Gamification of Corporate E Learning 5 Dos and Don’ts
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Transcript of Gamification of Corporate E Learning 5 Dos and Don’ts
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Gamification of Corporate E Learning - 5 Dos and Don’ts.
EngageMobile
Social
Gamify
Game
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A brief introduction
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+XLPro Training Solutions Pvt. Ltd. Founded in 2005 as “Cynosure Consulting”
Became “XLPro Training Solutions Pvt. Ltd.” in 2011
Core Competency: Corporate E-Learning
Based at Mumbai & Bengaluru (India)
Delivering E-Learning solutions to clients globally
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+Our Capabilities
End-to-end “Turnkey Solutions” in E-Learning Gamified E-Learning Solutions E-Learning Games & Assessments M-Learning Solutions Interactive Animation Wide array of e-learning courses developed
for every context
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Gamification of Corporate E Learning - 5 Dos and Don’ts
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Why do you want to “Gamify” your training / e-learning
programs?
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+The Quantum Shift
Linear Training to
Radial Learning(learner centric)
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+The Need for Games and GamificationWhat you enjoy doing; you learn faster
and better“Peer” work
Collaboration Competition
“Hands-On”Better retention and applicationMotivation and sense of achievement
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+Games and Gamification make an intervention more “Engaging”that leads to better…
Retention Recall Application Results
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Now….the 5 Dos and Don’ts
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I.Define clearly whether you
need a “Game” or “Gamification”
& why?
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+What is a Game?
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
-Rules of Play: Game Design Fundamentals
Katie Salen & Eric Zimmerman
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+Game Examples Monopoly (Board Game) Angry Birds (Mobile game) Balloon Game (classroom game) Treasure Hunt (outdoor game) Tambola (Party game)
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+What is Gamification?
The use of game mechanics and game design in non-game constructs.
-Wikipedia
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II.Always choose the specific
game-mechanics and themes wisely
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+Game Mechanics
Game mechanics are tools and aspects that the player has to interact with, in order to play a game.
They define the game as a rule-based system, specifying what there is, how everything behaves, and how the player can interact with the game-world.
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+Popular Game Mechanics
Points
Badges
Leaderboards
Progress-bars
Wickets
Goals
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III.Think of your “Learner” as a
“Gamer”
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+Types of Gamers
Bartle’s Test
Richard Bartle's “Bartle Test” for gamer classification based on computer game surveys.
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KILLERS
Defined by:A focus on winning, rank and direct P2P competition.
Engaged by: Leaderboards, Ranking,Competition, Power
SOCIALITES
Defined by:A focus on socializing and a drive to develop a network of friends and contacts.
Engaged by: Info-feeds, Friends, Chat,Relationships
EXPLORERS
Defined by:A focus on exploring and a drive to discover the unknown.
Engaged by:Discovery, Obtaining Knowledge
ACHIEVERSDefined by:A focus on attaining status and achieving preset goals quickly and/or preset goals.
Engaged by:Achievements, Pursuit of Excellence
Source: Richard Bartle’s 4-Player Classifications.
Types of Gamers:
K AS E
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+Gamers in E-Learning
Killers:Participants like competitionNot always against one another, but
against a class, a clock or the trainer.
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+Gamers in E-Learning
Achievers:Well defined rules Specific definitions Clear objectives
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+Gamers in E-Learning
Socializers:Group work Think- Pair- Share
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+Gamers in E-Learning
Explorers:Participants like to find out new
things and try new ways. Open ended questions, inquiry
based learning. Seek Choice.
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IV.
Make it Social
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+ Make it social Keep it live-beyond the “module”
Setup focused discussion forums
Throw the ball in the arena! (but moderate it) Initiate lots of discussion Kindle the fire initially---it burns on forever!
A good discussion never dies easily
“Social” ensures voluntary collaborative learning through experiences and opinions sharingwww.xlprotraining.co
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+Make it social
Indicative Social Options Blogs Whatsapp groups Discussion forums LinkedIn groups Facebook etc. Google Hangouts
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V.Have a clear
“in-built mechanism” for addressing drop-outs
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Registered but not startedStarted but dropped out in the initial
stage.Dropped out mid-wayDropped out before the final assessment
Dropouts in Gamified E-Learning
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“Boring” Procrastination: Lack of proactive “will” Desire for guidance (in case of
asynchronous) Inability to understand beyond a point Initial euphoria wears out No compelling reason to complete the
course. Want to “learn”; but fine with “knowing”
Few common reasons for dropouts
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VI.Bonus!
Don’t ‘complicate’ things with excessive technology
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Focus on Primary Purpose and Resources available to choose
the most optimal e-learning gamification option.
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Summary
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I.Define clearly whether you
need a “Game” or “Gamification”
& why?
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II.Always choose the specific
game-mechanics and themes wisely
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III.Think of your “Learner” as a
“Gamer”
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IV.
Make it Social
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V.Have a clear
“in-built mechanism” for addressing drop-outs
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Thank you!
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