge base; which then creates the possibility for building a context or connection that no one else has created before. This is how problems are solved and novel ideas are created.
Learning needs to follow a similar process as Csikszentmihalyi's Five Steps of Creativity:
- Preparation: A two step process:
- Rote learning in order to create the building block of logic -- the means to use rules to make inferences, choose courses of action and answer questions.
- The collecting of information (called ontologies) -- In philosophy, an ontology is a theory about the nature of existence, of what types of things exist; ontology as a discipline studies such theories. The most typical kind of ontology has a taxonomy and a set of inference rules.
- Rote learning in order to create the building block of logic -- the means to use rules to make inferences, choose courses of action and answer questions.
- Incubation: A period to reflect and interact with others.
- Insight: Making new connections.
- Evaluation: Metacognition - planning, setting time lines, and allocating resources (Schank & Abelson, 1977) for new "connections." It also designs strategies for accomplishing goals once they have been set.
- Elaboration: Turning the idea into reality.
This Tuesday (October 11, 2005) on PBS -- Einstein's big idea: The Legacy of E = mc2
Friday, October 7
Intelligent Design....of Learning
Maybe this is a thought crime, but the meme that's propagating in my head this morning is that instructional design will once again mimic software design. (Where do you think those human performance flowcharts came from anyway?) Read this article about lightweight software development and the surge toward Web 2.0.
Now, let me indulge in some cut-and-paste thinking. Modify the article by substituting instructional or instruction for software, and Cross for Fried. Here's what you get.
Traditional instructional development is expensive, resource-intensive, and born of a Cold War mentality, Cross said. His advice is to "think about one-downing, instead of one-upping, and underdoing-competitors" –beating them with less.
According to Cross, in the era of lightweight apps and simple products you need less money, people, time, abstractions and instruction.The more I dig into how people learn, the more convinced I become that we've been trying to do things the hard way. We used to think our job was designing instructional systems. I'm beginning to think we're nurturing the evolution of learning experiences.
Cross believes that money mostly buys salaries and you only need three people–a designer, programmer and utility player, which he calls a "sweeper." The feature set should be scaled for the headcount. Having less time is also an advantage. "You spend time in unproductive meetings and overanalyzing the product. Less time forces you to spend less time on better things," Cross said.
He suggested 30 hours per week per person, which "forces you into building better products and being creative with your time." And, if you have less time, you have less time to think about abstractions, such as functional specification documents, which Cross characterized as a waste of time. "Instead, build the product and start from the user interface customer experience first; then wrap with the technology," Cross said. "The interface screens are the functional specification."
Finally, building less instruction means fewer features, less documentation, minimal support and less confusion in selling the product. "Less instruction is key to building very specific tools. There are a million simple problems to solve with less. Competitors solving complicated ones are most likely to fail," Cross said. "For Web-based instruction there are plenty of simple problems to pick from and you can nail."
Instructional design tries to fix things that are broken. It begins with assessing what's wrong, "gaps," and leads to developing grandiose, cure-all solutions. Learning evolution begins with what you've got and nurtures incremental improvement.
We see the same sort of issue on the front page of our newspapers. One the one hand, some people believe a master designer released Earth 1.0 about six thousand years ago. Others folks believe Earth beta has been evolving for billions of years; it's a web without a weaver.
Do you believe in the intelligent design of instruction or the evolution of species of learning?
Tuesday, October 4
A New Web Writing Tool
- That you can post out to most blogs
- bring content to writely by email, upload, or original creation,
- download into Word, HTML,
- all with revision history and the ability to revert to previous versions at the click of a button.
I agree with Harold, this is definitely the future for use today.
A Meta-Interview
First, there are a few nuggets of interesting perspectives on simulation design.
But more importantly, there is a lot of space and energy, both on my part as the writer and your part as the consumer, dedicated to humor. Think of your own experience as a reader plowing through the material.
- Some will find it engaging.
- Some will find it lame.
- Some will find it a waste of space (mostly the people who really care about the material).
- Some will read all of the material because of the humor, which lowers tension and builds connectedness with the reader.
My meta-point to the interview was to let readers experience a game element themselves (the humor), and come to their own opinions on the risks and benefits of using game elements generally.
Who says learning by doing has to be complex?
Saturday, October 1
Darn Spam!
you humble Blogmeister,
Dave
Friday, September 30
You Want Numbers?
Check out PubSub's new LinkRank Service, measuring inbound and outbound links to any site! Check out Learning Circuit's LinkRank...
Wednesday, September 28
Blogging by the Numbers
and not everything that counts can be counted.
