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GAMIFICATION OF INSTRUCTIONAL DESIGN
Presented by: Jonah Schwartz, 2017
*Content taken from Phylise’s slides
*Our Goals for Today
1. Learn
2. Play
3. Share
4. Win
“Anything that spontaneously
is done for its own sake”
He also says that play:
“Appears purposeless,
produces pleasure and joy,
and leads one to the next
stage of mastery”
*As defined by Stuart Brown, the founder
of the National Institute of Play:
Play can help us regulate
our emotions by providing
an outlet to exert control
over our environments
and deal with stress in
the moment.
*RESEARCH TELLS US
To promote rich LEARNING, or (maybe even
better) to promote a rich Instructional Design
process based on the understanding of a large
VARIETY of training and development methods.
To train the trainers; give educators
INSPIRATION, knowledge, and a FRAMEWORK
of thinking in a Learning Battle Cards way.
*The XYZ Learning Team
*Anatomy of a Card
Game 1 (5 Minutes) Game 2 (15 Minutes) Game 3 (5 Minutes)
Appoint a DEALER and a LEAD VOCALIST in your
group
The DEAL passes to the left The DEAL passes to the left
Deal ONE card to each person Get into groups of 5. Appoint a VOCALIST and
REALIST
Deal FIVE cards to each person
Each person needs to share 2 benefits and 2
drawbacks to implementing the approach on their
card
REALIST worry about budget, time, client
demands. IDEALISTS shoot for the moon, dream
big
Who has the best HAND for
building a learning community?
Deal out 7 random cards to each group
Each group needs to design a LEARNING solution
using at least four approaches in your hand, while
being “inspired” by the REALIST.
Each group needs to design a LEARNING solution
using at least four approaches in your hand, while
being “inspired” by the REALIST.
SCENARIO
A worldwide travel agency recently switched to a new computer system, and all bookings that agents handle will go through the new
system. This entirely new system will be put into effect three months from now. There is no gradual transition, simply a switch over on that
upcoming date.
Your team has been hired to design, develop and deliver a solution for training agents on this new system. Basically, you need to get a
global team up to speed with updated skills in a short period of time.
is THE Designing learning a game?
START
Organizational
goals define
the “win”
of the game.
Organizational
or project
constraints
define the deck.
Time and budget
scope out the
rules of the
game.
Ideas and
approaches are
thrown around
throughout
the process.
Strategies are
used to
continuously
revise and adapt.
There is a finish
line for delivery. WIN
*
Doing the thing, having the power
Phylise Explaining The Game One of the teams explaining what they came
up with
Learning Battle Cards
Pros Cons
Promotes teamwork No specified rules
Fosters creative problem solving Unstructured gameplay
Channels new ways of thinking Ineffective card design:
hard to interpret.
Sometimes the icons
don’t seem to signal
anything and the word
either has no meaning
or multiple meanings;
it’s up to you to figure
it out.
• We were divided into 4 teams of 5-7 people.
• We played 3 games, all of which revolved around the same hypothetical travel site scenario.
• For each game, we used the cards and map to develop a strategy.
• With no real structure, unspecified meanings of the cards, and conflicting interpretations of their meanings among
• Teammates interpretation of the cards, it forced us to work together to come reach an agreement and make a decision
even if the outcome of those were unknown
• The Lack of specificity in the rules and card meanings made teamwork the compelling element. The game is better at
• Interpersonal and inter-organizational communication issues than actual problem solving.
I don’t know how effective this would be for addressing an actual issue.
SUMMARY
Overall Conclusions:
• It was a fun, engaging exercise that fostered thinking which was
o Creative
o Spontaneous
o Out of the box
• I learned about how to work collaboratively with people from disparate backgrounds and adapt my thinking
BUT
• Though the game was fun, I’m not sure how practical it is on real-world, mission-critical projects
• I was nervous because I felt like if this was real, the quality and quantity of my input would determine my job stability
• I would like to see how this is used in actual settings
“PLAY makes learning something that happens
naturally and joyfully, when we laugh, wonder,
explore,
and imagine.”
