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Gamification In Learning Through An Avatar-based
Serious Game Concept
1
Part of Gamification Series
Presented by
www.eidesign.net
Author-Asha Pandey
Chief Learning Strategist, EI Design
apandey@eidesign.net
http://www.eidesign.net
About EI Design (www.eidesign.net)
2
Years of Learning Solutions
Expertise
14
6500 Hours of eLearning
Developed
390
Hours of Localisation
In 26 Languages Developed
82.3%
Customer
Retention Rate
20+ Industry Verticals
Serviced
Countries – The Breadth of Our
Customer Base
16
750
Hours of Mobile Learning
Developed
http://www.eidesign.net
Our portfolio and the range of our services
3
Core services:
Core services: Our rich portfolio includes:
1. Custom Course development eLearning /
mLearning
2. Migration of legacy courses to HTML 5
3. Localisation
4. ILT / VILT and Blended Learning
5. Performance Support Tools
Off-the-shelf Products:
1. Suite on Instructional Design
2. Suite on generic Compliance
Value added Services : Comprehensive evaluation
strategy (cuts across various training formats)
1. Efficacy of learning (the learnability and gain
for learners)
2. Impact of training (the gain for business)
3. Return of Investment (ROI) on training
Beyond Learning: We also offer several Learning
Support services that can be used to promote
eLearning adoption or specific mandates like change
management.
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
In one of my earlier articles published in eLearning
Industry portal on Aug 2014, I had shared a case
study on the benefits of Gamification in learning
(through a serious game concept). In this article, I
am sharing another case study using the same
content (on Account Management Fundamentals)
but re-designed using an Avatar-based approach. I
will also share the gains that accrued with this
enhanced approach.
4
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
Gamification In Learning
5
While Gamification has been applied in several
domains, our focus has been on its application in
learning. The games that we design are therefore
geared to meet definite learning outcomes and
our Gamification strategies broadly map to:
1. Tasks or concepts that are overlaid on the learning
content but are not related to the content
2. Contextual tasks or concepts that are overlaid on
the learning content
3. Partial Gamification (notably in inline checks and
end of course assessments)
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
Background
We had to re-design a quick online training for Project
Managers who were being groomed to handle Account
Management practices.
The course on Account Management Fundamentals
outlined the basics of account management and more
specifically, what they must do to move their
organization up the value chain. The learners needed
to understand two aspects:
• Their organization’s view that was to scale the newly
acquired/existing customer to an Account and then
to a Key Account
• The need to work on changing the customer’s view
and scale their organization from a service vendor to
a strategic partner (This journey was mapped to four
levels/quadrants and it represented the challenges
that the learners must face to accomplish the
required mandate.)
6
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
The new brief
The need for re-design arose on account of two
aspects:
7
• The first was on account of varied backgrounds of
learners. The target learners included Project Leads,
Associate Project Managers, Project Managers, and
Program Managers. The typical Project Management
experience ranged from three years to 10 years.
• The second was to have learners face challenges that
mapped to their experience. In the initial concept, all
learners went through an identical learning path
featuring identical questions. However, in real life, the
more experienced professionals would face trickier
situations as they will handle bigger and more
challenging accounts.
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
8
The revised concept
After reviewing the new brief, my team came up with
an Avatar-based Gamification approach. The highlights
of this approach were:
1. Creation of different learner paths
2. Alignment of the learning and Gamification path to
the proficiency of learners
3. Presentation of a mix of questions in each path
(mapping to real life challenges commensurate
with the proficiency level of the learners)
4. Non-availability of learning aids of theory (lifeline)
for higher proficiency learners to make the
challenge tougher. (The complexity and the nature
of the challenges posed to the learners tested their
cognitive proficiency to tackle the situation at
hand, thereby resulting in immersive learning.)
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
9
From the original Gamification concept,
we retained the overall look and feel and
the Introduction.
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
10
We updated the rules of the game to sync up
with the new approach.
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
11
Then we added the Avatar selection frame.
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
12
For the learners choosing more than eight
years of experience, we provided a different
path. After the Avatar selection, a Jeopardy
game was presented to test their fundamentals
on Account Management. Specifically,
1. A good score enabled them to move
directly to Level 2.
2. However, if they scored less than 60%,
they were provided with a friendly
message nudging them to take up Level 1:
<Your scores are low. Do you still want to
continue to level 2?>
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
13
This is the landing page of Level 1. The Avatar
chosen at the time of selection was in the middle.
The challenges were presented on clicking or
selecting the objects with the (+) symbol.
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
14
What we retained
This was a sample question/challenge. On
answering correctly, the learners were awarded
a star as highlighted. We provided different
question banks for each path that matched the
challenges with the experience of the learners.
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
15
We also added surveys to seek inputs on the
learners’ current understanding of Project
Management.
What we retained
http://www.eidesign.net
Gamification In Learning Through An Avatar-based Serious Game Concept
16
The gains
We were able to match the learner proficiency to a
specific learning path that gave them the right insight
on how to handle customers. The Avatar-based
approach helped us carry out this mapping.