One of the projects in the revitalization of Learning Circuits Blog has been the establishment of a data set for capture and resulting metrics. I thought it might be of interest to share our work in this area.
The purpose for creating a trackable set of data and corresponding metrics is simply so that we will have an idea as to whether or not we are succeeding at this blogging venture. Simple purpose however, does not necessarily lead to simple implementation. Two factors contributed to this being a rather extensive task. 1) We had no data collection practice in place and 2) Blogger, for all it’s great features, just doesn’t collect data for their free users.
A couple free stat counters (thanks SiteMeter and Bravenet) and several tracking spreadsheets that border on frightening later, we have a solid set of raw data. The data fall into two categories – "Activity" which I use to refer to the posting and comments by the Blog Squad and guest and "Traffic" which refers to the comings and goings of all of you good folks. The raw data we are capturing include:
| ACTIVITY | TRAFFIC |
|
|
Some metrics which seem to be emerging as meaningful as everything settles in are:
- Total Activity - Posts and Comments are weighted equally. It seems a better representation of the work that is being done by the Blog Squad.
- Unique Visitors vs. Returning Visitors - This metric seems to indicate that we are drawing people in, but not doing enough to have them return in a timely fashion.
- Total Activity vs. Page Views - this has been the real surprise thus far. The ratio of page views per post or comment seems to have settled in at just aound 24-26 pages. Including in August when Activity tripled and page view followed suit. It's too early to know if this consistency is a coincidence or whether it will turn out to be a dynamic predictive metric.
- Are there metrics you see as key when looking at a blog?
- Do you know of any benchmarking sources for blog metrics?
- Do you track metrics for your blog? If so, care to swap info with LCB?
Authoring Simulation Genres: Game based models
With the goal of “making learning fun,” students engage familiar and entertaining games such as Wheel of Fortune®, solitaire, or memory, with important pieces of linear or task-based content replacing trivia or icons. More diagnostic than instructional, game-based models nonetheless might be the technique of choice by traditional educators and training groups looking to quickly goose their reputation, student satisfaction, and even effectiveness. Game-based models also introduce, in the purest possible way, game elements that all educational simulation designers will need to understand in the near future.
Some authoring environments include:
• EGames Generator
• Games2Train
Do people know of other toolkits for game-based models?
Authoring Simulation Genres: Interactive Spreadsheets
Interactive spreadsheets focus on abstract business school issues such as supply chain management, product lifecycle, accounting, and general cross-functional business acumen. Students allocate finite resources along competing categories at successive turn-based fixed intervals, and each time they watch their results play out on dense graphs and charts.
This is often done in a multi-player or team-based environment and often with facilitators.
The subtlety, unpredictability, and variability make them appropriate for training b-school students and high-potential supervisors through the direct reports to the CEO. They are often the cornerstones of multi-day programs to align a fractured department or organization by building shared knowledge and understanding.
- One authoring tool is:
Forio Broadcast
Do people know of other great authoring tools?
Authoring Simulation Genres: Branching Stories
In branching stories, students make multiple-choice decisions along an ongoing sequence of events around what to say to another person in a given situation. The decisions impact the evolution of the story, ultimately terminating in either successful or unsuccessful outcomes.
Their ease of use, ease of deployment, and content style make them highly appropriate for entry-level salespeople, call center representatives, freshmen, customer-facing retail positions, and entry-level managers. Any high-turnover position should be trained, although not exclusively, using branching stories. Companies like WILL Interactive have advanced the genre to handle more moral and complex situations, making them also appropriate for higher-level employees as well.
One tool kit is:
You can also use PowerPoint, although it is tricky.
Do people know of other branching story toolkits?
Sunday, September 25
The New Ways of Describing the Life of Content
Staged vs. Organic: Staged events are one-shot. They need significant pre-establisehd processes and project management. They use up a lot of advertising and communication. Organic approaches are more incremental. They use small layers to build up over time. Television shows are staged, but they can also evolve over many episodes, as writers seize onto relationships, or the right directors are found. Organic content lifecycles stress less perfection up front, and often more feedback.
Transient vs. Peristent : This refers to the size of the window of availability, and/or the timeliness of the material. Even these can be fuzzy. DVDs should be totally persistant, for example, but advertising and shelf-issues make them somewhat more transient. Also, as with movies, there is a perceived success (being number one on the charts) that drives more success, and more of a staged content approach. DVDs can also make movies a bit more incremental, with multiple versions available. Computer games can also have various versions, and can also be patched on the fly.
