Date post: | 25-Jan-2017 |
Category: |
Education |
Upload: | phylisebanner |
View: | 49 times |
Download: | 0 times |
The Power of Play
The Gamification of Instructional Design
@phylisebanner#LearningBattleCards
Master CraftswomaneLearning Craft
GOALS FOR TODAY
1. Learn2. Play3. Share4. Win
Shout it out!
Icon created by Magicon from Noun Project
What is YOUR name?
What do you DO best?
What does PLAY mean to you?
“Anything that spontaneously is done for its own sake”
He also says that play:“Appears purposeless,
produces pleasure and joy, and leads one to the next
stage of mastery”
As defined by Stuart Brown, the founder of the National Institute of Play:
RESEARCH TELLS USPleasurable: We must enjoy the activity.Intrinsically motivated: We do it justto do it.Process oriented: The means are more important.Freely chosen: We can opt in or out.Actively engaged: We must be involved.Non-literal: It’s only a paper moon!
RESEARCH TELLS US
Play can help us regulate our emotions by providing an outlet to exert control over our environments and deal with stress in the moment.
HOW WE PLAYSolitary: We play alone.Parallel: We do the same thing, but separately.Associative: We do the same thing separately, but we share.Cooperative: We play together with a common goal.
“PLAY makes learning something
that happens naturally and
joyfully, when we laugh, wonder,
explore,and imagine.”
Quote adapted from the Minnesota Children’s Museum
How can we PLAY at work?
Who here PLAYS cards?
LEARNING BATTLE CARDSto share . to understand . to use
I am an independent design consultant and I do NOT represent any vendors!
METAPHORLearning Battle Cards
Mt
THE XYLearning TEAM
… and a CROWD of hundreds!
To deliver a uniform ecosystem and handy
artifacts helpful in designing instruction
To promote rich LEARNING, or (maybe even better) to promote a rich Instructional Design process based on the understanding of a large VARIETY of training and development methods.To train the trainers; give educators INSPIRATION, knowledge, and a FRAMEWORK of thinking in a Learning Battle Cards way.
CAN DESIGNING LEARNING BE A GAME?
STARTOrganizational goals define
the “win” of the game.
Organizationalor project
constraints define the
deck.
Time and budget scope
out the rules of the game.
Ideas and approaches are thrown around
throughout the process.
Strategies are used to
continuously revise and
adapt.
There is a finish line for delivery. WIN
Ready to PLAY?
ANATOMY OF A CARD
GRANULARITYThe level of practical complexity thata given card has.• Component• Mechanism• Form
GRANULARITY
HOW WE PLAYSolitary: We play alone.Parallel: We do the same thing, but separately.Associative: We do the same thing separately, but we share.Cooperative: We play together with a common goal.
GAME 1
Appoint a DEALER and a LEAD VOCALIST in your group
Deal ONE card to each person
Each person needs to share 2 benefits and 2 drawbacks
to implementing the approach on
their card.
15 MINUTES
Time to SING!5 MINUTES
GAME 2
The DEAL passes to the left
Get into groups of 5Appoint a VOCALIST and
REALIST
REALIST worry about budget, time, client demandsIDEALISTSshoot for the moon, dream big
Deal out 5 random cardsto each group
Design a LEARNING solution
Each group needs to design a LEARNING
solution using at least four approaches in
your hand, while being “inspired” by the
REALIST.
15 MINUTES
Time to SING!10 MINUTES
GAME 3
The DEAL passes to the left
Deal FIVE cards to each person
Who has the best HAND for building a learning community?
1.Royal flush2.Straight flush3.Four of a kind4.Full house5.Flush6.Straight7.Three of a
kind8.Two pairs
Time to SING!5 MINUTES
“PLAY makes learning something
that happens naturally and
joyfully, when we laugh, wonder,
explore,and imagine.”
Quote adapted from the Minnesota Children’s Museum
http://learningbattlecards.com
http://store.learningbattlecards.com
LBC#PHYLISE
[email protected]@phylisebanner