Digital Easter Egg Hunt in the E-Learning Household

Being an e-learning professional is not exactly like being a firefighter or an astronaut, but we also share the basic human need of appearing as heroes to our children. Or at least showing them that our work is not just “staring at a computer screen and drinking coffee all day,” as my 10-year-old daughter gently puts it.

Fortunately, because of my line of work, I do possess a trick or two that can elicit a respectful nod of approval from my little girl, and this past Easter I decided to take full advantage of my previously underappreciated skills.

A few years ago, I made a strategic mistake when I decided to spice up a traditional Easter egg hunt. I wrote a series of little rhymes as clues for the whereabouts of each egg. Locate the first egg, find candy and a rhyme; the rhyme leads to the next egg—you get the idea.

This was of course a success, but the bar was now forever set very high—thus the strategic mistake. And now I am chained to perpetually produce something bigger and better than the previous year.

Challenge accepted!

This year I figured it was about time to incorporate my e-learning development skills, and take advantage of one of the professional tools that we so successfully employed in our business — Articulate Storyline®. To be quite honest, the idea was not original. I believe it was my coworker Cindy McCabe who first surfaced the notion of a Storyline-based treasure hunt for one of our clients. Adopt this for the 10-year-old audience, and you get the following recipe for some serious Dad appreciation:

Step 1
Come up with a bunch of interesting questions related to school subjects (don’t overdo it on the academics), personal experiences, family history, etc.

Anything will do, from basic geography…
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…to favorite TV shows…
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…to the “Find an Object” type of image found on the open Web.
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Incidentally, this is also your opportunity to go to town with all the different types of knowledge checks available in Storyline, including everyone’s favorite—drag-and-drop.
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Step 2
Organize questions in clusters of three to four questions per group. My little “learner” must answer each question to progress.

Step 3
At the end of each cluster, there is a visual clue to the location of the egg. Namely, a photo of the generic area, with the sneaky Easter Bunny visible in each photo.
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Step 4
Inside each egg, there is a little toy, a candy, or a dollar bill, as well as a piece of paper with the password. The password is required to progress in the game.

Step 5
Repeat 15 times (for 15 eggs hidden around the house), and watch and smile as your hunter faces some serious challenges.

Step 6
Spice it all up by using the easy-yet-fun capabilities of Storyline, such as adding funny sound effects to the correct/incorrect feedback, slick transitions between the pages, and a favorite music track to some of the screens.
Adding some humor in the incorrect feedback will also go a long way, as long as your content can pass the stern family compliance review.
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Step 7
Publish the game for Articulate Mobile Player and make it available offline. Then run it on the child’s iPad® or Android™ tablet.

Step 8
Don’t forget to distribute the eggs to the pre-planned and pre-photographed locations, and be careful when you print and insert the passwords. One error, and your status of digital hero will be in serious jeopardy.
And so there you have it. A recipe to provide entertainment of serious value, and do it in style. This makes you cool and fun, and isn’t that what parenting (and e-learning) is all about?

Are you interested in more information about eLearning? Check this out:

I Have a Dream: Amazon-ified Learning Solutions

How can we apply Amazon’s mission to the development of learning solutions?

I like to wear what I call my “learner advocate hat” as an instructional designer. I believe that the learner should be at the forefront of learning design. That sounds like a no-brainer, but too often I see learning solutions (and have been required to design them myself!) in which it’s obvious the learner was not the primary consideration. Too often we design learning solutions because we perceive a need for them and we haven’t (a) made an observation that validates that need or (b) surveyed or assessed our target audience to gauge their motivation to learn about a topic.

I have a dream that learning design—and maybe even LMSs—will turn to Amazon for inspiration. Amazon’s mission is “to be Earth’s most customer-centric company, where customers can find and discover anything they might want to buy online, and endeavors to offer its customers the lowest possible prices.”

Wow! With this stated mission, it’s no wonder Amazon is one of the most successful companies on the planet. In my dream, just as we consumers are driven to shop at Amazon, instructional designers would develop solutions that keep learners coming back for more.

Here are a few ways in which we can be inspired by Amazon’s (very) successful model:

#1. Design the most learner-centric training you can. Be obsessed with making YOUR customers happy, like Amazon is. And by customers, I mean the end users … the learners. Sure, someone else may be footing the bill for what learners too often have to suffer through, but it’s up to us, as instructional designers, to advocate for learners and eliminate their suffering. Breathe life into your learners by breathing life into your learning solutions! You can do this with a thorough front-end analysis and by asking the right questions to learn as much as you can about your target audience. Then keep what you’ve learned in mind as you design and develop the solution.

