“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Be tech-smart and culture-savvy by using game-design thinking and gaming activities to connect with current users in a fun way and draw in new ones. Hear from a library communicator who literally wrote the book on this topic. Online games are incredibly popular; libraries, book apps, and learning institutions are leveraging this to bring in new audiences and engage with existing ones in new ways. Why are they doing this, what is the benefit, and how do you make it work to promote your library? Get the answers here!
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Be tech-smart and culture-savvy by using game-design thinking and gaming activities to connect with current users in a fun way and draw in new ones. Hear from a library communicator who literally wrote the book on this topic. Online games are incredibly popular; libraries, book apps, and learning institutions are leveraging this to bring in new audiences and engage with existing ones in new ways. Why are they doing this, what is the benefit, and how do you make it work to promote your library? Get the answers here!
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
Winning More Customer Engagement with GamificationCara Pluff
South Florida Code Camp presentation by Cara Pluff, Director of Marketing at www.appliedi.net, and Kody Betonte, Interactive Marketing Manager at www.arrowdesigns.com.
Learn about gamification and how you can use it to further engaged your customers and increase sales.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
A collection of slides that accompanied this panel at the Engage Expo virtual goods conference: http://www.youtube.com/user/theMIXagency#play/uploads/4/RzJdRV68vtM
Small Boxes and Big Fun: Starting a Board Game CollectionJohn Pappas
Small Boxes and Big Fun: Starting a Board Gaming Collection, presented by John Pappas
Board gaming is entering a golden age with wonderfully crafted games coming out daily by board game publishers large and small, as well as from individual designers. This leads to a large amount of diversity and choice in the board games space when trying to develop a circulating board game collection or choosing which games to include in a gaming group. This talk will discuss the basics of organizing a modern board game group (any ages) including tips on moderating, teaching, and promoting the group while providing a welcoming and safe space for new and emerging gamers. Additionally, the mechanics (the inner workings of the games), genres, and the themes of games will be reviewed and discussed. The talk will end in a presentation of a starter kit of inexpensive and fun board games which will get your library's collection started for less than $150. The cost of getting into the board gaming hobby does not have to be prohibitive if the right games are purchased and the proper partnerships fostered.
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
Winning More Customer Engagement with GamificationCara Pluff
South Florida Code Camp presentation by Cara Pluff, Director of Marketing at www.appliedi.net, and Kody Betonte, Interactive Marketing Manager at www.arrowdesigns.com.
Learn about gamification and how you can use it to further engaged your customers and increase sales.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
A collection of slides that accompanied this panel at the Engage Expo virtual goods conference: http://www.youtube.com/user/theMIXagency#play/uploads/4/RzJdRV68vtM
Small Boxes and Big Fun: Starting a Board Game CollectionJohn Pappas
Small Boxes and Big Fun: Starting a Board Gaming Collection, presented by John Pappas
Board gaming is entering a golden age with wonderfully crafted games coming out daily by board game publishers large and small, as well as from individual designers. This leads to a large amount of diversity and choice in the board games space when trying to develop a circulating board game collection or choosing which games to include in a gaming group. This talk will discuss the basics of organizing a modern board game group (any ages) including tips on moderating, teaching, and promoting the group while providing a welcoming and safe space for new and emerging gamers. Additionally, the mechanics (the inner workings of the games), genres, and the themes of games will be reviewed and discussed. The talk will end in a presentation of a starter kit of inexpensive and fun board games which will get your library's collection started for less than $150. The cost of getting into the board gaming hobby does not have to be prohibitive if the right games are purchased and the proper partnerships fostered.
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
Tales from the Aloran insurance Salesman: Bridging the Gap Between Learning G...Jordan Pailthorpe
A presentation on the game Risk Horizon and its design influences, specifically the element of mystery and discovery and how learning games should embrace this philosophy. Game created by the Emerson Engagement Lab.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Matt Johnson presented at Learning @ Work 2016 and discussed bridging the learning impact gap, including:
What is the learning impact gap and why does it exist?
Who are the protagonists – learner, line manager, L&D manager, HR director – and how are their roles changing?
