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How to Design Effective Learning Games: Sharon Boller and Karl Kapp

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How to Design Effective Learning Games: Sharon Boller and Karl Kapp

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Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"

Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.

Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"

Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.

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How to Design Effective Learning Games: Sharon Boller and Karl Kapp

  1. 1. Play to Learn: Effective Game Design By Sharon Boller & Karl Kapp
  2. 2. Things to have downloaded/prepped • Plants vs Zombies (free version on either iOS or Android) • Password Blaster by Bottom-Line Performance (free on either iOS or Android) • Register to play ATD Game Design Guru here: – kguru.co/ATDGameDesignGuru/ – Then download Knowledge Guru QUEST app for either iOS or Android (or vice versa) Bottom-Line Performance 2
  3. 3. 3Bottom-Line Performance Sharon Boller Game-lover (!), learner, instructional designer, author of books, articles, and blogs, game designer, dog-lover and owner, Mom, wife, cyclist, president of Bottom-Line Performance, Inc. Who We Are Karl Kapp Video game player/designer, perpetual student, professor, husband, father…author of books and Lynda.com courses, professor of instructional technology at Bloomsburg University.
  4. 4. 4Bottom-Line Performance
  5. 5. Let’s play a game: Sequence Game Goal Align the cards into the specified sequence within 90 seconds. Bottom-Line Performance 5
  6. 6. 6Bottom-Line Performance Set up & Rules • Form a row. Select the person whose birthday is closest to today to be the dealer. • Dealers have a 25-card deck . Deal out the cards to every other person. Do not deal cards to yourself. • Hand out all cards. • Make sure cards make it all the way to other end of row. • This might mean you need to leave two spaces between card holders. • It may mean you need to give people multiple cards.
  7. 7. 7Bottom-Line Performance Rules • Get the cards rearranged into the correct order within 90 seconds. • Every current cardholder needs to still be holding at least one card. • Cards must be in correct order with Person #1 holding the first card, Person #2 holding the next card(s), etc. • Dealer needs to be holding all discards at the end of 90 seconds. • Only cardholders remain in the row. • Only NONCARDHOLDERS may talk.
  8. 8. Correct Sequence Bottom-Line Performance 8 1. Activity 2. Explicit 3. Goal 4. Challenge 5. Rules 6. Players 7. Interactivity 8. Players 9. Game Environment 10. Feedback Mechanisms 11. Clear Cues 12. Performing 13. Quantifiable outcome 14. Emotional reaction 30 60 90
  9. 9. Our definition An activity that has an explicit goal or challenge, rules that guide achievement of the goal, interactivity with either other players or the game environment (or both), and feedback mechanisms that give clear cues as to how well or poorly you are performing. It results in a quantifiable outcome (you win/you lose, you hit the target, etc). Usually generates an emotional reaction in players.
  10. 10. 10Bottom-Line Performance Turning this into a learning game… Game Goal Stay in business and minimize costs. Align the cards while using the least amount of $$ and time to accomplish the task.
  11. 11. 11Bottom-Line Performance Set up & Rules • Each row is a business. Your business is working on an essential project. Each 30 seconds used costs your business $300,000. 30 seconds = 1 month. • The person in the left-most chair is the project manager. • Each person in your row contributes $10,000 to this cost. • Finish the task within 2 minutes and earn a bonus for each team member. • If you need more time at 2 minutes, the PM must eliminate at least two jobs. • If you are not successful within 4 minutes, your company goes bankrupt.
  12. 12. What about gamification? Using game elements in a non-game situation. • Frequent flyer programs and other customer loyalty programs • Summer reading programs • Social Media (likes, rankings, etc.)
  13. 13. Basic Game Lingo Game goal – what player(s) have to do to win. No goal. No game. Core Dynamic what game play is about; what you have to do to win. Pick a dynamic to design around; it’s easier to get started that way. Mechanics rules for players; rules for system. Rules define how people achieve the goal. Don’t make too hard or too easy. Game Elements Features that help immerse you in game play Tinkering with one feature can entirely change play experience Workbook pp 5 - 8
  14. 14. 14Bottom-Line Performance Evaluate Timeline 1. What was the game goal? Was it fun? 2. What was the core dynamic? Was it fun? 3. What were 1-3 mechanics (rules) that stood out? Did they help – or confuse you? 4. What game elements did you notice? 5. How did you know how you were doing? (What feedback did you get?)
