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Who Says Good Learning Can’t Be Fun?

"I believe all learning must be enjoyable. It is not true that true learning requires suffering and pain.”

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Who Says Good Learning Can’t Be Fun?

  1. 1. Who Says Good LearningCan’t Be Fun?Ed Duffy, M. Ed.
  2. 2. Purpose Challenge you to look seriously at fun! Ask why Ask why not See why it works Challenge you to apply it in your organization www.edduffy.net
  3. 3. Fun Defined www.edduffy.net
  4. 4. Fun Defined 1. Something that provides mirth or amusement 2. Enjoyment or playfulness Synonym: Entertainment, merriment, pleasure *Random House Dictionary www.edduffy.net
  5. 5. Fun Defined www.edduffy.net
  6. 6. Fun Defined www.edduffy.net
  7. 7. Fun Applied Humor Laughter Smiles Energy Pleasure Excitement Entertainment Enjoyment Engagement www.edduffy.net
  8. 8. F.U.N. Self Assessment Rate on a scale of 1 to 5 your company’s eLearning: Current state Desired state www.edduffy.net
  9. 9. Argument for F.U.N.FeelingUnexpectedNeurologicalbenefits www.edduffy.net
  10. 10. Argument for F.U.N.Fun reduces stress and stress hormones: Epinephrine Cortisol Dopac Growth hormone*Paul E. McGhee, PhD, Healing and the Amuse System www.edduffy.net
  11. 11. Argument for F.U.N.Achieving a state of Flow:“It’s so enjoyable that I would do it even if I didn’t have to.”*Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience, 1990 www.edduffy.net
  12. 12. Argument Against F.U.N. Frivolous Unconventional No www.edduffy.net
  13. 13. Fun to Whom? End user Stakeholder SME Instructional designer www.edduffy.net
  14. 14. The Survey Says … 53% humor is key, but should match content and learning outcomes 24% audience, culture, and topic are key 17% Engagement is key 3% No entertainment needed *Poll of 150 training professionals www.edduffy.net
  15. 15. The Experts Say …Roger Schank: "When learning isntfun, its not learning.”Thiagi: “I believe all learning must beenjoyable. It is not true that truelearning requires suffering and pain.” www.edduffy.net
  16. 16. Fun in the ClassroomIcebreakersGamesEnergizersVideosTeamsMusicMovement www.edduffy.net
  17. 17. Commercial: Automotive Client Tactic: Learners created and acted out their own commercial Impact: Challenged learners to summarize the content and use their creativity www.edduffy.net
  18. 18. Lost in TranslationBody languageFacial expressionMoodLive adjustmentof deliveryPeer supportJIT coaching www.edduffy.net
  19. 19. Fun in eLearningConversationalwriting toneUse narrators withpersonalityLots of practice andfeedbackUse musicEngaging visualsThematic approachCreate community www.edduffy.net
  20. 20. Fun in eLearningNeedsassessmentUsability testingPilot testingEvaluation www.edduffy.net
  21. 21. Fun in eLearningPersonalityHumorGamesStories www.edduffy.net
  22. 22. Fun That’s an Experience www.edduffy.net
  23. 23. And Not a Building … www.edduffy.net
  24. 24. Personality: Mfg ClientTactic: Usednarrators with asports personalityImpact:Increasedaudienceengagement andprogram buzz www.edduffy.net
  25. 25. Personality: Mfg ClientThe four step process we’ll go through is: 1. Plan Use best practices to devise your installation plan 2. Prepare Get ready for the installation 3. Perform Execute the installation successfully 4. Prove out Double-check the work and make any necessary adjustments prior to the release of the vehicleThe first two steps may only take you 30 seconds each but theymay save you three hours during step three. As Abe Lincolnonce said, “If I only had an hour to chop down a tree, I wouldspend the first 45 minutes sharpening my axe.” www.edduffy.net
  26. 26. Personality: Mfg ClientC.J. - “To be a top performer at any game you’ve gotto know the rules of the game. To be an all starWEATHER GUARD installer you need to: (1) do yourPre-Game Prep, (2) Suit Up, (3) Put it in Play, and (4)take a second look at your work during the Post-Game Huddle.”“Once we actually start the installation, we want toorganize our list of equipment in the order that we’reactually going to install it. For instance, we want tostart with the Floor mat, then go to the Bulkheads,Shelving Units, Storage, Bed and Pack Rats, then theRoof Racks.” www.edduffy.net
  27. 27. Humor: Pharmaceutical ClientTactic: Used humorto poke fun atundesirable salesbehaviorsImpact: Allowedsales people tolaugh at themselvesas they learned andrefined newbehaviors www.edduffy.net
  28. 28. Games: Pharmaceutical client Tactic: Overlaid a game onto the day the life of a sales rep Impact: Increased engagement, fun, and competition www.edduffy.net
  29. 29. Stories: Non-Profit ClientTactic: Used story-telling to makecontent moreengaging andrelevantImpact: Put realmeat on the bonesof the content tomake it come to life www.edduffy.net
  30. 30. Recap Challenge you to look at & create fun! Ask why Ask why not See why it works Challenge you to apply it in your organization www.edduffy.net
  31. 31. Engage with Real Fun
  32. 32. The Challenge Think about how you’ve assessed your eLearning fun quotient Look at how you can push the needle forward Deliver to learners the fun, engaging experience they want www.edduffy.net
  33. 33. Walk & Sing the TalkAll I wanna to do is have some funWhen it comes to eLearning, I’m not the only oneAll I wanna do is have some fun,Until learners are laughin’, engaged, and performance is done (3x) www.edduffy.net

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