Gamification Archives - Stratbeans Learning & Training Products Tue, 16 Jul 2024 16:07:05 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.1 https://stratbeans.com/wp-content/uploads/2022/03/SB-Logo_high_new_0.png Gamification Archives - Stratbeans 32 32 Gamification https://stratbeans.com/gamification-learning-development-intuitive/ https://stratbeans.com/gamification-learning-development-intuitive/#respond Tue, 18 Sep 2018 03:44:12 +0000 http://blog.stratbeans.com/?p=926 Gamification If there was a prize for an Elearning concept, it would probably be intuitive […]

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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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Six Ways a Gaming Platform Can Benefit Your Training https://stratbeans.com/six-ways-a-gaming-platform-can-benefit-your-training/ https://stratbeans.com/six-ways-a-gaming-platform-can-benefit-your-training/#respond Thu, 29 Oct 2015 06:51:24 +0000 http://blog.stratbeans.com/?p=295 Research shows that gaming can produce effective learning as compared to the traditional mode of […]

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Research shows that gaming can produce effective learning as compared to the traditional mode of eLearning. With gaming techniques being used in the course material we can create content that enables problem-solving skills and creativity.

More so over, with the gaming concept, individuals do not have to face the negative consequences of failing as compared to real life; instead they get to start over again to improve their mistakes.

Game-based learning, gamified learning, gamification, GBL, learning and development, training and development, performance management system
Games in Your Training?

How Can You Use Gaming To Train Your Employees?

Gaming can be supported by multiple intelligences for learning such as logical, linguistics, interpersonal, kinetic, music.

– Games act as performance support and provide a competitive edge when combined with course trainings for learners.

– Game-based learning promotes active learning amongst learners.

– Games are built on advanced technologies and interactions that make them immersive, motivating and engaging.

– With gaming you get just-in-time learning.

– Game-based learning has storytelling features which create an effective training design.

How Does the Gamiflexer Help in Game-based Learning?

Gamiflexer, is a platform where a set of baked-in gaming templates exist for the users to substitute their set of questions. With this question substitution the end output is an instant game which can be around any desired theme (jungle, racing game, snakes and ladders, etc.). The learner than simply creates a username and password and gets access to the game; where training problems are through at them to solve and to move up a level.

Gamification, gamified learning, game-based learning, GBL, learning and development, training and development
Gamiflexer – Ultimate Gaming Training Engine

So the users innate drive to do something, or pursue activities that are rewarding along with external elements that we incorporate such as incentives, challenges, rewards and feedback; help to create an engaging environment. These games also have tactics such as the use of leaderboards, this ends up encouraging users to compete against one another for points. The dashboard contains the names and status (scores and level) of the players.

With the Gamiflexer you can distribute a set of assigned gaming trainings to your trainees and have them quickly be onboard with the learning material which they can apply in their daily job tasks. You have the option of having a single-player, multi-player, group-based, etc. set up for the games that are distributed.

The Gamiflexer can address many kinds of trainings such as for new recruits, managers, CEOs, and directors. With so many gaming templates to choose from, your organization can select whether they are looking for simulation games skills training. Character-based games to impart myriad trainings such as product/process knowledge trainings.

Interested to get a demo for Gamiflexer? Sign up here!

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