  15. 15. 15Bottom-Line Performance Activity #1: Play/Evaluate Timeline 1. Work in your table group. 2. Play Timeline for 10-15 minutes. 3. Use worksheet on Page 9 to evaluate game.
  16. 16. Example of re-use… Knowledge Guru – Sales to Implementation Process: • 4 roles, 28-steps in process from start of conversation through support of product • GREAT re-use of concept from Timeline Bottom-Line Performance 16
  17. 17. 17Bottom-Line Performance Activity #2: Play/Evaluate Spot It 1. Work in your table group. 2. Play Spot It for 10-15 minutes. 3. Use worksheet on Page 10 to evaluate game.
  18. 18. 18Bottom-Line Performance Evaluate Spot It 1. What was the game goal? Was it fun? 2. What was the core dynamic? Was it fun? 3. What were 1-3 mechanics (rules) that stood out? Did they help – or confuse you? 4. What game elements did you notice? 5. How did you know how you were doing? (What feedback did you get?)
  19. 19. 19Bottom-Line Performance Activity #3: Plants vs. Zombies 1. Access game from your mobile device (tablet or phone). 2. Play game for 10 minutes.
  20. 20. 20Bottom-Line Performance Evaluate Plants vs. Zombies 1. What was the game goal? Was it fun? 2. What was the core dynamic? Was it fun? 3. What were 1-3 mechanics (rules) that stood out? Did they help – or confuse you? 4. What game elements did you notice? 5. How did you know how you were doing? (What feedback did you get?)
  21. 21. 21Bottom-Line Performance
  22. 22. 22Bottom-Line Performance Resources For You Pages 14 – 18 cover a ton of material. We’ll highlight as we play learning games next.
  23. 23. 23Bottom-Line Performance Main Take-Aways • Game goal ≠ learning goal - you need BOTH • Before creating game, you: – Define instructional goal and objectives; keep in focus as you design the game to achieve them. • Audience matters • As you design the game, you want learning rationale for these things: - Choice of game mechanics (rules) - Game elements to include/exclude - Rewards/scoring
  24. 24. 24Bottom-Line Performance Play Password Blaster http://bottomlineperformance.com/passwordblaster Worksheet page 17
  25. 25. 25Bottom-Line Performance Play/Evaluate Password Blaster 1. What was the game goal? Was it fun? 2. What was the learning goal? Did you learn? 3. What was the core dynamic? Was it fun? 4. What were 1-3 mechanics (rules) that stood out? Did they help – or confuse you? 5. What game elements did you notice? 6. How did you know how you were doing? (What feedback did you get?) http://bottomlineperformance.com/passwordblaster
  26. 26. 26Bottom-Line Performance Case Study: TE Town Business Goals 1. Make TE Connectivity’s products ”top of mind” for sales reps. 2. Cultivate a “customer types” mindset w/in the rep. 3. Expand parts sold per customer.
  27. 27. Learners continue through a series of minigames to learn more about the products and discover what products are relevant to the customer type. Bottom-Line Performance 27
  28. 28. Learners continue through a series of minigames to learn more about the products and discover what products are relevant to the customer type. Bottom-Line Performance 28
  29. 29. 29Bottom-Line Performance Learners continue through a series of minigames to learn more about the products and discover what products are relevant to the customer type.
  30. 30. 30Bottom-Line Performance Learners continue through a series of minigames to learn more about the products and discover what products are relevant to the customer type.
  31. 31. 31Bottom-Line Performance After completing a product, players can spend their treasury on upgrades for their town.
  32. 32. 32Bottom-Line Performance All the while they’re tracking their progress and performance and competing on leaderboards.