Who is driving L&D?
How can we make sure L&D begins by asking what the business wants and needs?
Looking at the big picture: how do we bridge the gap and demonstrate real impact?
Matt Johnson, MD of Kineo, presented the keynote at LearnX 2016. Matt discussed the 'Language of Learning' and who is in fact 'in charge of learning'. Is it the L&D team or the learner.
Kineo Pacific held a Learning Insights breakfast in Melbourne on 13/04/2016 to discuss how to reach 'your true north' when searching through a digital blizzard.
One of Kineo's founders, Mark Harrison, presented in Wellington on 2nd March 2016. Mark looks at:
Where he thinks L&D will be (and should be) in the next five years to cope with a very uncertain economic and technological future.
How technology will change in both the workplace and the learning world and its impact on the workforce.
How our whole approach to what some people will need to learn and how they do it will potentially be very different.
How you can put strategies in place now to 'future-proof' your training.
Chip Cleary, VP of Design, Solutions & Consulting at Kineo US guest presented for Kineo Pacific and shared a three-step process for designing training solutions that are effective, efficient and get results, including:
Focusing on what matters
Designing for results
Delivering efficiently
See a recording of the webinar: http://bit.ly/1KEamzZ
Kineo Pacific - A Decade of ExperienceKineoPacific
2015 marks a decade since Kineo was founded. Ahead of the launch of the 2015 Learning Insights Report we asked the Kineo Pacific team to reflect on the past 10 years...
The Evolution of learning production: what we've learnt in the past decade, a...KineoPacific
This slidedeck was presented at the 2015 Learning@Work Summit in Sydney, Australia. In this presentation, Virginia and Tina look at:
Understanding rapid elearning design and development:
What skills are needed to produce rapid content
What the real pros and cons are
How to grow a team: a focus on specialism vs generalists, optimum sizes of teams and knowledge management
Global audiences mean global teams: how to cater to a diverse and large group of people with one learning programme
For more information about Kineo and how we can help you increase performance through learning, contact us at www.kineo.com.
Tina Griffin, Elearning Solutions Manager from Kineo presented this frontline session at the LearnX Main Event on September 9 2015.
Technology is fundamentally changing the way we do things. We’re seeing a global shift from manual or disconnected systems to single, online enterprise systems. The impact is modernising business processes and redefining job roles, while improving efficiencies, performance and customer service. The training challenge is immense. With a critical role in change management, larger systems-based training is driving a new approach to blended learning, one that focuses on the ‘spine’ of the solution. Just as our spines need to allow us to move freely while still supporting us, a well-designed blend is the same. But finding the spine has many challenges that can throw any of the vertebrae out of alignment. Find out if you’ve got the backbone to get your systems training moving freely.
We know that learning is a process, beyond the knowledge itself. A book by itself isn’t much learning, but discussing it, applying it, arguing with it, and writing your own definitely is. In other words, ‘playing with it.’
In this slidedeck, we will gather some definitions and examples of playful learning and then we’ll ask some challenging questions of them, and how we can start thinking about corporate eLearning from the position of ‘play.’ Be prepared to discuss eLearning projects you've seen, and ideas you have to share on learning by playing.
Key takeaways:
-How gamified eLearning appeals to broader learner types.
-The relationship between playful learning and fostering creativity.
-Questions to ask yourself when designing eLearning to make it more playful.
-What techniques you can apply to make eLearning more playful.
Find out how to bring gamification into your corporate elearning programme - join our free webinar here.
About The Presenter:
Richard Durham, is a Senior Instructional Designed based out of Kineo Pacific's Auckland office. Richard spent 10 years teaching in schools across the United States, and eventually translated his skills into an instructional design role, and found himself moving from New York state to New Zealand in 2013. Richard enjoys instructional around driving behaviours, and combining play theory with learning. His passion has always been in games design, which he brings to his instructional techniques. Read more about Richard's passion for games in his recent blog post, What's Killing Your Gamification and How to Heal it.
