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<ul><li><p>Gamifying the Learning Experience Tij Nerurkar </p><p>Tata Interactive Systems </p><p></p></li><li><p>The Tata Group </p><p> Founded 1868 </p><p> Leadership through business excellence </p><p> Improve quality of life in our communities </p><p> 6th most trusted brand </p><p>Presence in 80 countries </p><p>350,000 employees </p><p>$100 Billion revenues </p><p>Over 50% revenue from international operations </p><p>Tata Interactive Systems </p></li><li><p>Children </p><p>Adults </p><p>Tata Interactive Systems building learning </p><p>solutions for a diverse audience </p><p>Mobile </p><p>Learning </p><p>Classroom </p><p>100 second </p><p>Learning Nuggets </p><p>Performance Aids </p><p>Story Based Learning </p><p>Virtual </p><p>Environments Simulations Tata Interactive Systems </p></li><li><p>The discussion today </p><p> Distinguish between gamification and game based learning </p><p> Evolution of serious games </p><p> Classify game based learning by various formats </p><p> See some examples </p><p> Thinking like a game designer </p><p>Tata Interactive Systems </p></li><li><p>What is Gamification? </p><p> </p><p> What is gamification? </p><p> Why do we need it? </p><p>Gamification is the use of game design techniques and elements in a non-game context </p><p>Tata Interactive Systems </p><p></p></li><li><p>The underlying principle </p><p>Increase engagement </p><p>Repeatable usage </p><p>Spread the word </p><p>Improve capability </p><p>Solve problems </p><p>fun </p><p>fortune </p><p>fame </p><p>Tata Interactive Systems </p></li><li><p> </p><p>Tata Interactive Systems </p></li><li><p>Enabler for Motivation </p><p>Pain Squad an example of gamification </p><p>Tata Interactive Systems </p></li><li><p>Gartner research says </p><p> By end of 2014 </p><p> The gaming industry will be $1.7bn </p><p> 1Bn gamers </p><p> More than 50% of organizations that manage innovation processes will gamify them </p><p> More than 70% of global 2000 organizations will build at least one game app </p><p> Tata Interactive Systems </p></li><li><p> So what is game based learning? </p><p> Applying techniques that increase engagement, usage, and propagation to learning </p><p> Making games seriousapplying it to solve business problems </p><p>Tata Interactive Systems </p></li><li><p>"Play is an important part of the learning experience. When we enjoy learning, we learn better" </p><p> - Rose and Nicholl </p><p>People rarely succeed in what they are doing unless they have fun in what they are doing. </p><p> Dale Carnegie </p><p>Game based learning is ideal for material that is not intrinsically motivating to anyone but needs to be learnt. </p><p> Mark Prensky </p><p>Tata Interactive Systems </p></li><li><p>Courtesy: Knewton Pearson Ed </p><p>Tata Interactive Systems </p></li><li><p>Serious Games v/s Entertainment Games </p><p>VS </p><p> Has pedagogical foundations in learning theory applications as a game-play element </p><p> Clearly defined learning objectives with associated outcomes driven by instructional goals </p><p> A combination of game elements, game thinking, and game play targeting first time players </p><p> The primary purpose is entertainment, enjoyment and fun </p><p> Targeted towards improving engagement, enjoyment with a view to commercial gain </p><p> A combination of game elements &amp; game thinking, game play and fun; however, accessibility may not have such a low barrier </p><p>Tata Interactive Systems </p></li><li><p>Elements required for Learning </p><p>Tata Interactive Systems </p></li><li><p>Learning to think like a game designer... </p><p>Organizational Benefit </p><p>Personal Benefit </p><p>Individual Communities </p><p>External- e.g. Pit-stop External- e.g. </p><p>Consumer Education </p><p>Internal -e.g. Quiz up Internal- e.g. Microsoft Language Quality Game </p><p>Mode </p><p>web </p><p>classroom blended </p><p>Tata Interactive Systems </p></li><li><p>Learning to think like a Game designer: Elements of Serious Games </p><p>Tata Interactive Systems </p></li><li><p>Different kinds of Serious Games </p><p>Tata Interactive Systems </p></li><li><p>Game on