Date post: | 24-Jan-2017 |
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Going Beyond E-Learning
E-Learning
• Own time, own place• Self-motivated learning• Access inaccessible, unsafe,
rare experiences• Engage unengaged learners• Large audience reach• Blended and group learning• Assessment
Gamification / Game-Learning
• Engagement• Empowerment• Personalisation & relevance• Clear and immediate feedback• Rewards create retention• Scaffolded challenges• Complex simulations of systems• Experiential learning: divergent
pathways, exploration, failing safely
• Entertaining scenario
Learning Outcomes
Cerebral Space, MovinCog/University of Auckland
Cerebral Space, MovinCog/University of Auckland
How effective is Gamification Psychology?
Findlay & Alberts, 2011
Sparx by University of Auckland
sparx.org.nz
Farm Safety: Farm Rules, WorkSafe NZ & Dairy NZ
Household safety: SafeHouse, ACC
Falls Prevention for ACC
www.safehouse.co.nz
32% did something
to fix their home
Safe House Results
8,769 people played the serious game in 3 months• which caused 70,846 virtual injuries• and 6,686 virtual deaths
63% of app users used it more than once• App users played for 11:43 minutes on each visit• 45% app players reached level 3 (25 minutes of effort),
using all key behaviours
Pre & Post Survey with 600 users• 34% surveyed had a safety conversation• 32% made a change to their environment
www.safehouse.co.nz
H&S Simulation
How effective are Training Games?
• 14% higher skill-based knowledge levels• 11% higher factual knowledge levels• 9% higher retention levels
Sitzmaan, T. (2010). “A meta-analytic examination of the instructional effectiveness of computer-based simulation games.” Personnel Psychology.
How effective are Training Games?
The most frequently outcomes and impacts were• knowledge acquisition/content understanding and• affective and motivational outcomes
Connolly, T., Boyle, E., MacArthur, E., Hainey, T. & Boyle, J., (2012). “A Systematic Literature Review of Empirical Evidence on Computer Games and
Serious Games.” Computers & Education 59.
Medical scenarios: Ready To Practice, University of Auckland
Choice = Freedom = Autonomy
The Game Changer, BNZ, The ICEHouse and InGame
Design Psychology
Intrinsic Motivators
STATUSACCESS
POWER
STUFF
Gabe Zichermann, 2011
SOCIAL PRESSURE
AVOIDANCE
UNPREDICTABILITY
SCARCITY
Intrinsic De-Motivators
Yukai Chou, 2012
Motivating Sales People
Clear goal
Right tools
Challenge
Feedback
Game Mechanics: The Game Loop
Street Fighter 4
Onboarding: LinkedIn’s Profile Completion Bar
The right time & place
Mix it Up: Low Friction plus Hard High Motivation Moments
Type of Content Definition AppropriateStrategy
Tell-taleVerbs
Declarative Info that can only be learned through memorisation
-Mnemonics-Elaboration-Association
-Identify-Recognise-Recall
Conceptual Grouping of ideas, objects having common attributes
-Metaphors-Examples-Concept Map
-Classify-Discriminate-Compare
Procedural Step-by-step instructions for performing a task
-Part-to-whole-Simulations-Why?
-Verify-Perform-Follow
Problem Solving Previously un-encountered situation. Requires application of previously learned content.
-Multiple Examples-Question Protocol-Learning Documentary
-Construct-Create-Design
Right Learning Strategies for Different Content, Karl Kapp
Learning Principles found in Games