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Learning games with Articulate Storyline: Big impact, little price tag

Apr 16, 2017

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Education

mind-click

PowerPoint Presentation

Learning games withArticulate Storyline

Richard Hyde, [email protected]

Learning games with Articulate Storyline: Big impact, little price tag

Pragmatic story of learning game creationA journey weve been on with a number of our customersChallenges faced and what weve learnt

Bit of background to game designOur approach to creating a learning game with StorylineDemo of game engineLessons learnt and where next

I've got a great idea for a game but

Tell me where you are with gamificationhttps://pollev.com/mindclick

Well come back to the results later

aspiration gap

[Towards Maturity, Serious Games]53%Use in 2 years31%Using now12%Trialing

?

There is an aspiration gap between the desire to use games and the reality31% of leading organisations are using games nowBut over half have yet to use themTowards Matrurity benchmark

GAME DESIGNrequires a new way ofTHINKING

Rethink our approach to learning design

a voluntary attemptto overcome unnecessary obstacles

Do we know what games are?VoluntaryHard

safe place to try new behaviours

Most interesting - safe placeAbstract world of opportunitiesConflict resolution course?

60 year olds12 hours a monthimproved multitaskng> 20 year olds playing first time

Games are not trivialUniversity of California60-year-olds video game, 12 hours over a monthImproved multitasking abilitiesBetter than 20-year-olds playing game for the first timeRetained improvements six months laterhttp://www.theguardian.com/society/2014/jul/15/silver-gamers-older-people-technology

zzzzmajority of people play games because [Saatchi & Saatchi]

Saatchi & Saatchi study3 of 4 top reasons people play games are boredomWhats wrong about designing learning people enjoy?Embrace the fact that games can relieve boredom

http://www.slideshare.net/Saatchi_S/gamification-study

learnerobjectivesmandatoryread/watchinstructionsrarely failspaced feedback spaced interactionplayerrulesvoluntaryexperienceintuitionconstant failureconstant feedbackconstant interaction

Learner vs gamerContent is pushed to learnersContent is discovered by gamersCompletely different design approaches

flow[Csikszentmihalyi, 2004]

Name the sports man who is in a flow stateHurricane Higgins was in a state of flow

skilldifficultyanxietyboredom

FLOW

Games place people in flowBalance anxiety and boredomCater for boredom by increasing challengesThink of musician, artist, athleteCan we truly achieve this in e-learning?

Me high chick zen me highCsikszentmihalyi, 2004

multi-sessionwww.dailymail.co.uk/home/stats/index.html

Groundhog dayGames never endTempt us to come backLike a weekly soap operaStory, challenge, levels, timeDaily Mail web stats

progressive disclosurewww.globalrichlist.com

LabyrinthGames tease us with progressive disclosureInformation released in the minimum possible snippetsGain appropriate level of understanding at each point during a gameMaze - never know whats around the cornerNot a page turner where we predict a quiz coming up

OUR APPROACHto designing aLEARNING GAME

lack of completionsmanagers & safety officers time poor & competitive 30 mins of core behaviours

Tesco were not fire safety compliantCompletions were downAimed at time poor competitive managersKey behaviours only

content

structural

Recognise what we can achieveContent gamification - immersive gamification for navigation and contentStructural gamification - gamification limited to navigation and interfaceStructural gamification is more feasible

ANALYSEDESIGNDEVELOPIMPLEMENTEVALUATEX

ADDIE model too linearToo instructionally focussedLittle early evaluationHow did we know the game would work?

BRAIN STORMLEVELSAESTHETICSGAME ENGINESPRINT #SPRINT #SPRINT #PAPER VERSIONPROTOTYPEFINAL

Agile method far more innovativePaper version critical to assess engagement, rules, scoringDesign, learning and technical work in parallel early onSprints tested and improvedDealing with many unknowns: difficulty, boredom, scoring

GAME ENGINE

CHALLENGE

RULES

LEVELS

FEEDBACK

START

EPIC MEANING

DASHBOARD

Game components we builtGame engine - controls everythingChallenge - simple behavioural statementRules - 3 rulesStart - are you ready?Levels - incrementally more difficult interactionsFeedback - constant and encouragingEpic meaning - more than a badge Dashboard - progress, points, time, badges, notifications, bonuses, leaderboard

A GAME ENGINEforARTICULATE STORYLINE

12

20:00

Game board with a circular journeyUnlock activities on the wayGame engine with configurable componentsTime element gives more diversity in scores

Storyline contentGame engine pluginFully SCORM compatible

http://goo.gl/rTc2GX

Demonstration

Badges obtained at the end

Customised certificate with avatar and call to action

WHERE NEXTfor theGAMIFICATION OF LEARNING?

What have we learnt and where will we go next?

epic meaningsimplerulesdrip feed helpaesthetics mattertest, test, testspread of scoresbalance game play and learningpaper prototype

Balance game play - enough to not interfere with learningHelp - progressive disclosureEpic meaning - what will make people finish?Scoring - hard to get right but hard to failPaper prototype - simple and no excuse not to doAesthetics matter - game and content need to be coherentRules - 10 min game needs to be simpleTest - very early with variety of stakeholders

http://goo.gl/yvQLaSchristmas campaign

Game engine for Boots Christmas campaign

anti-collaborationunethical tacticsmale focussedengage a few

whats possiblepositive emotionprogresscompetition

Looking at leaderboards to add competitiionLeaderboards are tricky - pros and cons+ show whats possible, create positive emotions, show progress and encourage competition- competition can antagonise collaboration, encourage cheating, favour males, appeal to a sub-set, engage only short term

So half your costs with reusabilitySo make it smalland viralSo work on a different mind setI've got a great idea for a game but

Big challenge: different mind set for designersBig challenge: cost of building truly effective gamesBig challenge: small and viral

Where else can you get an effective, bespoke learning game for just 25,000?

Visit us on Stand B17 and see the game engine live!