  33. 33. 33Bottom-Line Performance Player data appeals to achievement-focused reps
  34. 34. 34Bottom-Line Performance Things to Notice 1. There is an overall game goal (construct/build town and maximize treasury). Mini-games each have dynamic too. 2. This game is very targeted. It’s probably NOT fun if you know zero about TE Connectivity or its products. 3. Every “plot” in the town has a series of mini-games that work together to build knowledge. A singe mini-game onlky gets you so far. 4. Most players (sales reps) only to 3-5 customer types. We assume most players will NOT play to the end.
  35. 35. 35Bottom-Line Performance Case Study: Feeding the World 1. Game goal: Work together to feed an ever- increasing world population, achieving production goals each year. 2. Learning goal: Reinforce all the safety steps and environmental protection steps taught during the previous 3.5 days of a NEO workshop.
  36. 36. 36Bottom-Line Performance Game play consists of four “rounds” with 7 turns to a round. Each round equates to 1 year of time. Number of people to feed each year increases to match real-world increases. The 7 turns mimic the 7 steps of mine to market process. Play complexity increases in final two rounds.
  37. 37. 37Bottom-Line Performance Resource cards – Total of 8 resources you can use on each turn. Most turns require 1-2. Inspector Cards – Reflect “chance” and can help or hurt your performance. You draw Inspector cards if the Inspector symbol comes up on a die roll.
  38. 38. 38Bottom-Line Performance Scenario Cards – Drawn on every turn. Player reads scenario aloud and 1) chooses the appropriate resource(s) to handle the scenario, 2) describe specifics of how resource(s) get used. After responding, player hands card to teammate on his or her right. That player flips the card and reads the correct response. Correct responses let team earn a phosphate toward the goal.
  39. 39. 39Bottom-Line Performance Learning + Game 1. Company mission linked to game goal. 2. Progress through game mirrored real-world process of going from mine to table. 3. Learning goal is to get players to match on-the-job resources to real-world scenarios they will encounter and to correctly identify appropriate use of resources. Game elements matched this. 4. Game element being collected (phosphate) is what the players actually mine. 5. Game board illustrated 7-step process. 6. Ever-increasing # of people to feed mirrors real-world statistic. 7. Chance cards reflected good/bad things that really happen on the job. 8. Mining inspections incorporated as “chance” element as well.
  40. 40. 40Bottom-Line Performance Zombie Sales Apocalypse
  41. 41. 41Bottom-Line Performance Evaluate Zombie Sales Apocalypse 1. What was the game goal? Was it fun? 2. What was the learning goal? 3. What was the core dynamic? 4. What were 1-3 mechanics (rules) that stood out? 5. What game elements did you notice? 6. How did you know how you were doing? (What feedback did you get?)
  42. 42. 42Bottom-Line Performance Learning + Game 1. Company sales model linked to game goal. 2. Progress through game mirrored real-world process of making a sales call. 3. Learning goal is to get players to engage in an appropriate conversation with the sales representative and properly apply the sales model. Game elements matched this. 4. Making progress in the game by moving from receptionist to physicians in the Physician's office mirrors “whole office” call process. 5. Game play required application of sales model. 6. Zombies attacking player mimics stress and time constraints of actual calls. 7. Chance occurrences reflect good/bad things that really happen on a sales call. 8. End of game questions requires player reflection of her activities in the game. 9. Player/learning is given feedback related to their performance in the context of the sales model.
  43. 43. 43Bottom-Line Performance
  44. 44. 44Bottom-Line Performance Best Practices 1. Design the learning game to meet specific instructional objectives. 2. Embed the learning game into a curriculum. 3. Keep rules, scoring and leveling simple. 4. Get learners comfortable with the rules and game play before they start. 5. Do not focus the game on “winning” only.
  45. 45. 45Bottom-Line Performance Best Practices 6. Create the game so learners work in groups. 7. Make the game interactive. 8. Plan for replayability. 9. The cognitive activities in the game should match the cognitive activities on-the-job. 10. Determine metrics ahead of time. 11. Winning should be primarily a result of knowledge acquisition or creation.
  46. 46. 46Bottom-Line Performance Pitfalls 1. Undertaking this process without playing games. 2. Skipping playtesting. 3. Skipping the pilot. 4. Trying to teach everything. 5. Focusing only on fun.
