Updated eLearning Trends In 2018—Featuring 4 Parameters To Help You Select The Right One!

In June 2018, I re-looked at the eLearning Trends for 2018 that I had created in January 2018. In this article, I share my insights on the trends, viewing them through a different lens that you too can use as you plan for the balance part of the year.

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Free Webinar on July 26! Social Learning & LMS Gamification

Hi all,

My second free webinar in July is now open for registration! The title is Beyond The Buzz Phrase: Social Learning & LMS Gamification In Real Life.

Check out the description below and register here. The session is hosted by eLearning Industry and sponsored by Adobe. Have a great week!

Katrina

They are the two of the most popular buzz phrases in the Learning and Development industry—social learning and gamification. You’ve likely heard about the benefits of both in terms of learner engagement and retention. This webinar goes beyond theory and focuses on what gamification and social learning LMS features can do for your training program.

Join Katrina Marie Baker and explore how to:

  • Effectively blend social learning into existing courses using an LMS
  • Align gamification initiatives with business objectives so they contribute to your organization’s goals
  • Use learning technology to drive engagement using badges, leaderboards, and rewards

This webinar includes examples of gamification and social learning features found within Adobe Captivate Prime.

Look forward to seeing you!

The post Free Webinar on July 26! Social Learning & LMS Gamification appeared first on eLearning.

Gamification In Learning: Featuring Gains Through A Serious Game Concept

Wikipedia defines Gamification as “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”. While Gamification has been applied in several domains, our focus has been on its application in learning. Research certainly confirms the advantages of learning through Gamification. Let me share a case study that compares the gains in learning achieved through serious game concept vs a traditional eLearning approach.

Gamification In Learning

Wikipedia defines Gamification as “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”. 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 leader boards are further ways of encouraging players to compete”.

While Gamification has been applied in several domains, our focus has been on its application in learning. The games that we design are therefore geared to meet definite learning outcomes and our Gamification strategies broadly map to:

  1. Tasks or concepts that are overlaid on the learning content but are not related to the content
  2. Contextual tasks or concepts that are overlaid on the learning content
  3. Partial gamification (notably in inline checks and end of course assessments)

Research certainly confirms the advantages of learning through Gamification. Let me share a case study that compares the gains in learning achieved through serious game concept vs a traditional eLearning approach.

Background

We had to design a quick online training for Project Managers who were being groomed to handle Account Management practices. The course on Account Management Fundamentals outlined the basics of account management and more specifically, what they must do to move their organization up the value chain.

The learners needed to understand two aspects:

  1. Their organization’s view that was to scale the newly acquired/existing customer to an Account and then to a Key Account
  2. The need to work on changing the customer view and scale their organization from a service vendor to a strategic partner (This journey was mapped to four levels/quadrants and it represented the challenges that the learners must face to accomplish the required mandate.)

First approach (traditional eLearning based)

The first solution was in a traditional eLearning format. To get the online training quickly off the ground, we used the Articulate Presenter based approach to present the basics of Account Management. This is what the first version of the course looked like.

Serious Game Concept 1

Gains and challenges

The initial mandate was to quickly train the Project Managers on the essentials of Account Management and this was met.

However, the feedback from the learners was that they need specific cues on how to accomplish each step to move up the value chain.

Second approach (serious game based)

We reworked with the revised learning mandate and now chose a Gamification approach.

  1. The key objective for the learner was to understand how to meet the organizational mandate to graduate from Level 1 association with customers (as a service vendor) and move up progressively to Level 2 (as a service provider), Level 3 (as a value provider) and finally to Level 4 (as a strategic partner).
  2. These four levels were mapped to four challenges/quadrants as shown in the first screenshot.
  3. The entire learning was driven through interactive scenario based questions (based on real life situations) that the learners had to attempt at each level/quadrant in the game. Based on their responses that enable them to clear a given quadrant, they would be provided access to move to the next one.
  4. The approach was designed for scalability wherein the questions could be easily updated. We also provided a randomized pooling of questions to ensure that on every return, the learner encountered some new challenges.
  5. The second screenshot presents the rules of the game.Learners had the option to refer to the learning content at anytime in the game as a lifeline.
  6. On successful completion of all four quadrants, the learners had gone through typical situations they are likely to face in real life, practice them in a safe environment and realize their goal of becoming a true Account Manager.

Serious Game Concept 2

Summary

This approach met the mandate and the serious game concept enabled the learners to handle the real life challenges in an engaging and immersive format. The ongoing updation of the question bank and their randomization kept them intrigued and also enabled them to continuously hone their skills.

Source:  https://www.eidesign.net/gamification-in-learning-featuring-gains-through-a-serious-game-concept/

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Infographic on Gamification in eLearning—6 Examples

Gamification is the integration of gaming elements in eLearning to create a highly effective and immersive learning experience. Here’s an infographic illustrating 6 examples of Gamification in eLearning to engage learners in a better way.

The power of Gamification in eLearning that is aligned to learning outcomes is clearly evident in these 6 examples. When used adequately, Gamification can boost learners to apply their learning on the job, challenging them with real-life situations.

Source: https://www.eidesign.net/infographic-on-gamification-in-elearning-6-examples/

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How Can You Combine Mobile Learning And Gamification To Create High Impact Training?

Mobile learning and gamification are 2 leading trends that are used extensively in online training. In this article, I share insights on you how you can amplify their impact by combining their powers.

Combine Mobile Learning And Gamification For High Impact Training

Whether your organization uses predominantly online training or a blended approach, you would be aware of the impact of using mobile learning in your learning strategy.

