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Learning Redefined: Gamification & Instructional Design - GAME ON!

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Trish Uhl, a Certified Professional in Learning & Performance (CPLP) will explore the trends and business drivers of how and why the field of Instructional Systems Design is using concepts like "gamification" to move from task-based services to strategically aligned performance-based solutions!

Together we will explore and answer the following questions:

• What is a simple, common definition of gamification?
• Why should I care about gamification?
• What does gamification have to do with instructional design and training delivery?
• How does gamification align to the ASTD Competency Model?
• How does this fit in with where learning and performance is trending?
• How can I get started?

"Trish’s presentation on Gamification/ where the industry needs to go / the ASTD Competency Model was fabulous!

I could see immediately how relevant, engaging, and appropriate to the topic her presentation was.

Learning by applying and doing right there at the event is perfect for our audience." - Susan N. (San Jose, CA)

Visit www.owls-ledge.com for details on Trish's next live presentation!

Published in: Business, Technology
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Learning Redefined: Gamification & Instructional Design - GAME ON!

  1. 1. Learning Redefined: Gamification and Instructional Design – GAME ON! ~ Trish Uhl, PMP, CPLP | Owl’s Ledge LLC ASTD Golden Gate GIG August 6, 2013 San Jose, CA
  2. 2. ~ Trish Uhl, PMP, CPLP • Founder and CEO, Owl’s Ledge LLC • International Facilitator, Speaker & Author • 2011 President, ASTD Chicago Chapter (CCASTD) • 2009 / 2010 ASTD International Conference Planning Advisory Committee • 2009 Top Trainer Award Recipient, Training magazine • 2005 CPLP® Pilot Pioneer Candidate Trish has worked with ASTD CPLP® candidates to help them operationalize the ASTD Competency Model™ and be successful in achieving CPLP® since the start of the program in 2005. As a CPLP® Pilot Pioneer herself, being one of the very first – worldwide – to achieve the CPLP® credential, Trish is dedicated to radically changing the learning & performance profession from reactive and tactical, to strategic and responsive. Trish is a contributing author to two books on the subjects of technology and teams: ASTD Press “10 Steps to Successful Teams” and Pfeiffer “Fortify Your Sales Force: Leading & Training Exceptional Teams.” Trish’s first full book, “Mastering the CPLP: How to Prepare for – and Pass! – the CPLP Knowledge Exam” is now available in Kindle and print! trishuhl@owls-ledge.com www.owls-ledge.com Available on Amazon.com
  3. 3. Breakout Session Description Join this energizing session with Certified Professional in Learning & Performance (CPLP) Trish Uhl as we collaboratively explore the trends and business drivers of how & why the field of Instructional Systems Design is using concepts like "gamification" to move from task-based services to strategically aligned performance-based solutions! During this experiential learning session, we will explore and answer the following questions: • What is a simple, common definition of gamification? • Why should I care about gamification? • What does gamification have to do with instructional design? • How does gamification align to the ASTD Competency Model? • How does this fit in with where learning and performance is trending? • How can I get started? (There will be opportunity for you to roll your sleeves up and try it out!)
  4. 4. To help my learning professional peers to radically transform the learning & performance profession worldwide
  5. 5. Why “transformation”? Why not “innovation”?
  6. 6. Innovation implies changing what is
  7. 7. Transformation implies creating what’s new
  8. 8. We are transforming learning to create what’s new for the 21st century.
  9. 9. Gamification /ˌɡeɪmɪfɪˈkeɪʃ(ə)n/ (noun)
  10. 10. NO!
  11. 11. Using age-old gaming techniques in innovative ways to transform learning & human performance.
  12. 12. WHY?
  13. 13. IQ scores have steadily increased since World War II
