Bottom-Line Performance: Learning Quarters E-Newsletter

Archive for the ‘gamification’ Category

Brandon’s App of the Week – Make My Own Puzzles

Thursday, April 19th, 2012

Each week Brandon Penticuff, Bottom-Line Performance’s Director of Technology and admitted app-obsessed iOS user will share an app that he is using that week. Whether it is an app to make you more productive, teach you something, or simply entertain you, we hope that you’ll enjoy learning about them!

This week’s app is “Make My Own Puzzles“, a handy puzzle creation tool from Jeff Lowry. This very easy to use app will let you quickly build simple or complex word search or crossword style puzzles that feature content that you provide!

However, the puzzles that you create aren’t for playing in the app or even on your device. Instead the app provides you with the ability to export your puzzles as PDF, PNG, or JPG images that you can then print out or include as part of other material. You aren’t just restricted to exporting the puzzles either, the app also allows you to generate a version with hints or a full answer key as well. You can specify the grid-size of your puzzles and dictate the order of the content and the directions that your entries are displayed within the puzzle.

Our fantastic learning experts at Bottom-Line Performance have talked in depth about the fundamentals of gamification in learning, and one could argue that traditional puzzles like word search or crossword apply the some of these techniques in a fundamental way that has helped them stay relevant for over 100 years. Do you think your next training event would benefit from using an app like this one to create a customized puzzle with your content?

Care to try your hand at my technology-influenced crossword (hints provided!)? I will gift a copy of the app to the first person that provides the correct answers in the comments, think you can solve it??

Make My Own Puzzles – [.99 (Limited time)] (Universal App)

Follow Brandon on Twitter for more tips and tracks on all things App related. Got an app you want featured? Send him a tweet to have it considered!

Is Social Learning a “Feature” You Can Add?

Monday, April 2nd, 2012

Social Learning is not a “new” course or LMS feature…it’s something that happens naturally.

At best, a “social learning solution” is similar to carefully decorating and cleaning your house for a dinner party. The ultimate goal is for the guests to arrive and enjoy the environment as a group, sharing stories and laughing with one another. It’s the host’s job to create the conditions for this fun, not to be the sole conduit for the  entertainment. This requires a meaningful shift from traditional top-down, command and control training programs.

There is a difference between following the herd as it adopts a new technology…and approaching the tools and technologies as an artist to craft something truly unique and wonderful. A few examples:

  • James Cameron’s “Avatar” was the first movie to use 3D, and the results were breathtaking. But movies that have used 3D since then have not had nearly the same effect on audiences. When it is only being implemented to follow the latest trend in moviemaking and maximize the profit that can be made in movie theaters, the final product will not be as enduring or entertaining.
  • QR codes and social media links are being slapped on all sorts of advertisements. Some of them are highly effective and drive traffic to carefully considered experiences and knowledge sources…but most of them are merely an after-thought. The “everybody’s doing it” mentality is never a precursor of success.

So, L&D professional…as savvy as you are, are YOU currently working on an initiative that would add social media buttons and sharing features into a course or game just because you can? This might be a good move, but there are plenty of things to consider first.

We learned this through our launch of College Hoops Guru, the latest question pack we created for our Knowledge Guru game engine. It uses repetition and spaced learning to carefully guide learners towards mastery of a set of objectives. We like to sprinkle in a new batch of features and user interface improvements with each go-around, and this time we added Twitter functionality. While our staff had lots of fun tweeting our scores and interacting with the game during testing, we did not see much use of the social sharing features from the game players. No matter how smartly you place a button in a user interface, if it is not part of the authentic user experience, it will not be utilized. We only saw a few players take advantage of the ability to tweet their score.

So, what’s the secret ingredient you need to get social sharing features utilized in your learning solution? Proper set-up and the right audience. Make sure you clearly introduce and articulate how social media sharing can and should be used within your course or game. Show the benefit to the learner and make them believe they will gain value from using social as they learn. Make sure resources and learning materials are easily available and relevant within social media.

