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As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Citation preview
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A Primer on PlayHow to use games for learning
brought to you by Bottom-Line Performance, Inc.
Featuring the Knowledge Guru™ Game engine
Your Game Masters…aka presenters
Sharon BollerPresidentLead designer, Knowledge Guru™ game engine.
Steve BollerMarketing Strategist
Developer, MobileConnect Guru game
Using Your Controls
You’ll be able to see YOUR responses/questions….but not anyone else’s. They won’t see yours either.
What do we even MEAN by game?
An activity that has an explicit goal or challenge, rules that guide achievement of the goal, interactivity with either other players or the game environment (or both), and feedback mechanisms that give clear cues as to how well or poorly you are performing. It results in a quantifiable outcome (you win/you lose, you hit the target, etc). Usually generates an emotional reaction in players.
• My organization currently uses game-based learning (GBL).
• My organization wants to implement game-based learning.
• I want to learn more about designing them.• My organization doesn’t understand the value of
game-based learning.• In my organization, games = frivolous.
A Poll – What’s True for You?
When I say game-based learning, you think…?
• Video game or computer-based, desktop or laptop game.
• Board game• Team-building or experiential game• Mobile game for tablet or phone.• Simulation
Here’s some examples we’ve produced
A Paycheck Away: A tabletop game about homelessness
Here’s some examples we’ve produced
The Grower Game: A digital game about growing rice
Here’s some examples we’ve produced
The Grower Game: A digital game about growing rice
Here’s some examples we’ve produced
Destroy the BBP: Avoiding blood-borne pathogens
Today’s agendaWhy games
work
Getting started designing
learning games
An example of GBL: Kguru & ExactTarget
• Hermann Ebbinghaus (1885) – exponential nature of forgetting. • Ability to retain information declines over time. In “schoolbook” or training
settings, most students only remember about 10% after 3-6 days, meaning 90% gets lost WITHOUT REINFORCEMENT or OTHER MEANS. Red = no reinforcement.
The Forgetting Curve
Why games?
Play Game
“I learned SO much by playing this game. It was
tons of fun. I learned more by playing this game than any webinar,
meeting, or document I’ve encountered.”
“Mind-blowing”
“Can you create
more stuff like this?”
Why do games work?1
32
The short answer?
Why do games work?1
32
Because they are FUN.
But what’s FUN?
• Winning• Achieving goals• Triumphing• Collaborating • Exploring and building• Collecting• Problem-solving or strategizing• Role playing or imagining • Surprise – surprising others and
being surprised ourselves.
What’s Required to Learn?
MotivationRelevant Practice
Specific, timely feedback
Ability to retrieve later
Risk of Forgetting Curve!!!
Examples: Feedback Loops
“The premise of a feedback loop is simple: Provide people with information about their actions in real time, then give them a chance to change those actions, pushing them toward better behaviors.”
Wired Magazine, June 19, 2011
www.bottomlineperformance.com
Linking Games to LearningLearning Element Game Elements that Match
Motivation Game goals or challenges, conflict, time, cooperation, reward structures (feedback, points, achievements), - all help equate to the “fun” in games.
Relevant practice Game goal or challenges, rules within game, reward structures, game loops
Feedback Pretty much a 1:1 here – reward structures in game supply feedback. “Game loop” also supplies feedback
Retrieval later Lots of ways games help with retrieval: Context, story, desire for repeat play, emotion attached to game play.
Today’s agenda
Why games work
An example of GBL: Kguru & ExactTarget Getting started
designing learning games
ExactTarget (NYSE: ET)
They have: 1,500 employees worldwide 250,000 users worldwide 500 + partners worldwide
Why ExactTarget wanted our Guru game
1. Multiple Product Lines and Multiple Product Launches• 9 distinct product lines within organization• Product line releases each month
2. Employees, clients, and partners had training overload; ET needed to find a way to “mix it up.”
3. MobileConnect was one of the largest product launches ever. Critical to educate folks.
4. ET’s Scott Thomas had played Guru; liked it. Wanted to try it.
What is the Knowledge Guru?
A solution to a problem we’ve seen a lot with our clients.
What is the Knowledge Guru?
A solution to a problem we’ve seen a lot with our clients.
What is the Knowledge Guru?
A solution to a problem we’ve seen a lot with our clients.
What is the Knowledge Guru?
A solution to a problem we’ve seen a lot with our clients.