#2. Personalize it. Recommend learning solutions based on profile, preferences, tracking, and ratings.
If you have shopped on Amazon (and, really, who hasn’t?), you know that the store is continually customizing your experience. The interface shows you comparable products, who bought what, what you might want to buy next, how people rated the products and whether they recommend them, and the list goes on and on. What if our learning management systems did a similar thing? What if learners could rate the courseware and recommend it (or not) to others? I bet there would be a trend toward better design if learners were offered a public voice, as they are with products. I would be up for that level of accountability for my learning solutions. How about you?

#3. Have what learners need when they need it. Amazon’s website is similar to just-in-time learning. I can think of anything (anything!) and probably find it on Amazon. If I have Amazon Prime, I can have it quickly and with perks. (I won’t get into the rewards program that is Prime, but it warrants further consideration as inspiration.) Not only can I search for and find almost anything, the site is smart enough to make recommendations and customize my interface and my shopping experience. What if learners could go to their learning portal, and the LMS would customize their experience to the degree that Amazon does? What if, on top of that, the learner could (and would want to) search for other training of interest? I have a dream.

Shauna Vaughan joined SweetRush in November 2014 as a lead instructional designer, and we are thrilled to add her voice and experience to the team. Shauna is excited to push the envelope on learner-centric experiences in collaboration with the SweetRush team and our clients. You can find Shauna on LinkedIn and Twitter—she would love to connect with you!
If you would like to learn more about SweetRush’s instructional design approach, check out our page on Effective Learning Techniques.

Photo Credit: Nic Taylor, Flickcr.com Creative Commons.

Offline Publishing and Viewing Options with Articulate Storyline®

One of the most popular questions coming from our clients in relation to Storyline-authored content is about offline viewing options. The reasons for such requirements vary.

For example, one of our clients is deploying a healthcare-related series of courses in Africa, where at least a portion of the target audience may not have access to a reliable Internet connection.

Another example is a client who wanted to show off our work on iPad®s during a tradeshow but wanted to plan for offline delivery in case Wi-Fi was not provided during the event.

While offline viewing may seem like a simple request, it can become quite complicated given the variety of options and requirements related to the authoring environments, target platforms and devices, and the necessity to take the Learning Management System (LMS) into account.

The purpose of this article is to explain the options that exist within Articulate Storyline, and hopefully make it easier to produce and publish the content available for offline viewing on stationary and mobile devices.

What does “Offline” mean?

As trivial as it seems, the term offline is as prone to misinterpretation as any other concept, so please allow me to define it first.

Offline viewing means the ability to open and run a course without being concurrently connected to the Internet. The course should, therefore, reside on a local drive of the device.

For Storyline, the device is an iPad or a PC (running Microsoft Windows®) or a Mac®.

Offline and LMS

An important disclaimer: Offline and LMS do not mix.

An LMS is typically a remotely-hosted system that requires an Internet connection to launch and track the content. The advances of the Tin Can API carry promises of being able to host and run content offline, but at the moment this does not work with Storyline, and, for the most part, this remains a theoretical proposition.

We sincerely hope that this is about to change, but for the purposes of this article, it is crucial to understand that if you want to make Storyline courses available offline, these instances of the courses will not be tracked by your LMS.

This means that if you are offering courses through an LMS, several instances of each course may need to be prepared: one for the LMS, one for offline viewing on iPad, and one for offline viewing on PC.

Offline for iPad

In order to provide offline capabilities for a Storyline course, it must be published using the settings shown in the screenshot below.

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Screenshot credit: https://community.articulate.com/tutorials/products/downloading-content-for-offline-viewing.aspx

Articulate Mobile Player (AMP) is a free iPad app that will run your course. When the user first accesses the course, it will either launch AMP automatically (if AMP is already installed), or will route the user to the App Store, for a free, one-time download and installation of AMP. Once this is done, the course will be available from the AMP library.

Another important disclaimer: initial Internet connectivity is required.

The course must first be accessed via an online link, which means that your device must be connected. You also must retain connectivity in order to download AMP.