Most importantly, your users must be comfortable and familiar with social media if they are to use it within your learning experience. If you are planning on introducing your team to Twitter for the first time, make sure they have plenty of time to adapt to the tool and become comfortable with using it in their daily workflow. Teach them about Personal Knowledge Management and how social media can help them achieve this. Show them how Twitter will add real value to their careers, then let them explore. If your audience is already social online, all the better! But you still need to encourage them and show the benefit.

College Hoops Guru’s social sharing features are highly useful within a dedicated group of learners, particularly when encouraged to do so by a facilitator. If you want your learners to use social media within a course or game, you will need to actively encourage and support this behavior when introducing and managing the learning experience. Inviting them to the dinner party is not enough: you have to set the table.

Learning Lab Part 1 Wrap-up: 5 Social Learning Lessons

Wednesday, February 8th, 2012

Well, that was fun.

The last of the celebrities and East Coast football fans have left Indianapolis, and what a party it was! It was hard not to get caught up in the “Big Game” buzz last week. Football was on everyone’s brain, and we are so happy to have been able to share Gridiron Guru with you. This was part 1 of our m+s+g=l? learning lab experiment.

Our sign-ups were modest, but we had players from all over the world take part. The top score achieved topic mastery of all four paths AND amassed a Grab Bag score of 126,000,000. Talk about self-directed learning!

Part of social learning is that the “teacher” learns too. Unlike the bearded character in our game, we are NOT Gurus who have achieved mastery. We know what we are good at and love using our expertise, but there is always more to learn. And boy, did we learn a ton from putting this game together! Here are 5 take-aways for you to consider as you begin looking at ways to “gamify” your training and create opportunities for informal, non-traditional learning on mobile platforms.

1. Respond to results in real time. Social learning platforms enable facilitators to respond to the needs of learners in a more immediate, direct fashion. The admin side of the game engine we created for this (KnowledgeGuru)  has a robust set of reports that allow us to see what learning objectives and questions were the hardest. Here is a quick view at part of a learning objectives report:

While most of our objectives received a high response percentage, a few dipped below what we considered an acceptable baseline level. Social media allowed us to respond in real time. We created short, concise learning aids and shared them as PDFs via Scribd. The learning aids were sent out via Twitter so that game participants could view them. You can view one of ur learning aids HERE. We also tweeted hints and tips for the questions with a low correct response rate.

2. “Social” Integration Must  be Seamless. Even if you are designing a learning experience for a corporate environment, it is important to integrate social sharing functions seamlessly. While we encouraged participants to follow theKGuru on Twitter to receive game tips and updates, the beta version of our game did not have The Knowledge Guru Twitter feed embedded in the interface. Learning aids must be easy to find and accessible for learners to take advantage.

3. Merge Gamification With Social Platforms. One of our favorite features of Knowledge Guru is the ability for users to track their progress by region and globally on the leaderboards. A little competition never hurt anyone! But a learning solution that claims to integrate social must do so in more ways than one. We are adding a “Tweet my score” feature to various stages of the game for the next phase of our Learning Lab. We will also integrate the Twitter stream within the game so players can see tweets from within the game itself.

4. Social Learning demands individual engagement. With no one looking over your shoulder, who will motivate you to complete training that is designed to be “informal” and “social” in nature? Of course, the training itself must be fun and engaging enough to keep you hooked in, but we still think external objectives are important. Since no one was making our learners play Gridiron Guru and they did not need to know the material for their jobs or a project, we noticed participation faltered in the later rounds. Since the Knowledge Guru game is primarily an engine for “on-the-job training” and gamified delivery of required knowledge, it lacks the bells and whistles to compete with a game like Temple Run or Angry Birds on pure fun factor and dopamine release. If participation is not mandatory, your “gamified learning experience” must compete against every other potential distraction on the web! Even if participation is mandatory, make the experience as compelling as possible. We plan to focus on our most compelling question sets to make our next game even more enjoyable to play.

