Das erste scil Interaktiv-Webinar im Rahmen des neuen Zertifikatprogramms

Die scil-Experten berichten hier ausführlich über ein neues Veranstaltungsformat, mit dem sie gerade experimentieren: ein interaktives Webinar. Das heißt, sie haben sich an zwei Terminen vier Stunden lang online mit den Teilnehmern ihres Moduls „Gamification & Motivationsdesigns“ organisiert. Ein „wirklich interaktives, abwechslungsreiches, anwendungsorientiertes und nachhaltiges“ Webinar zu gestalten, lautete die Vorgabe. Bei vier Stunden eine organisatorische und didaktische Herausforderung! Genutzt wurde die Meeting-Software Zoom, die vor allem im englischsprachigen Raum gerne und häufig eingesetzt wird.

In ihrem Erfahrungsbericht geht Sinah Scheu die einzelnen Stationen der Learning Journey systematisch durch: vom Onboarding der Teilnehmer bis zum abschließenden Wrap-up. Schließlich fasst sie das Ganze in einzelnen „Key Learnings“ noch einmal zusammen. So ist eine interessante, hilfreiche Vorlage entstanden. Danke!

„Im Gegensatz zu Präsenzseminaren, erfordert die Durchführung von Webinaren den besonderen Fokus auf digitale Tools, eine neue Art die fokussierten Arbeitsphasen zu unterstützen, strukturierte Orientierungshilfen für die Teilnehmenden und die Lernbegleitung in einer anderen Art und Weise.“

Sinah Scheu, scil-Blog, 17. April 2018

Bildquelle: scil

Use Gamification In The Workplace: Redefine Learning By Boosting Engagement And Collaboration

Gamification has become one of the key trends in digital learning environments. It depicts all that is motivating, from rewards and badges to teamwork and collegial support. The blend of these benefits successfully develops knowledge competency that influences the success of organizations. This post was first published on eLearning Industry.

How To Create A Sticky Learning Experience In Compliance Training

In this article, I will outline some of the innovative approaches we have adopted to create “sticky learning experiences” in various Compliance courses.

Partial Gamification and other innovative approaches in Compliance Training

I will illustrate three of these approaches used in Compliance courses featuring:

  1. Partial Gamification
  2. Formative assessment strategy to visually highlight the impact of learners’ choices
  3. Story-based learning

Example 1: Partial Gamification

Background

In this project, we chose partial gamification approach for inline checks and assessments. Although the course content was treated using conventional learning design methodologies, we engaged the learners by presenting them with challenges at the end of a topic and rewarding them with a key card to move to the next topic.

Our concept

Building on the theme of Risk management, we introduced the concept of an “Access-key” that would enable the learners to move from one topic to the next. This would be earned by successfully clearing the end of topic assessments.

The theme was further woven into the overall visual strategy. For instance, the Topic starter would look like this:

Gamification2_05Oct

The questions that would gate the learner’s entry to next Topic would appear as shown here.

Gamification3_05Oct

Example 2: Formative assessment strategy to visually highlight the impact of learners’ choices

Background

Often, the learners’ focus when they go through a Compliance course is to somehow complete it, pass the Assessments (typically at 80% cut off), and obtain the Certificate of Completion.

In the process, they miss a very crucial aspect. In real life, some of the choices they make can seriously jeopardize their organization’s reputation or cause serious harm to them. As a Learning Strategist, I wanted to determine ways that we could use to highlight this significant aspect.

Our concept

We followed an approach to highlight the impact of the choices they make visually. As shown here, we introduced the concept of a Risk Meter which would visually show the different degrees of risk associated with the way the learners chose the options (within a given question). As an extension, the formative feedback that accompanies each question would reinforce not just the right/wrong response but also help the learners understand the impact their choices will have on them as well as their organization.

Gamification4_05Oct

Example 3: Story-based learning

Background

All of us are familiar with the impact of a story on recall and retention of information. Surprisingly, most Compliance courses that we developed in the past did not use this, although we used scenarios, case studies and examples extensively.

