Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Fundamentals of Learning Game Design - ATD CIC 2017Sharon Boller
Learn the value that learning games can have - and how games link to learning and remembering. Discover the power of playing games to learn how to design games and "high-power" game elements to include.
Maximizing Value of Game-Based SolutionsSharon Boller
Focus on Learning Conference 2017 slides for session on implementation planning for gamified and game-based learning solutions. Session explores what it takes to ensure good ROI for using game-based learning solutions
Not WHEN Games but WHICH Learning GamesSharon Boller
L&D people think games are useful in a subset of situations. This session showcases numerous games to show how vast the landscape of learning games can be - from games involving only people to tabletop games to asynchronous digital games
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Fundamentals of Learning Game Design - ATD CIC 2017Sharon Boller
Learn the value that learning games can have - and how games link to learning and remembering. Discover the power of playing games to learn how to design games and "high-power" game elements to include.
Maximizing Value of Game-Based SolutionsSharon Boller
Focus on Learning Conference 2017 slides for session on implementation planning for gamified and game-based learning solutions. Session explores what it takes to ensure good ROI for using game-based learning solutions
Not WHEN Games but WHICH Learning GamesSharon Boller
L&D people think games are useful in a subset of situations. This session showcases numerous games to show how vast the landscape of learning games can be - from games involving only people to tabletop games to asynchronous digital games
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
This is a second proposal for Agile2014 intended for audiences interested in learning how to apply Agile in terms of "process"; it does so by translating them to typical boardgame mechanics.
This presentation is INCOMPLETE, but will be fleshed out. It should be enough for reviewers to know what the general feel of the session would be (including a couple of exercises). This is still several iterations away from being complete.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
This is a second proposal for Agile2014 intended for audiences interested in learning how to apply Agile in terms of "process"; it does so by translating them to typical boardgame mechanics.
This presentation is INCOMPLETE, but will be fleshed out. It should be enough for reviewers to know what the general feel of the session would be (including a couple of exercises). This is still several iterations away from being complete.
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
2. Things to download for mobile play
• Plants vs Zombies (free version on either iOS or
Android)
• Password Blaster by Bottom-Line Performance
(free on either iOS or Android)
• KGuru Quest app by Bottom-Line Performance
– I pre-registered EACH of you for ATDGameDesignGuru.
– Use email address you used to register for DevLearn +
password DevLearn_17
Bottom-Line Performance 2
4. Define game &
gamification
Play Games and learn
the lingo of games Best practices to follow;
pitfalls to avoid.
Break
Play Learning Games!
Learning + Game
Lunch
Game Design Guru –
Q&A
Create your own
learning games:
paper prototyping
Playtest w/
your team
Playtest w/
another team
Share what you
learned; wrap
up
B
r
e
a
k
5. Let’s play a game: Sequence
Game Goal
Align the cards into the correct sequence
within 90 seconds. Get rid of cards that do
not belong.
Bottom-Line Performance 5
6. 6Bottom-Line Performance
Set up
• Organize your team into a single row.
• The person whose birthday is closest to today is the dealer / team
manager.
• Agree on which end of team’s row contains Person #1. From there
team members become Person 2, 3, 4, etc.
• Dealers deal out all cards.
– Do not deal cards to yourself.
– Every other person must have at least ONE card. Some will have two.
7. 7Bottom-Line Performance
Rules
1. Every team member (including dealer) must hold at least one card at
game’s end.
– Person #1 should have first card. All other cards distributed across the row in order. Person
at the end of the row may have several cards. These must be in correct order.
– Dealer should have all discards.
2. When game ends, you earn a scoring bonus for every second you are
under 90 seconds. Get a penalty for every second you go over 90 seconds.
3. Lose game entirely if you fail to have cards sequenced 100% correctly.
9. Our definition
An activity that has an explicit goal or challenge, rules that
guide achievement of the goal, interactivity with either other
players or the game environment (or both), and feedback
mechanisms that give clear cues as to how well or poorly you
are performing. It results in a quantifiable outcome (you
win/you lose, you hit the target, etc). Usually generates an
emotional reaction in players.
10. 10Bottom-Line Performance
Turning this into a learning game…
Game Goal
Stay in business and minimize costs. Align
the cards while using the least amount of $$
and time to accomplish the task.