*

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STC Summit 2017 - Gamification of ID Recap

  • 1. Phylise Banner GAMIFICATION OF INSTRUCTIONAL DESIGN Presented by: Jonah Schwartz, 2017 *Content taken from Phylise’s slides
  • 2. *Our Goals for Today 1. Learn 2. Play 3. Share 4. Win
  • 3. “Anything that spontaneously is done for its own sake” He also says that play: “Appears purposeless, produces pleasure and joy, and leads one to the next stage of mastery” *As defined by Stuart Brown, the founder of the National Institute of Play:
  • 4. Play can help us regulate our emotions by providing an outlet to exert control over our environments and deal with stress in the moment. *RESEARCH TELLS US
  • 5. To promote rich LEARNING, or (maybe even better) to promote a rich Instructional Design process based on the understanding of a large VARIETY of training and development methods. To train the trainers; give educators INSPIRATION, knowledge, and a FRAMEWORK of thinking in a Learning Battle Cards way. *The XYZ Learning Team
  • 7.
  • 8. Game 1 (5 Minutes) Game 2 (15 Minutes) Game 3 (5 Minutes) Appoint a DEALER and a LEAD VOCALIST in your group The DEAL passes to the left The DEAL passes to the left Deal ONE card to each person Get into groups of 5. Appoint a VOCALIST and REALIST Deal FIVE cards to each person Each person needs to share 2 benefits and 2 drawbacks to implementing the approach on their card REALIST worry about budget, time, client demands. IDEALISTS shoot for the moon, dream big Who has the best HAND for building a learning community? Deal out 7 random cards to each group Each group needs to design a LEARNING solution using at least four approaches in your hand, while being “inspired” by the REALIST. Each group needs to design a LEARNING solution using at least four approaches in your hand, while being “inspired” by the REALIST. SCENARIO A worldwide travel agency recently switched to a new computer system, and all bookings that agents handle will go through the new system. This entirely new system will be put into effect three months from now. There is no gradual transition, simply a switch over on that upcoming date. Your team has been hired to design, develop and deliver a solution for training agents on this new system. Basically, you need to get a global team up to speed with updated skills in a short period of time.
  • 9. is THE Designing learning a game? START Organizational goals define the “win” of the game. Organizational or project constraints define the deck. Time and budget scope out the rules of the game. Ideas and approaches are thrown around throughout the process. Strategies are used to continuously revise and adapt. There is a finish line for delivery. WIN *
  • 10. Doing the thing, having the power Phylise Explaining The Game One of the teams explaining what they came up with
  • 11. Learning Battle Cards Pros Cons Promotes teamwork No specified rules Fosters creative problem solving Unstructured gameplay Channels new ways of thinking Ineffective card design: hard to interpret. Sometimes the icons don’t seem to signal anything and the word either has no meaning or multiple meanings; it’s up to you to figure it out.
  • 12. • We were divided into 4 teams of 5-7 people. • We played 3 games, all of which revolved around the same hypothetical travel site scenario. • For each game, we used the cards and map to develop a strategy. • With no real structure, unspecified meanings of the cards, and conflicting interpretations of their meanings among • Teammates interpretation of the cards, it forced us to work together to come reach an agreement and make a decision even if the outcome of those were unknown • The Lack of specificity in the rules and card meanings made teamwork the compelling element. The game is better at • Interpersonal and inter-organizational communication issues than actual problem solving. I don’t know how effective this would be for addressing an actual issue. SUMMARY
  • 13. Overall Conclusions: • It was a fun, engaging exercise that fostered thinking which was o Creative o Spontaneous o Out of the box • I learned about how to work collaboratively with people from disparate backgrounds and adapt my thinking BUT • Though the game was fun, I’m not sure how practical it is on real-world, mission-critical projects • I was nervous because I felt like if this was real, the quality and quantity of my input would determine my job stability • I would like to see how this is used in actual settings “PLAY makes learning something that happens naturally and joyfully, when we laugh, wonder, explore, and imagine.” *