How Does Gamification In Training Help Your Employees?

Most relationships lose their spark after a while, and the relationship between your employees and training is no exception. If you need your employees to approach training with renewed enthusiasm, gamification might fit the bill.

This post was first published on eLearning Industry.

5 Signs Your Gamification Strategy Isn’t Working (And How To Fix It)

Companies even as big as IBM and Deloitte have incorporated gamification into employee training with great results. But despite the many successful gamification examples, getting it right on the first attempt isn’t always easy.

This post was first published on eLearning Industry.

ELEARNING: A COST EFFECTIVE ONLINE TRAINING TOOL FOR EMPLOYEES

Organizations and Companies are strictly following and implementing the existing laws and regulations in vogue. Once the employee joins an organization or a company, they have to follow certain rules and regulations stipulated by the organization. Here, Compliance training plays a major role.

In order to meet the training requirements of an organization, certain norms and conditions are to be followed from time to time. A designated department takes the responsibility of training employees which involves cost. All organizations cannot afford to provide the infrastructure. Hence, they hire consultants who are good at providing training. E-learning helps in reducing the cost connected with employee training by cutting the cost on infrastructure, travel, etc.

The advantages of online employee training:

Sometimes we cannot get quality output in classroom sessions unless there is an availability of highly qualified teaching professionals. More often, it becomes monotonic or boring while going through the handouts provided in volumes. The innovative technologies have changed the face of the online training in alleviating the shortcomings in classroom sessions. Further, the online examination will give an insight into individual cognitive levels.

When an element of the gamified approach is mixed with the online e-learning courses, the results will be amazing as it not only breaks the boredom but creates interest.

For more info visit blog post:

https://www.swiftelearningservices.com/elearning-a-cost-effective-online-training-tool-for-employees/

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What Constitutes Gamified Microlearning?

Gamification and microlearning are among the two most popular and effective digital learning strategies that are relevant in modern times. But what happens when you combine microlearning and gamification to create gamified microlearning? Let’s discuss the answer to this question in this article.

This post was first published on eLearning Industry.

The effect of using Kahoot! for learning – A literature review

Wer es nicht kennt: „Kahoot! is a game-based learning platform used to review students‘ knowledge, for formative assessment or as a break from traditional classroom activities.“ Kahoot gibt es seit 2013. Heute wird es von 70 Millionen Menschen im Monat genutzt. Eine Zeit gelang gehörte ich dazu, habe damit gerne längere Workshop- oder Seminar-Sessions aufgelockert, bevor ich zuletzt vor den immer energischeren Upgrade-Aufrufen kapituliert habe.

Im Rahmen einer Literaturanalyse haben nun die AutorInnen 93 Studien untersucht, die sich mit dem Nutzen von Kahoot beschäftigt haben. Es ist eine sehr lange und detaillierte Analyse. Deshalb zitiere ich hier die beiden wichtigsten Absätze aus den zusammenfassenden Highlights:

„- Main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attuites, and anxiety.
– Main challenges include technical problems, see questions and answers, time stress, afraid of losing, and hard to catch up.“

Empfehlen kann ich den Artikel auch, weil die AutorInnen in ihrer Einführung Kahoot kurz in die Geschichte der Student Response – Systeme einbetten und auch verschiedene Alternativen auf dem (englischsprachigen) Markt nennen.
Alf Inge Wang und Rabail Tahir, Computers & Education, Vol 149, Mai 2020 (via ScienceDirect)

Bildquelle: www.create.kahoot.it

Gamification And Games: The Art Of Dragon Slaying And Why You Suck At It

Gamification is often misunderstood, and rightfully so; it's extremely easy to get it wrong. But there is still much more untapped potential here, as long as we are willing to accept that games and gamification might in fact be something that goes much deeper than what we originally thought.

This post was first published on eLearning Industry.

