SlideShare a Scribd company logo
Designing First Attempts in
Learning
By An Coppens
@GamificationNat
www.gamificationnation.com
“Build design frameworks as an answer to
challenges”
An Coppens
Course or competition?
“Lack of clarity
confuses not only the
designer but also the
player”
An Coppens
“Designing a gamified learning
experience for business results
requires inclusive design” An Coppens
“Start mentioning iterations, from the moment
you pitch for work. Very few clients truly
understand this especially if they hear it first time,
when it happens.” An Coppens
• KPI's & metrics
• Culture
• Business objectives
Business
specifics
• Motivation
• Behaviour
Understanding
the player
• Design
• Test
• Iterate
• Implement
• Support
Gamification
design
Source: An Coppens (2013)
www.gamificationnation.com
Gamification Nation Design Process
“If a battle is imminent, focus
on the end-user”
An Coppens
“Learning gamification design means
dropping the “Next” button, but it
doesn’t have to be a competition”
An Coppens
“Right first time and forever is an illusion!
Just like one size fits all!”
An Coppens
Quests and
missions
Scenario
based content
In snack-sized
learning
nuggets
Mini-gamesChoices
Consequences
Feedback
1st Person Learner
Source: An Coppens (2014)
www.gamificationnation.com
Level 1 – Content gamification
Gives learning structure
Progression
Skills improvement
Habit building
Fun
•points
•un-lockable content
•content leaderboard
•progression tracking
•levels
•dashboards on my activities
•Scoring
•Winning streak
•Learning energy
•surprises
•badges
Level 2 – Systems gamification
Source: An Coppens (2014)
www.gamificationnation.com
“I felt we were missing a major trick
in gamification design for learning,
namely proving our skills
competency… hence level 3:
evidence of learning”
An Coppens
Publish and give expert advice
Become a coach or mentor on the topic
Train someone else in same subject matter
360 proof: from peers, managers and ideally
clients also
Quality rating by others through peer review or
skills feedback
Application to real life situations: Evidenced by
self and reported by self, then confirmed by
others
Content evaluation
Level 3 – Evidence of learning
gamification
Source: An Coppens (2014)
www.gamificationnation.com
“So what should we be mindful
of next?
• Teaching humans to work
alongside artificial
intelligence driven systems or
even colleagues
• AI collaboration for skills
growth and performance
• Adaptive gamification aimed
at the individual”
An Coppens
“Block chain technology as a way of keeping
track of skills:
• Time-stamped
• Confirmed by others, who are able to
verify”
An Coppens
“My top tips:
• My learning gamification framework is a solid
start
• Balancing your design is a balancing act
• Communication is key for buy-in and acceptance
• You will become better the more you design”
An Coppens
Designing for first attempts in learning

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Designing for first attempts in learning

  • 1. Designing First Attempts in Learning By An Coppens @GamificationNat www.gamificationnation.com
  • 2. “Build design frameworks as an answer to challenges” An Coppens
  • 3. Course or competition? “Lack of clarity confuses not only the designer but also the player” An Coppens
  • 4. “Designing a gamified learning experience for business results requires inclusive design” An Coppens
  • 5. “Start mentioning iterations, from the moment you pitch for work. Very few clients truly understand this especially if they hear it first time, when it happens.” An Coppens
  • 6. • KPI's & metrics • Culture • Business objectives Business specifics • Motivation • Behaviour Understanding the player • Design • Test • Iterate • Implement • Support Gamification design Source: An Coppens (2013) www.gamificationnation.com Gamification Nation Design Process
  • 7. “If a battle is imminent, focus on the end-user” An Coppens
  • 8. “Learning gamification design means dropping the “Next” button, but it doesn’t have to be a competition” An Coppens
  • 9. “Right first time and forever is an illusion! Just like one size fits all!” An Coppens
  • 10. Quests and missions Scenario based content In snack-sized learning nuggets Mini-gamesChoices Consequences Feedback 1st Person Learner Source: An Coppens (2014) www.gamificationnation.com Level 1 – Content gamification
  • 11. Gives learning structure Progression Skills improvement Habit building Fun •points •un-lockable content •content leaderboard •progression tracking •levels •dashboards on my activities •Scoring •Winning streak •Learning energy •surprises •badges Level 2 – Systems gamification Source: An Coppens (2014) www.gamificationnation.com
  • 12. “I felt we were missing a major trick in gamification design for learning, namely proving our skills competency… hence level 3: evidence of learning” An Coppens
  • 13. Publish and give expert advice Become a coach or mentor on the topic Train someone else in same subject matter 360 proof: from peers, managers and ideally clients also Quality rating by others through peer review or skills feedback Application to real life situations: Evidenced by self and reported by self, then confirmed by others Content evaluation Level 3 – Evidence of learning gamification Source: An Coppens (2014) www.gamificationnation.com
  • 14.
  • 15. “So what should we be mindful of next? • Teaching humans to work alongside artificial intelligence driven systems or even colleagues • AI collaboration for skills growth and performance • Adaptive gamification aimed at the individual” An Coppens
  • 16. “Block chain technology as a way of keeping track of skills: • Time-stamped • Confirmed by others, who are able to verify” An Coppens
  • 17. “My top tips: • My learning gamification framework is a solid start • Balancing your design is a balancing act • Communication is key for buy-in and acceptance • You will become better the more you design” An Coppens

Editor's Notes

  1. Although I prefer to be future focused, I tend to think in how can I prevent this from happening again and then design a framework around it. Sometimes it serves as communication tool, sometimes it serves as a work process, most often it is both. Either clients buy into all the steps or we don’t work with them, because we know it sets us up for failure.
  2. Project where
  3. We rarely have only one learner journey in learning gamification, this is why we need to understand learners and their habits
  4. Time for my top tips
  5. Learning gamification design still tends to stick to the same linear thinking as is traditional in e-learning. In games we learn by being the controller of the game and that means a lot more than the next button. It often also means testing out if something would work with some feedback.
  6. Most learning gamification designs I was asked to do focused on systems gamification and if lucky it included content gamification
  7. Artificial intelligence is it friend or foe – I reckon work will become on full on multi-player resource management game, where does who adapt best will come out strongest.
  8. Learn from my lessons