We wanted…For people to be able to PLAY.
For them to LEARN while they played.
For clients to TRACK what people were learning (or not learning).
And for players to REMEMBER, long after they played.
Play Game
We wanted…For people to be able to PLAY.
For them to LEARN while they played.
For clients to TRACK what people were learning (or not learning).
And for players to REMEMBER, long after they played.
And…we wanted people to be able to play across multiple
devices: desktop, iPad, or Android tablet via web app or
native app.
We wanted a solution that could work independently of an
LMS…or be Tin Can compliant so it COULD work with an
LMS
Play Game
How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
Positioning the game
2.
Marketed the heck out of it.
1. Reinforcement tactic rather than primary learning method.
Positioning the game (cont.)
3. Required in some functional units.
4. Provided managers with idea kits.
5.Drew attention to leaderboards on a regular basis.
What Did Folks Say…
The game was great! It was a fun way to learn about
MobileConnect. I enjoyed the scenario-type questions,
which put it all in perspective.
What Did Folks Say…
The game was great! It was a fun way to learn about
MobileConnect. I enjoyed the scenario-type questions,
which put it all in perspective.
I’m a pretty competitive person, so challenging myself to get
one of the top scores added a layer of fun to learning about the MobileConnect product.
What Did Folks Say…
The game was great! It was a fun way to learn about
MobileConnect. I enjoyed the scenario-type questions,
which put it all in perspective.
I’m a pretty competitive person, so challenging myself to get
one of the top scores added a layer of fun to learning about the MobileConnect product.
The repetition of the different paths helped me
retain the information.
Business Results…
Annika, Age 8
Business Results…
Annika, Age 8
Business Results…
Annika, Age 8
Today’s agenda
Why games work
An example of GBL: Kguru & ExactTarget Getting started
designing learning games
Sounds GREAT but how do I get started?
Play games; evaluate what you
are playing
Get familiar w/ game elements & how to use them.
Think about the learning – and then the game.
Dump ADDIE. Go agile instead.
Playtest.Playtest.Did I say playtest?
Play games; evaluate what you are playing
Play games; evaluate what you are playing
Get familiar with game elements & how to use them
Goal Story Aesthetics Resources
Time* Conflict Competition Cooperation
Dynamics Levels Boundaries Outcome
Rules & Procedures
Reward Structures
Define learning need, then game concepts
Define learning need, then game concepts
What problem are you trying to solve? Is it a learning problem…or caused by something else? What does learner need to know/do to achieve game outcome? What is current skill level of players? What are the logistics re: when/how game will be played? What are technical requirements/constraints?
You start by asking the same questions you would ask for other learning solutions:
Define learning need, then game concepts
What problem are you trying to solve? Is it a learning problem…or caused by something else? What does learner need to know/do to achieve game outcome? What is current skill level of players? What are the logistics re: when/how game will be played? What are technical requirements/constraints?
You start by asking the same questions you would ask for other learning solutions:
Dump ADDIE; go agile instead (iterative)Playtest. Playtest. Did I say playtest?
Dump ADDIE; go agile instead (iterative)Playtest. Playtest. Did I say playtest?
Dump ADDIE; go agile instead (iterative)Playtest. Playtest. Did I say playtest?
Splash/title screen
Phil screen – game
orientation
Territory or orientation
?
Overview of formulations
Formulations game (territory map) with 5 customer sites
available. (4 sites grayed out on first entrance).
Once a customer is selected from territory map….
Easy to hard, challenge, or back to main
map?
Question 1: multiple choice
Question 1 feedback
Question 2: multiple choice
Question 3: multiple choice
Question 2 feedback
Question 3 feedback
Challenge scenario
Ask customer questions
Talk to Phil Review past issue Respond
Within challenge scenario, learner can return to main “challenge” screen from any of the four “options” screens listed here. They will increase their customer satisfaction and sales scores the more things they check out. When they respond incorrectly, they will detract from their customer sat and sales and increase customer complaints. A correct response will increase customer sat and sales and decrease customer complaints. They cannot leave challenge until they’ve responded to customer.
Learners can choose from two paths: easy to hard or straight to the challenge. In “easy to hard” path, learners receive 3 multiple-choice questions. Correct responses will improve customer sat and sales and decrease complaints. Incorrect responses will have the opposite effect. After completing “easy,” learners can return to main map or go onto the challenge scenario.
