21st August, 2014 
Change your organization learning forever 
through Game-‐based Learning
Shyam Sunder 
Chief Learning Architect 
GreenBooks, India 
James Higham 
Chief Strategy Officer 
Gamelearn, USA 
www.greenbooks.co.in 
www.game-‐learn.com
1. Role of game-‐based learning in enhancing learning outcomes 
2. Example of a successful game-‐based learning module 
3. ROI of a game-‐based learning 
today…
How can you participate? 
• Respond to our poll 
• Ask questions 
• Tweet with #gamelearn
meet Prasad
L&D Manager
works here
responsible for talent development
classroom 
elearning
was able to train a wide range of audience
was able to standardize content
Prasad was a happy man
until
BIG boss
questioned on…
? 
Learner’s motivation & readiness to apply
? 
Learner’s emotional engagement with content
? 
Business impact and ROI on Training Investment
made him 
uncomfortable
Investigate for 
insights
focus group with few participants
Priya
Ms. Performer
1. Poor engagement & interactivity
elearning module looks like this
• Boring 
• No challenge, 
• No feedback, 
• No recognition, 
• Visuals have no meaning and doesn't reflect real 
world 
• No fun 
• Goal is just to complete
Not Engaged 
• less productive 
• kills time 
• distracted
Engaged 
Not Engaged 
• more productive 
• willing to dedicate more time 
and effort to learn 
• willing to try out new things 
• less productive 
• kills time 
• distracted
2. Not attained skill proficiency
skill practice 
knowledge absorption 
what she wants: (﴾ more skill practice and less knowledge absorption )﴿ 
training flow
skill practice 
knowledge absorption 
training flow 
what she gets: (﴾ more knowledge absorption and less skill practice )﴿ 
training flow
3. Poor retention
Expected level of retention 
source: 
Ins+tute 
of 
applied 
behavior 
science 
100 
75 
50 
25 
0 
information recall percentage 
78% 
advanced 
simulations
Actual level of retention 
source: 
Ins+tute 
of 
applied 
behavior 
science 
100 
75 
50 
25 
0 
lectures 
reading 
audio visual 
information recall percentage 
5% 
10% 
20%
classroom 
workplace 
No learning transfer
gathered his 
insights
If the learner’s are engaged 
learn & practice 
apply skills on-‐the-‐job 
business impact 
ROI
he decides to
1. Increase learning engagement 
2. Improve skill proficiency 
3. Enhance retention
but how?
Introducing…
predicts that by 2015, 40% of global companies will use gamification as a 
primary mechanism to transform business operations 
Gartner also predicts 80% of current gamified applications will fail to meet 
business objectives, primarily due to poor design.
Gamification 
Gamification is the use of game thinking and mechanics in a 
non-‐game context, like learning, to inspire employees to get 
engaged in the learning process.
Simulation 
A realistic, controlled-‐risk environment where learners can practice 
specific behaviors & experience impacts of their decisions
Gamification + Simulation = 
Learning Game
Two types of gamification 
Structural 
Content 
Source: adopted from Karl Kapp
Structural Gamification – use of game-‐elements to propel a learner through 
content with no alterations or changes to the content 
-‐ points 
-‐ badges 
-‐ leaderboards
Content gamification – use of game thinking to alter content to 
make it more game-‐like with specific learning objectives in mind 
-‐ challenge 
-‐ story 
-‐ characters 
-‐ missions
Gamification elements that aid learning 
1. Story 
2. Challenge 
3. Mystery 
4. Characters 
5. Challenge 
6. Levels 
Source: adopted from Karl Kapp 
7. Feedback 
8. Replayability 
9. Freedom to fail 
10. Aesthetics 
11. Time 
12. Reward structure
Optimal Playing Experience 
Frustrating 
Boring 
Challenge 
too hard/ confusing 
Skill 
too easy 
flow
Optimal Playing Experience 
Frustrating 
Boring 
Challenge 
too hard/ confusing 
Skill 
too easy 
• achievable 
tasks 
• clear 
goals 
• hands 
on 
• make 
decisions 
• solve 
a 
problem 
• surprise 
• complexity 
• novelty 
• fantasy
Poll 4
spaced repetition & retrieval practice 
(﴾2 powerful ID Concepts)﴿
In spaced repetition, short bursts of learning delivered over recurring 
intervals are far more effective than massed learning 
In retrieval practice, when a learner answers knowledge and scenario/ 
situational review questions, it has a tremendous impact on long term 
retention and accelerated application.
All this sounds great. But…
1)﴿ Will adults play and learn? 
2)﴿ Will gender matter? 
3)﴿ What’s the future trend? 
4)﴿ What’s the impact?
1)﴿ Will adults play and learn? 
2)﴿ Will gender matter? 
3)﴿ What’s the future trend? 
4)﴿ What’s the impact?
average age of a gamer is 34
1)﴿ Will adults play and learn? 
