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Game Learning Webinar by Greenbooks & Gamelearn

How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.

www.greenbookslearning.com

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Game Learning Webinar by Greenbooks & Gamelearn

  1. 1. Change your organization learning forever through Game-based Learning
  2. 2. Shyam Sunder Chief Learning Architect GreenBooks Learning Solutions, India James Higham Chief Strategy Officer Gamelearn, USA www.greenbookslearning.com www.game-learn.com
  3. 3. today… 1. Role of game-based learning in enhancing learning outcomes 2. Example of a successful game-based learning module 3. ROI of a game-based learning
  4. 4. How can you participate? • Respond to our poll • Ask questions • Tweet with #gamelearn
  5. 5. meet Prasad
  6. 6. L&D Manager
  7. 7. works here
  8. 8. responsible for talent development
  9. 9. classroom elearning
  10. 10. was able to train a wide range of audience
  11. 11. was able to standardize content
  12. 12. Prasad was a happy man
  13. 13. until
  14. 14. BIG boss
  15. 15. questioned on…
  16. 16. Learner’s motivation & readiness to apply ?
  17. 17. Learner’s emotional engagement with content ?
  18. 18. Business impact and ROI on Training Investment ?
  19. 19. made him uncomfortable
  20. 20. Investigate for insights
  21. 21. focus group with few participants
  22. 22. Priya
  23. 23. Ms. Performer
  24. 24. 1. Poor engagement & interactivity
  25. 25. elearning module looks like this
  26. 26. • Boring • No challenge, • No feedback, • No recognition, • Visuals have no meaning and doesn't reflect real world • No fun • Goal is just to complete
  27. 27. • less productive • kills time • distracted Not Engaged
  28. 28. • more productive • willing to dedicate more time and effort to learn • willing to try out new things • less productive • kills time • distracted Engaged Not Engaged
  29. 29. 2. Not attained skill proficiency
  30. 30. what she wants: ( more skill practice and less knowledge absorption ) knowledge absorption skill practice training flow
  31. 31. knowledge absorption skill practice what she gets: ( more knowledge absorption and less skill practice ) training flow training flow
  32. 32. 3. Poor retention
  33. 33. source: Institute of applied behavior science 0 25 50 75 100 informationrecallpercentage 78% advanced simulations Expected level of retention
  34. 34. source: Institute of applied behavior science 0 25 50 75 100 lectures reading audio visual informationrecallpercentage 5% 10% 20% Actual level of retention
  35. 35. classroom workplace No learning transfer
  36. 36. gathered his insights
  37. 37. If the learner’s are engaged learn & practice apply skills on-the-job business impact ROI
  38. 38. he decides to
  39. 39. 1. Increase learning engagement 2. Improve skill proficiency 3. Enhance retention
  40. 40. but how?
  41. 41. Introducing…
  42. 42. predicts that by 2015, 40% of global companies will use gamification as a primary mechanism to transform business operations Gartner also predicts 80% of current gamified applications will fail to meet business objectives, primarily due to poor design.
  43. 43. Gamification is the use of game thinking and mechanics in a non-game context, like learning, to inspire employees to get engaged in the learning process. Gamification
  44. 44. Simulation A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions
  45. 45. Gamification + Simulation = Learning Game
  46. 46. Two types of gamification Structural Content Source: adopted from Karl Kapp
  47. 47. Structural Gamification – use of game-elements to propel a learner through content with no alterations or changes to the content - points - badges - leaderboards
  48. 48. Content gamification – use of game thinking to alter content to make it more game-like with specific learning objectives in mind - challenge - story - characters - missions
  49. 49. Gamification elements that aid learning 1. Story 2. Challenge 3. Mystery 4. Characters 5. Challenge 6. Levels Source: adopted from Karl Kapp 7. Feedback 8. Replayability 9. Freedom to fail 10. Aesthetics 11. Time 12. Reward structure
  50. 50. Optimal Playing Experience Frustrating Boring Challenge Skill too hard/ confusing too easy flow
  51. 51. Optimal Playing Experience Frustrating Boring Challenge Skill too hard/ confusing too easy • achievable tasks • clear goals • hands on • make decisions • solve a problem • surprise • complexity • novelty • fantasy
  52. 52. Poll 4
  53. 53. spaced repetition & retrieval practice (2 powerful ID Concepts)
  54. 54. In spaced repetition, short bursts of learning delivered over recurring In retrieval practice, when a learner answers knowledge and scenario/ intervals are far more effective than massed learning situational review questions, it has a tremendous impact on long term retention and accelerated application.
  55. 55. All this sounds great. But…
  56. 56. 1) Will adults play and learn? 2) Will gender matter? 3) What’s the future trend? 4) What’s the impact?
  57. 57. 1) Will adults play and learn? 2) Will gender matter? 3) What’s the future trend? 4) What’s the impact?
  58. 58. average age of a gamer is 34
  59. 59. 1) Will adults play and learn? 2) Will gender matter? 3) What’s the future trend? 4) What’s the impact?
  60. 60. 43% of gamers are women
  61. 61. 1) Will adults play and learn? 2) Will gender matter? 3) What’s the future trend? 4) What’s the impact?
  62. 62. 2010 2012 2014 2016 2018 2020 2022 2024 of workforce today is Gen Y/ Millennial 30% by 2014
  63. 63. 2010 2012 2014 2016 2018 2020 2022 2024 of workforce in 10 years will be Millennial 75% by 2024
  64. 64. Your workforce is changing
  65. 65. 1) Will adults play and learn? 2) Will gender matter? 3) What’s the future trend? 4) What’s the impact?
  66. 66. Source: A Meta-Analytical Examination of the Instructional Effectiveness of Computer-Based Simulation Games”, [2011], Tracy games are wonderful ways to learn
  67. 67. serious games is serious business
  68. 68. Classroom vs elearning vs game learning
  69. 69.  highly engaging  full of content  safe places for risk taking and failure  motivational for players to persevere  centered around problem solving  flow state  fun well designed learning games are:
  70. 70. An example of a serious game
  71. 71. 6 most advanced negotiation simulators
  72. 72. Leaderboards
  73. 73. Compelling characters to interact
  74. 74. A great mentor to help you navigate
  75. 75. Quest to achieve
  76. 76. Design proposal from scratch
  77. 77. Receive personalized feedback
  78. 78. Results
  79. 79. results from over 30,000 learners around the world
  80. 80. A case in point
  81. 81. • Increased confidence in selling skills • Shortened sales cycles • Improved win/loss ratios • Increased revenue per transaction • More favorable agreement terms between buyer and seller • Improved sales behaviors in specific skill areas
  82. 82. Now he knows
  83. 83. GreenBooks Learning Solutions, founded in 2008, is an innovative corporate learning design firm that offers: • Game based learning • Business writing & business conversations • ROI & measurement consulting GreenBooks consultants help organizations better allocate human capital investments through strategies that allow for faster, more accurate, data-driven decision-making. 200+ medium and large organization in the country have relied on our services to address their training requirements. Drawing from our global partnership (ROI Institute, USA, Forum) we bring a strong understanding and expertise in assessment, content development, training, technology and measurement to help our clients drive greater ROI on L&D investments. About GreenBooks we care for learning
  84. 84. 2016, GreenBooks Learning Solutions get started Shyam Sunder ss@greenbooks.co.in +91 – 7766 100 400 www.greenbookslearning.com

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