Gamifying the Learning Experience Tij Nerurkar ? Gamifying the Learning Experience Tij Nerurkar

Download Gamifying the Learning Experience Tij Nerurkar ? Gamifying the Learning Experience Tij Nerurkar

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Gamifying the Learning Experience Tij Nerurkar Tata Interactive Systems mailto:kshitij@tatainteractive.comThe 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 Tata Interactive Systems 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 Tata Interactive Systems What is Gamification? What is gamification? Why do we need it? Gamification is the use of game design techniques and elements in a non-game context Tata Interactive Systems underlying principle Increase engagement Repeatable usage Spread the word Improve capability Solve problems fun fortune fame Tata Interactive Systems Tata Interactive Systems Enabler for Motivation Pain Squad an example of gamification Tata Interactive Systems 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 Tata Interactive Systems So what is game based learning? Applying techniques that increase engagement, usage, and propagation to learning Making games seriousapplying it to solve business problems Tata Interactive Systems "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 Tata Interactive Systems Courtesy: Knewton Pearson Ed Tata Interactive Systems 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 Tata Interactive Systems Elements required for Learning Tata Interactive Systems 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 Tata Interactive Systems Learning to think like a Game designer: Elements of Serious Games Tata Interactive Systems Different kinds of Serious Games Tata Interactive Systems Game on Technical Scrutiny of Cheques for a Bank Tata Interactive Systems 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. Tata Interactive Systems 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. Tata Interactive Systems Game based Learning Tata Interactive Systems Example of an Orientation Adventure Game First Steps Online program for DHL Express UK & Ireland Tata Interactive Systems 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 Tata Interactive Systems Game based Learning Tata Interactive Systems Tata Interactive Systems 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 Tata Interactive Systems 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 Galdermas 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 Galdermas sales force, it also measurably increased company sales.( AstraZeneca gamified medicine training and gets 97% of their large network of agents to participate with a 99% Completion Rate( What Serious Games do for your organization Tata Interactive Systems 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. Tata Interactive Systems 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! Tata Interactive Systems Sneak Peek In you go Tata Interactive Systems UMUC_Trailer_Final.aviSTORY TELLING PUPPET MASTER RABBIT HOLE CLOUD MAKERS Tata Interactive Systems Electro Moon-Sustainability Channeling Lunar Energy to Earth to meet Human Needs Tata Interactive Systems TLF2012_ElectroMoon_Intro_HD1080.wmvOther popular ARGs Perplex city Xi (first virtual ARG) Lost Ring I Love Bees- Tata Interactive Systems 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 Tata Interactive Systems Thank you! Tata Interactive Systems