allen interactions gamification for e learning

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#GameForChange Tuesday, June 24 th 1:00 – 2:00 PM Angel Green senior instructional strategist Allen Interactions Gamification for e-Learning

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Page 1: Allen interactions gamification for e learning

#GameForChange

Tuesday, June 24th

1:00 – 2:00 PM

Angel Greensenior instructional strategistAllen Interactions

Gamification for e-Learning

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#GameForChange

Gamification for e-Learning

Tuesday, June 24th

1:00 – 2:00 PM

Angel Greensenior instructional strategistAllen Interactions

Page 3: Allen interactions gamification for e learning

#GameForChange

Share via Twitter

#GameForChange

follow us:@LearnerAdvocate

@customelearning

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#GameForChange

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#GameForChange

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#GameForChange

Enter Gamification

Gamification of Learning

“Using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. “ –Kapp 2012

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Why Gamify Learning?

• Enhance Learner’s Motivation

• Focus on Behavior-Enhancing Tasks

• Create Meaningful and Memorable Experiences

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“Success is getting people to do the right thing at the right time!”

The Goal?

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Gamification Based on Instructional Principles

• Is not just “gaming for the sake of gaming,” but focuses on the learning and organizational performance targets

• Creates instructional interactivity to actively engage the learner’s mind to do things to improve skills and readiness

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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Recall and Memorization Games

Optimal for:Rote memorization of fact.

Examples include:• computer error codes• common acronyms• graphic identification (symbols such as hazard

warnings)

Use when:Level of knowledge is conceptual in nature, where learners are expected to have cognition in alignment with the Remembering level of Bloom’s Taxonomy.

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Recall and Memorization Game Example

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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Judgment Games

Optimal for:Demonstrating ability to choose among options -comparison, best of many, etc.

Use when:Level of knowledge is conceptual or rules-based in nature and aligns with the Understanding level of Bloom’s Taxonomy.

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Judgment Game Example

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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#GameForChange

Consequence Games

Optimal for:Allowing learners the opportunity to make mistakes and witness the outcome of these mistakes, in a safe environment. Learners proceed through a series of actions, steps, or choices, and then experience the outcome of their decisions.

Use when:Level of knowledge requires making choices and aligns with the Applying level of Bloom’s Taxonomy.

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Consquence Game Example

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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Strategy Games

Optimal for:When learner’s decision-making skills determine the outcome. Strategy games can work to change behavior rather than simply test understanding.

Use when:Knowledge is procedural or soft-skills based and learner cognition aligns to the Analyze level of Bloom’s Taxonomy.

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Strategy Game Example

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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#GameForChange

Exploration Games

Optimal for:Allowing learners to explore a variety of options to achieve different outcomes. Similar to the “real world,” there might not be an absolute right or wrong answer. Exploration games are highly effective in improving learner performance.

Use when:You need learners to put together parts to make a whole, to solve problems, or to perform tasks. This level of gaming aligns to the Synthesis level of Bloom’s Taxonomy.

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Exploration Game Example

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©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)

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Simulation Games

Optimal for:Simulating activities in “real life” in the form of a game. Usually there are no strictly defined goals in the game, with players allowed to freely control a character. Simulation games are often set in very rich contextual settings between the game and his/her day-to-day work environment.

Use when:Psychomotor skill development, high-order thought processes and/or soft-skill development are necessary. This level of gaming aligns with the Create level of Bloom’s Taxonomy.

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Simulation Game Example

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Questions?

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Get Access to the TAG Tool!learn.alleninteractions.com/gamification-for-elearning

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Thank You!