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TRANSCRIPT
at workTIPS, TOOLS & INTELLIGENCE
FOR DEVELOPING TALENT
TECHNOLOGY APPLICATION
Game Thinking: From Content to Actions
Zsolt Olah
JANUARY 2020 ISSUE 2001
Game Terms Defined ........................................................................................... 2
Establish Your Foundation .................................................................................. 2
REFRAME2 the Question .....................................................................................6
Deliberate Play ........................................................................................................8
Selecting Game Design Elements ..................................................................9
Beyond Training Courses ..................................................................................10
Start Where You Are .......................................................................................... 13
Conclusion .............................................................................................................. 13
References & Resources .................................................................................... 14
JOB AID
Deliberate Play Questionnaire ....................................................................... 15
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VOL. 37 • ISSUE 2001 • JANUARY 2020
GAME THINKING: FROM CONTENT TO ACTIONS
technology application
COPYRIGHT © ATD 1Game Thinking: From Content to Actions |
AUTHOR
Zsolt Olah Zsolt Olah is a digital
problem solver working at Kineo as a creative learning
consultant with more than 15 years of experience in L&D.
He’s the author of Engage the WORL&D! and a frequent speaker on engagement and
game thinking for L&D at learning conferences.
Content Manager, Learning Technologies
Justin Brusino
Editor, TD at WorkPatty Gaul
Managing EditorJoy Metcalf
Graphic DesignerShirley E.M. Raybuck
People around the world love games. They are engaging and motivating. For example, a recent Guardian article describes
how gamification within a ride-sharing company motivates drivers to drive more, how feedback encourages them to pay attention to customer satisfaction, and how employees can earn badges by completing special quests.
“ ‘Click here to accept this challenge.’ I tap the screen to accept,”
Guardian author Sarah Mason writes. “Now, whenever I log into driver
mode, a stat meter will appear showing my progress: only 21 more
rides before I hit my first bonus.”
According to Limelight Networks’ 2019 report The State of Online
Gaming, individuals around the world, in various age groups, are play-
ing more games—on average more than seven hours a week. It’s no
wonder, then, that L&D professionals think of games and gamification
as silver bullets for engagement and motivation issues that add fun to
workplace learning.
In today’s world, which the World Economic Forum calls the
“Fourth Industrial Revolution,” continuous learning is one of the key
COPYRIGHT © ATD2 | Game Thinking: From Content to Actions
competitive advantages and top issue on senior leaders’
minds. However, continuous learning does not mean taking
courses. It means the ability to adopt, reskill, and grow.
And just like the cab industry is falling behind Uber
and Lyft, if L&D professionals don’t want to be left with
the question “How did we not see this coming?” we must
use tools such as games and gamification to show value
rather than showcase fun. Showing value starts with
reframing the problem. It means a mindset shift for L&D
professionals—moving from content to actions through
game thinking.
In this issue of TD at Work, I will:
• Examine the definition of games and gamification.
• Provide considerations for building a game-based
learning strategy that is engaging and effective.
• Present case studies of when to use game-based learn-
ing or gamification and when not to.
• Offer tips on how to keep learners—that is, players—in
mind as you build your learning game.
Game Terms Defined
Before you can embark on developing game strategies,
you need to understand the various definitions involved
with games and gamification.
Learning games, game-based learning, and seri-
ous games. These three terms generally mean the
same thing: a game where you learn through gameplay.
Gameplay is the immersive interaction that engages
and motivates players to navigate through meaning-
ful challenges to achieve their goal. The building blocks
of games are game design elements such as points,
feedback, surprise, branching, and a timer. In a well-
designed game, these elements work together seam-
lessly for the gameplay experience. In this issue of TD
at Work, I refer to this approach as game-based learning.
Gamification. This is different from game-based
learning. In Gamification: Toward a Definition, Sebastian
Deterding and co-authors explain that while gamification
can use the same game design elements, the goal of gami-
fication is not learning through gameplay. In fact, often
there is no traditional gameplay involved at all. The goal of
gamification is to motivate people to do something using
the psychological effect behind game design. Gamification
won’t cause people to do what they do not want to do. The
best way to think about it is tackling procrastination and
habit building: nudging people in the right direction.
L&D often refers to gamification as the process of
making learning gamified, which may result in gamifica-
tion or game-based learning at the end. The more game
elements you’re adding to a non-game context (such
as learning), the more it feels and acts like a game. No
wonder there’s still confusion among learning profession-
als about what to call what.
While it is good to understand these definitions, don’t
worry about them. Your target audience is most likely
motivated by gaining knowledge or skills to grow its abil-
ity to perform, not by theoretical definitions behind the
design. It is more important that, as a designer, you move
from the traditional content-centric approach to a more
problem-solving-thinking approach, combining learning
and game design. In this issue of TD at Work, I refer to this
approach as game thinking.
Now that you have a general understanding of those
terms, let’s delve further into putting game thinking
into practice.
Establish Your Foundation
To begin practicing game thinking, you must start by laying
the foundation of design for games and gamification. But
that doesn’t mean you start with technology; rather, it’s
about the mindset of how thinking like a game designer is
different from the traditional learning design approach.
In L&D, we are often tasked with producing training
courses and are even sometimes given the modality and
length of time up front: “We need a 20-minute e-learning
course on compliance. The topic is dry, so let’s gamify it.
By next week.”
Order-taking mostly leads to unrealistic expectations
and boring, ineffective courses packed with content that
is now sugarcoated with “gamification.” At the same time,
saying no to stakeholders is not easy. How, then, should
you respond to the request of gamifying content?
Align Your Focus First, tap into game thinking. Amy Jo Kim, author and
game designer behind Rock Band and The Sims, defines
COPYRIGHT © ATD 3Game Thinking: From Content to Actions |
game thinking for product development as: “the art and
science of engaging customers on a compelling path to
mastery. This approach combines game design, sys-
tems thinking, Agile/Lean [user experience] and design
thinking to help you build deeply engaging experi-
ences and accelerate your path to product/market fit.”
Similarly, L&D professionals need to have this mind-
set to develop gamified learning that lead learners to
develop necessary skills.
As I’ve already discussed, gamification can mean dif-
ferent things to different people. So, rather than delving
headfirst into gamifying content, use the figure below as a
starting point for a discussion with your stakeholders on
what gamifying means to them and what the end product
may look like.
Never begin the design process with content.
Instead, you need to know the target audience members’
goals, their authentic needs and motivation, along with
your available resources for the project. Before you
decide to design and build anything game-related, make
sure you have the right mindset. More important, you
may need to change how your stakeholders think about
gamified learning.
In the figure, as you move to the right, the amount
of game design elements increases, as does the game-
play your users will experience. The further to the
right you go, the more your solution will look like a
game, the more important gameplay will be in the
learning process, and the more complex your design
will be. That means you will likely need additional
resources and expertise.
Think about this figure as a sliding scale rather
than distinct definitions for each solution. A sliding
scale explains why some solutions may be borderline
Game Thinking For L&D
Source: Zsolt Olah (rabbitoreg.com)
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