1
LMS Innovations:
Gamification & the Mobile First Approach
Mohana Radhakrishnan
2
About our Presenter
Mohana Radhakrishnan
COO
Expertus
mohanark@expertus.com
3
Latest Advances in Gamification
Mobile First Learning
Q&A
4
Expertus Today
• HQ in Silicon Valley
• Founded in 1998
• Global Reach – US, Europe &
Asia
• 200+ Employees
• Won Every Major LMS Award
• Ranked #1 LMS of 2014
2013 Learning
Technology Excellence
#1 LMS Ranking
2014
Learning
Innovation Award
Virtual Classroom
Gold Medal
Technology Innovation
Learning Technology 2014 Learning Leader
5
6
Gamification
• Buzzword in every organization
• Questions in everyone’s mind
• Starting place - where to start, how to
incorporate
• Right choice - what to Gamify, when to Gamify
and how to Gamify
• Should I start implementing hoping to get
some metrics to prove that it works
7
Types of Gamification
• Structural Gamification
• Game-Based Learning
• Content Gamification
8
Structural Gamification
9
What is Structural Gamification
• Application of game elements to propel learners through content
• No changes needed to learning content
• Typical game elements
• Rewards, PBLs (Points, Badges & Leaderboard)
• PBL applied to
• Learning participation - registrations, completions
• Social participation - rating, discussions, forums, sharing
• When to apply?
• Creating organizational learning culture
• Changing learning culture
• From “push" (forced to learn) to “pull" (motivated to learn)
• Improve learning adoption in a group or business unit or geo
10
How to Use Structural Gamification
• Reward participation, progress and social
involvement
• Develop professional mastery
• Unlock advanced content
• Achieve/enhance status
• Results publicly visible
• Extrinsic motivation
• Currency to obtain physical goods or travel
11
Leaderboards
Real life example:
Video Arcade Games
12
Points and Badges
13
Use Case - Motivating through Rewards & Redemption
Who
• Large technology retail store chain
• Large number of sales associates and high turnover rates
• Large volume of technology products sold
What they needed to do
• Community building + knowledge sharing within learning environment
• Network of mentors, subject matter experts, store leaders and vendors
How
• Built rewards and redemption program to
• Create healthy competition among associates; more engaged in learning;
be prepared to answer any type of customer questions
• Keep busy during lean hours/downtime; watching product videos,
contributing to discussion threads, completing required training on time
• Rewards - Earn points and redeem for fun/valued items
14
Game-Based Learning
15
Game-Based Learning
• Course/learning intervention designed as a game
experience
• Animations, video capture
• Learners feel they are just playing a game, but at the end
have completed a training module
• As game progresses, level of question complexity
changes so participants can master subject/concept
• Highest adoption rate because path is clear:
• New technologies lower barriers and costs
• Design/development skills readily available
16
Learning Through Animated Content
Real life example:
Airline safety videos
17
Content Gamification
18
Content Gamification
• Learning by applying game elements:
• Goals, mission, objectives, challenges and role play
• Focus: Improving knowledge gain and increasing
knowledge retention
• Fosters team building
• Adoption not yet widespread because:
• Relatively high cost, lack of available skills
• Need management buy-in
19
Setting Game Goals and Results
• Goal provides a method of measuring quality of gamified
interactions
• Should be clear and visible – figuratively and literally
• Build-in success and failure scenarios
• Success – Easily understood and final goal
• Failure – Explore what it means – valued approach
• Players enjoy failures in a game
• Or at least use them to progress
• Idea of failure is part of game ethos
• No one expects to successfully navigate and win the
first time
• People do expect to fail; often look forward to lessons
learned during failure recovery process
20
Example - Content Gamification
Real life example:
Scrabble; Candy Crush, Angry Birds
21
Mobile-First Learning
22
Mobile-First Learning
• Moving to Mobile-First
• Key Mobility Trends That Impact Learning
• Best Practices
• How to Deal with Legacy Content
23
The Great Debate – Responsive Design vs. Native App
Responsive Design Native App
24
Moving to Mobile First
MOBIE FIRST
Inception
• Unmanaged
Personal
devices
• Security
• Content is not
Mobile
Managing
Devices
• BYOD Policy
• Control devices
• MDM
• Device lifecycle
• Cloud file
sharing
Apps &
Content
• MAM
• Content
security
• App
Distribution
Business
Apps
• Mobile app
development
• Enterprise App
Stores
• App lifecycle
• Building mobile
strategy
Mobile
Enterprise
• Mobile strategy
• Holistic mobile
management
• EMM
• Mobile Learning
© 2014 Aragon Research Inc. All Rights Reserved.