11. 11Bottom-Line Performance
Set up & Rules
• Each row is a business. Your business is working on an essential project.
Each 30 seconds used costs your business $300,000. 30 seconds = 1
month.
• The person in the left-most chair is the project manager.
• Each person in your row contributes $10,000 to this cost.
• Finish the task within 2 minutes and earn a bonus for each team member.
• If you need more time at 2 minutes, the PM must eliminate at least two jobs.
• If you are not successful within 4 minutes, your company goes bankrupt.
12. What about
gamification?
Using game elements in a
non-game situation.
• Frequent flyer programs
and other customer
loyalty programs
• Summer reading
programs
• Social Media (likes,
rankings, etc.)
13. Basic Game Lingo
Game goal
• What player(s)
have to do to
win.
No goal?
Not a game.
Mechanics
• Rules for players
• Rules for
system.
Keep complexity
proportional to
target game length.
Design “around” a
dynamic.
Core Dynamic
• What game play
is about; how
you win
Tinkering with one
element may vastly
change game play.
Game
Elements
• Features that
help immerse
you in game play
14. 14Bottom-Line Performance
Activity #1: Play/Evaluate Timeline
1. Work in your table
group.
2. Play Timeline for 10-15
minutes.
3. Use worksheet in
workbook to evaluate
game.
15. 15Bottom-Line Performance
Evaluate Timeline
1. What was the game goal? Was it fun?
2. What was the core dynamic? Was it fun?
3. What were 1-3 mechanics (rules) that stood out? Did they help –
or confuse you?
4. What game elements did you notice?
5. How did you know how you were doing? (What feedback did you
get?)
16. Example of re-use…
Knowledge Guru – Sales
to Implementation
Process:
• 4 roles, 28-steps in
process from start of
conversation through
support of product
• GREAT re-use of
concept from Timeline
Bottom-Line Performance 16
17. 17Bottom-Line Performance
Activity #2: Play/Evaluate Spot It
1. Work in your table
group.
2. Play Spot It for 10-15
minutes.
3. Use worksheet in
workbook to evaluate
game.
18. 18Bottom-Line Performance
Evaluate Spot It
1. What was the game goal? Was it fun?
2. What was the core dynamic? Was it fun?
3. What were 1-3 mechanics (rules) that stood
out? Did they help – or confuse you?
4. What game elements did you notice?
5. How did you know how you were doing? (What
feedback did you get?)
20. 20Bottom-Line Performance
Evaluate Plants vs. Zombies
1. What was the game goal? Was it fun?
2. What was the core dynamic? Was it fun?
3. What were 1-3 mechanics (rules) that stood out? Did they help –
or confuse you?
4. What game elements did you notice?
5. How did you know how you were doing? (What feedback did you
get?)
21. Define game &
gamification
Play Games and learn
the lingo of games Best practices to follow;
pitfalls to avoid.
Break
Play Learning Games!
Learning + Game
Lunch
Game Design Guru –
Q&A
Create your own
learning games:
paper prototyping
Playtest w/
your team
Playtest w/
another team
Share what you
learned; wrap
up
B
r
e
a
k
23. 23Bottom-Line Performance
Main Take-Aways
• Game goal ≠ learning goal - you need BOTH
• Before creating game, you:
– Define instructional goal and objectives; keep in focus as you design the game to achieve
them.
• Audience matters
• As you design the game, you want learning rationale for these things:
- Choice of game mechanics (rules)
- Game elements to include/exclude
- Rewards/scoring
25. 25Bottom-Line Performance
Play/Evaluate Password Blaster
1. What was the game goal? Was it fun?
2. What was the learning goal? Did you learn?
3. What was the core dynamic? Was it fun?
4. What were 1-3 mechanics (rules) that stood out? Did they help – or
confuse you?
5. What game elements did you notice?
6. How did you know how you were doing? (What feedback did you get?)
http://bottomlineperformance.com/passwordblaster
26. 26Bottom-Line Performance
About the
Project
We partnered with TE Connectivity
(TE) to create a mobile learning game
for smartphones that helps distributors
learn about their customers, and the
applicable products for each customer
so they can position the right products
with the right customers.
