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The Power of Play
The Gamification of Instructional Design
@phylisebanner
#LearningBattleCards
Master Craftswoman
eLearning Craft
GOALS FOR TODAY
1. Learn
2. Play
3. Share
4. 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 US
Pleasurable: We must enjoy the activity.
Intrinsically motivated: We do it just
to 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 PLAY
Solitary: 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 CARDS
to share . to understand . to use
I am an independent design consultant
and I do NOT represent any vendors!
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?
START
Organizational
goals define
the “win”
of the game.
Organizational
or 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
GRANULARITY
The level of practical
complexity that
a given card has.
• Component
• Mechanism
• Form
GRANULARITY
HOW WE PLAY
Solitary: 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 5
Appoint a VOCALIST and REALIST
REALIST
worry about
budget, time,
client demands
IDEALISTS
shoot for the
moon, dream big
Deal out 5 random cards
to 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 flush
2. Straight flush
3. Four of a kind
4. Full house
5. Flush
6. Straight
7. Three of a kind
8. 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
pbanner@gmail.com
@phylisebanner

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The Power of Play: The Gamification of Instructional Design