  • Increasingly, mobile learning is getting established as a “must have” from a “good to have” part of the training delivery.
  • In fact, it is now steadily moving from its first avatar of the mobile-friendly or adaptive format (which offers multi-device support wherein the online course runs from desktops/laptops to tablets/smartphones) to the mobile first or fully responsive format (which offers learning designs that are optimized for smartphones, although they too offer a multi-device support).

Similarly, the usage of gamification for serious learning is on a steady increase.

  • Unlike traditional eLearning techniques, gamification provides a learning environment that is fun to go through, is challenging, and does not appear to be preachy or prescriptive to the learner.
  • It is being used successfully across various corporate training needs.

Here are a few statistics on the adoption, usage, and impact of mobile learning and gamification:

  • According to the T+D Magazine, mobile learning is an emerging trend that will reshape the workplace.
  • According to Ambient Insight 2012–2017 Worldwide Mobile Learning Market Report, 74% of learners use mobile devices for eLearning.
  • According to Gartner Research, 79% of the participants (both corporate learners and university students) said that they would be more productive and motivated if their learning environment was more like a game.
  • According to Gartner Research, gamification shows a 60% increase in learner engagement and 43% enhancement of employee productivity.

In this article, I outline how you can use the combination of mobile learning and gamification to accrue several gains. I also outline the related aspects that can help you maximize the impact by implementing certain best practices and watch out for the pitfalls.

What Are The Benefits Of Using The Combination Of Mobile Learning And Gamification?

As I have highlighted, mobile learning and gamification continue to be 2 leading trends that have changed the face of online training delivery. When used in combination, you can see their gains multiply. I summarize the top 5 benefits here:

  1. Combined power motivates the learners and provides higher engagement
    This is the foremost gain of using the combination of mobile learning and gamification. Mobile learning provides learning on the go and control to the learners on how they want to learn (at what pace, where, and on the device of their choice). On similar lines, unlike traditional eLearning strategies, the gamification-based learning designs enable learners to explore, face challenges, and get a sense of achievement and recognition. On account of these factors, gamification-based strategies (in contrast to the traditional online training approaches) show higher learner motivation and engagement.
  2. Combined power can be used to move up the cognition levels—from knowledge acquisition to its application
    This is the second key benefit that enables organizations to see the application of acquired learning on the job. Offering practice sessions, additional challenges, and just-in-time learning aids that are gamified and available within learners’ work-flows (that is, on their smartphones) increase the probability of their usage at the moment of need.
  3. Combined power can be used to provide nudges to mastery
    You can use gamified strategies to push learners to challenges and provide formative feedback, remediation, or additional practice sessions to help them move up from baseline proficiency to mastery. Offering these in mobile learning-based formats significantly increases the rates of practice and learning. These assets can be pushed well after the main training is done and continue to connect learners through the learning journey.
  4. Combined power can be used to promote “learning as a continuum”
    Through gamification-based learning strategies and its delivery through mobile learning, you can continuously offer learning assets (instead of discrete trainings that happen on a few days in the year). Through this approach, you can create a more desirable learning culture.
  5. Improved ROI
    The moment you have more engaged learners that are motivated to take training that is interesting, challenging, and available on demand, you are building a strong foundation to meet your goal of positive ROI. Coupled with a push for application of the acquired knowledge, practice for skill enhancement, and continuous improvement, you will see that the combined approach of mobile learning and gamification will create a positive impact on your ROI.

What Are The Best Practices That You Can Adopt As You Use The Combination Of Mobile Learning And Gamification?

While I have highlighted the gains of the combined power, it is equally important to be mindful of the fact that the mobile learning-based delivery of gamification-based training will succeed if you factor for:

  1. Short nuggets with definite objectives
    Offer micro gamified assets that meet a specific learning outcome. Provide the program overview so that the learners understand the bigger picture and then offer a learning path that has multiple such assets.
  2. Provision for challenges, competition, and social recognition
    Use scores, leaderboards, and badges effectively so that they not only encourage each learner to participate but also provide social recognition.
  3. Continue the journey through practice sessions and new challenges
    Mobile learning enables you to reach out to the learners even after they complete the training. You can push further nuggets that enable them to hone their skills or look at new challenges.

Are There Any Pitfalls That You Should Watch Out For As You Use The Combination Of Mobile Learning And Gamification?

Like in any technique, the key is to use it optimally; otherwise, the intended impact is taken away. As an extension of the best practices, here are a few aspects that you should be mindful of:

  1. Have clarity on the degree of the gamification that enables you to meet the required learning outcome and the desired impact.
  2. Plan adequately for practice and ensure that the learners have good reasons to come back and complete the planned tasks.
  3. Ensure that the challenges should not be too easy and should be designed to push the learners to think and apply.
  4. Watch out for the fact that while gamification is designed to learn and have fun, it should not be frivolous. The focus on meeting the learning outcome is paramount.

I hope this article provides insights on why you should adopt the combination of gamification and mobile learning to create high impact training. This would lead to higher learner engagement and an improved ROI.

Source: https://www.eidesign.net/how-can-you-combine-mobile-learning-and-gamification-to-create-high-impact-training/

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3 Gamification Strategies To Spark Student Attention And Ignite Interest

Evidence suggests gamification strategies can be used to initially engage students in content, and then once they're hooked, they can become intrinsically motivated to continue to engage and learn more of your content by their own volition. This post was first published on eLearning Industry.