Once the app is installed, and the course is open, the user will have to use the Available Offline toggle switch to download the course.

avaible_offline_ipad_screenshot
Screenshot credit: https://community.articulate.com/tutorials/products/downloading-content-for-offline-viewing.aspx

Clearly, the course download also requires persistent Internet connectivity, but once this is done, the course becomes permanently available from the AMP library and will not require an Internet connection.

Differences between AMP and Adobe Flash®/HTML5

While preparing the course for AMP, you must keep in mind that some of the course features will become unavailable. The complete list of differences can be accessed here:

Here are a few key differences that I would like to call out:

  • No resources. Your Resource tab will disappear. You can still provide links to online documents and sites as part of the content, but they will not work without Internet connectivity for obvious reasons. Files that were embedded into the course as resources will not be accessible from AMP.
  • No hanging menus. If you have Menu, Glossary, or Notes as part in the top navigation, they will automatically move, forming the left-hand side navigation bar.
  • Default player. Player customizations, such as background color, color schemes, or alternative fonts will be reverted to default.
  • Flash and JavaScript®. If you have embedded Flash (SWF) animations or JavaScript code snippets, those will not work. Even with all the limitations presented by AMP, the performance of the course will be better than its HTML5 counterpart, and assuming that the described deficiencies are not showstoppers for your purposes, I do recommend using the Articulate Mobile Player on- or offline over the HTML5 distribution.
  • AMP for Android™. At the moment, AMP is only available for iPad, but starting with the release of Storyline 2 (anticipated in Q4 of 2014) the Articulate Mobile Player is rumored to become available on Android tablets as well.

Offline for PC

Local PC distribution for Articulate courses is much simpler, and unlike the iPad example, it is indeed possible to load and run the courses with no dependency on an Internet connection. Since each published course is a collection of files, the files can be simply transferred to a PC or a Mac machine on a CD, flash drive, or any other removable media.

For the most part, your course should be fine when accessed locally, but certain details of its behavior may be affected by your PC and browser security settings. According to the Articulate Documentation:

If you view published Articulate Storyline content on your local hard drive or send it to someone else to view on their local hard drive, you’ll encounter security restrictions from the computer, web browser, Flash Player, and network that’ll cause various features of your content to fail.

In my experience, the courses will behave adequately as long as you stay away from Microsoft Internet Explorer®, and use latest versions of Google Chrome, Mozilla Firefox®, or Safari® instead. You may also need to allow access to the local files for the embedded resources to work properly. Please talk to your technical support team to allow the access, depending on your PC and browser configuration.

Publish for CD

Also, Storyline provides a publishing option specifically meant for offline distribution. This method is also prone to local security restrictions, but according to Articulate, it has the greatest chance for a smooth offline experience.

Publish_for_CD_Screenshot
Screenshot credit: http://community.articulate.com/tutorials/products/publishing-a-project-for-cd-or-another-local-source.aspx

Files published for CD can then be distributed to your users and accessed from local or removable drives.

References

To learn more on this topic, please check out the following reference materials:

Photo credit: Eric Dombach via Flick.com Creative Commons.

Designing E-learning and M-learning for PC and Tablets

At a party recently, I noticed that the kids were missing. My mom instincts kicked in, and, slightly concerned, I asked one of the fathers where his son was. His answer only required one word: “iPad.” Sure enough, the kids were huddled around a game, having a great time, clicking and swiping to their hearts’ content.

As we all know, tablets are not just toys for kids, though they do offer a host of game-based learning apps for the young ones. We adults can become pretty addicted to using the sleek, intuitive, touch-screen interface for work and for play.

In corporate training, tablets offer the promise of mobility, like smartphones but without the eye-straining small screen. Learners can take training courses on the retail floor, at the airport, and even at home, without dragging out a PC.

More and more of our clients want to offer their learners the flexibility to take their e-learning courses on either PCs or tablets. The convenience to take the course whenever time permits — at the office desk or on the go — increases the likelihood of compliance and completion.

Just as the ways you interact with a PC or a tablet are very different, so too are the methods for developing training for these different platforms. Currently there is no single technology that equally embraces the entirety of the PC and mobile worlds. This means that the desired delivery platforms for a project must be considered separately before choosing the right authoring technology: different platforms may necessitate using different authoring software.

How do vendor-partners such as SweetRush manage to design training for both PCs and tablets?

