This is the slide presentation that was conducted for the Gamification in E-learning conference help by Knowledge Resources in RSA.
the 2 Video links for this presentation are:
1. http://www.youtube.com/watch?v=lK_cdkpazjI
2. http://www.youtube.com/watch?v=zSiHjMU-MUo
I really hope that the animations work for you :-)
3. Agenda
Presentation Expectations (#P4D_Fun)
Hidden Message
Definitions
Basics of E-learning info
Gamification “What it is not”
Gamification “What it is “
The link of Gamification to E-learning
All things are Possible but the Exceptional things are reserved for the Passionate 13%3
4. All things are Possible but the Exceptional things are reserved for the Passionate
Learning IS fun Is Learning
5. Definitions
E-learning
E-learning refers to the use of electronic media and information
and communication technologies (ICT) in education.
Gamification
Gamification is a loyalty and engagement tool that uses game
mechanics and dynamics to galvanize (to stimulate to
action) user behaviour goals
All things are Possible but the Exceptional things are reserved for the Passionate 25%5
6. Source: Bersin by Deloitte, 2013.
What’s happening in the
Industry
29%
16%
8%
9%
27%
30%
5%
8%
19%
27%
4%
0% 5% 10% 15% 20% 25% 30% 35%
Instruction/facilitation
Development of Instructor-led content
Development of e-learning content
Off-the-shelf content
External classes or Certification
Assessment Services
2012
2010
Percentage of External Spending by Category-US (2010 vs. 2012)
All things are Possible but the Exceptional things are reserved for the Passionate 31%6
7. Current LMS’s
Awaken Be Online
Accrodlms
3dgamelab
GamEffective
Managermechanics
BizPart Engage Platform
The Plateau LMS (now called Success Factors)
“Sloodle” that marries Second Life to “Moodle”
Socrates-Minerva project Adaptive Learning Spaces
and the FP7 project GRAPPLE
All things are Possible but the Exceptional things are reserved for the Passionate 38%7
8. Definitions
E-learning
E-learning refers to the use of electronic media and information
and communication technologies (ICT) in education.
Gamification
Gamification is a loyalty and engagement tool that uses game
mechanics and dynamics to galvanize (to stimulate to
action) user behaviour goals
All things are Possible but the Exceptional things are reserved for the Passionate 44%8
9. All things are Possible but the Exceptional things are reserved for the Passionate
‹#›
10. Gamification is NOT...
Turning everything into a game...
Adding games in the workplace (solitaire etc...)
Not converting your training programme into a
game
Not simulations or games during training
All things are Possible but the Exceptional things are reserved for the Passionate 50%10
11. Gartner Hype Cycle
11All things are Possible but the Exceptional things are reserved for the Passionate
Peak of inflated Expectations
Plateau of Productivity
Slope of Enlightenment
Trough of Disillusionment
Technology Trigger
VISIBILITY
Time
63%
12. The Psychology of Optimal
Experience
Mihály Csíkszentmihályi
12All things are Possible but the Exceptional things are reserved for the Passionate
Lo
w
Skill
s
Hig
h
Challenges
Hig
h Anxiety
Increasing
Skills
Boredo
m
Increasing
Challenge
69%
13. The Link game
In how few realistic steps can you link:
Genghis Kahn to E-learning
Either individually, or in pairs
30 seconds to try
All things are Possible but the Exceptional things are reserved for the Passionate 72%
14. Player Types
(derivative or Bartle player types)
14All things are Possible but the Exceptional things are reserved for the Passionate
Acti
ng
Interact
Conten
t
Peopl
e
75%
16. Pride-Frustration Model
All things are Possible but the Exceptional things are reserved for the Passionate
Negative
Cycle
Withdrawal
behaviour
Failure and
frustration in
use
Negative
Appraisal
Unwillingness
to learn
87.5%16
17. 17 94%
Pride-Frustration Model
Source: Emotional obstacles for e-learning – a user psychological analysis
All things are Possible but the Exceptional things are reserved for the Passionate
Positive
Cycle
Social
Behaviour
Willingness
to Learn
Positive
Appraisal
Success
and pride
in use
18. livhuwa / Ro livhuwa
Ngiyathokoza
InkomuNdo
Ngiyabonga
Kealeboha
Siyabonga
Enkosi
All things are Possible but the Exceptional things are reserved for the Passionate
Darryn Van Den Berg
Passion4Developmen
t
P4D_SA
18
Editor's Notes
Elearning Examples - LMS
Elearning Examples – LMSLearning Fun and mastery... Learning is the drug...
Vitality – High Waze...702...
Linking to the Player Journey, and remaining in the Flow for all transitions within the JourneySustained Engagement – this is the model for a compelling experience to keep people hooked!! More moremore complex dashboard
Link P4D – Greatness... ExamplePassion4Development –cutting edge – fun – recognised – greatness
Links Game – from Ghengis Kahn to e-Learning to them...Examples:Photoshop= By gamifying the “onboarding” process for new users in the 30-day free trial of PhotoshopSalesfoce.com = Gamification, when integrated into sales force automation systems like Salesforce.com, SugarCRM, and others, makes recognition, competition, and achievement automated, scalable, and repeatable, and puts it directly into the systems that your salespeople already use.
Can not fail in a game – Boss fights, if you loose you start again, boss is a little easier - you win... Your continueNegative appraisal – where it is a Negative perspective now, gamification can alter that perception... Think of throwing away litter...Man those puppies were so CUTE!!! – and their learning taking place is FUN
PLB – show reputationShowLeaderboardsCommunity technologies is expected to reach $1.3 billion by the end of 2013Community learning (take place in collaboration – in school it’s called cheating... In the workplace its called collaboration