Our concept

Our strategy was to make the content engaging by using an approach that would resonate with the learners. We presented this in a manner that would make them a part of the course (as if they were within it, rather than seeing it from outside).

We proposed a story-based approach that started with a challenging situation for the learners. This helped draw their attention, emotionally connect with the content, and use the course information to ascertain how to get out of the jam.

Here is the introduction to the cast of characters featuring two main characters (the Mentor and the Trainee).

Gamification5_05Oct

A discussion between two main characters was used to drive the entire learning and this storyline was further supported by other characters and sub-plots. The learning elements pertaining to the Compliance mandate were embedded within the story progression.

The screenshots here show conversation in a scenario and an assessment frame.

Gamification6_05Oct

Gamification7_05Oct

We used the following thread to drive the learning:

  1. Introduction to the cast of characters and the problem (the challenge that the trainee faces)
  2. Outline the events, their impact, and consequences (using the storyline)
  3. Incorporation of the learning elements, examples, and case studies
  4. Highlight dos, don’ts, and the right approach that the learners must follow (using Q&A between the main characters)
  5. Articulation of questions that are likely to be in the learners’ minds (using thr trainee)
  6. Guidance for learners, reinforcement of the important learning aspects and key take-aways, and formative feedback for learners (using the mentor)

I hope these approaches help you in enhancing the learning experience in your Compliance roll-outs. If you have any other queries, do contact me.

Source: https://www.eidesign.net/how-to-create-a-sticky-learning-experience-in-compliance-training/

The post How To Create A Sticky Learning Experience In Compliance Training appeared first on eLearning.

6 Killer Examples Of Gamification In eLearning

Gamification in eLearning is fast emerging as an effective technique to engage learners. It has found its place under the sun for serious learning (that is, meeting specified learning outcomes). In this article, I will share 6 examples that outline how we have created immersive learning experiences using gamification for varied training needs like induction and onboarding, professional skills enhancement, compliance, soft skills enhancement, and behavioral change programs.

Using Gamification In eLearning

Let’s first understand what gamification is and how it is different from playing games.

In one of my earlier articles on gamification, Top 6 Benefits Of Gamification In eLearning, I had highlighted both these aspects as follows:

  • Gamification is about more than just playing games (in fact, sometimes it does not involve playing games at all). It can be defined as the concept of applying game-design thinking to non game applications.
  • Wikipedia defines gamification as “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”.

What Are The Benefits Of Gamification In eLearning?

Again, I will recap from my article the key benefits of gamification:

    1. Better learning experience.
      The learner can experience “fun” during the game and still learn if the level of engagement is high. A good gamification strategy with high levels of engagement will lead to an increase in recall and retention.
    2. Better learning environment.
      Gamification in eLearning provides an effective, informal learning environment, and helps learners practice real life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention.
    3. Instant feedback.
      It provides instant feedback so that learners know what they know or what they should know. This too facilitates better learner engagement and thereby better recall and retention.
    4. Prompting behavioral change.
      Points, badges, and leaderboards would surely make training awesome. However, gamification is about a lot more than just those surface level benefits. Gamification can drive strong behavioral change especially when combined with the scientific principles of repeated retrieval and spaced repetition.
    5. Can be applied for most learning needs.
      Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer support, soft skills, awareness creation, and compliance.
    6. Impact on bottom line.
      On account of all these aspects that touch and impact learners (better learning experience, higher recall and retention, catalyzing behavioral change, and so on), it can create a significant performance gain for organizations.

Does Gamification Really Help Learners Recall Or Retain Information Better?

The answer is an emphatic “yes.”

This is summarized very effectively in the following statement (as per Wikipedia):

“Gamification techniques strive to leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure.

Gamification strategies include use of rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency.

Making the rewards for accomplishing tasks visible to other players or providing leaderboards are further ways of encouraging players to compete.”

How Can You Ensure Success Of Gamification In eLearning?

Success of gamification in eLearning is driven by the power of the concept that it is based on. An effective gamification concept is one that:

  • Captures (and retains) learners’ attention.
  • Challenges them.
  • Engages and entertains them.
  • Teaches them.