First, your vendor-partner should conduct a mobile analysis. This involves getting to know the types of mobile devices that your learners are currently using — or the lack thereof — and the technology standards and guidelines that we need to meet.

Mobile analysis will point us to the best approach for development of courses for mobile deployment. This is a critical step in the process, because your vendor-partner needs to understand the types of mobile devices the learners are using and how they are using them.

For more detailed information on mobile analysis, check out my colleague Catherine’s blog, “M-learning: Is It Right for Your Organization?

Second, the most successful vendor-partners will harness a combination of standard authoring software with proven success records (such as Storyline or Lectora®) and internal proprietary technology. Existing tools and engineering frameworks can limit having to re-create the wheel, passing cost-savings on to you, and reducing development timelines.

With the ever-changing landscape of platforms and operating systems, finding a vendor-partner with a strong R&D team is essential to be able to respond quickly to new developments.

Currently, the statistics for tablet use are lower than you may think: about six percent of the global population owns a tablet, accounting for just less than five percent of global Internet usage. Compare that to desktop computers, which dominate Internet usage with 76.2{d89e4f83f6b6a066fc09cee339cefb53fa8e17050e8090b978ce7abfcf69967c} globally (19.1{d89e4f83f6b6a066fc09cee339cefb53fa8e17050e8090b978ce7abfcf69967c} for mobile).

Yet, as a solution architect working with Fortune 500 companies, the trend I am seeing is toward more courses becoming available on tablets. At some point in the near future, I expect the answer to the question, “Where are you taking your training?” will be just one word: anywhere.

References:
http://www.businessinsider.com/smartphone-and-tablet-penetration-2013-10
http://gs.statcounter.com/press/new-statcounter-data-finds-that-tablet-internet-usage-is-less-than-5-percent-globally

Photo Credit: ebayink via Compfight cc

 

4 Lessons McDonald’s MONOPOLY Teaches about Learning Games

Anybody out there a closet McDonald’s® MONOPOLY™ player?

I’ve been out of the Midwest for several years now, but nothing beats a fresh brewed iced tea and a good one is hard to find on the West coast. While I’m not a big McDonald’s fan for a variety of reasons, come MONOPOLY season, there is no other place I’d rather buy my large unsweetened iced tea.

Like them or not, it’s interesting to take a look at what makes McDonald’s MONOPOLY so effective, and as learning game designers, what can we learn from this popular game?

#1 – Keep the game simple.

We are all busy and have demands on our time. Your average learner does not have time to learn the rules of a complicated learning game and then apply them. One thing that McDonald’s does brilliantly is keeping the game very simple for consumers to understand. Want to play? Buy some fries. It’s as simple as that.

#2 – There are rewards aplenty.

One out of four players in McDonald’s Monopoly is a winner of some kind. Everyone else receives a MONOPOLY playing piece to use on their game board. This means every time you make one move in the game, you have something to show for it, whether it’s Baltic Avenue or a chicken sandwich.

#3 – Have a clear start and end.

The fact that McDonald’s only runs its game a few weeks out of the year creates a sense of urgency among players. Better hop on over to my local Mickey D’s™ ASAP and buy that large iced tea, so I can win a game piece (which I will most likely not keep) because this is a limited time offer! By having a clear start and end point to your game, learners have a sense of urgency to quickly become involved in the learning game.

#4 – Keep it fresh.

Just like their French fries, McDonald’s knows things are better served up fresh. This is why each year, while the general theme of the McDonald’s game is consistent, how players win prizes changes. Each year game pieces have new values, and new prizes are added. Investing in building learning games can be easy (think homemade trivia for instructor-led training) or complex (3-D character-based simulation games). In particular, where there is a large financial investment made, it’s important to develop a learning game you can refresh year after year, perhaps by re-skinning or re-populating with new data, which provides a fresh experience for learners. Work with your vendor partner early on when developing the learning game to ensure it has a shelf-life that lasts as long as you need it to. (Extended shelf life = enhanced ROI.)

It’s a good thing it takes me 30 minutes to get to the nearest McDonald’s because I am seriously craving some fries and an iced tea right now!

What Makes a Good Learning Game?

Routinely in my role as Creative Director at SweetRush, I’m asked, “What makes a good game?” While I could give examples, quote research, and talk until I’m blue in the face, I first ask the question, “Do you play games?” If I’m lucky, I move to, “What are the characteristics of games you like?”

