Power up! Game-based learning design www.brightwave.co.uk Contents Foreword 2 Exploring virtual environments 12 Why use game-based learning? 3 Mobile games 15 Story, characters and goals 5 Take-a-break games 16 Virtual role-play 7 Conclusion 17 Avatars and reward systems 9 Acknowledgements and further reading 18 Leaderboards, competition and team games 10 Games. Almost by definition they are nothing to do with work, right? But when it comes to learning, games can be powerful medicine. Foreword by Charles Gould, CEO at Brightwave What are some of the most common with irrelevant gimmickry. What it does problems people have with e-learning mean is using competition, problem-solving, - or any type of training for that matter? story-telling, socialising and exploration to It’s boring. It’s not challenging. People stimulate and enhance learning. Now that’s lose interest quickly. Yet, it doesn’t have not as easy as it might sound. Your to be like that. There are lots of tools media-savvy audience will spot a naff and techniques we use when we design attempt to sex up something dull a mile off. e-learning to make it relevant and effective. Games are definitely among them. That doesn’t mean turning a serious subject But, as this paper explores, in the right place for the right reason, clever game design can be a winner. into one big game or peppering e-learning 2 2 Why use gamebased learning? Alex Reeve, Blended Learning Consultant at Brightwave In recent years there has been an explosion of interest in using video game techniques (or ‘gamification’) to make nongame applications more fun and engaging. Gaming strategies can now be seen in a wide range of contexts including business (gamified marketing campaigns and loyalty programmes), health (the gamification of fitness through programmes like Wii Fit and Nike+), government (the application of ‘nudge’ tactics and behavioural economics) and the military (war games and simulations). 3 So whether you enjoy playing games or not, it’s Throughout the paper we’ll provide examples important to understand how they’re shaping of game-based learning that has made a the world we live in. positive, measurable impact. Some techniques The concept of game-based learning is not new. Effective teachers and instructors have always understood the power of games to motivate and inspire. From using chess to develop strategic thinking; backgammon and (such as immersive 3D virtual environments) require substantial levels of investment, while others can be produced quickly and cost-effectively with just a little imagination, planning and game-based thinking. Monopoly for mental arithmetic; Scrabble for If you’re interested in gamifying the spelling and vocabulary; to sophisticated driving provision of learning in your organisation, and flight simulators - games make learning fun. this white paper will give The buzz word of the moment - you some useful food for thought. ‘gamification’ - has simply reactivated interest in how games can increase learner engagement and influence behaviours. In this white paper we’ll look at how game-based techniques can energise online learning programmes. 4 Fast Facts • • • By 2014, more than 70% of Global 2000 • Students recall just 10% of what they organisations will have at least one read and 20% of what they hear. If ‘gamified’ application (Gartner). visuals accompany an oral presentation, By 2015, more than 50% of organisations retention rises to 30%. that manage innovation processes will But if they do the job themselves, gamify those processes (Gartner). even if only as a simulation, students The average game player today is 37 years old, and 42% of game players are can remember 90% (the Federation of American Scientists, 2006). women (The Entertainment Software Association). 5 Story, characters and goals Easy to understand and remember In the same way that the novel defined 19th century culture, and cinema was the dominant art form of the last century, video Many online learning courses fail to engage because they transmit too much information in an uninvolving and decontextualised way, i.e. screen after screen of dense text, diagrams and bullet points. So why not take a lesson from game designers and reimagine your training course using a compelling story? As well as being more fun and engaging, research shows that stories are much easier to remember than text and bulleted lists. Let’s take a look at some examples. games are the most influential medium of our time. And what do all three media tap into? The human fascination with stories, characters and goals. 6 The Sky Alternative Dispute Resolution (ADR) programme shown above is based on a fairy tale quest narrative. Learners must overcome a series of challenges in order to gain magic crystals and free the princess. Who said that compliance training had to be boring?! Value your friends (developed for Belgian NGO ‘Iles de Paix’) is designed to raise awareness about the plight of people living in impoverished regions around the world. The game allows players to make aid allocation decisions and then see the human and environmental consequences of their choices. 7 Virtual role-play Practising skills in authentic situations These were: So does game-based learning actually • 20% higher confidence levels • 14% higher skill-based knowledge • 11% higher factual knowledge levels • 9% higher retention levels work? Recent research evidence suggests it can be highly effective. In a major study, researchers at the University of Colorado (Sitzmann T: “A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulation Games”, Personnel Psychology 2011) found that trainees who used simulation games gained performance improvements over a comparison group who were trained with traditional forms of instruction. The beauty of simulations and virtual roleplay activities is that they allow learners to practise skills in situations that feel authentic, without fear of failure or public embarrassment if they get things wrong. This means that learners can take risks and see the consequences of their actions quickly, thereby accelerating the learning process and time-to-competence. 8 The Perfect Match is a video-based simulation which allows new starters at Sky to interact with five fictional customers. Learners must select the right responses to customer questions to complete these ‘virtual’ calls successfully. Inside the Haiti Earthquake (produced by PTV Productions Inc.) is a first-person simulation based on documentary footage from Haiti. It allows you to experience the earthquake as a survivor, journalist or aid worker and features compelling content, high quality videos and branching scenarios which make you an active participant in the story. 9 Avatars and reward systems In this section we’ll look at how game mechanics can be used to motivate learners to complete online learning programmes and achieve high scores in assessments. Avatars Reward systems Learners sometimes complain that online Drop-out rates from online learning learning courses can feel cold and impersonal programmes are notoriously high, so simple - they miss the presence of an instructor or reward systems can be a great incentive to keep buddy to support them through the instruction going. When the learner completes a topic in process. One way to overcome this problem Financial Essentials, virtual money accrues in is by using avatars or ‘learning agents’ to the piggy bank at the top of the screen. To hit personalise the experience. For example, in the top score of £500/£500 the learner must Co-op Financial Essentials a virtual guide leads visit every screen. This game-based device not you through each part of the programme, role only shows progress in an interesting way but models best practice, and provides instructive also ties in nicely with the overall theme of the feedback. programme, which is about the importance of financial planning and saving for the future. 