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

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

  1. 1. Speakers Director of Test, Skype Division @ Microsoft Sr. Business Development Manager, Harbinger Knowledge Products
  2. 2. 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?
  3. 3. 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?
  4. 4. Game based learning “You can learn more about a man in an hour of play than in an year of conversation” - Plato
  5. 5. 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
  6. 6. 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?
  7. 7. 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
  8. 8. Director of Test, Skype Division @ Microsoft
  9. 9. Looking back to go forward play fun
  10. 10. Games have history
  11. 11. + hunting and fishing + festivals + athletic competition children learn through play Ancient civilization
  12. 12. Horace Mann Influence on education
  13. 13. Industrial revolution Influence on work
  14. 14. GI Bill and Great Society
  15. 15. Knowledge worker
  16. 16. Creative class THE RISE OF THE…
  17. 17. 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
  18. 18. 1963 – March on Washington IMAGINE
  19. 19. 7 billion humans 1804 – 1 billion 1927 – 2 billion 1960 – 3 billion 2023 – 8 billion 2041 – 9 billion 2081 – 10 billion
  20. 20. 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
  21. 21. By 2022, everyone under 25 is a Digital Native
  22. 22. 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
  23. 23. 69% of kids age 2-5 can use a mouse, but only 11% can tie their shoelaces
  24. 24. 64% of parents believe games are a positive part of their kid’s lives
  25. 25. 47% work beyond regular business hours 32% do personal activities at work Global Shift: Blurred Work and Life
  26. 26. 68.7 million US social gamers in 2011
  27. 27. ~9.6 TRILLION SMS sent in 2012 18 - 24 year olds send and receive 110 texts a day on average
  28. 28. 76 billion mobile app downloads
  29. 29. 21st century learners want … • Freedom • Customization • Scrutiny • Integrity • Collaboration • Entertainment • Speed • Innovation
  30. 30. Productivity game examples
  31. 31. ISHI
  32. 32. Raptivity example View Sample: http://www.raptivity.com/sample-courses/nanotechnology/Content/8.htm
  33. 33. Lync test games • Build a Story • Landmarks • Road Signs • Mobile Fest
  34. 34. Why games
  35. 35. Games establish structure
  36. 36. Games facilitate interactions
  37. 37. Games transcend global culture
  38. 38. Games establish the social norm
  39. 39. Games support risk and vulnerabilities
  40. 40. Raptivity example View Sample: http://www.raptivity.com/sample-courses/Catch%20them%20fast.swf
  41. 41. Games offer recognition
  42. 42. Games enable reciprocity
  43. 43. 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
  44. 44. People want what gamers have • fairness • transparency • feedback • trust • communication • engagement • productivity • education
  45. 45. Getting started Some things we’ve learned from games @ work
  46. 46. 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
  47. 47. 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
  48. 48. Other game examples
  49. 49. Languagequalitygame
  50. 50. 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
  51. 51. 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
  52. 52. 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.)
  53. 53. 42Projects • Collaborative Play • Trust • Management Innovation www.42projects.org
  54. 54. Thank you rosss@microsoft.com rosss42
  55. 55. Sr. Business Development Manager, Harbinger Knowledge Products
  56. 56. 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
  57. 57. Announcements
  58. 58. 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
  59. 59. http://www.raptivity.com/store/annual-licensing Back-to-school offers
  60. 60. 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
  61. 61. For any queries: info@raptivity.com www.raptivity.com Thank You

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