Mobile gameworlds are a big thing. Mobile games, including poker and other traditional designs, represent a market of over $5B annually from China alone, and as the figure below depicts, an even bigger market share in Japan. What is a mobile gameworld and how might it fit into the customer desirability matrix in training? At what point do we want to create an imaginary world, be it a city, a sales empire, a fantasy planet?
Pushed play refers to the demand that learners complete a game in order to progress through learning material. Open world learning is the opposite, entirely user-controlled access to content. Connect Play is the name of the working group under AGE-WELL, Canada’s National Center of Excellence on research in Aging and the hub of a lot of research on pushed play. In this post we are going to talk about the advantages of pushed play versus those of open world learning.
In this post we are going to discuss the idea of behavioral currency in training. Behavioral currency refers to designating specific action verbs in learning, such as demonstrate, list, identify or state, as a form of currency and then using this currency to effect behavioral change. Now, without careful differentiation from classic behavioral learning research, the nuances of this system are not readily visible. So we will do our best to explain this system and why we think it’s so important.
Simulation is the representation of real world problems which can be used to rehearse skill deployment in medicine, engineering, coaching and a myriad of other fields. There is an abundant literature on simulation in all of these fields and a robust research community surrounding it. In this post we are going to look at mobile simulation game design, an area we have been developing intensively in response to growing demand for gamified simulation.
The second emerging learning technology we are going to cover in this series is in the field of coupled completion and fantasy learning (CCFL). Let’s break down this sentence into bite-sized pieces and take a look at this tool. The definition of this technology is the use of fantasy in order to have players complete tasks as part of a narrative journey. The term “coupled” refers to the fact that what they do in the game must be similar, if not identical, to what we want them to do in real life.
Join us for an expert series webinar on how to use gamification throughout the employee lifecycle to reinforce learning, performance and career management. This one-hour webinar is scheduled for the 28th of March, 2017.
This is Part 4 of Michael Sutton's compilation of an annotated list of journals that publish in the areas of Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality and Immersive Learning.
Good gamification enhances the experience of learning something, while at the same time advancing you towards your goals. Duolingo gets this bang on, and I was recently blown over by this beautifully-designed, gamified language learning experience. This article describes my observations.