At start of course, learner sees “splash” screen with course title and then is greeted by Phil, the learning agent. Phil orients learner to purpose of game and then offers choice: get overview of formulations or go straight to territory and game play. Doing orientation FIRST will improve sat and sales ratings and decrease complaints. From orientation, learner can also travel to territory.
Raul’s Easy Questions
You answered all easy questions – return to Customer home
Customer home
Insert challenge description here.
Raul: Can I store this?
Raul has questions related to storage. Your potential sales with Raul are 180,000 gilders.
You can start with easy questions or try the challenge right away.
Answer easy questions
Ask Raul questions
Question 1
Question 2
Question 3
Question 4
Customer home
Customer home
Talk to Phil
Customer home
Review Raul’s past issue
Past issue described here.
Respond to Raul:
Rough/Dirty mockups of game flow.
65
We hate to be the bearers of bad news, but something BAD is about to happen.
66
Game Opening. Would dissolve into opportunity to select expert cohort.
Before calamity strikes, please select from among these highly qualified experts to assist you.
67
Dr. Steve Music
68
Newscast video
Once expert cohort selected, player is taken to screen with video player. Video auto launches. AT conclusion of video, you’re “taken” directly to bunker (next
slide)
Expert’s bunker: start here. Click Map to see all Recruitment Center locations. Bunker will be on map. Player returns to bunker between levels
to exchange resources
69
Expert’s directions communicated via talk bubbles.
Resource Shelf
Brief Case
Game map
Available powerupsX X X
No.
of e
xper
ts
Your tally
Martians’ tally
Game Map
70Brief Case
Game map
Available power-upsX X X
No.
of e
xper
ts
Your tally
Martians’ tally
Recruitment Center 1
Recruitment Center 2
Recruitment Center 3
Recruitment Center 4
Recruitment Center 5
Dr. Music’s bunker
Level Map
71Brief Case
Game map
Available power-upsX X X
No.
of e
xper
ts
Your tally
Martians’ tally
Recruitment Center 1
Alien’s directions/explanatory info communicated via talk bubbles.
Icon/Thumbnail for mini-game
Icon/Thumbnail for mini-game
Icon/Thumbnail for mini-game
Icon/Thumbnail for mini-game
Mini Game
72Brief Case
Game map
Available power-upsX X X
No.
of e
xper
ts
Your tally
Martians’ tally
Back to Recruitment Center
“Mini-game – earn 1, 2, or 3 stars based on performance.
Expert cohort
Great way to get us all killed! Check XYZ in your briefcase try again if you want anyone to survive.
Want More? Tell us via poll• I want more info on workshops or tools that can help
me learn how to learn to design learning games.• I want more info on using Knowledge Guru to create
games.• I want info on online resources that can help me
learn more about game-based learning and serious games.
• I’m good with what I got – nothing further for me.
Want more?
Want more?
Want more?
August 28, 2013 – Indianapolis, IN
Play games; evaluate learning /fun factors?
Link games to learning; identify appropriate reward structures and best games types for various situations
Master the lingo; create your own learning game.
Playtest your paper prototype; revise.
What else can I do?
I can’t go to those workshops. How else can I get help?• Call us or email us; we can do a learning game design
work shop for your specific project: – (317) 861-5935; we can help you get started!– [email protected]
• Stay on our email list; we send stuff out monthly:
Quiz Time! So Let’s see if you can talk about the value of games and why Knowledge Guru works.
Q1) What 4 things are required for people to
Learn?
MotivationRelevant Practice
Specific, timely feedback
Ability to retrieve later
Q2) What game elements link to the
learning elements?
Learning Element Game Elements that Match
Motivation Game goals or challenges, conflict, time, cooperation, reward structures (feedback, points, achievements), - all help equate to the “fun” in games.
Relevant practice Game goal or challenges, rules within game, reward structures, game loops
Feedback Pretty much a 1:1 here – reward structures in game supply feedback. “Game loop” also supplies feedback
Retrieval later Lots of ways games help with retrieval: Context, story, desire for repeat play, emotion attached to game play.
Q3) What % of information do people forget after 3 days w/out repetition?
90%
Q4) I mentioned 5 steps for getting started in game design. How many can you list?
Play games; evaluate what you
are playing
Get familiar w/ game elements & how to use them.
Think about the learning – and then the game.
Dump ADDIE. Go agile instead.
Playtest.Playtest.Did I say playtest?
Final Questions for me?
?????