5. Manage learner expectations from the outset. As we said, this is no Temple Run or Angry Birds…but Knowledge Guru is trying to get you to REMEMBER information long after you play the game. The instructional design behind it deliberately uses repetition and the concept of spaced learning over time. Each topic contains three paths that you must complete to reach mastery. Each question contains three iterations – spaced across the three paths. You will see content multiple times. If you miss a question, you get immediate feedback. When you re-start after a miss, you get the question you missed as your first one. When you “unlock” the grab bag (which is where you can get REALLY high scores), you get a randomized selection of all the questions in the game…spaced learning over time since you can’t knock it until you’ve done all the topics. All this is really good instructionally…but really bad if the learner doesn’t understand what’s going on and buy into it.

Needless to say, we’ve learned a whole lot from this experience. We’re e making tweaks to the game and creating a whole new set of questions for phase two of our learning lab, College Hoops Guru, coming in (you guessed it) in mid-March. We have also gotten a lot of ideas for phase three of the game, which will be 100% twitter-based and not rely on a game engine at all.

As for our winner? He asked to donate his $25 prize to the Dayspring Center, a temporary homeless shelter in Indianapolis. While he has requested to remain anonymous, you can go check his score out on the Leaderboard.

 

 

 

 

Does Mobile + Social + Games = Learning? Help us find out

Monday, January 23rd, 2012

Yes, we’re all hearing the buzz. The holy grail of learning is shifting to games/gamification, mobile, and social. Within my team at BLP, we actually are already believers of the value that blending these three things together can have on a learning experience….but we want proof, not just gut feelings about this. So – we invite you to join our newly-created “learning laboratory” at Bottom-Line Performance and be part of a little three-part experiment we’re going to do.

Part 1 coincides with the Professional Football Championship Not to Be Named for Copyright Purposes. Since it’s in Indianapolis this year and so are we, we felt it was a perfect fit. We’re creating a game called Gridiron Guru that targets the casual football fan. If you can already explain how teams score, but you’re clueless or unsure when you hear things like intentional grounding, pass interference, 4-3 defensive formation, nickel defense, etc., then this game should help you learn…while you also have fun and engage with other people who are doing the same thing as you.

We chose a fun theme and approach, but our goal is serious. How well does a social/mobile/gaming approach work in helping people learn…particularly when no one is pushing them to learn? You get to opt into our little experiment – and you only play as far as you want to play. Yeah, we are providing a small incentive (Top 3 scores entered into drawing for $25 App Store card), but there is only ONE winner and, hopefully, lots of learners/players. Let’s see how much learning happens with this format.

Our game begins Monday, January 30th. If you want to play (and we hope you do), start following @thekguru on Twitter. He’ll announce the game’s start and send out the game link on the 30th.  You will need to create an account to play – but you only provide a name and email…and we aren’t adding you to any contact list. This is just for the game. Ideally, you’ll play on your iPad. If you aren’t lucky enough to have an iPad yet, you can play on your desktop. Android is not an option for this little experiment of ours….yet.

Our game ends at kickoff time Sunday, February 5th. We’ll tweet out the winner (as well as posting on the Knowledge Guru game site). We’ll analyze our first round of data and send out the results.

For Part 2 of our experiment, you can expect a college basketball-themed game (in March, of course) that focuses on the game of basketball for the casual college b-ball lover. We’ll deliver Part 3 at the end of April or beginning of May, and focus on the far more serious topic of  effective learning design. We’ll use the Knowledge Guru game engine again for our March game – and then go 100% social at the end of April when we play our learning design game on Twitter.

Socome play with us and learn with us. We’ll share our results after each game – and then results overall. We’ll share what people seem to retain, like, dislike, etc. and how much people learn (our game engine has some wonderful reports we can share!!).