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
Five Phases of Enterprise Mobility
MOBILE FIRST
25
Mobile-First: Simplify the Business Process
© 2014 Aragon Research Inc. All Rights Reserved.
Multipurpose
Mobile Computers
Microapp
A
Check
Scanner
Electronic
Magazine
Microapp
B
Microapp
C
Navigation
System
Microapp
D
Remote
Control
App Personality – New Use Cases
26
Key Trends for Mobile Learning
• Presence Sensing – GPS technology
• Mobile evaluations
• Contact sharing and social tools
• Actionable analytics
• Personalized dashboards
• Offline content
• Mobile-ready content
27
Dealing with Legacy Content
Courseware
Inventory
Course
Assessment
Mobile Dev
Tools
Prototype
Review
Storyboard
Course
Launch and
Go
Continuous
Process
Usage and
Demand
Pick tools for Mobile
Course Development
What does the App or Course do?
Convert to smaller chunks
Does it have the
right screens?
LMS Integration
Regular Updates
Mission Critical?
Old and Tired Courses?
© 2014 Aragon Research Inc. All Rights Reserved.
MOBILIZE
Leave it
28
ExpertusONE Mobile
For the Learner
• True Offline Sync for More than Just SCORM Content
• Seamless Learning Experience Across any Device
• Advanced Video Streaming Experience and Support
For the Instructor
• Presence Sensing
• Mobile Evaluations
• Classroom Collaboration Tools and Social Learning
For the Manager
• Enhanced Manager Workflow Dashboards
• Easy-Compliance Monitoring
• Mobile Reporting
Learn anytime, anywhere, on any Android or Apple iOS device
29
Q&A
Connect with Expertus
info@expertus.com
www.expertus.com
Mohana Radhakrishnan
VP of Operations
mohanark@expertus.com
30
Thank You!

LMS Innovation: Gamification and Mobile-First Approach

  • 1.
    1 LMS Innovations: Gamification &the Mobile First Approach Mohana Radhakrishnan
  • 2.
    2 About our Presenter MohanaRadhakrishnan COO Expertus mohanark@expertus.com
  • 3.
    3 Latest Advances inGamification Mobile First Learning Q&A
  • 4.
    4 Expertus Today • HQin Silicon Valley • Founded in 1998 • Global Reach – US, Europe & Asia • 200+ Employees • Won Every Major LMS Award • Ranked #1 LMS of 2014 2013 Learning Technology Excellence #1 LMS Ranking 2014 Learning Innovation Award Virtual Classroom Gold Medal Technology Innovation Learning Technology 2014 Learning Leader
  • 5.
  • 6.
    6 Gamification • Buzzword inevery organization • Questions in everyone’s mind • Starting place - where to start, how to incorporate • Right choice - what to Gamify, when to Gamify and how to Gamify • Should I start implementing hoping to get some metrics to prove that it works
  • 7.
    7 Types of Gamification •Structural Gamification • Game-Based Learning • Content Gamification
  • 8.
  • 9.
    9 What is StructuralGamification • Application of game elements to propel learners through content • No changes needed to learning content • Typical game elements • Rewards, PBLs (Points, Badges & Leaderboard) • PBL applied to • Learning participation - registrations, completions • Social participation - rating, discussions, forums, sharing • When to apply? • Creating organizational learning culture • Changing learning culture • From “push" (forced to learn) to “pull" (motivated to learn) • Improve learning adoption in a group or business unit or geo
  • 10.
    10 How to UseStructural Gamification • Reward participation, progress and social involvement • Develop professional mastery • Unlock advanced content • Achieve/enhance status • Results publicly visible • Extrinsic motivation • Currency to obtain physical goods or travel
  • 11.
  • 12.
  • 13.
    13 Use Case -Motivating through Rewards & Redemption Who • Large technology retail store chain • Large number of sales associates and high turnover rates • Large volume of technology products sold What they needed to do • Community building + knowledge sharing within learning environment • Network of mentors, subject matter experts, store leaders and vendors How • Built rewards and redemption program to • Create healthy competition among associates; more engaged in learning; be prepared to answer any type of customer questions • Keep busy during lean hours/downtime; watching product videos, contributing to discussion threads, completing required training on time • Rewards - Earn points and redeem for fun/valued items
  • 14.
