The Power of Play: Learning with The Knowledge Guru


Published on

How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.

The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.

  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Display until start of session. Verify title and that people are expecting to hear about the Power of Play.
  • NTRODUCTION OF SELVES AND ROLES WE’LL PLAY IN PRESENTATION:SHARON – Sharing the “why” of games and gamification and the instructional design that links Knowledge Guru to the power of play.SCOTT – Case study of how ExactTargert used a game to drive learning and business results. Game leveraged Knowledge Guru game engine.
  • Lots of data exist to point to the efficacy and value of game-based learning. The military and the healthcare worlds have done a great job of demonstrating the ROI a game can bring. These two arenas – along with the explosion of video-based games - have largely paved the way for trend called “gamification of learning.”People recognize the power of games – and they want to leverage that power in learning. Games hold our interest in a way that a screen of text coupled with an image or two and a next button never well.Online White Paper: “Game-Based Learning: What it is. Why it works. Where it is going.
  • Winning?Triumphing….over adversity, an arch nemesis, a major challengeCollaborating – to overcome an enemy, to master a challenge, to solve the puzzle, etc.Exploring and buildingCollectingProblem-solving or strategizingRole playing or imagining (game aesthetics are HUGE element of the fun!!)Surprise – surprising others and being surprised ourselves.
  • These are the five benefits of games I want to focus on – some of which are interrelated:Ability to create clear, measurable goals and contextualize the goal or link the goal to the job (Hit your sales goal, increase customer satisfaction, decrease complaints, etc.)Continuous or frequent feedback (biggest factor in changing performance, BTW)Compared to optimal “right”Compared to othersCompared to previous bestThat can be contextualized (see this “sales goal” example related to course for sales reps.A reason to careGetting a certain score, achieving a goal, gaining masteryAchieving certain things (winning, unlocking levels, acquiring things such as badges, status, etc.)Being better than another player – or becoming as good as another playerContinuous learning: action and immersion into the experience – whether casual or “serious”Tons of opportunities to practice, fail, repeat, and gain proficiency Mental engagement, social interaction and fun - all of which maximize learning.Need and opportunity to stay connected to what’s going on in the game to succeed – and the ability to truly self-pace.Comparing scores to team members or other employeesOpportunities to collaborate and partnerSense of collective accomplishment or community
  • I think the continuous feedback – with opportunity for self-correction and then additional practice – is the hugest benefit (along with engagement) that games have over traditional learning formats.We have AMPLE evidence that just telling someone the right thing to do – or the right piece of information – doesn’t get them to use it!!!!There is a terrific article in Wired magazine that I want to reference at this point and highly encourage all of you to read. It explains feedback loops and why/how they change our behavior. Understanding the power and impact of feedback loops is key to understanding “why games.”
  • School district had huge problem with speeding.Tried replacing old signs with bigger, new ones, ticketing people during drop-off, pick-up times. Nothing worked.What finally gave measurable improvement was “dynamic speed displays” or driver feedback signs. “Your speed.”The signs worked in California in 2003 – and they’ve gained much more widespread use since then as costs have gone done. Such signs have proven to be consistently effective, getting people to slow by 10 mph over several miles. They work because they leverage a feedback loop.Feedback loop = action (speeding) information (how fast you’re going) reaction (adjustment in speed) Provide info about actions in real-time – or close to it – and then give opportunity to change actions and move toward better behavior.Games provide an amazing way to leverage the power of feedback loops as players get continual information about how they are doing and have the opportunity to modify their behavior in the game to improve their performance. This can happen WITHIN A game – or by playing repeated episodes of a game (e.g. people get better at a game the more times they play it. The fun of the game encourages repetition of play. REPETITION is a key part of remembering.
  • Tracking matters inside organizations. Guru lets you track within its own admin robust admin tool but it is also Tin Can compliant if you want to track through your LMS – and your LMS is Tin Can compliant.
  • Headquartered in Indianapolis, IN.Started about 12 years ago, went public in 2012.Enables marketers through software to integrate data to create a unified view of each consumer and engage in real-time, cross-channel marketing. We have:1,500 employees worldwide250,000 users worldwide500 + partners worldwideCustomers include Best Buy, Groupon, NASA, Nike, Papa Johns, and Microsoft.
  • The Power of Play: Learning with The Knowledge Guru