What makes a good learning game isn’t all that different from what makes any game enjoyable. Whether you’re a fan of Tomb Raider™, Parcheesi™, or looking to rack up mileage points, good games share several characteristics. Take a moment to identify your favorite game. Got it? Great, read on.

Good games have the element of chance.

Winning the lottery requires luck, other games require skills, but all good games have an element of chance. Sometimes chance is an unknown surprise (as in THE GAME OF LIFE™) and sometimes it comes from actions taken by other players (as in MONOPOLY™). Games are great at mimicking real life, where we also do not have complete control over all the variables.

Good games are competitive.

Competition can be with oneself, other individuals, or teams. In a successful learning environment, competition must be instructive and productive. Recently, we launched a game for a very large audience of learners spread across the U.S. and Canada. In our solution, learners engage with their peers across the country in a points-based quiz game that tests their knowledge. New sessions welcome learners with a smart leaderboard that displays their points, alongside other local competitors, which enhances the competitive spirit.

Another great example of competition is in a game we recently launched, where in contrast to the prior example, learners compete against themselves. As learners complete tasks and quests, their points tally increases, dangling the carrot of greater awards that can be collected if they take on optional challenges.

Good games have rewards.

“Johnny… clean your room and as a reward you can watch an hour of TV.” Sound familiar? Whether you call it bribery or rewards, our brains are wired to seek them. Rewards give us a sense of accomplishment, keep us engaged and motivated, and just feel good. Building a reward system into your learning strategy can create a sense of accomplishment for your learners, thus increasing retention.

Disclaimer: Slapping on a leaderboard (even with blinking lights) or other gaming elements may bring a dose of gamification. But, buyers beware: not every solution requires or is even appropriate for a gaming solution. Ah, but this is a subject for another blog. Stay tuned.

Learners today want to learn by playing. They want chance, competition, and rewards. Don’t you? Would you rather be learning about tennis, or playing tennis? Time to get your learners’ game on!

Photo Credit: CarbonNYC via Compfight cc

31+ Mobile Learning Tips for Instructional Designers

There’s a shift happening in the world of instructional design, and the new kid in town is mobile learning. Well, he’s hardly the new kid anymore—he’s set up shop and customers are pretty excited about what he’s got to offer. Learning anywhere, anytime? Sign us up!

As the instructional designer next door, you are in a great position to work with this new guy, but are you ready? Do you have some trepidation about change or learning a new platform?

We’re well beyond early adoption and initial buzz, and we’re beginning to see mobile as a fundamental part of blended learning solutions. So, the good news is, best practices and key strategies are coming from successful implementers, and there’s a lot to discover, absorb, and digest for instructional designers who may be new to this platform.

I’m constantly looking at articles, blog posts, and commentary on learning solutions, and here are four articles I think are worthy of your time. These 31 tips will help you shift your thinking toward the new set of rules that apply to m-learning.

Top 5 Design Considerations for Creating Mobile Learning addresses guidelines as you are getting started. These include leveraging a blended approach with other learning media and understanding the specifics of the mobile device used. One of the key principles is the same notion the SweetRush team continuously educates our clients on when they request mobile. Tim Buff writes:

One of the major “mistakes” in designing mLearning is that too much content is inappropriately used for smartphones and tablets, resulting in a poor user experience. Instead of attempting to create whole eLearning courses for a small screen size, a different type of approach should be considered. …For example, “just-in-time” elements of mLearning such as … job aids and top tips can all be used alongside traditional eLearning or instructor-led training in a blended approach.

Ten Tips for Designing Mobile Learning Content drills into some specifics of design. The author suggests keeping chunks of information down to two minutes or less by using animation and a conversational style.

Ten Tips for Designing mLearning and Support Apps Ten Tips for Designing mLearning and Support Apps also stresses the importance of providing content in bite-size chunks. The designer must move away from the clicking-and-dragging mindset and consider how a touch-based environment can be used for optimal benefits. Building a prototype first helps the team see the design in action, ensuring the design works for the device and audience.

6 Reasons Why Video Is a Fantastic Medium for Training provides more food for thought. Though a resource mentioned above that animation can be better received than video, I don’t necessarily want to exclude the use of video in the mobile experience since it works well on small screens. Video can also be fun and engaging when it tells a story … and may not be as costly as you might think.

