LMS Innovation: Gamification and Mobile-First Approach

Post on 15-Apr-2017

1.918 views 0 download

Transcript of LMS Innovation: Gamification and Mobile-First Approach

1

LMS Innovations: Gamification & the Mobile First Approach

Mohana Radhakrishnan

2

About our Presenter

Mohana RadhakrishnanCOOExpertusmohanark@expertus.com

3

Latest Advances in Gamification

Mobile First Learning  Q&A

4

Expertus Today

• HQ in Silicon Valley• Founded in 1998• Global Reach – US, Europe &

Asia

• 200+ Employees• Won Every Major LMS Award• Ranked #1 LMS of 2014

2013 Learning Technology Excellence

#1 LMS Ranking2014 Learning

Innovation Award

Virtual ClassroomGold Medal

Technology Innovation Learning Technology 2014 Learning Leader

5

6

Gamification

• Buzzword in every organization• Questions in everyone’s mind• Starting place - where to start, how to

incorporate• Right choice - what to Gamify, when to

Gamify and how to Gamify• Should I start implementing hoping to

get some metrics to prove that it works

7

Types of Gamification

• Structural Gamification• Game-Based Learning• Content Gamification

8

Structural Gamification

9

What is Structural Gamification

• Application of game elements to propel learners through content • No changes needed to learning content• Typical game elements • Rewards, PBLs (Points, Badges & Leaderboard)

• PBL applied to• Learning participation - registrations, completions• Social participation - rating, discussions, forums, sharing

• When to apply?• Creating organizational learning culture• Changing learning culture• From “push" (forced to learn) to “pull" (motivated to learn) 

• Improve learning adoption in a group or business unit or geo 

10

How to Use Structural Gamification

•Reward participation, progress and social involvement•Develop professional mastery• Unlock advanced content•Achieve/enhance status• Results publicly visible• Extrinsic motivation• Currency to obtain physical goods or travel

11

Leaderboards

Real life example:Video Arcade Games

12

Points and Badges

13

Use Case - Motivating through Rewards & Redemption Who• Large technology retail store chain• Large number of sales associates and high turnover rates• Large volume of technology products sold

What they needed to do• Community building + knowledge sharing within learning

environment• Network of mentors, subject matter experts, store leaders and

vendors

How• Built rewards and redemption program to• Create healthy competition among associates; more engaged in

learning; be prepared to answer any type of customer questions• Keep busy during lean hours/downtime; watching product

videos, contributing to discussion threads, completing required training on time

• Rewards - Earn points and redeem for fun/valued items

14

Game-Based Learning

15

Game-Based Learning

• Course/learning intervention designed as a game experience• Animations, video capture• Learners feel they are just playing a game, but at

the end have completed a training module• As game progresses, level of question complexity

changes so participants can master subject/concept

• Highest adoption rate because path is clear:• New technologies lower barriers and costs• Design/development skills readily available

16

Learning Through Animated Content

Real life example:Airline safety videos

17

Content Gamification

18

Content Gamification

• Learning by applying game elements:• Goals, mission, objectives, challenges and role

play• Focus: Improving knowledge gain and increasing

knowledge retention• Fosters team building

• Adoption not yet widespread because:• Relatively high cost, lack of available skills• Need management buy-in

19

Setting Game Goals and Results

• Goal provides a method of measuring quality of gamified interactions• Should be clear and visible – figuratively and literally

• Build-in success and failure scenarios• Success – Easily understood and final goal• Failure – Explore what it means – valued approach• Players enjoy failures in a game• Or at least use them to progress

• Idea of failure is part of game ethos• No one expects to successfully navigate and win the first

time• People do expect to fail; often look forward to lessons

learned during failure recovery process

20

Example - Content Gamification

Real life example:Scrabble; Candy Crush, Angry Birds

21

Mobile-First Learning

22

Mobile-First Learning

• Moving to Mobile-First • Key Mobility Trends That Impact Learning• Best Practices• How to Deal with Legacy Content

23

The Great Debate – Responsive Design vs. Native App

Responsive Design Native App

24

Moving to Mobile First

MOBIE FIRST

Inception

• Unmanaged Personal devices

• Security• Content is not

Mobile

Managing Devices

• BYOD Policy• Control devices• MDM• Device lifecycle• Cloud file

sharing

Apps & Content

• MAM• Content

security• App

Distribution

Business Apps

• Mobile app development

• Enterprise App Stores

• App lifecycle• Building mobile

strategy

Mobile Enterprise

• Mobile strategy• Holistic mobile

management• EMM• Mobile Learning

© 2014 Aragon Research Inc. All Rights Reserved.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5

Five Phases of Enterprise Mobility

MOBILE FIRST

25

Mobile-First: Simplify the Business Process

Task Specific Easy to Use

Regular Updates

Short Development

Cycle

App

© 2014 Aragon Research Inc. All Rights Reserved.

MultipurposeMobile Computers

MicroappA

CheckScanner

ElectronicMagazine

MicroappB

MicroappC

NavigationSystem

MicroappD

RemoteControl

App Personality – New Use Cases

26

Key Trends for Mobile Learning

• Presence Sensing – GPS technology• Mobile evaluations• Contact sharing and social tools• Actionable analytics• Personalized dashboards• Offline content

• Mobile-ready content

27

Dealing with Legacy ContentCourseware

Inventory

Course Assessment

Mobile Dev Tools

Prototype Review

Storyboard Course

Launch and Go

Continuous Process

Usage and Demand

Pick tools for Mobile Course Development

What does the App or Course do? Convert to smaller chunks

Does it have the right screens?

LMS Integration

Regular Updates

Mission Critical?

Old and Tired Courses?

© 2014 Aragon Research Inc. All Rights Reserved.

MOBILIZE

Leave it

28

ExpertusONE Mobile

For the Learner• True Offline Sync for More than Just SCORM Content• Seamless Learning Experience Across any Device • Advanced Video Streaming Experience and Support

For the Instructor • Presence Sensing• Mobile Evaluations• Classroom Collaboration Tools and Social Learning For the Manager • Enhanced Manager Workflow Dashboards• Easy-Compliance Monitoring• Mobile Reporting

Learn anytime, anywhere, on any Android or Apple iOS device

29

Q&A

Connect with Expertusinfo@expertus.com www.expertus.com

Mohana RadhakrishnanVP of Operations

mohanark@expertus.com

30

Thank You!