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Director of Test,
Skype Division @ Microsoft
Sr. Business Development Manager,
Harbinger Knowledge Products
SELECT
• Diverse set of 180+ customizable interaction models
• Wide range of eLearning interactions including games, simulations, brainteasers,
interactive diagrams, virtual worlds and many more
• You can check and see a preview before choosing particular interaction model
CUSTOMIZE
• Customization is a simple form-filling exercise
• NO programming | NO scripting | NO special design skills required
• Completely customizable interaction models with YOUR images, audio, video, look-
and-feel, etc.
• It's FAST, EASY and COMPLETE!
What is Raptivity?
SAVE & USE
• Output interactions in Flash and HTML5 format
• It's Tin Can, SCORM / AICC trackable
• Your learners don't need to have Raptivity to view your eLearning course
You can add Raptivity interactions to:
• PowerPoint slides
• Existing eLearning courses (compatible with authoring tools, LMS, LCMS etc.)
• Websites and Intranet
What is Raptivity?
Game based learning
“You can learn more about a man
in an hour of play than in an
year of conversation”
- Plato
Raptivity games
 Contains 40+ games based interaction models
across 4 packs that lets you keep your learners
engaged from start to finish
 Rooted in activity based learning metaphors,
allowing eLearning developers to accomplish
learning outcomes in innovative ways.
Strategy Games
Television Game Shows
Fun Learning Games
Mini Games
Crosswords
Letter Games
Audio Visual Crossword Million Dollar Quiz
Selection Strategy Connect the Words
Spin the Wheel
Poll
• Have you played any game last week? (any kind)
• Have you played games in an educational setting?
• Have you played games at your work place?
Poll
• How many serious games have you played so far? – i.e. games
for change, health, etc.
Please enter your answers in the Chat window
Director of Test,
Skype Division @ Microsoft
Looking back
to go forward
play
fun
Games have history
+ hunting and fishing + festivals
+ athletic competition
children learn through play
Ancient civilization
Horace Mann
Influence on education
Industrial revolution
Influence on work
GI Bill and Great Society
Knowledge worker
Creative class
THE RISE OF THE…
Our world is changing
new workforce, multi-gen, multi-cultural
MOOCs and new learning capacity
mobility
organizational trust
games and play
How to build a
culture of
creativity and
innovation
1963 – March on Washington
IMAGINE
7 billion humans
1804 – 1 billion
1927 – 2 billion
1960 – 3 billion
2023 – 8 billion
2041 – 9 billion
2081 – 10 billion
In a global village of 100
61 would be Asian (20 Chinese, 17 Indian),
11 would be from Europe…
and 70 would be gamers…
Global Shift: Diverse and Distributed Workforces
By 2022,
everyone
under 25 is a
Digital Native
More young children know how to
play a computer game (58%) …
than swim (20%) or ride a bike (52%)
91% of kids
age 2-17 are
gamers
69% of kids
age 2-5 can
use a mouse,
but only 11%
can tie their
shoelaces
64% of
parents
believe
games are a
positive part
of their kid’s
lives
47% work
beyond regular
business hours
32% do
personal
activities at
work
Global Shift: Blurred Work and Life
68.7 million
US social
gamers in
2011
~9.6
TRILLION
SMS sent
in 2012
18 - 24 year olds send and receive 110 texts a day on average
76 billion mobile app downloads
21st century learners want …
• Freedom
• Customization
• Scrutiny
• Integrity
• Collaboration
• Entertainment
• Speed
• Innovation
Productivity game
examples
ISHI
Raptivity example
View Sample: http://www.raptivity.com/sample-courses/nanotechnology/Content/8.htm
Lync test games
• Build a Story
• Landmarks
• Road Signs
• Mobile Fest
Why games
Games establish structure
Games facilitate interactions
Games transcend global culture
Games establish the social norm
Games support risk and vulnerabilities
Raptivity example
View Sample: http://www.raptivity.com/sample-courses/Catch%20them%20fast.swf
Games offer recognition
Games enable reciprocity
Where games work best
Skills-
Behaviors
Matrix
Core Work
Skills
Unique Work
Skills
Expanding
Work Skills
In-Role
Behaviors
Organizational
Citizenship
Behaviors
Respect Social Norms
People want what gamers have
• fairness
• transparency
• feedback
• trust
• communication
• engagement
• productivity
• education
Getting started
Some things we’ve learned from games @ work
What How
 There will be skeptics
 Not everyone plays games, how
do I motivate everyone to play?
 There will be more skeptics
 How can I prove my success?
How do I know the game
approach worked?
 How do I find cheaters, broken
rules and unfair challenges?
 How do I fix a broken rule?
 Data data data
 Use game mechanics to target,
player vs player, self, envigonment
 Rigorous A/B testing
 Begin with an end in mind, start
with a clear objective and measure
everything
 Make sure every game has a
human “game master”
 Keep game duration short
Measurement
• be clear about an objective
• know that you have data to support or refute your hypothesis
• it is impossible to collect too much data
• there will be more skeptics
• objective is better than subjective, subjective is better than none
• game mechanics motivate – it’s up to you to know how much is
too much and when games become disruptive vs. productive
Everything that can be counted does not necessarily count; everything that counts
cannot necessarily be counted. - Einstein
Other game examples
Languagequalitygame
Results
Significant Quality Improvements for Windows 7
Positive Impact on Ship Schedule
Team Morale and Subsidiary Engagement
Total Screens Reviewed: Over 500,000
Total Number of Reviewers: Over 4,500
Screens per Reviewer: Average 119
Significant Quality Improvements for product
Positive Impact on Ship Schedule
Team Morale and Dogfood User Engagement
Players Over 1,000
Feedback increase > 16x
Feedback received: 10,000+
Players vs. non-players 67% of players participate vs. 3% of non
Results
Security games
“Why a game? Entertainment
provides an engaging medium
with which to raise awareness of
the diversity of technologies
impacted by security breaches and
the creativity of techniques
employed by attackers.”
(Introduction to Hackers, Inc.)
42Projects
• Collaborative Play
• Trust
• Management Innovation
www.42projects.org
Thank you
rosss@microsoft.com
rosss42
Sr. Business Development Manager,
Harbinger Knowledge Products
Key takeaways
• Importance of immediate feedback
• Survivor games help in learning via your actions/taking risks
• Use of games for rewards and recognition
• Games influencing the desire to do better (either for yourself or others)
• Serious game can help in setting clear objectives in order to motivate
• Driving change through games and collaborations / recognition for the
group / healthy competition
Announcements
Find in Image
Just Launched!
Next EVOLVE interaction for Raptivity premium customers
Visit http://www.raptivity.com/elearning-product/raptivity-evolve/find-in-image for more details
http://www.raptivity.com/store/annual-licensing
Back-to-school offers
Raptivity
http://www.linkedin.com/groups?gid=1903564
eLearning Interactivity Hub
http://www.linkedin.com/groups/eLearning-Interactivity-Hub-5050923
https://www.facebook.com/pages/Raptivity/24063017744
http://www.twitter.com/raptivity
http://www.pinterest.com/raptivity
Connect with Raptivity
For any queries:
info@raptivity.com
www.raptivity.com
Thank
You

