Game-based Learning Webinar by GreenBooks & Gamelearn

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21st August, 2014 Change your organization learning forever through Gamebased Learning

description

1. Role of game-based learning in enhancing learning outcomes 2. Application of gaming elements in learning initiatives 3. An example of successful game-based learning module - Merchants

Transcript of Game-based Learning Webinar by GreenBooks & Gamelearn

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21st August, 2014

Change your organization learning forever through Game-‐based Learning

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Shyam Sunder Chief Learning Architect GreenBooks, India

James Higham Chief Strategy Officer Gamelearn, USA

www.greenbooks.co.in www.game-‐learn.com

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today…

1.  Role of game-‐based learning in enhancing learning outcomes

2.  Example of a successful game-‐based learning module

3.  ROI of a game-‐based learning

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How can you participate?

•  Respond to our poll

•  Ask questions •  Tweet with #gamelearn

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meet Prasad

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L&D Manager

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works here

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responsible for talent development

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classroom

elearning

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was able to train a wide range of audience

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was able to standardize content

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Prasad was a happy man

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until

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BIG boss

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questioned on…

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Learner’s motivation & readiness to apply

?

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Learner’s emotional engagement with content

?

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Business impact and ROI on Training Investment

?

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made him uncomfortable

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Investigate for

insights

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focus group with few participants

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Priya

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Ms. Performer

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1. Poor engagement & interactivity

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elearning module looks like this

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•  Boring •  No challenge, •  No feedback, •  No recognition, •  Visuals have no meaning and doesn't reflect real

world •  No fun •  Goal is just to complete

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•  less productive •  kills time •  distracted

Not Engaged

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•  more productive •  willing to dedicate more time

and effort to learn •  willing to try out new things

•  less productive •  kills time •  distracted

Engaged Not Engaged

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2. Not attained skill proficiency

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what she wants: (﴾ more skill practice and less knowledge absorption )﴿

knowledge absorption

skill practice

training flow

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knowledge absorption

skill practice

what she gets: (﴾ more knowledge absorption and less skill practice )﴿

training flow

training flow

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3. Poor retention

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source:  Ins+tute  of  applied  behavior  science  

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25

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75

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info

rmat

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reca

ll pe

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tage

78%

advanced simulations

Expected level of retention

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source:  Ins+tute  of  applied  behavior  science  

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25

50

75

100

lectures reading audio visual

info

rmat

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tage

5% 10%

20%

Actual level of retention

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classroom

workplace

No learning transfer

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gathered his

insights

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If the learner’s are engaged

learn & practice

apply skills on-‐the-‐job

business impact

ROI

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he decides to

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1.  Increase learning engagement

2.  Improve skill proficiency

3.  Enhance retention

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but how?

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Introducing…

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predicts that by 2015, 40% of global companies will use gamification as a primary mechanism to transform business operations

Gartner also predicts 80% of current gamified applications will fail to meet business objectives, primarily due to poor design.

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Gamification is the use of game thinking and mechanics in a non-‐game context, like learning, to inspire employees to get engaged in the learning process.

Gamification

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Simulation

A realistic, controlled-‐risk environment where learners can practice specific behaviors & experience impacts of their decisions

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Gamification + Simulation =

Learning Game

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Two types of gamification

Structural Content

Source: adopted from Karl Kapp

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Structural Gamification – use of game-‐elements to propel a learner through content with no alterations or changes to the content -‐  points -‐  badges -‐  leaderboards

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Content gamification – use of game thinking to alter content to make it more game-‐like with specific learning objectives in mind -‐  challenge -‐  story -‐  characters -‐  missions

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Gamification elements that aid learning

1.  Story 2.  Challenge 3.  Mystery

4.  Characters 5.  Challenge

6.  Levels

Source: adopted from Karl Kapp

7.  Feedback 8.  Replayability 9.  Freedom to fail

10. Aesthetics 11. Time

12. Reward structure

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Optimal Playing Experience

Frustrating

Boring

Challenge

Skill

too hard/ confusing

too easy

flow  

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Optimal Playing Experience

Frustrating

Boring

Challenge

Skill

too hard/ confusing

too easy

•  achievable  tasks  •  clear  goals  •  hands  on  •  make  decisions  •  solve  a  problem  •  surprise  •  complexity  •  novelty  •  fantasy  

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Poll 4

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spaced repetition & retrieval practice (﴾2 powerful ID Concepts)﴿

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In spaced repetition, short bursts of learning delivered over recurring

In retrieval practice, when a learner answers knowledge and scenario/

intervals are far more effective than massed learning

situational review questions, it has a tremendous impact on long term  

retention and accelerated application.  

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All this sounds great. But…

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1)﴿  Will adults play and learn? 2)﴿  Will gender matter? 3)﴿  What’s the future trend? 4)﴿  What’s the impact?

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1)﴿  Will adults play and learn? 2)﴿  Will gender matter? 3)﴿  What’s the future trend? 4)﴿  What’s the impact?

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average age of a gamer is 34

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1)﴿  Will adults play and learn? 2)﴿  Will gender matter? 3)﴿  What’s the future trend? 4)﴿  What’s the impact?

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43% of gamers are women

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1)﴿  Will adults play and learn? 2)﴿  Will gender matter? 3)﴿  What’s the future trend? 4)﴿  What’s the impact?

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2010 2012 2014 2016 2018 2020 2022 2024

of workforce today is Gen Y/ Millennial 30% by 2014

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2010 2012 2014 2016 2018 2020 2022 2024

of workforce in 10 years will be Millennial 75% by 2024

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Your workforce is changing

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1)﴿  Will adults play and learn? 2)﴿  Will gender matter? 3)﴿  What’s the future trend? 4)﴿  What’s the impact?

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Source: A Meta-‐Analytical Examination of the Instructional Effectiveness of Computer-‐Based Simulation Games”, [2011], Tracy Sitzman.

games are wonderful ways to learn

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serious games is serious business

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Classroom vs elearning vs game learning

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ü  highly engaging ü  full of content ü  safe places for risk taking and failure ü  motivational for players to persevere ü  centered around problem solving ü  flow state ü  fun

well designed learning games are:  

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An example of a serious game

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6 most advanced negotiation simulators

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Leaderboards

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Compelling characters to interact

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A great mentor to help you navigate

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Quest to achieve

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Design proposal from scratch

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Receive personalized feedback

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Results

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results from over 30,000 learners around the world  

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A case in point

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•  Increased confidence in selling skills •  Shortened sales cycles •  Improved win/loss ratios •  Increased revenue per transaction •  More favorable agreement terms between buyer and

seller •  Improved sales behaviors in specific skill areas

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Now he knows

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GreenBooks Learning Solutions, founded in 2008, is an innovative corporate learning design firm that offers:

•  Game based learning •  Business writing & business conversations •  ROI & measurement consulting

GreenBooks consultants help organizations better allocate human capital investments through strategies that allow for faster, more accurate, data-driven decision-making. 200+ medium and large organization in the country have relied on our services to address their training requirements. Drawing from our global partnership (ROI Institute, USA, Forum) we bring a strong understanding and expertise in assessment, content development, training, technology and measurement to help our clients drive greater ROI on L&D investments.

About GreenBooks we care for learning

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get started Shyam Sunder [email protected] +91 – 9566 100 400

www.greenbooks.co.in