Find Differences Game; Setup

Intro

I posted a sample project with a small game, using tons of SVGs extracted (with Illustrator) from one Adobe Stock image. For those interested in the workflow in Captivate, here is a short description of the setup. Maybe it can inspire you….

Setup

Objects and Timeline

SVGs reign as you can see in the screenshot of the Timeline panel of the game slide:

The stacking (z-order) of the objects is important. From bottom to top you see:

  • Two instances of the same image (SV_Correct to the left and SV_NOK to the right.
  • Two text containers which show the two titles (Tx_Correct and Tx_Difference).
  • A click box CB_Wrong: it is important that this click box is below all other interactive objects, and that its pausing point is at the same time as the other ones (here 1.5secs).
  • Seven  SVGs functioning as buttons. Those are the correct hotspots (if you want to cheat… look at the labels). They need to be on top of the click box, but the stacking sequence of those SVGs is not important. The Rollover and Down states of those SVGs have been deleted. One custom state ‘Down‘ has been added, contains the Chinese character for ‘OK’.
  • A multistate object functioning as progress bar. The Normal state is invisible (Alpha set to 0), and you see all the states in this screenshot:
    Just a note: there are some display problems with SVGs in the present Captivate version, and that can make the previous screenshot bit confusing. Although the circles have the same size in all states, they seem to be smaller when more circles are present. Moreover something seems to be wrong with the C4 state: total width seems smaller than for the other states. Reason was that originally that state switched inadvertently to ‘Custom’, instead of Original.
    In this use case it is very important that the option ‘Original’ size is forced for each state.
  • A shape ‘Cover‘, which is rectangular filled with Solid dark gray, with Alpha = 70%.
  • Final image ‘SV_Eind‘ (sorry for the Dutch label).

Variables

Two user variables were created:

  • v_counter: with a start value of 0, will be incremented when a correct hotspot has been clicked.
  • v_hotspot: will be set to the number of hotspots minus 1; in this case it is set to 6 since there are 7 hotspots.

Advanced Actions

Two advanced actions are used:

EnterGame triggered by the On Enter event of the Game slide

As usual this standard action will prepare the correct situation for the slide:

WrongAct triggered by the Success event of the Click box CB_Wrong

Another rather simple standard action, to let some audio play and have effects with the cover:

Shared Action ‘CorrectHotspot’ triggered by the SVG buttons (Success event)

The most important script for this game. Several actions happen when a correct hotspot is clicked:

  • An effect is applied to emphasize the clicked SVG, in this example I used a ScaleTo effect.
  • Secondary an audio clip is played (sort of congratulation)
  • The hotspot needs to be disabled, to avoid having it clicked multiple times.
  • To track the number of discovered hotspots, the counter variable needs to be incremented.
  • Progress has to change in the indicator (yellow circles multistate object)
  • When all hotspots have been found, the final image has to appear (with an effect).

This is a Preview of a filled in action, where the 5 necessary parameters are marked in a color rectangle:

None of the candidate parameters need to be a parameter: the two variables (v_counter and v_hotspot) nor the literals. As I have emphasized many times, it can be tricky to define a literal as parameter. In this particular case it could have been possible to indicate the Delay time needed to listen to the audio clip being defined as parameter. That would be necessary if you want to use audio clips with very different lengths for the the individual hotspots. The parameters are visible in this screenshot:

Why shared action instead of duplicate advanced actions?

You can use exactly the same shared action if you have a different number of hotspots (differences). Just edit the action EnterGame to replace the value to be assigned to the variable v_hotspot. It is the reason I replaced the literal ‘6’ by a variable v_hotspot. Several parameters are used multiple times in the shared action: the name of the progress bar, the hotspot, the audio clip. When using duplicate advanced actions you would have to edit quite a lot.

One of the disadvantages is the fixed status of the applied Effects. If you want another effect, use the shared action as template for an advanced action, replace the effects and save it as a new Shared action. If you are new to shared actions: contrary to advanced actions it is perfectly possible to save a new action with the same name, provided the older one is no longer used.

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