learning made fun: gadgets, games and a safe place to explore
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Learning Made Fun: Gadgets, Games and a Safe Place to Explore Presented by Weejee Learning to HR.com on 4/15/13TRANSCRIPT
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presented by Tracy Bissette and Ian Huckabee
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“This site is dedicated to the thought that something as simple as fun is the easiest way to change people’s behaviour for the better. Be it for yourself, for the environment, or for something entirely different, the only thing that matters is that it’s change for the better.”
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The Science of Fun Learning
“Aha” moments are more likely to occur in an atmosphere of “exuberant discovery.”
“
“Conjunction Junction, ...
Brain research suggests that fun is not just beneficial to learning but ... required for authentic learning and long-term memory.
“
Games provide motivation to succeed and reduce the sting of failure.“
-- Sean Slade, Dir. Healthy School Communities,ASCD
-- Judy Willis, neurologist and author of “Research-based Strategies to Ignite Student Learning”
-- Schoolhouse Rock, created by David McCall
-- Karl Kapp, instruction designer and author of “The Gamification of Learning and Instruction”
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A debate among colleagues
Games don’t teach. Not that games can’t teach, but that advocating games as a main or even frequent instructional strategy is misleading.
“SHE said ...
“HE said ...
-- Dr. Ruth Clark, instructional designer
-- Karl Kapp, ID, gaming expert and author
The preponderance of evidence is that games can and do teach. Now does every game teach? No. Neither does every lecture or every online course.
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Making Learning Fun
Instructional Strategies
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gamification
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CHALLENGE: Make this fun.
Talking parrot
Boring compliance information
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CHALLENGE: Not mandatory
Not required
Formal 5-module approach?Company culture
through facts and
history.
Build employee empathy with end product user.
Product knowledge
Operationalexcellence
Technology and innovation
Talent development
Commercial
execution
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What’s your challenge?(use Chat)
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Existing tools and tech:Is there a button I can press to make it fun?
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Learners are everywhere.
“ By the end of 2013, there will be more mobile devices on Earth than people.
-- Source: Cisco Visual Networking Index Global Mobile Data Traffic Forecast
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example authoring tool: Storyline
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Fun is measurable.
Next-generation LMS
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LMS
Module
App
LRS
Informal On the job
The Experience API
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example environment: Wisetail
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example environment: SharePoint
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Fun learning’s impact on the organization’s culture
Fun learning helps identify employees’ true strengths, and helps in establishing new groups with a tailored mix of talents.
“
“ Learning is more effective and long-term when it’s also fun. This has positive long-term implications for the organization.
Fun learning encourages different cultures of innovation.
“
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What makes it fun?Ho hum learning Fun learning
Look and feel Stock, generic, templates Fresh, one-of-a-kind interface
Navigation Click next Go on a journey
Engagement Push learning Pull learning
Gamification Bingo Levels, leader boards, badges
Duration “How fast can I finish?” “How can I stay here longer?”
Information Blah blah blah Learn by doing
Assessments Choose answer. Click submit. Do something and see what happens.
Motivation “More training? For what?” “This is a career builder!”
Feedback Incorrect. Please try again. Here’s what will happen in the real world.
Technology Company computers BYOD
Collaboration Top down, materials-focused Bottom up, learner-focused
Emotion Disconnection from the material Material creates emotional connection
Results A score A skill
Funification None Lots
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