Technical Scrutiny of Cheques for a Bank </p><p>Tata Interactive Systems </p></li><li><p>Skill-Based Serious Games </p><p> Outcome depends on how </p><p>well you master a skill </p><p> Success does not depend </p><p>on chance or luck. </p><p> Tasks are aimed at </p><p>building skills and </p><p>abilities to improve </p><p>efficiency and </p><p>productivity at a job. </p><p> Tata Interactive Systems </p></li><li><p>Characteristics of Skill-Based </p><p>Serious Games They Have one or more clearly Defined Instructional </p><p>Outcomes. </p><p> Provide Context (real or imaginary) for the content. </p><p> Provide Multiple paths to success. </p><p> Provide opportunities for multiple iterations (Replay-ability). </p><p> Define Multiple Degrees of Success as against just win/lose. </p><p> Entice learners to Constantly Improve Skills. </p><p>Tata Interactive Systems </p></li><li><p>Game based Learning </p><p>Tata Interactive Systems </p></li><li><p>Example of an Orientation Adventure Game First Steps Online program for DHL Express UK &amp; Ireland </p><p>Tata Interactive Systems </p></li><li><p>Knowledge based Serious Game </p><p> An Adventure/Quest game </p><p> Immersive Isometric 3D-like environment </p><p> Explore-Organize-Apply of FACTS </p><p> In-built mechanism for assessment </p><p> Not bound by time </p><p> Short episodes </p><p> No pre-requisite knowledge needed </p><p>Tata Interactive Systems </p></li><li><p>Game based Learning </p><p>Tata Interactive Systems </p></li><li><p>Tata Interactive Systems </p></li><li><p>Behavior based Serious Game </p><p> Change enabler </p><p> Use while translating a complex concept into simple application </p><p> Ideal for topics where learners cannot be forced to learn </p><p> Pre-requisite knowledge of concepts covered </p><p> Tata Interactive Systems </p></li><li><p> 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. </p><p> 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 </p><p> 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.( </p><p> AstraZeneca gamified medicine training and gets 97% of their large network of agents to participate with a 99% Completion Rate( </p><p>What Serious Games do for your organization </p><p>Tata Interactive Systems </p><p></p></li><li><p>Some emerging Serious Game formats </p><p>1. Adventure &amp; Exploration </p><p>2. Arcade style Twitch game </p><p>3. Assessment / Quiz Games (e.g. </p><p>Jeopardy, etc.) </p><p>4. Board Game </p><p>5. Dilemma Game </p><p>6. Casino </p><p>7. Hidden Object </p><p>8. Investigation </p><p>9. Platformer </p><p>10. Role-Playing Games (RPG) </p><p>11. Puzzles (Sequence , Spot the </p><p>Difference/Error, Tagging, 'Point </p><p>and click' Adventure) </p><p>12. Platformer (Side Scrolling) </p><p>13. Simulations </p><p>14. First-Person Shooter (FPS) Tata Interactive Systems </p></li><li><p>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. </p><p>Tata Interactive Systems </p></li><li><p>Evolution for Real </p><p>Case Studies, Lectures, Reading </p><p>Demos, Audio Visuals </p><p>Standard web-based training modules </p><p>Computer simulations, Serious games </p><p>ARGs = As Real as it gets Fidelity Level </p><p>The gap = IMMERSION! </p><p>Tata Interactive Systems </p></li><li><p>Sneak Peek In you go </p><p>Tata Interactive Systems </p><p>UMUC_Trailer_Final.avi</p></li><li><p>STORY TELLING </p><p>PUPPET MASTER </p><p>RABBIT HOLE </p><p>CLOUD MAKERS Tata Interactive Systems </p></li><li><p>Electro Moon-Sustainability </p><p>Channeling Lunar Energy to Earth to meet Human Needs </p><p>Tata Interactive Systems </p><p>TLF2012_ElectroMoon_Intro_HD1080.wmv</p></li><li><p>Other popular ARGs </p><p> </p><p> Perplex city </p><p> Xi (first virtual ARG) </p><p> Lost Ring </p><p> I Love Bees- </p><p> </p><p> Tata Interactive Systems </p><p></p></li><li><p>To summarize </p><p> Gamification is a universal technique for engagement and does not have to limit to learning </p><p> While Gamifying learning consider the context and mode </p><p> Different gaming formats yield well for different learning applications </p><p>Tata Interactive Systems </p></li><li><p> Thank you! </p><p>Tata Interactive Systems </p></li></ul>