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Webinar - Elearning: Where do serious games make most sense?

Editor's Notes

  1. Re- Introduce Ross
  2. Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  3. He lobbied for the right for all children to have a public education-this led to Massachusetts becoming the first state in 1852 to have compulsory education for youthHe once went to Europe to inspect school systems there and on his return he adopted a Prussian-based educational system in MassachusettsHe argued and supported schools that would be taxed and would be sectarian free
  4. Games at work changed, if not completely eliminated.People labeled games as “not efficient”40-hour work-week,
  5. John Dewey - He saw schools not only as a place to gain content knowledge, but also as a place to learn how to live. The purpose of education was not so much the acquisition of a predetermined set of skills, but rather the realization of the student's full potential and the ability to use those skills for the greater good. Dewey noted that, "to prepare him for the future life means to give him command of himself; it means so to train him that he will have the full and ready use of all his capacities."
  6. Institute for the Future
  7. http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats
  8. http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats/e#popularappsUS
  9. Growing up digital - Don Tapscott
  10. All these shifts…Is it time for games to come back to work?
  11. Ask Ross what exactly are these ladies up to?
  12. Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  13. Education – is a VERY good place to do games. Many serious games exist here from childrens learning games through military or civilian simulators, etc.But we are most excited about the OCB/Core Work Skll space – where you can get as many players as possible, and they do something outside their normal job.
  14. All these shifts…Is it time for games to come back to work?
  15. All these shifts…Is it time for games to come back to work?
  16. “elevation of privilege” and “hackers, inc.”tool for learning secure development techniquesemulate a white-hat security analysis companyimagine and identify possible security threatsAdam Shostack
  17. Re- Introduce Ross