Bonus Tip: Mobile Learning Analysis

When working with clients on any solution, you want to ask the critical questions and understand if the solution they want is the solution that’s right for them—that will be most effective and provide the greatest ROI. My article, M-learning: Is it Right for Your Organization?, walks you through the analysis steps we use with clients.

I’d love to hear your comments—how are you approaching mobile learning projects, and what are some of your lessons learned so far?

Photo Credit: Johan Larsson via Compfight cc

4 Strategies to Engage a Cross-generational Workforce

Let’s say we’re on a call to discuss a new performance improvement project. One of the first questions I’ll ask you is, “Who is your audience?” You might be able to give me a narrow demographic—age range, reading level, preferences, etc. But increasingly you may find yourself reflecting on a particular role and the multigenerational talent that fill it. Doesn’t this make creating a training solution more complicated?

Well, yes and no. The fact is, almost every workforce today is cross-generational, and our clients are no exception. Primarily we look at three generations—Baby Boomers, Generation X, and Millennials—and, of course, they do bring different backgrounds, preferences, and comfort levels with technology. Do we need to get creative? Sure, but that’s what we do!

These four strategies help us develop solutions that engage learners of all generations:

  1. Find the common ground. While learners may come from multiple generations, many learning principles still apply across all of them. By identifying and using these commonalities, we can create training that is relevant for all generations. Take one of the basics—WIIFM (What’s in it for me?). What are the WIIFMs for learning and improving performance in a particular role, regardless of generational differences?
  2. Put the generational differences to work for you. These differences exist, so why not put them to work for you? When we know generational differences are going to be an issue for the audience, we engage SweetRush developers and client team members who represent different generations. By engaging a sampling of the audience up front, we can ensure that the final product appeals to all generations. Is there a way to bring the same collaboration within your team? For example…
  3. Use a generational training advisory board. One technique we like to use is to develop a training advisory board that reflects the diversity of your learners (age, job type, internal or external learner, and so on). We engage this advisory board throughout key steps in the development process to ensure the final course meets everyone’s needs.
  4. Create cross-generational work teams. One of the great benefits of cross-generational learners is the opportunity to learn from one another within the context of the learning experience. When developing instructor-led and virtual instructor-led courses, we always look for ways to allow members of each generation to offer their unique contributions—whether it’s sharing lessons learned from 20 years in the field, or explaining how mobile applications can be used to solve real-world problems.

My colleague Erin Krebs has written and spoken about the newest member of the multigenerational team. You can find her Tips for Training Millennials elsewhere on our site—check it out!

Photo Credit: THE FRANCHISE CO. via Compfight cc

Designers of Game-Based Learning: Do They Exist or Are They Bigfoot?

Is the supply of learning professionals who understand game design ready to meet the demand for game-based learning? Do we search for fictional Bigfoot — or get creative with our roles, teams, and processes?

It’s a law of nature: things change. Advances in technology and our understanding of psychology foster new ways of communicating. Ten or fifteen years ago, e-learning transformed instructional design. We’re seeing it again with the gamification of performance improvement. We are past the tire-kicking stage. As a creative director, I’ve gone from pitching ideas and hearing “people won’t get it” or “no budget,” to having my clients leap on creative ideas for game-based learning.

A Perfect Storm: Building Demand

Don’t get me wrong: corporations and companies such as mine have been developing higher-interactivity and scenario-based e-learning for years. The difference is that these types of projects would typically be a flagship effort — a shining star amidst a lot of basic interactivity courses. Now e-learning is expected to be enriched with innovative ideas and techniques from game design — from motivational elements, such as timers or badges, to connecting with learners through more-interactive storytelling. This is quickly evolving to be the new norm, and not an isolated custom event.

I’ll be happy to share my thoughts on the efficacy of game-based learning, but I’ll save that for another time. We’re in a perfect storm that’s building demand for integrating play and learning. Millennials are entering the workforce, and we need to train them the way they grew up learning — through play. The broader industry of gamification is booming, revolutionizing everything from brand loyalty to corporate wellness. And we have our own pioneers — Karl Kapp, Julie Dirksen, and more — sharing the why and how to introduce game dynamics into learning.