    1. 1. The Power of Play.By Bottom-Line Performance
    2. 2. Your Game Masters…aka presenters Sharon Boller Scott Thomas Bottom-Line Performance ExactTargetLead designer, Knowledge Guru™ game engine. @scott_thomas_et @Sharon_Boller
    3. 3. The Power of Play for You? • I like to play (board games, team games, computer games, puzzles, word searches, social games, etc.) • We actively use game-based learning in our organization • I’d like to implement game-based learning in my organization – but haven’t convinced people of its value yet.
    4. 4. Today’s agenda
    5. 5. Why games? “I learned SO“Can you much by playing create this game. It wasmore stuff tons of fun. Ilike this?” Play Game learned more by playing this game than any webinar, meeting, or “Mind- document I’ve blowing” encountered.” Annika, Age 8
    6. 6. Why do games work?The shortthey are Because answer? FUN.
    7. 7. Expert view: Carnegie Mellon….To progress in a game is to learn; when weare actively engaged with a game, ourminds are experiencing the pleasure ofgrappling with (and coming to understand) anew system.(Jessica Trybus, New Media Institute’s resident Game-based Learning and Communications Guru and Directorof Edutainment for Carnegie Mellon UniversitysEntertainment Technology Center.)
    8. 8. But what’s FUN?• Winning• Achieving goals• Triumphing• Collaborating• Exploring and building• Collecting• Problem-solving or strategizing• Role playing or imagining• Surprise – surprising others and being surprised ourselves.
    9. 9. What’s Required to Learn? Relevant Practice Ability to retrieve laterSpecific, timely feedback
    10. 10. Breaking it down further: Feedback “The premise of a feedback loop is simple: Provide people with information about their actions in real time, then give them a chance to change those actions, pushing them toward better behaviors.” Wired Magazine, June 19,
    11. 11. Breaking it down further: Feedback School district had huge problem with speeding. Tried replacing old signs with bigger, new ones, ticketing people during drop-off, pick-up times. Nothing worked. What finally gave measurable improvement was “dynamic speed displays” or driver feedback signs. “Your speed.” Signs have proven to be consistently effective, getting people to slow by 10 mph over several miles. They work because they leverage a feedback
    12. 12. Linking Games to LearningLearning Element Game Elements that MatchMotivation Game goals, PBLs, levels, flow, the “fun”Relevant Game mechanics, story, challenges,practice (e.g. the rules), game theme.Feedback Rewards and consequencesRetrieval later 1) Repeat to remember – repetition; 2) spaced learning 3) Relevant practice.
    13. 13. Today’s agenda
    14. 14. What is the Knowledge Guru?A solution to a problem we’ve seen over and over with our clients.
    15. 15. We wanted…And…we wanted people toable able to play across For people to be be to PLAY.multipleFor them to LEARN while they played. tablet devices: desktop, iPad, or Androidvia For clientsor native app. people were learning web app to TRACK what (or not learning).We wanted a solution that could work And for players to REMEMBER, long after theyindependently of an LMS…or be Tin Can compliant it COULD work with an LMS
    16. 16. How Guru links to LearningMotivation – in story, in challenge (become a Guru) Annika, Age 8
    17. 17. How Guru links to LearningMotivation – in PBLs Annika, Age 8
    18. 18. How Guru links to LearningRelevance– no extraneous content, period. Annika, Age 8
    19. 19. How Guru links to LearningRelevance– game questions mirror customer ?s Annika, Age 8
    20. 20. How Guru links to LearningFeedback– immediate, followed by immediate opp toretry. Consequence = points gained/lost. Annika, Age 8
    21. 21. How Guru links to LearningRetrieval– repetition, spaced learning Annika, Age 8
    22. 22. How Guru does MeasurementAdmin tool lets you verify what people do – and don’t get
    23. 23. Today’s agenda
    24. 24. ExactTarget (NYSE: ET) We have:Indy, we enable marketers - Based in have great customers, including We also  1,500 employees worldwide through software - to integrate data to Best Buy, Groupon, NASA, Nike, Papa  unified view create aMicrosoft worldwide John’s,250,000 users of each consumer and 500 + in real-time, cross-channel engage partners worldwide marketing.
    25. 25. Why ExactTarget used the Guru1. Multiple Product Lines and Multiple Product Launches • 9 distinct product lines within organization • Product line releases each month2. Employees, clients, and partners had training overload; we needed to find a way to “mix it up.”3. MobileConnect was one of the largest product launches we ever had. Critical for us to educate folks.
    26. 26. Positioning the game1. Reinforcement tactic rather than primary learning method. 2. Marketed the heck out of it.
    27. 27. Positioning the game (cont.)3. Required in some functional units.4. Provided managers with idea kits. Drew attention to5. leaderboards on a regular basis.
    28. 28. What Did Folks Say…The game was great! It was a fun way to learn about I’m a pretty competitive person,MobileConnect.soenjoyed the myself to get I challenging scenario-type questions, scores added a The repetition of the one of the top different paths allof funme learning about which put it helped to layer in perspective. the MobileConnect product. retain the information.
    29. 29. Business Results…Annika, Age 8
    30. 30. Next time….1. Ask some questions more specific to specific job role.2. Test game as a primary learning method versus as a reinforcement method.
    31. 31. Want info electronically?• Text the word GURU and your email address to 38767 – EX: GURU• Email will be sent with links to a variety of information sources regarding this breakout session• You can also email and request info as well.• Check out public games for yourself at or download a sample game – Nutrition Guru - from App store.
    32. 32. Thank You! Contact Us…Email sthomas@exacttarget.comTwitter Sharon_BollerHandles scott_thomas_etWebsites www.exacttarget.comBooth #608 (Sharon)DemoFest #54 (Scott)