  • 15.
    15 Game-Based Learning • Course/learningintervention designed as a game experience • Animations, video capture • Learners feel they are just playing a game, but at the end have completed a training module • As game progresses, level of question complexity changes so participants can master subject/concept • Highest adoption rate because path is clear: • New technologies lower barriers and costs • Design/development skills readily available
  • 16.
    16 Learning Through AnimatedContent Real life example: Airline safety videos
  • 17.
  • 18.
    18 Content Gamification • Learningby applying game elements: • Goals, mission, objectives, challenges and role play • Focus: Improving knowledge gain and increasing knowledge retention • Fosters team building • Adoption not yet widespread because: • Relatively high cost, lack of available skills • Need management buy-in
  • 19.
    19 Setting Game Goalsand Results • Goal provides a method of measuring quality of gamified interactions • Should be clear and visible – figuratively and literally • Build-in success and failure scenarios • Success – Easily understood and final goal • Failure – Explore what it means – valued approach • Players enjoy failures in a game • Or at least use them to progress • Idea of failure is part of game ethos • No one expects to successfully navigate and win the first time • People do expect to fail; often look forward to lessons learned during failure recovery process
  • 20.
    20 Example - ContentGamification Real life example: Scrabble; Candy Crush, Angry Birds
  • 21.
  • 22.
    22 Mobile-First Learning • Movingto Mobile-First • Key Mobility Trends That Impact Learning • Best Practices • How to Deal with Legacy Content
  • 23.
    23 The Great Debate– Responsive Design vs. Native App Responsive Design Native App
  • 24.
    24 Moving to MobileFirst MOBIE FIRST Inception • Unmanaged Personal devices • Security • Content is not Mobile Managing Devices • BYOD Policy • Control devices • MDM • Device lifecycle • Cloud file sharing Apps & Content • MAM • Content security • App Distribution Business Apps • Mobile app development • Enterprise App Stores • App lifecycle • Building mobile strategy Mobile Enterprise • Mobile strategy • Holistic mobile management • EMM • Mobile Learning © 2014 Aragon Research Inc. All Rights Reserved. Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Five Phases of Enterprise Mobility MOBILE FIRST
  • 25.
    25 Mobile-First: Simplify theBusiness Process © 2014 Aragon Research Inc. All Rights Reserved. Multipurpose Mobile Computers Microapp A Check Scanner Electronic Magazine Microapp B Microapp C Navigation System Microapp D Remote Control App Personality – New Use Cases
  • 26.
    26 Key Trends forMobile Learning • Presence Sensing – GPS technology • Mobile evaluations • Contact sharing and social tools • Actionable analytics • Personalized dashboards • Offline content • Mobile-ready content
  • 27.
    27 Dealing with LegacyContent Courseware Inventory Course Assessment Mobile Dev Tools Prototype Review Storyboard Course Launch and Go Continuous Process Usage and Demand Pick tools for Mobile Course Development What does the App or Course do? Convert to smaller chunks Does it have the right screens? LMS Integration Regular Updates Mission Critical? Old and Tired Courses? © 2014 Aragon Research Inc. All Rights Reserved. MOBILIZE Leave it
  • 28.
    28 ExpertusONE Mobile For theLearner • True Offline Sync for More than Just SCORM Content • Seamless Learning Experience Across any Device • Advanced Video Streaming Experience and Support For the Instructor • Presence Sensing • Mobile Evaluations • Classroom Collaboration Tools and Social Learning For the Manager • Enhanced Manager Workflow Dashboards • Easy-Compliance Monitoring • Mobile Reporting Learn anytime, anywhere, on any Android or Apple iOS device
  • 29.
    29 Q&A Connect with Expertus info@expertus.com www.expertus.com MohanaRadhakrishnan VP of Operations mohanark@expertus.com
  • 30.

Editor's Notes

  • #6  A simulation is a realistic controlled risk environment where learners can practice specific behaviors or decisions, and experience the impacts of their behaviors and or those decisions.  Something else turns an experience into a game. One of those elements is the idea of a specific goal, rules and a challenge