  47. 47. 47Bottom-Line Performance Review: Game Design Guru 1. Create Guru account and game login: 2. Play World A of the game. kguru.co/ATDGameDesignGuru/
  48. 48. 48Bottom-Line Performance
  49. 49. DumpADDIE; goagileinstead (iterative) Playtest. Playtest. Did I say playtest?
  50. 50. 50Bottom-Line Performance Prototyping… what is it? • Visuals are probably better than words here. • http://www.youtube.com/ watch?v=k-nfWQLmlMk
  51. 51. 51Bottom-Line Performance Prototype Example
  52. 52. 52Bottom-Line Performance Prototype Example
  53. 53. 53Bottom-Line Performance Prototype Example
  54. 54. 54Bottom-Line Performance What you can learn from a prototype • How effective your game is at helping people learn what you want them to learn. • How engaging the game will be to learners. Do you have a “fun enough” game goal and is your core dynamic one that keeps people interested? • How effective the game elements are that you are using. Do the elements support your learning experience or detract from it? • How clear the rules are AND how they affect the fun and the learning. • The cognitive load on the learner – too high, too low, just right? • How complex the game might be to produce (without the expense of producing it before you find out!)
  55. 55. 55Bottom-Line Performance How do you create one? • Paper • Scissors • Crayons or markers • Tape
  56. 56. 56Bottom-Line Performance Activity: Learning Game Design Your Task: As a team, create and playtest a learning game. 1. Use game topic & content provided on page 25. 2. Decide on a core dynamic from list provided. 3. Determine a theme and a game goal. 4. Decide cooperative or competitive. 5. Create a paper prototype, defining game mechanics (aka rules) as you go. 6. Playtest in your group. Worksheet on page 26 is where you document game design/rules, etc.
  57. 57. Building first prototype Task Elapsed time suggestion Review worksheet; gain understanding of instructional need, audience 15 minutes Choose a core dynamic (or 2 if you want to push yourself 20 minutes Choose a theme and a game goal. 15 minutes Start building game content and selecting game elements (strategy, chance, time, etc. Define and document game rules out as you go. 30 minutes Put together the prototype 40 minutes Do internal playtest; tweak as needed 20 minutes Bottom-Line Performance 57
  58. 58. 58Bottom-Line Performance The Internal Playtest Use guidelines on page 28: • Do game goal and learning goals complement one another? • Were we engaged throughout game play? • Are our rules at right complexity level for our audience and the training situation? • Do our game mechanics and game elements support real- world context? • Are our rules clear?
  59. 59. 59Bottom-Line Performance Make Decisions! What do you need to revise? • Review your feedback. • Agree on changes to make tomorrow at start of day.
  60. 60. 60Bottom-Line Performance So what did you learn today about designing good learning games?
  61. 61. DAY 2: LET’S REVISIT THE GURU Open mobile app. Play World B of Game Design game for 10 minutes.
  62. 62. 62Bottom-Line Performance Day 2 starter 1. Play World B of the game. kguru.co/ATDGameDesignGuru/
  63. 63. 63Bottom-Line Performance Revise Games 1. Take 30 minutes to revise your games. 2. Take 15 minutes to prepare for an external playtest with another team. Use the Field Guide to Playtesting on page 29 of workbook to plan your playtest.
  64. 64. 64Bottom-Line Performance Do external playtest – 45 minutes 1. Pair up with another team. 2. Execute playtest on one team’s game and then flip and do the other game. 3. Max time per game – including debrief – should be 30 minutes.
  65. 65. 65Bottom-Line Performance Final team meetup & revision session 1. Regroup with your own team. 2. Agree on what needs to be revised in your design before you move to actual development phase work.
  66. 66. 66Bottom-Line Performance Game Development Tools
  67. 67. DIY* resources 67 Build It Yourself Tools and Templates • Google “Game making resources” LOADS of stuff comes up such as this: • https://boardgamegeek.com /thread/933849/designers- resources-list • Thaigi – tons of FREE game ideas on his site!! Relatively low-cost options: • eLearning Brothers templates for simple games • Knowledge Guru platform • C3 Softworks *Factor your time into “free.” You are NOT free. You cost your company $$.
