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Gamification

If there was a prize for an Elearning concept, it would probably be intuitive learning using gamification. Consequently, it is like the proverbial set of blind men feeling different parts of an elephant. Then arriving at their own vision of what the animal looked like. Similarly, gamification means many different things to many different people.

We present below some of the common ways to visualise intuitive learning in Gamification, in the context of E-learning.

Animation and Interaction

Intuitive learning using gamification

The most basic E-learning intervention we can visualise is as some sort of a Powerpoint Plus or Video intervention. Similarly here also a series of screens with relevant text with a voiceover handles the subject through the screen.

The most common understanding of Gamification is that of an E-learning interventions. It will go beyond this basic format of Powerpoint Plus or Video. There are primarily two vectors on which this happens:

  1. Animation – The onscreen text (OST) of the basic intervention replaces or embellishes static examples, figures, infographics. It illustrates the subject in a manner. Hence it becomes more appealing to the learner. As the quality of the intervention is enhanced, static examples and figures can give way to animated examples, figures and infographics. It seeks to hold the learner’s attention
  2. Interaction – Even today, it is the most common format of delivering E-learning, even by established names in the E-learning business. It is through one-sided Videos and Powerpoint Plus files, with or without examples, figures and infographics, static or animated. There is high risk in such interventions. The learner can lose interest as he is merely a spectator. To overcome this limitation, creators of E-learning interventions are increasingly designing them in a different manner. The learner necessarily has to interact with it for it to keep progressing. These interactions often take the shape of solving a problem. We approach it through a quiz, or a drag-and-drop exercise, or role-play or typing in a free format response or even recording a video. For the learner, it becomes a bit like participating in a “game”, hence the reference to gamification in this context.

Gamified Environment

Intuitive learning using gamification

Many organisations make an effort to harness the inherent desire of humans to participate in challenges and excel and outshine others.They are looking for achieving superior learning outcomes as well as business goals. This normally manifests itself in the form of a scorecard, or leaderboard. They access it to motivate participating employees to move up on it.

Organisations are required to identify and reward desirable behaviour and actions while penalising undesirable behaviour and actions that are detrimental to the business. The scope of this gamification varies from organisation to organisation and its ability to recognise desirable and undesirable behaviour and actions and ability to track them in a reasonably transparent manner. Outcomes are tied to the financial rewards the company offers to employees or could be run as a parallel process leading to non-financial rewards and recognition in the form of stars and badges, etc.

Though often larger than E-learning, it constitutes an integral part of the effort with the organisational Learning Management System (LMS) the backbone which monitors, tracks and publishes scorecards and performance.

Gamified, glorious “skin”

Intuitive learning using gamification

This form of gamification can also be referred to as a gamified “skin” of an E-learning intervention. Here, some E-learning creators try to go high on the creative quotient in order to impart the feeling of a “game” to an intervention. For example, an intervention could be created in the form of raiding a castle, or climbing a mountain, or travelling to outer space, or anything else they believe will appeal to learners.

This format will deliver key learning messages. In a regular E-learning intervention, with or without figures, examples and infographics, it is either static or animated. The concept is to move towards the stated goal. It could be summiting a peak or landing on Mars. Periodically the learner will be asked to answer questions based on the learning provided so far. Once he answers correctly he will move forward. The learner, many a time may be engaged in the glorious activity of rescuing the princess. Basically, he is constantly brought back to reality with the business questions he needs to keep answering.

Learning with preset Goals

We should note that moving forward with intuitive learning using gamification on the mission neither requires the learner to demonstrate any skill or learning relevant to that task, either climbing or space travelling, nor does it bear any connection to the learning goal or subject or industry or function. The learner might be made to climb a mountain, or travel to outer space or dive down to the depths of the ocean or anything else, for the same learning. He will be delivered the same learning messages and will need to solve the same problems for moving from one place or level to the next.

In this format, the “skin” of the intervention becomes both key and irrelevant. Since it is key that needs to be attractive so that it can engage learners. Similarly, it is also immaterial because it mostly bears no relevance to the subject at hand.

Gamification – Pure Game, Incidental Learning

Intuitive learning using gamification

This perhaps remains the Holy Grail of gamified E-learning.

According to some, this is the highest, and most desirable, form of gamification. The intervention designs it as a “pure” game. Without artificial props like answering business questions to move to the next level. It delivers an enjoyable experience to the learner. It is like a game which he wilfully participates in, while subliminally delivering the learning messages. For example, in the game of Monopoly, we try to achieve the goals set out in the game. The process of doing so delivers messages like value of property, strategy, consolidation, etc. to participants. And we believe that because these are not learning goals, but merely byproducts of an enjoyable activity, they become ingrained in the participant.