Controlled vs. Community: Is their one-voice shapping this or multiple? Mods for computer games can subvert a very controlled piece of content. From a formal learning perspective, I always ask, how can I get the training group out of the way? How can the community generate the content, and how can the training group help that?
Is there a "so what" for these lenses? I think so. One is to recognize our own biases, and accept that these biases might be interfering with coversations with sponsors. The other is to recognize the current trends that are pushing towards incremental, persistant, and community, and selectively embrace some of this approach, and challenge others.
Tuesday, September 20
Small Pieces Loosely Joined
We in the learning industries seem to be good at the
- big pieces, tightly joined (degrees, curricula, certification)
- small pieces, tightly joined (LMS delivered content)
- small pieces, not at all joined (Google, mapquest, bubble help)
So what is it that can/does loosely join our small pieces of learning? Is it our PC? Outlook? The database in Google Desktop Search? Our PDA? Is it our organization? Our annual review? Our interests? Company? Career? Industry?
At the end of our day, it is probably summed up in our résumé, our sometimes forced, often surprising organization of the things we have demonstratably done. But at the heart, we are our own platform, constantly both writing to others and being written upon, vastly ranging in productivity and capability.
I would say for the last few hundred years we have probably been Human 2.0. And we are getting close, I think, to v3.
The Lowly Binder
We, the Learning Cognoscenti, "prove" our own credentials to the world by openly disdaining them. '"What to do about the classroom binder?' you ask. 'How about dig a deep hole and throw them all in!'" Then we chuckle and drink our cognac and tighten our smoking jacket.
And yet...
And yet there are still a lot of them being produced. Almost every classroom experience, and there are a lot of them, support the activity with binders. Conferences do as well, I need hardly mention. I, as dutifully as the next speaker, turn in my PowerPoint stack for inclusion in whatever event I am part. I also helped build a workbook to support rolling out next-gen-sim Virtual Leader, which significantly increased usage.
So it might be worth a few moments to, with appropriate humility and pragmastism, reflect upon what are some of the tools available that can make for a good binder.
- Removable overviews, often in the front sleeve, that provide context and a map to what comes next, or a tip/cheat sheet to an application
- PDFs of the entire thing, available for download and storage; perhaps zipped files as well
- Copies of slides, for people to take notes in real time
- Color paper and/or tabs, to distinguish between sections and aid navigation ("Go to the yellow section...")
- Biographies, with face shots and contact information, of speakers and ideally participants, at the back
- Appendixes, with articles and links
- CD-ROMS, with editable versions of slides and spreadsheets
- Clear cover and spine, with subject and dates
- Three-ring rather than bound, so that users can dynamically and deliberately add or subtract what they want or don't want.
What are your thoughts? What should or should not be part of a well constructed binder?
Saturday, September 17
Emotionally Evocative Design

For many an Instructional Designer, design follows analysis, with its main function being to identify all the important things that need to go into a course. Its end product is a curriculum, syllabus, or blue-print to build the learning module on.
Next comes development, which adds content so as to give depth to the end product of design. This mainly consists of the adding of "information."
Context is also used to add a third dimension to the design puzzle -- layers of activity so that the learners gain a variety of viewpoints, thus allowing them to gain experience with the information in a relative safe manner.
This mix of design, development, and context should theoretically help the learners build their knowledge and skill bases. Yet this combination often fails because it leaves one important piece of the puzzle -- Emotionally Evocative Design.

While Instructional Designers normally are quite good at ensuring that the important parts that build content, such as objectives and outcomes, are entered into the design equation; the total design process needs a second layer that captures the emotions of the learners so that they actually want to engage with or use the content.
Engagement does not have to be that complex as it is simply a means of inviting the learners' emotions into the environment. Emotions are the reason that we do anything -- without them we would simply be walking zombies. Emotions are what adds zest to life...to include learning
For example, a good metaphor invites the user to reflect over the information by asking her to relate the new information with a past experience. A good picture invites two senses into the mix. A problem begs for closure. A critical piece of information delivered "just-in-time" is utter relief.
What have you done lately to ensure that your designs are emotionally evocative?
Monday, September 5
CNN vs Education
There were some incredible learnings and observations as I quietly watched the news gathering and assembly process and interviewed the Learning team at CNN. Many of these items relate directly to how organizations will be assembling content in the near future.
The question is, will educational institutions be one of these organizations? Below I have take some of Maise's descriptions of CNN and put them besides a gross and likely over generalized observation of higher education. Yes, there are numerous exceptions and counter examples to every one of my points, but as a whole, when you read how CNN operates and put it besides how your higher education institution operates, the contrast should be rather vivid.