27. 27Bottom-Line Performance
Results
• The app has been used 2,300+ times by
355+ distributors, and 100% of distributor
users surveyed said they learned
something about TE products while playing
TE Town.
• TE Town led to increased adoption of the
sales enablement program by drawing in
distributors who were previously not
taking training.
• Anecdotal feedback: “It was the best way to
learn about our products by ourselves. I
love it!”
38. 38Bottom-Line Performance
Things to Notice
1. There is an overall game goal (construct/build town and maximize
treasury). Mini-games each have dynamic too.
2. This game is very targeted. It’s probably NOT fun if you know zero
about TE Connectivity or its products.
3. Every “plot” in the town has a series of mini-games that work
together to build knowledge. A singe mini-game onlky gets you so
far.
4. Most players (sales reps) only to 3-5 customer types. We assume
most players will NOT play to the end.
39. 39Bottom-Line Performance
Case Study: Feeding the World
1. Game goal: Work
together to feed an ever-
increasing world
population, achieving
production goals each
year.
2. Learning goal: Reinforce
all the safety steps and
environmental protection
steps taught during the
previous 3.5 days of a
NEO workshop.
40. 40Bottom-Line Performance
Game play consists of four “rounds” with 7 turns to a round. Each round equates to 1
year of time. Number of people to feed each year increases to match real-world
increases. The 7 turns mimic the 7 steps of mine to market process. Play complexity
increases in final two rounds.
41. 41Bottom-Line Performance
Resource cards –
Total of 8 resources
you can use on each
turn. Most turns
require 1-2.
Inspector Cards – Reflect
“chance” and can help or hurt
your performance. You draw
Inspector cards if the Inspector
symbol comes up on a die roll.
42. 42Bottom-Line Performance
Scenario Cards – Drawn on every turn.
Player reads scenario aloud and 1)
chooses the appropriate resource(s)
to handle the scenario, 2) describe
specifics of how resource(s) get used.
After responding, player hands card to
teammate on his or her right. That player
flips the card and reads the correct
response. Correct responses let team earn
a phosphate toward the goal.
43. 43Bottom-Line Performance
Learning + Game
1. Company mission linked to game goal.
2. Progress through game mirrored real-world process of going from mine to table.
3. Learning goal is to get players to match on-the-job resources to real-world
scenarios they will encounter and to correctly identify appropriate use of resources.
Game elements matched this.
4. Game element being collected (phosphate) is what the players actually mine.
5. Game board illustrated 7-step process.
6. Ever-increasing # of people to feed mirrors real-world statistic.
7. Chance cards reflected good/bad things that really happen on the job.
8. Mining inspections incorporated as “chance” element as well.
44. Define game &
gamification
Play Games and learn
the lingo of games Best practices to follow;
pitfalls to avoid.
Break
Play Learning Games!
Learning + Game
Lunch
Game Design Guru –
Q&A
Create your own
learning games:
paper prototyping
Playtest w/
your team
Playtest w/
another team
Share what you
learned; wrap
up
B
r
e
a
k
46. Focusing
only on fun
Pitfalls to
Avoid
Skipping or
minimizing
playtesting
Skipping a
pilot
Trying to
teach
everything
Making
games w/out
playing
games
47. 47Bottom-Line Performance
Review: Game Design Guru
1. Access game at URL below.
2. Your email (from DevLearn
registration) and
DevLearn_17 are user
name/password.
3. Play World A of the game.
theknowledgeguru.com/ATDGameDesignGuru/
48. Define game &
gamification
Play Games and learn
the lingo of games Best practices to follow;
pitfalls to avoid.
Break
Play Learning Games!
Learning + Game
Lunch
Game Design Guru –
Q&A
Create your own
learning games:
paper prototyping
Playtest w/
your team
Playtest w/
another team
Share what you
learned; wrap
up
B
r
e
a
k
54. 54Bottom-Line Performance
What you can learn from a prototype
• How effective your game is at helping people learn what you want them to
learn.
• How engaging the game will be to learners. Do you have a “fun enough”
game goal and is your core dynamic one that keeps people interested?
• How effective the game elements are that you are using. Do the elements
support your learning experience or detract from it?
• How clear the rules are AND how they affect the fun and the learning.
• The cognitive load on the learner – too high, too low, just right?
• How complex the game might be to produce (without the expense of
producing it before you find out!)
