The Gamification of e-Learning
ICELW
June 14th 2012
Definition and Scope
Gamification is:
...the use of game design techniques, game thinking and
game mechanics to enhance non-game contexts.
Typically gamification applies to non-game applications
and processes, in order to encourage people to adopt
them, or to influence how they are used.
.
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Definition and Scope
What it is not:
Simple game mechanics like points, badges and leader
boards attached to website and applications.
(Gamification 1.0 )
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Definition and Scope
But it is:
Gamification 2.0
“Creating games that shape real world behavior and
deliver deep value to players by creating an emotional
connection to the learning content.”
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Corporate Learning
•
Application of academic tools and insights to
corporate learning for business efficiency and
profitability.
•
“Out with the old and in with the new”?
•
Natural extension of the academic target market who
already “get it”.
•
Content versus context
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Gamification Learning Methods
From Books.....
...To Games
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Gamification Learning Methods
From Painful...
...To Fun!
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Interactive Exercise
Is gamification really a way to learn?
How widespread is it today?
Participative Exercise
(Poll)
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The times they are
a –changin’…
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An Exponential Change in Learning
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Take your pick…Learning theories
Cognitive
Socially situated
Learning
Constructivist
Activity-based
Behaviourism
Systems
Theory
Experiential
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Whose generation?
It is not just about Generation Y: the way everyone
acquires knowledge, increasingly through
technology, is changing ………
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For All Ages………!!
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Engagement
Colleagues Are Overloaded With Information
Training Lacks Context
E-delivery Methods Don’t Reflect Demographic Trends
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Solutions
But there’s a way to engage…
From the “adjacent possible” of e-learning:
Webinars, virtual learning, social networking,
mobile learning and smart devices….
to the “future emergent” environment of
game-based learning
CIPD Report April 2012
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Solutions
•135 million consumers play at least one hour of video
games a month, vs. 56 million in 2008.
•75% of U.S. tablet owners play games on their devices.
•57% percent of smart phone owners also play games.
2011 - Parks Associates
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Don’t take my word for it…
Gamification works by:
• making technology more engaging
• by encouraging users to engage in desired
behaviors
• by showing a path to mastery and autonomy
• by helping to solve problems and not being a
distraction
• by taking advantage of humans‘
psychological predisposition to engage in
gaming
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How to engage?
Replacing messages with
experiences that deliver:
•Risk Free Practice
•Real Scenarios
•Real Conversations
•Real Outcomes
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Don’t take my word for it…
“Games are a fundamental aspect of our
civilization.”
Jane McGonigal, “Reality is Broken” 2011
Good games take players on a journey, giving
them something to learn, master and
share………….
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Games in the workplace?
Gaming is becoming standard business practice:
During 2012…
20% of Global 2000 organizations will deploy a gamified
application…
……this number will rise to 70% by 2014.
Understanding how to apply game mechanics to increase
engagement and to motivate positive behavioral change
is critical to success.”
Gartner IT Summit – 2011
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How to engage?
Like flight simulators for
business…
We can design and deliver
Games and Simulations
that
Create an Emotional Connection
to your learning content
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Immersive and interactive
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Replacing messaging with experiences
Context
Competition
Mission
Skills
Themes
Tasks
Leader boards
Incentives
Connectivity
Social Networks
Multi-player
Teams
Data
The Three C’s of Engagement
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For the first time…layered messaging
Mission
Context
Skills
Themes
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Challenge, fulfillment and bragging rights...
vs. Self
Competition
vs. Peers
vs. Teams
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Shared purpose, idea exchange...
With Peers
Connectivity
Across
geographies
Across
functions
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Seven Core Concepts
1. Know who’s playing – design for their social style.
2. Build Positive Emotions (PERMA) into your core
activity loop.
3. Build a system that’s easy to learn and hard to
master.
4. Design for Onboarding (Tutorial), Habit-Building
(Grind), and Mastery (Elder Game).
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Seven Core Concepts
5. Use Progress Mechanics to “light the way” towards
learning and mastery.
6. As players progress, unlock greater challenges and
complexity.
7. Deliver intrinsic motivations like Power, Autonomy and
Belonging.
Amy Jo Kim , CEO Shuttlebrain
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Designed to Engage the Employee
Effective instruction design with business
relevance
By, for and about “us”…
•
Engaging
•
•
•
•
Why should I learn it?
What’s my role?
What’s in it for me?
Relevant
•
•
•
to the business environment
to the day-to-day experience
to the employer brand
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...across the Employee Lifecycle
Risk Training
CommunicationSkills
Leadership
Coaching & Mentoring
Culture/Orientation
Ethics Compliance
Translating the dynamics of business
into a challenging and immersive learning experience.
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Brings the message to life…
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Culture at Prudential Life Insurance
Enterprise Risk Simulation
Forensics-style avatar
simulation
Deep
branching
dialogue
Dynamic
“live”
coaching
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Actionable Business Intelligence
Do they “get it”?
What are the attitudes?
Where are the gaps?
Who are our Rising
Stars?
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Innovation on Delivery
Avatar Arcade
“20 Questions” game on
steroids
Short, effective play sessions
Intuitive content template
3D, 2D and video options
For LMS or mobile
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A final quote for reward points…
“We
can’t solve problems by
using the same kind of
thinking we used when we
created them.”
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A final quote for reward points….
Gamification = Genius
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Gamification of E-Learning
THANK YOU !
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