the power of play: the gamification of instructional design

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The Power of Play

The Gamification of Instructional Design

@phylisebanner#LearningBattleCards

Master CraftswomaneLearning Craft

GOALS FOR TODAY

1. Learn2. Play3. Share4. Win

Shout it out!

Icon created by Magicon from Noun Project

What is YOUR name?

What do you DO best?

What does PLAY mean to you?

“Anything that spontaneously is done for its own sake”

He also says that play:“Appears purposeless,

produces pleasure and joy, and leads one to the next

stage of mastery”

As defined by Stuart Brown, the founder of the National Institute of Play:

RESEARCH TELLS USPleasurable: We must enjoy the activity.Intrinsically motivated: We do it justto do it.Process oriented: The means are more important.Freely chosen: We can opt in or out.Actively engaged: We must be involved.Non-literal: It’s only a paper moon!

RESEARCH TELLS US

Play can help us regulate our emotions by providing an outlet to exert control over our environments and deal with stress in the moment.

HOW WE PLAYSolitary: We play alone.Parallel: We do the same thing, but separately.Associative: We do the same thing separately, but we share.Cooperative: We play together with a common goal.

“PLAY makes learning something

that happens naturally and

joyfully, when we laugh, wonder,

explore,and imagine.”

Quote adapted from the Minnesota Children’s Museum

How can we PLAY at work?

Who here PLAYS cards?

LEARNING BATTLE CARDSto share . to understand . to use

I am an independent design consultant and I do NOT represent any vendors!

METAPHORLearning Battle Cards

Mt

THE XYLearning TEAM

… and a CROWD of hundreds!

To deliver a uniform ecosystem and handy

artifacts helpful in designing instruction

To promote rich LEARNING, or (maybe even better) to promote a rich Instructional Design process based on the understanding of a large VARIETY of training and development methods.To train the trainers; give educators INSPIRATION, knowledge, and a FRAMEWORK of thinking in a Learning Battle Cards way.

CAN DESIGNING LEARNING BE A GAME?

STARTOrganizational goals define

the “win” of the game.

Organizationalor project

constraints define the

deck.

Time and budget scope

out the rules of the game.

Ideas and approaches are thrown around

throughout the process.

Strategies are used to

continuously revise and

adapt.

There is a finish line for delivery. WIN

Ready to PLAY?

ANATOMY OF A CARD

GRANULARITYThe level of practical complexity thata given card has.• Component• Mechanism• Form

GRANULARITY

HOW WE PLAYSolitary: We play alone.Parallel: We do the same thing, but separately.Associative: We do the same thing separately, but we share.Cooperative: We play together with a common goal.

GAME 1

Appoint a DEALER and a LEAD VOCALIST in your group

Deal ONE card to each person

Each person needs to share 2 benefits and 2 drawbacks

to implementing the approach on

their card.

15 MINUTES

Time to SING!5 MINUTES

GAME 2

The DEAL passes to the left

Get into groups of 5Appoint a VOCALIST and

REALIST

REALIST worry about budget, time, client demandsIDEALISTSshoot for the moon, dream big

Deal out 5 random cardsto each group

Design a LEARNING solution

Each group needs to design a LEARNING

solution using at least four approaches in

your hand, while being “inspired” by the

REALIST.

15 MINUTES

Time to SING!10 MINUTES

GAME 3

The DEAL passes to the left

Deal FIVE cards to each person

Who has the best HAND for building a learning community?

1.Royal flush2.Straight flush3.Four of a kind4.Full house5.Flush6.Straight7.Three of a

kind8.Two pairs

Time to SING!5 MINUTES

“PLAY makes learning something

that happens naturally and

joyfully, when we laugh, wonder,

explore,and imagine.”

Quote adapted from the Minnesota Children’s Museum

http://learningbattlecards.com

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LBC#PHYLISE

pbanner@gmail.com@phylisebanner

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