Grabbing and holding the attention of learners is getting harder and harder. In fact, the average person sends or receives more than 150 text messages a day. This means your learner's attention is not always focused on the content you have designed or are delivering to them. How do you design instruction that engages and motivates the learner? How do you make learning exciting, interesting, and memorable? The answer is to use evidence-based techniques to engage and motivate. This presentation will use an audience response system and a case study to demonstrate the key elements required to make learning engaging. You will learn five techniques for creating engaging and memorable learning events all while playing a game. Don't miss this energetic and fun presentation.
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By Karl M. Kapp
Bloomsburg University
Author of Gamification of Learning &Instruction
Download Slides & Notes at: www.karlkapp.com/kapp-notes
Course on Gamification Available at: www.Lynda.com
Case of the Disengaged
Learner
19. The news of disengagement was spreading…
Learners are not Engaged? Why?
Learning Eagle
May 18, 2015See Section F for Coupons
Investigation Opened
By Harry James
Orlando, FL– It started out as
just another normal day. Larry
the Learner had just sat at his
desk to embark on a learning
journey. A journey that turned
horrific within only a few
moments.
The result is unnecessary
incident that could and should
have been avoided by having
the right instructional strategy
coupled with the right content.
22. He was about as friendly as a clown with no
rubber nose.
Hello, again clueless…
23. Look I am going to ask you a question
about engagement, let’s see if you know
the answer.
24. How many times a day does the average
person check their cell phone?
25. The average person in the US checks
their cell phone 150 times a day that’s
about 9 times an hour.
People send or receive an
average of 41 text messages
per day.,
Smartphones users spend
over 2.5 hours a day on their
phones—32% of that time
playing games.
26. Wait, let me Tweet about
that…with hashtag #M310
28. “A study of 2,300 people found only 6%
of organizations are successful in
influencing behavior change among
employees.”
--Al Switzler
29. According to Gallup, 7in 10 American workers are
“not engaged” or “actively disengaged” in their
work.
This means they are emotionally
disconnected from their workplaces
and less likely to be productive.
30. A Gallup poll found that the average
company has as many as 18% of employees
who are actively disengaged.
Exude negativity.
Aren’t interested
in learning or
development.
Putting in Time.
Aren’t interested in
anything related to
the company.
Close themselves out
of solutions to
organizational
problems.
Thwart efforts for
improvement.
32. This question will give you a clue to
engaging learners. Riddle me this…
Ivan had another question for me…I was the
one who was supposed to be ask’n questions….
33. Fact or Fishy: Learners remember
facts better when presented in a
bulleted list or when presented in a
story?
43. So far, so good. Follow the next clue on the
matchbook I found in my desk drawer….
44.
45. I arrived at the place on the matchbook, as
shady as a ninja hiding under a beach umbrella
on a cloudy day.
46. Enter Question TextWhat could this location and clue mean??? Tell me.
Does engaging instruction start with…
47. Action draws in the learner and
encourages further engagement.
48. Make the learner do something
Answer a question
Identify a procedure.
Make a decision.
Solve a mystery.
Confront a challenge.
Solve a Problem.
Write a proposal
Hands On
61. I knew a little diner where L&D folks hung out.
62. I saw her across the diner, the mysterious
Learning Lady.
63. Here are some more
matches for your boss. She
smokes a lot.
She shouldn’t smoke.
64.
65. Put the learner at risk.
or
Let the learner safely explore the environment.
66. No risk, or danger equal no skin in the
game.
For engagement, put the learner
emotionally involved by putting him or
her at “mock” risk.
67. Losing (points, game)
Not Solving the Problem
Social Credibility
Recognition
Then they mysterious stranger started
talking about what learners can “risk”…
Starting Over
Multiple Lives
68. In games, for example, failing is allowed, it’s
acceptable, and it’s part of the process.
72. Ok, good work detectives, I think you solved the
case of the disengaged learner.
73. But, here are three more tips to engage
learners, give them:
- Multiple, Realistic Scenarios (case studies)
- Provide a Question Protocol
- First-Person “Thinkers”
74. Ok so for what type of
knowledge is a
matching game most
appropriate?
She turned on her computer to show me an
example…
75.
76. Provide a list of prompts or questions to
help trigger thoughts and question sets.
Check out this folder.
77.
78. Create a learning documentary of
how to do a job, how decisions are
made, how dots are connected.
Then she turned on the oldest TV I’d ever
seen…to some Reality TV show…What was this?
Appointment Television?
Show learners how experts think
through problems and solve them.
It’s a “think aloud.”