CNN: Content From Multiple and Unconventional Sources: The nature of content in journalism is changing dramatically as media flows from non-traditional sources. CNN calls an aspect of this "Citizen Journalism" as they receive pictures and video feeds from digital cameras and even mobile phones.
Education: Content comes nearly solely from instructors and "trusted" resources like publishers and "refereed" journals. And content from students would be suspect or written off as "cute" but not useful. Is there an equivalent of Citizen Teaching? If so it is the inspired individual's effort of placing a tutorial or resource on the net.
CNN: Content To Multiple Formats: As content was created in the CNN newsroom, it flowed to multiple formats. Content started as video feeds, became streamed video, text on the website and even a mention for a scroll at the bottom of the screen. Each piece of content was "tagged" as it came into the newsroom, timecoded, meta-tags were added with context and it could be viewed by CNN staff around the world in low-res format. The concept was to see each media object as being highly reusable and redeployable.
Education: Content primarily text, email, PDFs to print, hand coded/Dreamweaver-ed HTML, and.. PowerPoint. Media objects are un-reusable, un-findable, and in-redeployable and would never be available in this kind of time frame.
CNN: Digital News Gathering: The footprint and format for news production is changing radically as the size and mobility of equipment evolves radically. I watched newsfeeds coming from CNN reporters using satellite phones (after the cell network dropped). They were even feeding content that was edited on laptops in the field using Final Cut Pro.
Education: Not much to compare except we do not think of educational content being created "in the field" or with portable devices... while some are moving towards laptops in place of desktop computers, they are used primarily in the same vein (a laptop on the desk). We still print a lot of material or offload this printing to students-- we do not "think"/"operate" primarily in digital, and much of what we do digital is the digital equivalent of print.
CNN: Content Repository: CNN operates a content and media repository that is quite impressive. The content objects are viewable, editable and sharable. Key levels of data is kept for how each object is being used and deployed. Digital Rights Management is tracked, to honor the appropriate use of each media object. I was struck by how easily every CNN staff person could access and work with this content repository.
Education: This is still a dream, despite years of wrangling over "Learning Objects" and the construction of numerous "repositories" few if any that have the features described above AND as much content. Data on the use of objects is absent and DRM is spotty.
CNN: Rapid Development: While CNN clearly has a breaking news model, it was fascinating to watch this process in action, including use of templates, collaborative and team-based editing and content refinement, focus on content ethics, standards and legal/compliance issues. I witnessed a team of professionals, drawn from a wide set of backgrounds, deeply focused on producing content that had value for viewers and the hurricane's victims.
Education: The development cycle is measured in months, perhaps as summer projects or long term grants, and is pretty much an individual cottage industry. Editing and development are solo projects.
So, how does Big U stand up to CNN?
Saturday, September 3
Education's Collage of Subsidies
Enterprise Programs
Enterprise training programs are paid by the corporate, military, or government sponsor.
Their goal is usually some form of increased productivity or compliance.
Any vendor has to care more about meeting the need of the training director, and the training sponsor, than the end learner. Even the cost of the classroom environment is often subsidized by the enterprise, penalizing e-learning, outside classes, or even training outsourcing.
K-12
K-12 schools are paid by taxpayers, not the students of course, nor even the family directly (even a family that goes on lavish vacations, for example, gets their education subsidized (of course if they have big houses, they also big property taxes; and then there is the private school whammy, where they are paying twice...).).
As we are also learning, some K-12 activity is subsidized by softdrink/juice/water vendors, that come with strings attached.
There are grant based subsidies that push activities in one way or another.
And there are more subtle subsidies, making land cheaper than building supplies or technology, relative to other building projects.
Of course, K-12 is required of students, which can be considered an anti-subsidy (increasing its cost to the student, while still interfering with the learner marketplace). Lack of choice for any required course also represents an anti-subsidy.
College
In many college situation, parents significantly augment the students' ability pay at least some of the tuition. Then there are scholarships for academic, sports, and music. And scholarships, like other endowments, are subsidies by alums, meaning schools have to do things specifically to keep alums happy (while students do certain things to meet the criteria of the scholarship), not necessarily in the interest of the students. Furthermore, the reason many students put up with schools is to get better jobs, which means that while corporations might subsidize universities directly, they anti-subsidize them indirectly. Any certification, in fact, is anti-subsidized by the organization that values it
These are just a few examples from the K-12, Higher Ed, and enterprise world. But every subsidy and anti-subsidy distorts the natural value proposition away from the learner marketplace. Getting over all of these will be our challenge for the decade.
Note: This blog post has been subsidized by my most recent book, Learning By Doing. New book review here.