2)﴿ Will gender matter? 
3)﴿ What’s the future trend? 
4)﴿ What’s the impact?
43% of gamers are women
1)﴿ Will adults play and learn? 
2)﴿ Will gender matter? 
3)﴿ What’s the future trend? 
4)﴿ What’s the impact?
of workforce today is Gen Y/ Millennial 
30% by 2014 
2010 
2012 
2014 
2016 
2018 
2020 
2022 
2024
of workforce in 10 years will be Millennial 
75% by 2024 
2010 
2012 
2014 
2016 
2018 
2020 
2022 
2024
Your workforce is changing
1)﴿ Will adults play and learn? 
2)﴿ Will gender matter? 
3)﴿ What’s the future trend? 
4)﴿ What’s the impact?
games are wonderful ways to learn 
Source: A Meta-‐Analytical Examination of the Instructional Effectiveness of Computer-‐Based Simulation Games”, [2011], Tracy Sitzman.
serious games is serious business
Classroom vs elearning vs game learning
well designed learning games are: 
ü highly engaging 
ü full of content 
ü safe places for risk taking and failure 
ü motivational for players to persevere 
ü centered around problem solving 
ü flow state 
ü fun
An example of a serious game
6 most advanced negotiation simulators
Leaderboards
Compelling characters to interact
A great mentor to help you navigate
Quest to achieve
Design proposal from scratch
Receive personalized feedback
Results
results from over 30,000 learners around the world
A case in point
• Increased confidence in selling skills 
• Shortened sales cycles 
• Improved win/loss ratios 
• Increased revenue per transaction 
• More favorable agreement terms between buyer and 
seller 
• Improved sales behaviors in specific skill areas
Now he knows
About GreenBooks 
we care for learning 
GreenBooks Learning Solutions, founded in 2008, is an innovative corporate learning design firm that offers: 
• Game based learning 
• Business writing & business conversations 
• ROI & measurement consulting 
GreenBooks consultants help organizations better allocate human capital investments through strategies that allow for faster, more 
accurate, data-driven decision-making. 
200+ medium and large organization in the country have relied on our services to address their training requirements. Drawing 
from our global partnership (ROI Institute, USA, Forum) we bring a strong understanding and expertise in assessment, content 
development, training, technology and measurement to help our clients drive greater ROI on L&D investments.
get started 
Shyam Sunder 
ss@greenbooks.co.in 
+91 – 9566 100 400 
www.greenbooks.co.in

Game-based Learning Webinar by GreenBooks & Gamelearn

  • 1.
    21st August, 2014 Change your organization learning forever through Game-‐based Learning
  • 2.
    Shyam Sunder ChiefLearning Architect GreenBooks, India James Higham Chief Strategy Officer Gamelearn, USA www.greenbooks.co.in www.game-‐learn.com
  • 3.
    1. Role ofgame-‐based learning in enhancing learning outcomes 2. Example of a successful game-‐based learning module 3. ROI of a game-‐based learning today…
  • 4.
    How can youparticipate? • Respond to our poll • Ask questions • Tweet with #gamelearn
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
    was able totrain a wide range of audience
  • 11.
    was able tostandardize content
  • 12.
    Prasad was ahappy man
  • 13.
  • 14.
  • 15.
  • 16.
    ? Learner’s motivation& readiness to apply
  • 17.
    ? Learner’s emotionalengagement with content
  • 18.
    ? Business impactand ROI on Training Investment
  • 19.
  • 20.
  • 21.
    focus group withfew participants
  • 22.
  • 23.
  • 24.
    1. Poor engagement& interactivity
  • 26.
  • 27.
    • Boring •No challenge, • No feedback, • No recognition, • Visuals have no meaning and doesn't reflect real world • No fun • Goal is just to complete
  • 28.
    Not Engaged •less productive • kills time • distracted
  • 29.
    Engaged Not Engaged • more productive • willing to dedicate more time and effort to learn • willing to try out new things • less productive • kills time • distracted
  • 30.
    2. Not attainedskill proficiency
  • 31.
    skill practice knowledgeabsorption what she wants: (﴾ more skill practice and less knowledge absorption )﴿ training flow
  • 32.
    skill practice knowledgeabsorption training flow what she gets: (﴾ more knowledge absorption and less skill practice )﴿ training flow
  • 33.
  • 34.
    Expected level ofretention source: Ins+tute of applied behavior science 100 75 50 25 0 information recall percentage 78% advanced simulations
  • 35.
    Actual level ofretention source: Ins+tute of applied behavior science 100 75 50 25 0 lectures reading audio visual information recall percentage 5% 10% 20%
  • 36.
    classroom workplace Nolearning transfer
  • 37.
  • 38.
    If the learner’sare engaged learn & practice apply skills on-‐the-‐job business impact ROI
  • 39.
  • 40.
    1. Increase learningengagement 2. Improve skill proficiency 3. Enhance retention
  • 41.
