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ATD OC Game Thinking for L&D

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ATD OC Game Thinking for L&D Workshop deck. It makes sense only if you attended the workshop.

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ATD OC Game Thinking for L&D

  1. 1. Game Thinking: “The art & science of engagement and motivation through applied game design and elements.”
  2. 2. Why am I here today?
  3. 3. Bűvöskocka CHALLENGE #1
  4. 4. Business Problem
  5. 5. Zsolt Olah Director, Innovation and Learning Solutions PDG (Performance Development Group) Two Truths and a Lie #1 Built Artificial Neural Network (Machine Learning) #2 Peace Corps, IBM, Oracle, Comcast #3 ATD TechKnowledge, ATD ICE, DevLearn
  6. 6. Credit: HBO® Your Goal?
  7. 7. Credit: HBO® Challenge. Engage. Motivate. Inspire. CEMI LEARNING
  8. 8. Mistake #0 Focusing on the game objectives first! Performance goals (business objectives) and the supporting learning objectives MUST be the focus. Game objectives and mechanics to support. But not an after-thought!
  9. 9. CHALLENGE #2
  10. 10. “Which way do you live?”
  11. 11. Credit: HBO® “L&D Professional Practicing Game Thinking” dopamine
  12. 12. Mistake #1 Not knowing your audience! You can’t motivate people unless you know what motivates them. Use tools like learning personas and build a profile of when and how the learning happens.
  13. 13. Gamification (Motivation) games (Fun) Instructional Design (Learning)
  14. 14. G a m e T h i n k i n g G A M I F I C AT I O N G A M E D E S I G N I N S T R U C T I O N A L D E S I G N
  15. 15. G a m e T h i n k i n g ACTION-FOCUSED CONTENT-FOCUSED No Gameplay Gameplay
  16. 16. Mistake #2 Content is king. Interaction with the content is king. Participants learn from the interactions, constructive feedback loops AND reflections.
  17. 17. What’s the Story?
  18. 18. Let’s make games!Writing a movie is like designing a game?
  19. 19. CHALLENGE #3
  20. 20. Game Mechanics? ATD TechKnowledge Conference, Las Vegas, 2016
  21. 21. Mistake #3 Too many game mechanics or too broad objectives. Less is more. The gameplay must be simple enough. But not too simple! Challenge => Engage => Motivate => Inspire.
  22. 22. Credit: HBO® “MDA Framework”
  23. 23. MECHANICS What it includes.
  24. 24. DYNAMICSHow it works.
  25. 25. AESTHETICSWhat it feels like.
  26. 26. What’s the Story? Storytelling: Broken Co-Worker Suzanne Vega: Tom’s Diner
  27. 27. Top Chef Biggest Loser Amazing Race #RHOC Gamification of…
  28. 28. G.A.M.E. (Gameful Approaches to Motivation and Engagement) workshop with Kevin Werbach. November, 2015 https://www.linkedin.com/pulse/5-ld-gamification-takeaways-from-workshop-zsolt- olah?trk=pulse_spock-articles
  29. 29. CHALLENGE #4
  30. 30. Mistake #4 Designing the experience for yourself. People are motivated by different things. A gamified system should have balanced mechanics to support most user types.
  31. 31. ”Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to _____ _______ ” Design Technology Finance Leadership BadDesign
  32. 32. ”Bad Design = Motivation Side Effects” Carl Mellström, Magnus Johannesson, “Crowding Out in Blood Donation: Was Titmuss Right?” Journal of the European Economic Association 6, no. 4 (June 2008): 845-63
  33. 33. ”Bad Design in Gamification of Learning” Gamificaton vs. Game-based Learning Player/User Types (motivation)
  34. 34. Socializers are motivated by Relatedness. They want to interact with others and create social connections. Free Spirits are motivated by Autonomy and Self-expression. They want to create and explore. Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome. Philanthropists are motivated by Purpose and Meaning. This group are altruistic, wanting to give to other people and enrich the lives of others in some way with no expectation of reward. Players are motivated by Rewards. They will do what is needed of them to collect rewards from a system. They are in it for themselves. Disruptors are motivated by Change. In general, they want to disrupt your system, either directly or through other users to force positive or negative change.
  35. 35. Player/User TypesCredit: HBO®
  36. 36. Credit: HBO® Gamification of Thrones http://rabbitoreg.com/atdphl/story.html
  37. 37. Mistake #5 Gamified experience is a standalone event. Best to included the gamified experience within a curriculum. Debrief reinforces the learning. Blended ILT is a good example.
  38. 38. Karl Kapp (http://karlkapp.com/) Andrzej Marczewski (http://www.gamified.uk/) Yu-kai Chou (http://www.yukaichou.com/) Amy Jo Kim (http://amyjokim.com/) Monica Cornetti (http://www.monicacornetti.com/) Jane McGonigal (http://janemcgonigal.com/) Online courses on gamification: Karl Kapp (Lynda.com) or Kevin Werbach (Coursera). Ask Zsolt: https://twitter.com/rabbitoreg https://www.linkedin.com/in/zsoltolah1 Resources
  39. 39. Thank you! Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 65-80). C Independent Publishing Platform. ISBN-10: 1514745666 ISBN-13: 978-1514745663

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