  68. 68. Game Salad
  69. 69. Twine An open-source tool for creating interactive, nonlinear stories. https://twinery.org/
  70. 70. Chat Mapper Tool for writing and testing nonlinear dialogue and events.
  71. 71. Chat Mapper dialogue tree.
  72. 72. GameMaker Studio 2 Programming background NOT required, though helpful. Medium complexity to use; lots of support available. Amazing quality; no 3D. Rapidly growing in usage; strong user community built-in tutorials. GameMaker allows you to structure your game to work with a client/server model, dealing with all of the network management behind the scenes, while allowing you to focus on the game itself. https://www.yoyogames.com/
  73. 73. The Gamecrafter https://www.thegamecrafter.com/
  74. 74. Gameboard Backgrounds Shutterstock https://tinyurl.com/Shutterstockgames
  75. 75. Adobe Stock https://tinyurl.com/Adobegameboards
  76. 76. iStock Photos https://tinyurl.com/iStockGameVector
  77. 77. 78Bottom-Line Performance Raptivity: Templates • Template driven games. • Simple to use, little to no customization. One time events. • Free trial available. • www.raptivity.com
  78. 78. 79Bottom-Line Performance eLearning Brothers: Templates • Template driven games. • Simple to use, little to no customization. One time events. • Dozens of different templates for different types of games. • http://elearningbrothers. com/elearning-game- templates/
  79. 79. 80Bottom-Line Performance Construct2 HTML5 game creator by Scirra • Programming background NOT required. • Free open source game framework for the development of desktop and mobile HTML5 games. • Games using the tool can be made in JavaScript or TypeScript and features a Canvas and WebGL renderer that can automatically swap between the tools based on browser support. • Tutorials, user community. • http://phaser.io/
  80. 80. 81Bottom-Line Performance Unity • Complex to use. • Typically used for highly immersive experiences, simulations. Very, very powerful in terms of what it can do. • Can be 2D or 3D. • Users tend to have programming background or expertise. • https://unity3d.com/unity
  81. 81. 82Bottom-Line Performance Lumberyard • Programing knowledge necessary. • Typically used for highly immersive experiences, simulations. Very, very powerful in terms of what it can do. • Can be 2D or 3D. • Built in Multiplayer Capability. • Users tend to have programming background or expertise. • https://aws.amazon.com/lumberyard
  82. 82. 83Bottom-Line Performance Unreal • Programing knowledge necessary. • Typically used for highly immersive experiences, simulations. Very, very powerful in terms of what it can do. • Can be 2D or 3D. • Built in Multiplayer Capability. • Users tend to have programming background or expertise. • https://www.unrealengine.com/blog
  83. 83. 84Bottom-Line Performance Genie Game-Based Authoring Tool • No experience with this tool, but platform and company look very intriguing. • SaaS – pricing starts at $5,500 US dollars for 1-year subscription. • Designed specifically for eLearning. • http://www.growthengineering.c o.uk/genie-content-authoring- tool/
  84. 84. Lynda.com (LinkedIn Learning)
  85. 85. Turbosquid, 3D Assets https://www.turbosquid.com/
  86. 86. Blender
  87. 87. 88Bottom-Line Performance Knowledge Guru • SaaS – pricing starts at $9,999 for one-year subscription. Includes 3 apps (Legend, Quest, Drive). • Designed for corporate learning audiences. • http://www.theknowledgeguru. com
  88. 88. 89Bottom-Line Performance Kahoot! • Gamifies learning; intended for virtual ILT as well as face-to-face ILT. Not for asynchronous eLearning. • Instructor displays questions or polls. Learners respond via mobile device. • FREE!!!!! • https://getkahoot.com/
  89. 89. 90Bottom-Line Performance So what did you learn today about designing good learning games?
  90. 90. 91 Get your copy! 25%salegoingonrightnow! UsecodeMIDSUMMER17 www.td.org/Publications/Books/Play-to-Learn
  91. 91. Thank you! Sharon Boller President Bottom-Line Performance, Inc. Sharon@bottomlineperformance.com @Sharon_Boller (Twitter) Karl Kapp Professor of Instructional Technology Bloomsburg University karlkapp@gmail.com @kkapp (Twitter)

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