Game-Based Learning: Changing the Rules

Why is producing game-based learning different from standard e-learning? It used to be that the instructional designer (ID) led the design process. The ID conducted analysis, defined the learning objectives, and envisioned the interactivity (often choosing from pre-determined templates). The creative director defined the visual approach, and collaborated and brainstormed on the more-interactive elements, but the ID was steering the bus.

Enter game design. Ask yourself who has the expertise to conceptualize the game concept — a puzzle, a race, or an office simulation — and define the rules. The ID? The creative director? Your kid brother? It’s not as easy as saying, “Hey, let’s throw in a timer and some badges.” Someone has to understand and embrace the business/learning objectives, how adults learn via a gaming experience, and how learning is enhanced through the gaming elements. Someone has to define the actions, the game elements, and their behavior. Someone has to communicate the concepts to the developers, and help the project manager understand if it can be delivered on time and on budget. Someone has to present the ideas to clients and get them fired up.

Now do you get me about the Bigfoot thing?

At this moment, the shift is a tall order. It’s required a new level of up-front collaboration, and more participation by my interactive design team. The ID needs to embrace game design, and the design team needs to embrace ID principles. Are we seeing a new way of collaborating — or even a new role altogether — emerge? I’d love to hear how your teams are grappling with this issue.

Hope for the Future, Solutions for the Present

Over time, the talent pool will catch up with the demand. IDs will study up (they are good at that) and pursue continuing education in game-based learning. Game industry professionals will cross over, just as many of us started in web design and made the leap. Project managers will gain experience with the changes to process and budgets. And remember all those Millennials entering the workforce, who have deep experience as gamers. Similar to the transition to e-learning, people will learn on the job, attend schools with gamification programs, and add skills that will make them more highly valued and relevant than their peers who did not advance to the next level.

In the meantime, if you lead a team, what steps can you take?

  • Think before you leap. Simply throwing in leaderboards and badges does not successful gamification make. Who is your audience? What are your objectives? Will gamification meet them or is there a better way?
  • Don’t be held back by old rules. Designing a creative user experiences requires breaking out of your current framework. Get your A-team together and assess strengths within your existing team. Do you have IDs or developers who get it? If not, start looking for them or accept that you’ll need an outside vendor.
  • Add time in the process for collaboration. The detailed design stage is ideal for collaborative brainstorming between your creative director, instructional designer, and lead developer.
  • Support those interested in game-based learning by approving continuing education, books, and conference attendance. Empower a champion and allow her to become immersed in the field and bring ideas back to your team.
  • Be realistic. Embrace the future. It’s okay, shift happens.
  • And, for goodness’ sake, play some games!

And let’s keep looking for Bigfoot. If you catch him, you might even see your name in lights!

This blog originally appeared on Trainingindustry.com. Photo Credit: Lizette Greco via Compfight cc

Social Learning: Connecting through Shared Experiences

Learning in the workplace has always had a strong element of “social.” Think about being walked through the office on your first day by a new colleague. Or tapping the shoulder of your officemate to ask a question, and getting a quick response so you can continue your work. Think about how many challenging problems you’ve solved over lunch or a cup of coffee. These are not formal learning events: no one is showing up for a class or logging into an LMS. Yet these social learning experiences move business forward every day.

We know that informal or social learning experiences are necessary and valuable, but we need to identify ways to orchestrate and facilitate them. At a fundamental level, humans connect through shared experiences, and that connection helps people retain information. Social learning works best when individuals and teams have a genuine purpose, need, or interest (such as dealing with a common issue or problem), rather than doing something because they’re being told to. Social learning strategies should leverage what people are already doing: sharing and collaborating.

For example, for one of our retail clients, we incorporated social learning into the stores themselves. The store teams have weekly team huddles, which are brief, 15-minute, “what’s going on” meetings led by the manager. The meetings have an informal feel; there’s no formal training plan. Based on the group discussion, however, the manager has the opportunity to facilitate discussions on new product training, or suggest a role-play in which associates can learn from each other.

For a different retail client, we developed a prototype for a custom, native iPad app for new-associate training. Beyond the formal training and point-of-sale functions on the app, new associates could use it to connect with new associates at other stores. They may only have one or two new associates at a given store at one time but, across the organization, there is a larger group who can learn from each other. The app facilitates them learning about other new associates and their areas of expertise, asking questions, and sharing advice and ideas.

How about you? How have you incorporated social learning into your programs?