Tuesday, 31 January 2017

WIIFM: Planning the “right” rewards for your Gamified E-Learning Modules



When we design gamified e-learning modules for our clients, two of the most common requirements (read: reasons for gamification) that we come across are
1.     Enhance learner engagement and
2.     Maximize learning (retention, recall and hopefully application!)

While gamification by itself is quite exciting (if done right) and has the potential to address these needs, adding tangible rewards to the gamified learning module can sometimes work wonders in enhancing motivation levels and boosting the esteem needs of the learners.
The first step in planning the rewards for such an intervention is to think from the learner’s perspective and ask yourself the golden question: WIIFM? or  “What’s In It For Me?”
With a little brainstorming you can list out a lot of “things” you can give away as rewards, but “How” you roll them out is equally important as “what” you choose to give away as rewards- if you wish to achieve the desired results from your gamified e-learning module.

To help you make the right choice, here are a few types of reward mechanisms that you can incorporate in  your next gamified e-learning module:

1.    Fixed Rewards
A fixed reward can be announced for achieving a milestone, completing a section or the module. The fixed reward mechanism can be used as a mode to boost competition (like in sports) or increase speed of completion of a module by linking it to a leaderboard.

2.    Sudden Surprise Rewards
These rewards are not announced initially and a learner can suddenly achieve a reward “unexpectedly”.  An element of probability can also be used for planning these rewards. Such rewards can give a gush of motivation to the achiever and keep others motivated to not drop out our slowdown.

3.    Mystery Box
This is a variant of the “Fixed Rewards” model where the milestones are fixed and announced but the rewards are not! Different learners can get different rewards for achieving the same milestone.

4.    Peer to Peer Rewards
These rewards can be designed to be given by one learner to another for “doing” something. These can act as wonderful motivators for building collaboration and peer recognition.

Which one is “the one” for you?

Like to know more about e-learning gamification? email me at hello@xlprotraining.com and I shall be glad to be of help!

Monday, 30 January 2017

Gamified E-Learning: Repeat the module; Relive a new experience!





Let me begin by asking you the golden question:

Why do you want to gamify you e-learning modules?

One of the prime reasons gamification is getting popular with e-learning at organizations is that the learners find it quite exciting compared to the usual e-learning modules which leads to higher engagement and probably higher retention, recall and application (whew!)

Now, let’s consider a situation wherein a gamified e-learning module needs to be repeated every year to the same audience (e.g. Compliance courses like AML or Workplace Safety).  How can you make it interesting and engaging while the learners and content remain the same and your chances of getting additional budgets to upgrade it annually are almost nil?

The answer lies in how you design its lifecycle.

While the content remains same across iterations, the “game experience” needs to be designed with a focus on random events that change the user experience with every instance.
So, If a player goes through it once and repeats it again immediately, the theme should be exciting, experience different and the learning content-same!
Hence by designing it appropriately to this context, the gamified e-learning solution will have a longer life compared to an improperly designed solution, which may end up giving the same results and experience repeatedly- leading to boredom and resistance to learning.
To visualize this with an example, let’s revisit our good friend Jack from my preceding blog post

Click the URL below if you missed reading it

http://xlprotraining.blogspot.in/2017/01/gamified-e-learning-what-next.html

In this example, the theme jack chooses needs to connect best with the learning context i.e. “values” of the organization and the gameplay needs to be designed in a manner to reset to a random order every time a player begins. Lets explore few random themes to help Jack design his gamified learning solution.

1.     If the theme is based on  “treasure hunt”, the randomness can be brought in by giving the options to choose a team from a set of “avatars” who bring specific skills.

2.     On the contrary if the theme is based on an action packed event- like a Formula one car race, the learner can roll a dice to get a spot on the starting line-up (he will not always get the pole position!).

3.     Further more, if the theme is based on a city where the learner meets various people and takes actions,  he can be given the option to click the places and people he wishes to visit as per his choice every time.

If you noticed,
In the first example the choice is based on predetermined knowledge and helps in taking a strategic approach.
The second example is based on pure probability
The third example has controlled randomness associated with it.

While  it is clear that the element of lifecyle is important while designing a gamified e-learning solution, how does one choose a theme “appropriately”?

That – is a topic for a new series of posts altogether and I shall share my thoughts in the forthcoming posts soon.


Happy Reading!








Progress bars in Gamified Learning : Think beyond the “BAR”!


While the progress bar has been an integral part of various facets of our digital life ranging from file download status to Linked In profile completion to buying an air ticket online, it takes a completely different dimension when it comes to games and specifically e-learning gamification.
In a gamified learning intervention, progress bars have the potential to influence  Learner (read: player) Motivation & Feedback, both of  which have a strong role to play in defining the quality of a gamified e-learning intervention.
Hence, a thoughtfully planned and well crafted progress bar can give a completely different dimension to the “learner experience” of your gamified e-learning module.

Here are a couple of simple but highly effective ways to make a progress bar work wonders for your next e-learning  gamification intervention:

1.    Quantum shift from Display to CTA (Call to Action)
The progress bar shows the current status of the learner during his/her journey through the gamified e-learning module. Based on the design of the intervention, you can use it to “nudge” the learner to
a.     Play faster
b.     Increase inquisitiveness
c.      Enhance competition and even
d.     Enhance collaboration
2.    Bar-No Bar!
When it comes to a gamified e-learning module, why should the bar- look like a bar?
Design the progress bar into images or charts which are relevant to the theme and context of your gamified e-learning module which will not only make it more engaging for the learner but also induce some fun and excitement.

Like to know more elearning gamification? email me at hello@xlprotraining.com and I shall be glad to be of help!


 





 


E-Learning Gamification: Getting the "theme" right



Games are serious business; so is learning. With gamification when you take “elements” of the game and blend them with learning - for better retention, recall and application, it surely becomes a “very serious business!”

An important game element that is often used for e-learning gamification (sometimes successfully-sometimes not) is the “theme”.
On the face of it a theme (with a dash of narrative) seems like something which builds interest for the learner and makes the gamified e-learning module more interesting. The question is how do you know which theme is right for your particular e-learning module?
While it is indeed an art to get the theme right, a little bit of science does help!

To begin with, if you want your learners to feel like gamers with your gamified learning module, it is high time you think of them as gamers too!

Have you heard of “ Bartle’s taxonomy of players”?
If not, it’s time you pay a quick visit to Wikipedia and take a look at this URL

As you may have noticed, Bartle’e taxonomy classifies gamers as:
1.     Killers: Players who thrive on competition with other players.
2.     Achievers: Players who prefer to gain points, levels, equipment and other measures of success in a game
3.     Socializers: Players who choose to play games for the social aspect, rather than the actual game itself
4.     Explorers: Players who like discovering areas, creating maps and learning about hidden places.

If you take a closer look at this taxonomy, you can notice that it is quite easy to relate the indicative behavior to the leading competencies of certain roles and tasks in an organization. For examples, you can relate the points mentioned under “Killers” to Sales Professionals, “Achievers”  to strategic leaders, “Socializers” to PR and Explorers to “R&D”. While some of the other functions and roles may not be so distinct, the Bartle’s taxonomy can easily help you put your finger on the starting point of planning a targeted theme for your gamified e-learning module based on “audience analysis” or should I say “gamer analysis”.

Thereon,  a little brainstorming of ideas (which most corporates are quite good at!) can help you zero in on a bang-on theme for your gamified e-learning module.

Sounds interesting?  Why not try it out now!

If you need help you can always reach me at hello@xlprotraining.com