10 Competition and team games Game mechanics can help satisfy our desire for achievement, recognition and status. For example, Leaderboards offer the opportunity to celebrate success and encourage friendly competition. And as a further incentive, why not award prizes to your top scoring learners or teams? 11 HEINEKEN Capability Academy is a blended learning solution which features the following game-based strategies to equip new starters with core knowledge and skills: • A board game, which has over 700 questions on categories including product knowledge, brand awareness and sales skills. This game is designed to encourage collaboration, discussion and competition between regional sales teams. • An online quiz where players earn Leaderboard points by answering questions correctly. 12 • A visually rich learning portal, which hosts a wealth of online learning resources, including the online quiz and a Leaderboard with real-time player scores. Sky Get Up To Speed is a pre-joiner learning portal which also features a Leaderboard. Learners are rewarded with points for completing courses before their first day at work. This means they are up to speed and more effective in their role from day one. An evaluation of the course showed that staff were achieving customer-related targets one week earlier (a 25% acceleration in time to target performance) and an 11% increase in sales conversions in week one for new starters. 13 Gamification techniques are increasingly visible in the latest generation of Learning Management Systems where positive behaviours - like contributing to discussion forums, rating and reviewing content, collaborating on projects, as well as working through courses and assessments - are rewarded with points and badges. By taking advantage of the social aspect of games which many players enjoy (see FarmVille, the hugely successful Facebook game where players work together to build virtual farms), we can develop team-building and cooperation skills that have practical applications in the workplace. Total immersion 14 Exploring virtual environments One of the great benefits of video games is the ability to explore environments (e.g. war zones, alien worlds, magical kingdoms) that would be difficult, dangerous or impossible to experience in real life. Immersive virtual environments also have a number of practical applications for work-based learning, including orientation and emergency skills training. 15 Lives at War is an online virtual reality learning resource (produced by Corporation Pop using the Unity 3D game engine) which allows players to experience what it was like to live in Britain during World War II. Aimed at KS3/4 pupils, this is a truly immersive learning experience which also features fascinating archive footage and first-person oral histories. Virtual environments can also be used to immerse learners in an organisation’s brand. HEINEKEN Is Our World is an interactive and visually engaging programme demonstrating HEINEKEN’s vision of a brand-led business. As well as providing a detailed understanding of the range of brands within HEINEKEN, the course aims to help staff ‘live’ the HEINEKEN brand in and out of work. Moving through different interactive worlds, the course shows examples of what living the brand means in practice. 16 In the Fire Safety game shown below, learners have just 20 seconds to follow the correct procedures and escape the office safely. If they fail to take the right course of action, the results can be explosive. IKEA, The Missing Stock Mysteries begins with a customer who can’t find the item they’re looking for. The learner takes the role of inspector and investigates the problem within a simulated store, interrogating people and investigating evidence. Other scenarios follow, exploring different aspects of stock loss and the implications for colleagues, customers and IKEA. Learners are given clear guidance on how to recover lost items and prevent further losses. 17 Mobile games Learning on the move 70-80% of all mobile downloads are now games and the mobile gaming industry is predicted to reach $54 billion by 2015 (Digital Buzz). So if you really want to engage learners, why not gamify your m-learning applications? The mobile quiz shown here tells a story, Monday to Friday. Each day becomes a ‘good day’ or a ‘bad day’ based on questions that are answered correctly and incorrectly. Learners are allocated ‘three lives’ with a life lost for each wrong answer. 18 To increase engagement, a Leaderboard records top scores and learners are given the opportunity to repeat the quiz as often as they like to earn bonus points. Bupa’s pre-joiner portal also features a range of fun and informative games and quizzes which can be played on tablets and smartphones, as shown here. 19 Take-abreak games Spaced Learning Spaced Learning is a learning method underpinned by neuro-scientific research, which emphasises the importance of repetition and short breaks at regular intervals. 20 The basic structure of a Spaced Learning activity comprises: • Presentation of key facts • 10-minute break • Learner recall of key facts • 10-minute break • Learner application of key facts During each break, it’s important that the learner completes a distractor activity which uses parts of the brain that are not being used during the formal instruction. For example, take-a-break games like Whack-A-Cone can be used to let off steam and stimulate different parts of the brain during lengthy online learning courses. Research shows that by scheduling distractor activities like this into the learning experience, the chance of embedding information into long-term memory is greatly improved. 21 When used appropriately, game-based techniques can greatly enhance online learning techniques including: • Stories, characters and goals challenge for L&D professionals is how to • Virtual role-play commission effective game-based learning at a • Avatars time when training budgets are under pressure. • Reward systems While immersive 3D games and simulations • Leaderboards often require significant levels of investment • Board games • Online quizzes year-on-year, with technologies like Unity, • Mobile games WebGL and the 4G mobile network making • Take-a-break games courses and delight learners of all ages. The and production time, the cost barriers for game-based learning as a whole are falling rich interactions possible on a wide range of platforms. The application of game-based strategies promises to increase engagement, improve And as we’ve shown in this white paper, assessment scores and reduce drop-out rates. corporate training interventions can be gamified By thinking more like game designers, we can very cost effectively using simple but effective create more compelling learning experiences that help support lasting behavioural change. www.brightwave.co.uk @BrightTweet +44 (0) 1273 827676
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