gamifying the learning experience tij nerurkar … · gamifying the learning experience tij...
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The Tata Group
• Founded 1868
• Leadership through business excellence
• Improve quality of life in our communities
• 6th most trusted brand
Presence in 80 countries
350,000 employees
$100 Billion revenues
Over 50% revenue from international operations
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Children
Adults
Tata Interactive Systems –building learning
solutions for a diverse audience
Mobile
Learning
Classroom
100 second
Learning Nuggets
Performance Aids
Story Based Learning
Virtual
Environments Simulations Tata Interactive Systems

The discussion today…
• Distinguish between gamification and game based learning
• Evolution of serious games
• Classify game based learning by various formats
• See some examples
• Thinking like a game designer
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What is Gamification?
http://www.youtube.com/watch?v=qfcFWrckoLg
• What is gamification?
• Why do we need it?
Gamification is the use of game design techniques and elements in a non-game context
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The underlying principle
Increase engagement
Repeatable usage
Spread the word
Improve capability
Solve problems
fun
fortune
fame
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Mypartnerisgamer.com
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Enabler for Motivation
Pain Squad –an example of gamification
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Gartner research says…
• By end of 2014
– The gaming industry will be $1.7bn
– 1Bn gamers
• More than 50% of organizations that manage innovation processes will gamify them
• More than 70% of global 2000 organizations will build at least one game app
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So what is game based learning?
• Applying techniques that increase engagement, usage, and propagation to learning
• Making games serious…applying it to solve business problems
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"Play is an important part of the learning experience. When we enjoy learning, we learn better"
- Rose and Nicholl
“People rarely succeed in what they are doing unless they have fun in what they are doing.”
– Dale Carnegie
“Game based learning is ideal for material that is not intrinsically motivating to anyone but needs to be learnt.”
– Mark Prensky
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Courtesy: Knewton –Pearson Ed
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Serious Games v/s Entertainment Games
VS
• Has pedagogical foundations in learning theory applications as a game-play element
• Clearly defined learning objectives with associated outcomes driven by instructional goals
• A combination of game elements, game thinking, and game play targeting first time players
The primary purpose is entertainment, enjoyment and fun
Targeted towards improving engagement, enjoyment with a view to commercial gain
A combination of game elements & game thinking, game play and fun; however, accessibility may not have such a low barrier
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Elements required for Learning
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Learning to think like a game designer...
Organizational Benefit
Personal Benefit
Individual Communities
External- e.g. Pit-stop External- e.g.
Consumer Education
Internal -e.g. Quiz up Internal- e.g. Microsoft Language Quality Game
Mode
web
classroom blended
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Learning to think like a Game designer: Elements of Serious Games
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Different kinds of Serious Games
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Game on Technical Scrutiny of Cheques for a Bank
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Skill-Based Serious Games
• Outcome depends on how
well you master a skill
• Success does not depend
on chance or luck.
• Tasks are aimed at
building skills and
abilities to improve
efficiency and
productivity at a job.
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Characteristics of Skill-Based
Serious Games They
• Have one or more clearly Defined Instructional Outcomes.
• Provide Context (real or imaginary) for the content.
• Provide Multiple paths to success.
• Provide opportunities for multiple iterations (Replay-ability).
• Define Multiple Degrees of Success as against just win/lose.
• Entice learners to Constantly Improve Skills.
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Game based Learning
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Example of an Orientation Adventure Game First Steps Online program for DHL Express UK & Ireland
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Knowledge based Serious Game
• An Adventure/Quest game
• Immersive Isometric 3D-like environment
• Explore-Organize-Apply of FACTS
• In-built mechanism for assessment
• Not bound by time
• Short episodes
• No pre-requisite knowledge needed
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Game based Learning
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Behavior based Serious Game
• Change enabler
• Use while translating a complex concept into simple application
• Ideal for topics where learners cannot be forced to learn
• Pre-requisite knowledge of concepts covered
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• According to a 2008 eLearning Guild, Immersive Learning Simulations survey, 93% of the organizations using game-based learning rated the approach as better than other forms of rich-skill practice and 76% reported a positive ROI.
• For example, the Montreal Public Transit System saw a 50% reduction in training time and a 32% increase in overall employee performance after implementing an immersive learning solution
• Gamification strengthens Galderma’s sales force. In 2011, Galderma presented its sales force with a relatively traditional game: players could work individually or in groups to advance their avatar along a path riddled with quizzes and situational role-plays. The purpose of the game was to reinforce staff knowledge of Galderma products, encourage people to share ideas and exchange good practices, and to build team spirit. Game participation was voluntary, but it was popular (nearly 92% of those targeted ended up participating). In the end, the game not only strengthened Galderma’s sales force, it also measurably increased company sales.(http://www.business-digest.eu/en/2012/02/21/gamification-should-work-be-like-play/)
• AstraZeneca gamified medicine training and gets 97% of their large network of agents to participate with a 99% Completion Rate(http://www.alittleb.it/portfolio/go-to-jupiter-e-learning-game-for-employees/)
What Serious Games do for your organization…
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Some emerging Serious Game formats
1. Adventure & Exploration
2. Arcade style Twitch game
3. Assessment / Quiz Games (e.g.
Jeopardy, etc.)
4. Board Game
5. Dilemma Game
6. Casino
7. Hidden Object
8. Investigation
9. Platformer
10. Role-Playing Games (RPG)
11. Puzzles (Sequence , Spot the
Difference/Error, Tagging, 'Point
and click' Adventure)
12. Platformer (Side Scrolling)
13. Simulations
14. First-Person Shooter (FPS) Tata Interactive Systems

An alternate reality game is…
an interactive narrative, or immersive drama… played out both online and in real-world spaces… where players ‘real play’ not ‘role play’ collaboratively working and learning to solve a problem that would be absolutely impossible to solve alone.
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Evolution for Real
Case Studies, Lectures, Reading
Demos, Audio Visuals
Standard web-based training modules
Computer simulations, Serious games
ARGs = As ‘Real’ as it gets… Fidelity Level
The gap = IMMERSION!
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STORY TELLING
PUPPET MASTER
RABBIT HOLE
CLOUD MAKERS Tata Interactive Systems

Electro Moon-Sustainability
Channeling Lunar Energy to Earth to meet Human Needs
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Other popular ARGs
• www.Worldwithoutoil.org
• Perplex city
• Xi (first virtual ARG)
• Lost Ring
• I Love Bees-
www.youtube.com/watch?v=SNhurUnOWKQ
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To summarize
• Gamification is a universal technique for engagement and does not have to limit to learning
• While Gamifying learning consider the context and mode
• Different gaming formats yield well for different learning applications
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Thank you!
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