Gamification – Designing of the concept

Intuitive learning using gamification designing is an important element. And again, we design a wide range of games. Contrary to perception, these games don’t necessarily need to be complex. Some simple examples:

  • A “Memory and Matching” game requires participants to match cards in two decks kept face downwards. When children play this game, there could be a matching of an animal on one side with its young on the other. They pick a card from each deck. If they match they take it out and pick again, else they keep the cards back in place. The cues are suitably modified to reflect the business catered to in the E-learning situation.
  • A “Crossword” quiz with cues and answers relevant to the business and learning

There is a challenge with this form of gamification. It might seem too much like fun. While we believe fun is good, we don’t want to permit it on our watch. Although, it leads to better outcomes. Only mature, confident organisations, who are not under constant pressure to prove outcomes, might be in a position to deploy these.

Gamification – Conclusion

Whichever format of gamified E-learning your organisation chooses, it is upto us to utilise the concepts. Industries and learning organisations use this on an extensive basis. Salesforce is the most important business process that can utilise gamification to reap the most profit out of it. As gamification takes very little time for interaction, salesforce can access it on the go.

 

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Get all content assets at one place with Articulate 360 Content Library https://stratbeans.com/get-all-content-assets-at-one-place-with-articulate-360-content-library/ https://stratbeans.com/get-all-content-assets-at-one-place-with-articulate-360-content-library/#respond Wed, 22 Mar 2017 11:20:06 +0000 http://blog.stratbeans.com/?p=706 How about getting any and every kind of content bits for better course authoring only […]

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How about getting any and every kind of content bits for better course authoring only within a click? Sounds cool, ain’t it? Particularly, now we have ‘content library’ within Articulate 360 integrated with Storyline 360 to search and insert different media very quickly. Generally, the media types include high-resolution photographs, wide-variety of icons or vector graphics, HD video, characters which are photographic as well as illustrated.

Logo - Content Library - Articulate 360

Characters:

Diverse and a large set of characters can be accessed and inserted into the course. In order to make a content author’s job easy, characters can be filtered by Style categorized into Photographic, Illustrated – Modern, Illustrated – Classic, Gender, Clothing, Age. Consequently, this helps in finding the right character to match the context. Together with these characters, you can create stunning visuals to get the attention of learners.

Storyline 360 Content library
Browse characters by applying filters

Storyline 360 content Library
Sample Character named Gianna

Storyline 360 - Content Library
Some of the exhaustive list of Poses and Expressions from Gianna

Photos:

Click ‘Photos’ to get high-resolution photos on any topic of interest. Within a chosen template, placeholder feature helps you replace the already existing image or photo within no time.

Storyline 360 Content library

Illustrations:

Click illustrations and query the desired word to get a huge number of related illustrations.

Storyline 360 Content Library

Icons:

Insert icons which are vector graphics making them fit for any size on the slide. You can customize the icons by changing the color, stroke thickness, stroke color, part-wise customization in a whole icon.

Storyline 360 Content library Icons

Videos:

Search high-quality videos from storyline 360 and insert into the slide. Additionally, you can even preview videos before adding them to your slide.

Storyline 360 Content Library
Preview video before inserting into the course

In conclusion, the content library can be defined as an ever-growing library of assets for quicker and engaging course authoring.

To know more about all the tools in Articulate 360 get a hands-on experience, register for a FREE weekly webinar.

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Weave A Story With Storyline Characters https://stratbeans.com/weave-a-story-with-storyline-characters/ https://stratbeans.com/weave-a-story-with-storyline-characters/#respond Wed, 09 Sep 2015 06:57:25 +0000 http://stratbeans.com/blog/?p=23 Articulate Storyline comes with a power pack character bundle with two variations. One bundle is […]

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Articulate Storyline comes with a power pack character bundle with two variations. One bundle is generically illustrated or in simple terms they are more cartoon like. The other bundle is full of photographic character or real life characters. Thanks to the Articulate guys for helping us in creating more interactive eLearning and digitized content. Storyline characters revolutionized the whole idea of creating eLearning and presentations.

If you want to understand how animation can help in the whole aspect of motivating your employees do read: Haven’t Yet Involved Animation in Your eLearning?

Sometime back, trainers would have spent a lot of time in researching how to engage learners and searching for those factors that would motivate them to take up training courses.I am sure today the trainers are relaxed about the fact that Articulate provides not only interactive content that would engage a learner but they get to experience story-like courses that have characters both illustrated and realistic. Articulate Storyline characters is a great tool that helps in creating eLearning and mLearning. At the end of the day this for sure saves your training cost.

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