Gamification In eLearning: 6 Killer Examples

While gamification has been applied in several domains, our focus has been on its application in serious learning. The games that we design are therefore geared to meet definite learning outcomes.

Our gamification strategies broadly map to:

  • Complete gamification, wherein:
    • Tasks or concepts that are overlaid on the learning content but are not related to the content.
    • Contextual tasks or concepts that are overlaid on the learning content.
  • Partial gamification (notably in inline checks and end of course assessments)

In this article, I will share 6 examples that will illustrate how gamification (full or partial) can be applied to your key training needs in:

  1. Induction programs.
  2. Professional skills enhancement.
  3. Compliance.
  4. Soft skills enhancement.
  5. Behavioral change.
  6. Gamify assessments for traditional eLearning courses (partial gamification).

Complete Gamification

Example 1: Induction Program.

The gamification concept: We chose the 100 days induction cum onboarding plan to map to a theme of a mission that needed learners to clear various levels within the stipulated time. It also had leaderboards to enable them to assess how they are faring against the other team members.

EI Design Induction Program 02

Reference: You can also refer to my earlier article What Are The Benefits Of mLearning? Featuring 5 Killer Examples, where this example was featured.

Example 2: Professional Skills Enhancement (account management fundamentals for project managers and account managers).

The gamification concept: An avatar based gamification approach. The highlights of this approach were:

  • Creation of different learner paths.
  • Alignment of the learning and gamification path to the proficiency of learners.
  • Presentation of a mix of questions in each path (mapping to real-life challenges commensurate with the proficiency level of the learners).
  • Non availability of learning aids of theory (lifeline) for higher proficiency learners to make the challenge tougher. (The complexity and the nature of the challenges posed to the learners tested their cognitive proficiency to tackle the situation at hand, thereby resulting in immersive learning.)

Serious Game Concept 2

Reference: You can also refer to my earlier article Gamification in learning through an avatar-based serious game concept, where this example was featured. The article provides further insights on the concept and its application.

Example 3: Compliance.

The gamification concept: We created a simulation based, task oriented gamification course, which was interactive and engrossing.

  • The game scenario was mapped to the context of risk management and the incremental learning was provided at each stage of the game as the learners took the challenges and overcame them.
  • To achieve this, we incorporated a real work environment (visually), an element of challenge (bonuses and bombs), rewards for success (caps, badges), and learning through activities including elements of surprise and delight.
  • We provided the learners the choice to seek support while performing the assigned task like in a real life scenario mapping to actual human behavior in such situations. This ensured a true simulated environment to encourage application of knowledge through performance.

EI Design BiSpoke3
EI Design BiSpoke4

Reference: You can also refer to my earlier article Gamification in Compliance, where this example was featured. The article provides further insights on the concept and its application.

Example 4: Rewards And Recognition.

The gamification concept: This too uses an avatar based approach. The learners go through a series of gamified activities that map to the required qualities of a given reward category. The activities simulate and reinforce the qualities the individuals have to maintain to win. The scores lead them to gaining the reward. This approach also features leaderboards.

EI Design Gamification Rewards Recognition
EI Design Gamification Rewards Recognition 2

Partial Gamification: Features Gamified Activities Or Gamified Assessments

Here are a couple of examples that show how partial gamification techniques can be applied to a traditional eLearning course. This simple value addition can make a standard eLearning course more fun and engaging.

Of the two examples of partial gamification techniques featured here, the first one shows a gamified activity while the second one shows a gamified assessment.

Example 5: Soft skills / time management – A gamified activity on time wasters.

EI Design Gamification Time Management

Example 6: A gamified assessment.

This can be used to enhance learner engagement in any traditional eLearning course.

EI Design Gamified Assessment

The power of gamification in eLearning that is aligned to learning outcomes is clearly evident in these 6 examples. I hope this article was useful in helping you understand how you can use gamification in eLearning for almost all of your training needs.