Want to know more? Visit www.kineo.com
Navigating the Onboarding Journey: Blended Learning that WorksKineoPacific
Navigating the uncharted waters of a new workplace can seem daunting; it can be too much, too soon, or no onboarding support at all. Statistics have proven that half of new recruits jump ship in the first 90 days, highlighting the important fact that organisations have to develop onboarding programmes into shipshape condition to ensure plain sailing for new recruits. So how do you charter the onboarding journey? In this presentation, Tina will look at effective and engaging ways to design and deliver a blended onboarding approach so that your new sailors aren’t tossed into shark invested waters on their first day.
Tina Griffin, Elearning Solutions Manager presented this slidedeck at the Elearnz Conference in Auckland, New Zealand, July 23, 2015.
For more info on building a better onboarding programme, visit www.kineo.com
Blends that Work for Compliance Training | Kineo KineoPacific
The three biggest challenges when it comes to compliance training is that it's sending more people asleep than not, as compliance programmes aren't positioned properly and are not supporting genuine change. So how can compliance be more engaging and make behavioural change by using a blended learning approach?
In our recent webinar, Tina Griffin, Learning Solutions Manager from Kineo Pacific's Wellington office discussed various ways to solve these challenges and to make compliance training more approachable and less dry for learners.
Blends that Work for Onboarding - Kineo PacificKineoPacific
It takes more than a click-next approach to get those new hires head over heels for your company. In fact, it takes a blended approach. So what does it take to make a good impression? In this 30-minute webinar, Blended Learning for Onboarding, Matthew Marsh, Learning Consultant based in Kineo Pacific's headquartes in Wellington, is sharing 5 keys areas to focus on when designing a blended programme for those newbies.
Missed the webinar or want to go over some of Matt's tips? Tune in to learn about:
Common challenges for designing effective onboarding
How to integrate a blended approach in your onboarding program
Real-life use cases
Strategic Storytelling in Learning: Constructing Stories that Engage and InspireKineoPacific
Did you know that strategic storytelling drives significantly higher rates of retention amongst learners?
Are you curious about incorporating strategic stories into your learning but not sure where to start?
On Wednesday February 25 2015, Kineo Pacific's Learning Solutions Manager, Souraya Khoury, presented on Strategic Storytelling: Constructing Stories that Educate and Inspire.
- How and when strategic stories can be used to enhance learning – includes examples of stories used to promote learning programs right through to stories embedded in the programs themselves.
- Key tips to remember when crafting your story, whether it be relayed digitally or face-to-face
Strategic Storytelling: Learning that Grows Your Business - Kineo Pacific Le...KineoPacific
Strategic Storytelling: Learning that Grows Your Business
In simple terms, if you aren’t selling you aren’t succeeding, and in the fast moving economy your customer-facing learners need to be well equipped with the sales and product knowledge training to help accelerate your sales. But is your current product knowledge programmes engaging and effective enough to reap the results you want? In our session, we’ll be looking at case studies including 3 of our LearnX award winning sales & product knowledge learning solutions that demonstrate how strategic storytelling can encourage higher learner engagement and in effect, can maximise the effectiveness of your sales & product knowledge training.
In this LearnX 2014 expo session, Souraya Khoury, Elearning Solutions Manager from Kineo Pacific talks about why storytelling is important, and how it can help create a more engaging elearning programme for your learners.
www.kineo.com
The Accidental Instructional Designer - Kineo Pacific & Cammy BeanKineoPacific
In this webinar, Cammy Bean (@cammybean), VP of Learning Design from Kineo US (www.kineo.com) shares insights and tips on how to develop a thriving career in Instructional Design in the learning & development industry.
10 Tasks for L&D Departments in 2014 - Learning Insights Report Webinar Feb 2014KineoPacific
Technology is shaking the foundation that L&D was built on. Nowadays, learning is becoming more collaborative, continuous connected and community-based. In this webinar, we’re identifying 10 emerging learning technology trends that learning and development professionals need to look out for, and 10 practical ways to implement them in the workplace.
