This is the first post in our series on augmented and virtual reality and gamification. Typically these terms refer to production of “assets” in a “setting” or “scene” which are used to depict either objects or actors in a virtual space. In VR, the entire scene is immersive and is generated. The AR version of this is the location of virtual objects in the real world.
In this last post about emerging L&D models we are going to look at strategic design in gamification. There are a few factors interacting in the best gamified mobile designs:
a. Semiotic relevance
b. Strategic game or learning design
c. Plasticity of the design system
d. Emergent learning
In order for all of these to be present, we need to be familiar with the various technologies we have discussed over the past two months.
We, at Learnnovators, are honored to be a stop on the “PLAY TO LEARN” book tour. In this exclusive interview, Karl Kapp answers our questions on this well-crafted and insightful book.
In our penultimate installment of our series on emerging digital learning technologies, we are going to look at mastery-based progression. Mastery is a continuous process of refining skill and reflective practice, and we all acknowledge it in some form. For some it is watching a Shaolin monk leap into the air; for others it is seeing the work of a great painter; maybe for you it is seeing that mechanic who always puts you back on the road.
Extrinsic reward behavioural management has to do with using awards, such as badges, certificates, real world prizes and career progression through a gamified system. It is connected with cognitive behavioural representation in that it uses a form of reward to flag desired behaviours. We do this already in human resources and employee reviews, but here we are going to gamify it. Gamification is a very effective way to award desired training behaviours and weight them by reward progression.
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?
In this installment of our series on emerging digital learning technologies we are going to discuss social network based learning. There are many social media platforms such as Instagram, Twitter and Facebook, and there are now streaming platforms such as those offered by Adobe and Google. There is great potential to use social media in a structured, gamified model to deliver learning in a way that in many respects, trumps all other technologies.
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.