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.

The post Find Differences Game; Setup appeared first on eLearning.

2020 Game: Find the Differences

Have some fun with this game:

Play

Hope you can reach the final view! SVGs were taken from one Adobe Stock image, using Export Assets in Adobe Illustrator. Some SVGs are used as buttons. Multistate objects, one shared action and two small advanced actions + two variables is all you need. No JS, but I’m sure this can be done with JS as well.

The usual white screen with grey arrow is replaced by a poster image. After the mysterious title slide game, progress bar and end image are all on one slide.

Since I have stacked objects, this would not be possible to replicate in a Fluid Boxes project.

The post 2020 Game: Find the Differences appeared first on eLearning.

How to Motivate a Cohort of Learners

Are there times in your training environment when you must drive learners through training programs that stretch over weeks or months?  To handle this kind of requirement, Adobe Captivate Prime supports the construct of a Learning Program.

A Learning Program is made up of a sequence of Courses that in turn comprise self-paced modules, submissions, ILTs, and Virtual Classrooms.  E.g. An on-boarding program for a batch of fresh graduates that your organization has just hired. In this use case, you now have a cohort of employees that must go through a long program together.

The attached document addresses how gamification within a Learning Program is an effective way to motivate and drive a cohort of learners. While Captivate Prime offers gamification at the account level, in cases such as the above, implementing it within a Learning Program makes it relevant to that cohort only and results in effective training and better results. You can use gamification in a Learning Program to reward learners and behaviors exclusive to that Learning Program.

Find out more when you click on the link below and download “Motivate a Cohort of Learners”!

Motivate a Cohort of Learners in Adobe Captivate Prime – A Customer Guide

If you are an Adobe Captivate Prime customer and need assistance, please do contact our customer support team at captivateprimesupport@adobe.com

We would love to hear your views and feedback on our blog posts, so please do leave a comment.

Happy 2020!

The post How to Motivate a Cohort of Learners appeared first on eLearning.

8 Techniques To Use An LMS Directory To Find A Worthy Gamification eLearning Platform

So many sites and so little time. How can you find the right gamified LMS for your organization? It all starts with an in-depth directory search that allows you to filter results based on your online training requirements.

This post was first published on eLearning Industry.