Designing and Delivering eLearning in a Multi-Device World - LearnX KeynoteKineoPacific
Thanks to HTML5, mobile learning has been touted as the next big thing - but the take-up rate amongst organisations remains sluggish at best. Is it time to forget mlearning and focus on multi-device learning instead? This keynote session from the annual 2013 LearnX Learning Innovations Conference focuses on responsive design: what is it, how will it impact learning design, and ultimately how will it ensure the demise of mlearning? The session includes practical examples of learning programs created using responsive design as well as a sneak peak at one of the first responsive design frameworks on the market.
Key Learnings:
- What is responsive design?
- Three ways that responsive design will impact learning design.
- What impact will this have on learning in your organisation?
For more information, visit: www.kineo.com
Becoming a Learning Masterchef - Cooking Up the Right Blend - Webinar July 2013 KineoPacific
Kineo Pacific’s Director of Learning Consulting, Sue Dark and Learning Solutions Manager, Tina Griffin presented this complimentary webinar: “Cooking Up the Right Blend”, Sue and Tina share their recipe for choosing the right learning solutions to create a dynamic learning experience with effective results for learners.
The webinar will explain how to take the ADDIE approach and apply this to a blended learning context; giving attendees insights into the variety of approaches that could considered, as well as how to choose strategy over another. There will also be some shared lessons learned in how to ensure the successful implementation of an organization’s blended programme.
Areas of discussion include:
Analysing all the ingredients necessary for a blended learning approach
How to mix up the appropriate learning strategies to meet your performance outcomes
How to serve the blend that works together well from a learner’s perspective
For more information, visit us at www.kineo.com/au
8. 8
AGENDA
A Dark Room
What is gamification, really?
How are games used now?
What are we missing?
An appeal to play
What else can games do?
9. 9
What is gamification, really?
But have you ever been asked, “What is a game?”
You might have been asked to
define this before.
“It’s the use of game-thinking and
game mechanics in a non-game
context in order to engage users
and solve problems.”
10. 10
No universally accepted academic definition
…engaging in
conflict (narrative)…
…games are
systems with
rules…
…art with a
goal…
Jane McGonigal Katie Salen /
Eric Zimmerman
Greg Costikayan
11. 11
Our definition for today?
Play is what happens when you freely and knowingly
bound your behaviour to a set of rules in the hope of
gaining some benefit.
Games are play you can lose.
Richard Bartle, PhD
(I bring up the PhD so play research sounds more legitimate)
13. 13
And here’s a picture of a dog with his head stuck
in a bucket of puffed cheesy balls
14. 14
Tip: Get a hold of your outcomes, of course
Image: Wuzzit Trouble by BrainQuake
Wuzzit Trouble
• Not procedural practice
• About number sense, not symbols
• Multiple solutions to complex
problems
Forbes
Interview with Slate
16. 16
Beat your score - StupidRobot
• Crowd-sourced metadata
tagging
• Two minutes to describe a
picture
• Words 4-10 letters long
• Friendly, challenging,
engaging
• Rewarded for Specificity
Image: StupidRobot, metadatagames.org
17. 17
Tip: Incentivise the behaviour.
Via: “Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions.” Mary Flanagan, et al, 2013
Form the incentive around improving the the learner’s core value.
19. 19
CityVille leaderboards
• Complete tasks you
would be doing anyways.
• Earn prizes for top
positions.
Image: CityVille, Zynga
Fastest Growing City
Expand your city into the most
squares possible
• Time Limit 7 days
Most Productive City
• Earn points by collecting from
businesses
• Time Limit: 14 days
20. 20
Tip: Be aware of the N-Effect
More competitors = Less Motivation
Social-comparison pressure increases
in proximity to a standard
Ex: Rivals ranked 3 and 4, or 500 and
501 on the Fortune 500 list.
Rivals at 103 and 104 have minimal
competition.
The N-Effect, More Competitors, Less Competition. Stephen M. Garcia
and Avishalom Tor. Pyschological Science Vol 20 number 7. 2009.More competitors
Morecompetition
23. 23
Engagement is not “gamed”
“People claim [loyalty programmes] to be important
to their decision making, but the truth is they really
don’t seem to actually impact their behaviour over
the long run.