I hope this case study is useful. I look forward to your
feedback and suggestions.
http://www.eidesign.net17
EI Design Pvt Ltd
Corporate Office and Development Centre
#160, Arun Arch,
9th Cross, Indiranagar 1st Stage
Bangalore - 560 038, India.
www.eidesign.net
Asha Pandey,
CMD and Chief Learning Strategist
Tel (Direct): +91-80-25202679
Board: +91-80-25202677 / 25202678
Mobile: +91-98450-61484
Email: apandey@eidesign.net

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Gamification In Learning Through An Avatar-based Serious Game Concept - EI Design

  • 1. http://www.eidesign.nethttp://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 1 Part of Gamification Series Presented by www.eidesign.net Author-Asha Pandey Chief Learning Strategist, EI Design apandey@eidesign.net
  • 2. http://www.eidesign.net About EI Design (www.eidesign.net) 2 Years of Learning Solutions Expertise 14 6500 Hours of eLearning Developed 390 Hours of Localisation In 26 Languages Developed 82.3% Customer Retention Rate 20+ Industry Verticals Serviced Countries – The Breadth of Our Customer Base 16 750 Hours of Mobile Learning Developed
  • 3. http://www.eidesign.net Our portfolio and the range of our services 3 Core services: Core services: Our rich portfolio includes: 1. Custom Course development eLearning / mLearning 2. Migration of legacy courses to HTML 5 3. Localisation 4. ILT / VILT and Blended Learning 5. Performance Support Tools Off-the-shelf Products: 1. Suite on Instructional Design 2. Suite on generic Compliance Value added Services : Comprehensive evaluation strategy (cuts across various training formats) 1. Efficacy of learning (the learnability and gain for learners) 2. Impact of training (the gain for business) 3. Return of Investment (ROI) on training Beyond Learning: We also offer several Learning Support services that can be used to promote eLearning adoption or specific mandates like change management.
  • 4. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept In one of my earlier articles published in eLearning Industry portal on Aug 2014, I had shared a case study on the benefits of Gamification in learning (through a serious game concept). In this article, I am sharing another case study using the same content (on Account Management Fundamentals) but re-designed using an Avatar-based approach. I will also share the gains that accrued with this enhanced approach. 4
  • 5. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept Gamification In Learning 5 While Gamification has been applied in several domains, our focus has been on its application in learning. The games that we design are therefore geared to meet definite learning outcomes and our Gamification strategies broadly map to: 1. Tasks or concepts that are overlaid on the learning content but are not related to the content 2. Contextual tasks or concepts that are overlaid on the learning content 3. Partial Gamification (notably in inline checks and end of course assessments)
  • 6. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept Background We had to re-design a quick online training for Project Managers who were being groomed to handle Account Management practices. The course on Account Management Fundamentals outlined the basics of account management and more specifically, what they must do to move their organization up the value chain. The learners needed to understand two aspects: • Their organization’s view that was to scale the newly acquired/existing customer to an Account and then to a Key Account • The need to work on changing the customer’s view and scale their organization from a service vendor to a strategic partner (This journey was mapped to four levels/quadrants and it represented the challenges that the learners must face to accomplish the required mandate.) 6
  • 7. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept The new brief The need for re-design arose on account of two aspects: 7 • The first was on account of varied backgrounds of learners. The target learners included Project Leads, Associate Project Managers, Project Managers, and Program Managers. The typical Project Management experience ranged from three years to 10 years. • The second was to have learners face challenges that mapped to their experience. In the initial concept, all learners went through an identical learning path featuring identical questions. However, in real life, the more experienced professionals would face trickier situations as they will handle bigger and more challenging accounts.
  • 8. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 8 The revised concept After reviewing the new brief, my team came up with an Avatar-based Gamification approach. The highlights of this approach were: 1. Creation of different learner paths 2. Alignment of the learning and Gamification path to the proficiency of learners 3. Presentation of a mix of questions in each path (mapping to real life challenges commensurate with the proficiency level of the learners) 4. Non-availability of learning aids of theory (lifeline) for higher proficiency learners to make the challenge tougher. (The complexity and the nature of the challenges posed to the learners tested their cognitive proficiency to tackle the situation at hand, thereby resulting in immersive learning.)
  • 9. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 9 From the original Gamification concept, we retained the overall look and feel and the Introduction. What we retained
  • 10. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 10 We updated the rules of the game to sync up with the new approach. What we retained
  • 11. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 11 Then we added the Avatar selection frame. What we retained
  • 12. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 12 For the learners choosing more than eight years of experience, we provided a different path. After the Avatar selection, a Jeopardy game was presented to test their fundamentals on Account Management. Specifically, 1. A good score enabled them to move directly to Level 2. 2. However, if they scored less than 60%, they were provided with a friendly message nudging them to take up Level 1: <Your scores are low. Do you still want to continue to level 2?> What we retained
  • 13. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 13 This is the landing page of Level 1. The Avatar chosen at the time of selection was in the middle. The challenges were presented on clicking or selecting the objects with the (+) symbol. What we retained
  • 14. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 14 What we retained This was a sample question/challenge. On answering correctly, the learners were awarded a star as highlighted. We provided different question banks for each path that matched the challenges with the experience of the learners.
  • 15. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 15 We also added surveys to seek inputs on the learners’ current understanding of Project Management. What we retained
  • 16. http://www.eidesign.net Gamification In Learning Through An Avatar-based Serious Game Concept 16 The gains We were able to match the learner proficiency to a specific learning path that gave them the right insight on how to handle customers. The Avatar-based approach helped us carry out this mapping. I hope this case study is useful. I look forward to your feedback and suggestions.
  • 17. http://www.eidesign.net17 EI Design Pvt Ltd Corporate Office and Development Centre #160, Arun Arch, 9th Cross, Indiranagar 1st Stage Bangalore - 560 038, India. www.eidesign.net Asha Pandey, CMD and Chief Learning Strategist Tel (Direct): +91-80-25202679 Board: +91-80-25202677 / 25202678 Mobile: +91-98450-61484 Email: apandey@eidesign.net