  • 42.
  • 44.
    predicts that by2015, 40% of global companies will use gamification as a primary mechanism to transform business operations Gartner also predicts 80% of current gamified applications will fail to meet business objectives, primarily due to poor design.
  • 45.
    Gamification Gamification isthe use of game thinking and mechanics in a non-‐game context, like learning, to inspire employees to get engaged in the learning process.
  • 46.
    Simulation A realistic,controlled-‐risk environment where learners can practice specific behaviors & experience impacts of their decisions
  • 47.
  • 48.
    Two types ofgamification Structural Content Source: adopted from Karl Kapp
  • 49.
    Structural Gamification –use of game-‐elements to propel a learner through content with no alterations or changes to the content -‐ points -‐ badges -‐ leaderboards
  • 54.
    Content gamification –use of game thinking to alter content to make it more game-‐like with specific learning objectives in mind -‐ challenge -‐ story -‐ characters -‐ missions
  • 55.
    Gamification elements thataid learning 1. Story 2. Challenge 3. Mystery 4. Characters 5. Challenge 6. Levels Source: adopted from Karl Kapp 7. Feedback 8. Replayability 9. Freedom to fail 10. Aesthetics 11. Time 12. Reward structure
  • 56.
    Optimal Playing Experience Frustrating Boring Challenge too hard/ confusing Skill too easy flow
  • 57.
    Optimal Playing Experience Frustrating Boring Challenge too hard/ confusing Skill too easy • achievable tasks • clear goals • hands on • make decisions • solve a problem • surprise • complexity • novelty • fantasy
  • 58.
  • 59.
    spaced repetition &retrieval practice (﴾2 powerful ID Concepts)﴿
  • 60.
    In spaced repetition,short bursts of learning delivered over recurring intervals are far more effective than massed learning In retrieval practice, when a learner answers knowledge and scenario/ situational review questions, it has a tremendous impact on long term retention and accelerated application.
  • 61.
    All this soundsgreat. But…
  • 62.
    1)﴿ Will adultsplay and learn? 2)﴿ Will gender matter? 3)﴿ What’s the future trend? 4)﴿ What’s the impact?
  • 63.
    1)﴿ Will adultsplay and learn? 2)﴿ Will gender matter? 3)﴿ What’s the future trend? 4)﴿ What’s the impact?
  • 64.
    average age ofa gamer is 34
  • 65.
    1)﴿ Will adultsplay and learn? 2)﴿ Will gender matter? 3)﴿ What’s the future trend? 4)﴿ What’s the impact?
  • 66.
    43% of gamersare women
  • 67.
    1)﴿ Will adultsplay and learn? 2)﴿ Will gender matter? 3)﴿ What’s the future trend? 4)﴿ What’s the impact?
  • 68.
    of workforce todayis Gen Y/ Millennial 30% by 2014 2010 2012 2014 2016 2018 2020 2022 2024
  • 69.
    of workforce in10 years will be Millennial 75% by 2024 2010 2012 2014 2016 2018 2020 2022 2024
  • 70.
  • 71.
    1)﴿ Will adultsplay and learn? 2)﴿ Will gender matter? 3)﴿ What’s the future trend? 4)﴿ What’s the impact?
  • 72.
    games are wonderfulways to learn Source: A Meta-‐Analytical Examination of the Instructional Effectiveness of Computer-‐Based Simulation Games”, [2011], Tracy Sitzman.
  • 73.
    serious games isserious business
  • 74.
    Classroom vs elearningvs game learning
  • 76.
    well designed learninggames are: ü highly engaging ü full of content ü safe places for risk taking and failure ü motivational for players to persevere ü centered around problem solving ü flow state ü fun
  • 77.
    An example ofa serious game
  • 79.
    6 most advancednegotiation simulators
  • 80.
  • 81.
  • 82.
    A great mentorto help you navigate
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
    results from over30,000 learners around the world
  • 88.
    A case inpoint
  • 89.
    • Increased confidencein selling skills • Shortened sales cycles • Improved win/loss ratios • Increased revenue per transaction • More favorable agreement terms between buyer and seller • Improved sales behaviors in specific skill areas
  • 90.
  • 91.
    About GreenBooks wecare for learning GreenBooks Learning Solutions, founded in 2008, is an innovative corporate learning design firm that offers: • Game based learning • Business writing & business conversations • ROI & measurement consulting GreenBooks consultants help organizations better allocate human capital investments through strategies that allow for faster, more accurate, data-driven decision-making. 200+ medium and large organization in the country have relied on our services to address their training requirements. Drawing from our global partnership (ROI Institute, USA, Forum) we bring a strong understanding and expertise in assessment, content development, training, technology and measurement to help our clients drive greater ROI on L&D investments.
  • 92.
    get started ShyamSunder ss@greenbooks.co.in +91 – 9566 100 400 www.greenbooks.co.in