56. 56Bottom-Line Performance
Activity: Learning Game Design
Your Task: As a team, create and playtest a learning game.
1. Use game topic & content provided in workbook
2. Decide on a core dynamic from list provided.
3. Determine a theme and a game goal.
4. Decide cooperative or competitive.
5. Create a paper prototype, defining game mechanics (aka rules)
as you go.
6. Playtest in your group.
Use provided worksheet to document game design/rules, etc.
57. Building your prototype
Task Elapsed time suggestion
Review worksheet; gain understanding of instructional
need, audience
15 minutes
Choose a core dynamic (or 2 if you want to push yourself 15 minutes
Choose a theme and a game goal. 15 minutes
Start building game content and selecting game elements
(strategy, chance, time, etc. Define and document game
rules out as you go.
25 minutes
Put together the prototype 35 minutes
Do internal playtest; tweak as needed. 20 minutes
Bottom-Line Performance 57
58. 58Bottom-Line Performance
The Playtest
Things to find out….
• Do game goal and learning goals complement one another?
• Were players engaged throughout game play?
• Are our rules at right complexity level for our audience and the
training situation?
• Do our game mechanics and game elements support real-
world context?
• Are our rules clear?
62. DIY* resources
62
Build It Yourself Tools and Templates
• Google “Game making
resources” LOADS of stuff comes
up such as this:
• https://boardgamegeek.com
/thread/933849/designers-
resources-list
• Thaigi – tons of FREE game
ideas on his site!!
Relatively low-cost options:
• eLearning Brothers templates for
simple games
• Knowledge Guru platform
• C3 Softworks
*Factor your time into “free.” You are NOT free. You cost your company $$.
68. GameMaker Studio 2
Programming background NOT required,
though helpful. Medium complexity to use; lots
of support available. Amazing quality; no 3D.
Rapidly growing in usage; strong user
community built-in tutorials.
GameMaker allows you to structure your game
to work with a client/server model, dealing
with all of the network management behind
the scenes, while allowing you to focus on the
game itself.
https://www.yoyogames.com/
74. 74Bottom-Line Performance
eLearning Brothers: Templates
• Template driven games.
• Simple to use, little to
no customization. One
time events.
• Dozens of different
templates for different
types of games.
• http://elearningbrothers.
com/elearning-game-
templates/
75. 75Bottom-Line Performance
Construct2 HTML5 game creator by Scirra
• Programming background NOT
required.
• Free open source game framework
for the development of desktop and
mobile HTML5 games.
• Games using the tool can be made in
JavaScript or TypeScript and features
a Canvas and WebGL renderer that
can automatically swap between the
tools based on browser support.
• Tutorials, user community.
• http://phaser.io/
76. 76Bottom-Line Performance
Unity
• Complex to use.
• Typically used for highly
immersive experiences,
simulations. Very, very powerful
in terms of what it can do.
• Can be 2D or 3D.
• Users tend to have
programming background or
expertise.
• https://unity3d.com/unity
77. 77Bottom-Line Performance
Lumberyard
• Programing knowledge necessary.
• Typically used for highly immersive
experiences, simulations. Very, very
powerful in terms of what it can do.
• Can be 2D or 3D.
• Built in Multiplayer Capability.
• Users tend to have programming
background or expertise.
• https://aws.amazon.com/lumberyard
78. 78Bottom-Line Performance
Unreal
• Programing knowledge necessary.
• Typically used for highly immersive
experiences, simulations. Very, very
powerful in terms of what it can do.
• Can be 2D or 3D.
• Built in Multiplayer Capability.
• Users tend to have programming
background or expertise.
• https://www.unrealengine.com/blog
82. 82Bottom-Line Performance
Knowledge Guru
• SaaS – pricing starts at
$9,999 for one-year
subscription. Includes 3 apps
(Legend, Quest, Drive).
• Designed for corporate
learning audiences.
• http://www.theknowledgeguru.
com
83. 83Bottom-Line Performance
Kahoot!
• Gamifies learning;
intended for virtual ILT as
well as face-to-face ILT.
Not for asynchronous
eLearning.
• Instructor displays
questions or polls.
Learners respond via
mobile device.
• FREE!!!!!
• https://getkahoot.com/