  14. 14. The New Normal “It’s a VUCA world! Volatility, Uncertainty, Complexity, Ambiguity.” – Bob Johansen, Institute for the Future
  15. 15. The 3 C’s • Complexity: Situations that are difficult to understand, have considerable ambiguity and uncertainty, and often have no “solutions,” only options and tradeoffs • Chaos: Seemingly random events that have an underlying pattern (which is difficult to discern) • Change: Turbulent environments in which the future is difficult to predict or control
  16. 16. 47% of the workforce in 2014 will be Millennials born between 1977 - 1997
  17. 17. “50% of all innovation, and 70% of Global 2000 [organizations’] apps will be gamified by 2015” - Gartner (April 12, 2011)
  18. 18. U.S. organizations spent approximately $156.2 billion on employee learning and development in 2011. - 2012 ASTD State of the Industry Report
  19. 19. Industrial Age Metrics • number of student days • student/instructor ratio • number of "no shows", drop-outs, and last minute cancellations • dollars charged back to departments using training • percent utilization of facilities • cost per student-day • average "satisfaction" scores on our "smile sheet" evaluations • on-time completion and on-cost development of new courses • actual vs. planned operational budget expenditures.
  20. 20. Learning & Performance Professionals “What we're saying today is that you're either part of the solution or you're part of the problem.” - Eldridge Cleaver
  21. 21. WHAT DO WE DO?
  22. 22. Learning & Performance • Every learning professional’s ultimate aim is to improve human performance to drive organizational outcomes OD Consultant Knowledge Librarian Career Coach Learning Strategist Instructional Designer Talent Manager Training Manager Global LearningVP
  23. 23. Supporting the Learning Organization • The Mission Statement of the American Society for Training & Development (ASTD) is: Through exceptional learning & performance, we create a world that works better.
  24. 24. MODELS
  25. 25. ASTD Competency Model
  26. 26. Competencies • Business Skills • Instructional Design • Technology Literacy • Learning Technologies • Interpersonal Skills • Global Mindset
  27. 27. Skills BUSINESS SKILLS • Uses data from a variety of sources to analyze needs and proposes solutions • Applies business acumen by building a business case for the organization's learning agenda • Drives improvement results through learning solutions by setting goals, tracking progress, and making course corrections • Demonstrates strategic thinking by aligning the learning strategy with the organization's business strategy • Uses innovative thinking, methods, or tools to advance learning and development INSTRUCTIONAL DESIGN • Integrates technology options to achieve learning goals • Evaluates learning design TECHNOLOGY LITERACY • Demonstrates an awareness/proficiency in emerging technologies LEARNING TECHNOLOGIES • Analyze and select technologies • Integrates technology options • Delivers various learning methodologies • Facilitates social learning • Leverages technology INTERPERSONAL SKILLS • Influences stakeholders by building consensus and gaining commitment to solutions • Networks and partners with key internal and external contacts to achieve desired results • Leverages diversity through emotional intelligence GLOBAL MINDSET • Emphasizes the importance of being able to work across borders and cultures
  28. 28. MASTERS
  29. 29. Certified Professional in Learning & Performance (CPLP®)
  30. 30. Lou Russell
  31. 31. Richard Sites
  32. 32. Context, Challenge, Activity, and Feedback (CCAF) Model
  33. 33. SHALL WE PLAY A GAME?
  34. 34. FOCUS ON THE ASTD COMPETENCY MODEL COMPETENCIES & SKILLS FOR THIS ACTIVITY!
  35. 35. DEBRIEF
  36. 36. 5 E’s • Use what’s in the Environment! • Use what people already find Engaging! • Make it Easy for Everyone! • Make it FUN! – ENJOY!
  37. 37. Complexity Chaos Change Commitment Connection Collaboration
  38. 38. We are transforming learning to create what’s new for the 21st century.
  39. 39. Yes, I know the MAGNITUDE of this Transformation
  40. 40. Put On Your Big Girl Pants …
  41. 41. and MAN UP!
  42. 42. We are transforming learning to create what’s new for the 21st century.
  43. 43. GAME ON

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