You can listen to today’s webinar using your computer’s speakers or you may dial into the teleconference. If you would like to join the teleconference, please dial 1.650.479.3208 and enter access code: 923 279 304 #. You will be on hold until the seminar begins. #CLOwebinar
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning. Develop, select and implement employee training programs to increase individual and organizational effectiveness. Evaluate the effectiveness of employee training programs through the use of metrics. Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives. Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
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You can listen to today’s webinar using your computer’s speakers or you may dial into the teleconference.
If you would like to join the teleconference,
please dial 1.650.479.3208 and enter access code: 923 279 304 #.
You will be on hold until the seminar begins.
#CLOwebinar
#CLOwebinar
Speakers: Bryan Austin Chief Game Changer Game On! Learning Karl Kapp, Ed.D. CFPIM CIRM
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Can Game-Based Learning More Effectively Improve Performance?
What’s in this session for YOU! Gamification of learning versus game-based
learning – what’s the difference? Theory and research behind game-based learning Why game-based learning, and for what? Aligning training to business imperatives –
knowledge, skills, behaviors – using serious games Measuring the performance impact of training –
Content Gamification The application of game elements and game thinking to alter content to make it more game-like but doesn’t turn the content into a game.
Simulation Learning A realistic, controlled-risk environment where learners can practice specific behaviors and experience the impacts of their decisions.
Gamification of Learning Adding game elements to traditional learning. Structural: Points Badges Leaderboard
Content: Characters Challenge Feedback
Game-Based Learning Course designed as a game experience Story Game play Characters Competition Recognition and rewards Increasing complexity Challenges Freedom to fail
Gamification is using game-based mechanics, aesthetics and game-thinking to engage people, motivate action promote learning, and solve problems.
Game-based Learning is the use of a game to teach knowledge, skills and abilities to learners using a self-contained game.
What is this “game” stuff?
Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors and experience the impacts of their decisions.
The Theory and Research Behind Game-Based Learning
Lectures are NOT effective for fostering higher level
thoughts and information processing
Gibbs, G., (1981). Twenty Terrible Reasons for Lecturing, SCED Occasional Paper No. 8, Birmingham. http://www.brookes.ac.uk/services/ocsld/resources/20reasons.html and Bligh, D., (1972). What’s the Use of Lectures? Penguin.
Bloom, B. S., (1953). “Thought Processes in Lectures and Discussions.” Journal of General Education Vol. 7. Isaacs, G., (1994). “Lecturing Practices and Note-taking Purposes.” Studies in Higher Education, 19:2.
• Researchers could not track down a single study which found lecturing to be more effective than another method for the promotion of thought: – 21 studies found lecturing to be less effective
than: discussion, reading and individual work in class.
– The evidence on the weakness of lectures to promote thought is devastating.
• During lectures students' thoughts – involved attempting to solve problems, or synthesize
or inter-relate information for only 1% of the time – 78% of the lecture was spent in ‘passive thoughts
about the subject’ and ‘irrelevant thoughts’. • In 1994, a researcher named Isaacs observed
– “Lectures are not a very effective way of teaching in higher education – especially if the aim is to teach thinking, or to change attitudes or other higher aims beyond the simple transmission of factual knowledge.”
Instruction with learning games yields higher gains in learning and retention
than traditional instruction.
Statistics are from: Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
Confirmed findings (not statistics): Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. Review of 39 studies 54% conducted in the last year.
The ability of simulations to teach skills that transfer to real-life, on-the-job situations seems abundantly positive… Computer-based simulations—assessed as an alternative to other means of training, as a supplement to other means of training, as a device to combat skill decay in experienced trainees, and as a means of improving performance levels as they stand prior to training—show positive results for transfer a majority of the time.
In 22 out of 26 studies, trainees demonstrated equal or superior transfer to the control group from simulations. Shenan Hahn ADL Research and Evaluation Team
Instructional games should be embedded in instructional programs that include debriefing and feedback.
Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience.
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004).
Serious games lead to well-structured prior knowledge on
which learners can build but the effect is only seen over time.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. Review of 39 studies 54% conducted in the last year.
Negotiation Skills Can be divided into different segments: • Know your position • Know your opposition’s
position • Understand what you
can give up. .
Immediately after the learning from conventional instruction or a game, the surface level and text base level representation of content is still sufficiently available causing no difference between the conventional instruction or the game in comparison studies.
In contrast, after 2-4 days, the benefit of deeper processing in the game condition pays off as the surface level and text base level representation of the content decays.
Studies with a one session learning stage in which an immediate and a delayed test is administered show no efficacy on the short term but they do in the long term.
Malone’s Theory of Intrinsically Motivating Instruction
Challenge Fantasy Curiosity
Challenge
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2 “The Gamification of Learning and Instruction.”
Fantasy– There are both cognitive and emotional reasons for evoking fantasy. Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content (Episodic memory). Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears.
“When it comes to employee skill gaps, companies typically don’t tolerate technical competence – at any level. That’s why I’m always baffled that so many companies tolerate leadership incompetence – at every level.” Source: DDI “More than half of organizations report their business is being held back by a lack of leadership talent.” Source: Bersin by Deloitte study, 2011
Business professions often have the business, technical or product knowledge. The question is whether they also have the communication skills and the ability to work effectively with people as they build credibility with clients and/or their own staff.
Communication
“People now spend over 40% of their time at work engaged in non-sales selling – persuading, influencing, and convincing others. We spend 24 minutes of every hour devoted to moving others. This aspect of work is crucial to our professional and organizational success.”
400 Senior HR professionals were asked to name the most important skill their employees will need in the next 5 years. Critical thinking was #1, surpassing innovation and application of IT. Source: SHRM and The Conference Board
Critical thinkers possess: – Analysis/problem solving skills – Good judgment/decision making – Ability to evaluate information – Creativity
♦ Learning is best defined as moving data out of short-term memory and consolidating it into long-term memory.
♦ Solidifying learning: the brain seeks novelty above all else and is highly activated by anything new or unusual. Conversely, when the brain is bored, it stops paying attention and learning is impossible.
Source: Training Industry Quarterly “What We’ve Learned About Learning”
“Serious games can develop soft skills like emotional intelligence, communication management, critical problem solving and collaboration skills.” Source: Marinho, 2012
Serious games can teach higher-order thinking skills such as strategic thinking, interpretive analysis, problem solving, plan formulation and the ability to adapt to rapid change Source: Harvard Business Review
♦ 6 main reasons: Engagement challenges with traditional elearning Course completion rates with traditional elearning Better skill building effectiveness Startling word-of-mouth, momentum, buzz Learner feedback and willingness to recommend Longer retention of acquired skills