Andrew Lewis, managing director at TRA
New Zealand Marketing, July/August 2015
24. 24
Tip: Reward with personalisation, emotion
“What is evident when successful loyalty
programmes are examined against those
that fail to create change is that they create
stronger emotional bonds between the
customer and the brand.”
Andrew Lewis, managing director at TRA
New Zealand Marketing, July/August 2015
26. 26
AGENDA
A Dark Room
What is gamification, really?
How are games used now?
What are we missing?
An appeal to play
What else can games do?
27. 27
What are we missing?
1
2
3
Gamification now
Missing “magic sauce”
Meaningful Play
29. 29
That definition again
Play is what happens when you freely and knowingly
bound your behaviour to a set of rules in the hope of
gaining some benefit.
Games are play you can lose.
Play is fun. Fun is FLOW
32. 32
The Intrinsic Motivation RAMP
• “Socialiser” needs Social status, connections, a
sense of belonging
Relatedness
• “Free spirit” values creativity, choice, freedom, and
responsibility
Autonomy
• “Achiever” needs learning, personal development,
skill levels
Mastery
• Philanthropist needs a reason why, the bigger
picture. Values altruism.
Purpose
Based on Andrzej Marczewski
Gamified.uk
33. 33
Model – 4Keys 2Fun
Hard Fun
Easy Fun
Serious Fun
People Fun
(Meaning)
Excitement from changing
the player and their world.
(Novelty)
Curiosity from
exploration, role
play, and creativity.
(Challenge)
Fiero, the epic win, from
achieving a difficult goal.
(Friendship)
Amusement from
competition and
cooperation.
Nicole Lazzaro
Xeodesign.com
45. 45
AGENDA
A Dark Room
What is gamification, really?
How are games used now?
What are we missing?
An appeal to play
What else can games do?
49. 49
1. What are the learner’s motivations?
• We are making learning for humans. Involve their
psychology.
2. How can we incorporate fun?
• There’s more than high-score.
3. What are we measuring?
• Measuring something tells the learners that its
important. Grading it means they’ll “game” it.
Ask ourselves
Reference: A Dark Room, by Doublespeak Games: http://adarkroom.doublespeakgames.com/
Marco story .Games as learning vs. online textbooks
Without asking the further question, we will be relegated to surface levels of “game mechanics” that one finds in the cheap fix of gambling and addictive feedback loops.
We’ll come back to this idea of play. Natch.
Gamification too often means making a game out of learning, to win points/powers/or some other reward for practicing math, spelling or another school subject. The best educational games capture what’s already fun about learning and make That central to the game.
“If you’re good at arithmetic, Math Blaster’s fun, because it reinforces that you’re good at math. If you’re not understanding arithmetic, you’re getting nowhere with this.” - Eric Klopfer
“non-routine type that the students had been unlikely to have encountered before.” It was what education researchers call a “complex performance task.” That means it could have multiple solutions, but can’t be solved using the technique taught in class. Students first need to figure out what the question is even asking, then they need to make decisions about how to solve it. Eric Klopfer
Drugs for your brain.
Drugs for your brain.
winner by Magicon from the Noun Project
Drugs for your brain.
Down side – let’s do a global leaderboard! ~150
Link to research: http://www-personal.umich.edu/~smgarcia/pubs/n-effect.pdf
Works because the challenges are tied to the core experience and value users have.
Prizes work for the same reason, they are significant.
Works because the challenges are tied to the core experience and value users have.
Prizes work for the same reason, they are significant.
Example Monopoly, with a couple, where one keeps giving money to the other player.
Mee-hi Cheek-senth-mee-hi-ly
More to fun, than just challenge.
Reading a good story, is fun.
Exploring a cave is fun.
Image by Ehirsh (Own work) [Public domain], via Wikimedia Commons
Unless the learning is simple, rote, we should treat encouraging learning the same way as encouraging creativity.
Will form longevity of interest.
The FLOW as traditionally thought is primarily Hard Fun or Serious fun.
The FLOW as traditionally thought is primarily Hard Fun or Serious fun.
Ob