At EI Design, we have a very mature gamification practice and we can help you in transforming your traditional eLearning approaches to more immersive gamified approaches. Do reach out to me for pointers on these.

The post 6 Killer Examples Of Gamification In eLearning appeared first on eLearning.

7 Gamification Best Practices To Keep In Mind

Gamification is quickly becoming a must-have feature of eLearning programs. Its widespread popularity combined with its engaging design can significantly increase the efficacy of learning objectives. Here's how you can be sure you're correctly implementing this tool, and not just adding extra flashy icons. This post was first published on eLearning Industry.

Posit: Learning Has To Be A Game!

Gamification is a buzzword, but how and why learning has to be a game is often missed. When we look at the current learning process, the game element is certainly missing and learning is more of a read, get, and better comply. Learning means Change! You don't see change = no learning occurred! This post was first published on eLearning Industry.

How to measure effectiveness of an eLearning Program? Here is a checklist!

How to measure effectiveness of an eLearning Program? Here is a checklist!

It is a challenge for training managers to ensure quality of eLearning programs that are developed by internal teams or external eLearning vendors.

In this blog, we will equip training / Learning and Development managers with a benchmark checklist that helps them test effectiveness of an eLearning program.

Here is a checklist…

Logical organization of the content (concept) flow

Randomly compare two consecutive concepts and check whether the first concept is serving as an advance-organizer to the second concept. Similarly, continue this process till the end of the course. At micro level; put a check within each concept by comparing sentences.

Content relevancy to the immediate need

To check the relevancy of the concept with the immediate need that it fulfils; put a check on following two areas:

List of learning objectives – It is very important that each objective should be relevant to the learning need.

The content covered for each objective – The content should corresponds to any one or more objectives listed in the beginning of the course. Every line of text should help learner to achieve the defined knowledge or skill – the content scope should be very focused to meet its objective.

Content writing style and the size

Writing content to help someone acquire knowledge and skill is different than helping someone to accept a viewpoint. The instructional content should be self-explanatory, easy to comprehend and retain for longer time.

Check for the following:

  • Concept building approach – it must flow from,
    • Known to unknown
    • Simple to complex
  • Presence of jargon or complex sentence formations – content must be drafted in plain English
  • One concept should be expressed in one sentence or one paragraph or one topic. Do not mix two concepts in one unit of content

Instructional graphics style and convey-ability

If we believe that ‘a picture is worth 1000 words’, then it is quite important to ensure they look beautiful and convey the intended meaning.

Check following essential features of a graphic:

  • The color – minimal color usage limited to branding guidelines
  • The arrangement of sub-elements in collage of graphics; and off-course shapes and strokes
  • The overall graphic layout meaning –infographics such as circular layout for life-cycles, star layout for components etc.

Learner Engagements

There are variety of strategies using which an instructional designer engage his/her learners. Here is the list of essential engaging techniques – an effective eLearning course should feature each or most of these techniques.

  • Scenarios – create virtual contexts similar to the real-life workplace conditions
  • Gamification – a simulated scenario that engages learner deep into the content
  • Explainer videos – demonstrate desired skills that help learner imitate at workplace
  • Intuitive Learner Interactions – to keep learner attentive throughout the course
  • Emotions – to an extent, effective use of avatar can replace the benefit of real human element
  • Formative Assessments – practice opportunities along with appropriate guidance
  • Avoid distractions – avoid less necessary graphic animations, sounds and interactions

Responsive Design for multi-screen course delivery

Launch the course in common screen dimensions such as Desktop, Tablet and Smartphone. Check even in rotational screen modes. The course should scale to fit in different screen sizes smoothly.

Tracking

The course must be compliant in any of the online course delivery protocol such as SCORM or Tin Can. This helps training managers to implement course globally and with descriptive user analytics.

Conclusion

The blog covers the essential features and there are other features specific to the given unique learning need. Being one of the best eLearning companies in India; we delivery variety of eLearning courses that best suits to your unique eLearning requirement.

Source link: http://www.swiftelearningservices.com/how-to-measure-effectiveness-of-an-elearning-program-here-is-a-checklist/

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