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In the last few weeks at Saffron Interactive there has been a lot of talk about gamification. For those that attended the recent Learning Technologies Exhibition you may have have seen one of our seminars debating the pro’s and cons of looking to videogames to provide an example for increasing engagement in Learning and development. We also developed a new mobile assessment game based on the Bribery Act. This lead to a lot of interest and also a lot of questions on what makes something an example of gamification and what practical steps can we take to bring this increasingly popular theory into the training mix?

So, shameless self-endorsement over, let’s talk about gamification! In previous posts I have attempted to provide an overview of what the term means, but the problem is that gamification can actually be quite hard to define.  It doesn’t really have an OED-worthy succinct explanation, as it’s a constantly evolving collection of ideas and design theories rather than a concept with fixed parameters. But with gamification rapidly becoming a buzzword in e-learning, now seems a good time to go back to the basics and get to grips with how gamification applies to our industry. As the pro gamers preach to e-learning professionals to think more like game designers, exactly what inspiration should designers and developers be taking?

When you break it down, the structures of gamification rely on design techniques or “mechanics” taken from popular games, which have then been applied to other sectors such as social media, advertising and e-learning.  This doesn’t mean that we have to embrace a ‘shoot ‘em up’ style of systems training, but instead developers can use this collection of ideas to pick and choose the best mechanics to achieve their goals.

I am going to share with you some simple game mechanics and suggest how they might be applied to e-learning, or even to other business situations. Hopefully by the time you’ve finished reading you’ll be able to start implementing your own gamification experiments (it’s a lot easier than people think!)

Here are my 3 simple gaming mechanics:

 

The Appointment Dynamic

“Be at a certain place at a certain time and you will receive a certain result”

This may not sound very game-like at first, but in fact this simple concept is used almost constantly in games, and lots of other places too. When you think about it, our daily routines have conditioned us to expect certain things to happen at certain times, whether that’s our morning train pulling into the station or Eastenders coming on around teatime. Game developers have used this fundamental idea in hugely successful games such as Farmville where at regular intervals player need to complete activities in order to maintain the upkeep of their virtual farm (this game currently has over 70 million players). Another example some people may remember are the Tamagotchi toys a few years back which had people waking up at all hours of the day to pick up virtual dog…well you get the idea! It is this simple expectation of time managements that keeps people subconsciously coming back and developing regular behaviours.

Idea – When asking staff to do timesheets instead of allowing them to be filled in any time only open the programme in set windows during the day? Often the difficulty with enforcing an area like time sheet compliance is that people don’t condition it as part of their daily routine. Obviously there may be a period of pain with clashes when this gets introduced but over a few weeks habits and compliance will occur.

Achievement Badges

Games use a variety of achievement based rewards to keep users playing. This ranges from digital medals in ‘Call of Duty’ to exclusive character upgrades in ‘World of Warcraft’. This is one of the more widely recognised gamification mechanics and is used very effectively by services such as Foursquare to provide motivation for users to take desired actions. This technique works best when it’s overlaid onto a social platform, or an online game like Warcraft, as the main performance driver is not that the user can see their achievements, but that they know others will.

Idea: Why not reward positive behaviours on your company intranet by allowing employees to display achievement badges on their profiles?

In case you missed the seminar I also looked at how Accenture have been using this simple idea you can find the full story here.

 

Rate of variable reward

This is a concept that originated long before gamification was ever heard of. It’s also one of the most effective, as proved by its longevity. Research has shown that humans are susceptible to scenarios where there is a degree of the unknown: the best example of this is gambling and is the main reason why it can be so addictive. Some of the games that currently have the highest levels of user playtime and engagement are built around this idea . It is illustrated very well by titles such as Star Wars “ The Old Republic” which uses a sliding scale of probabilities to randomise rewards that players receive whilst playing the game and often carrying out highly repetitive tasks. So, for example, when you open a chest containing items there is a high likelihood you will receive an average one, but a slim chance you will receive something better than you expected and a minute chance that you get something amazing!

When combined with other mechanics such as progress bars this keeps players absolutely hooked, even when doing more mundane aspects of the game, because there is a chance that something extraordinary might happen. The other great thing about the game environment is that it provides developers with almost constant feedback on a mechanic like this as they can analyse the habits of players in this virtual setting, which they manage. This means they can estimate the best probabilities to keep people engaged to the highest level possible without devaluing their rewards.

Idea: If you are trying to increase participation in filling in timesheets when they are due; why not track completion rates within a certain time period (appointment dynamic) and offer a prize draw for those who have completed and passed within the window (variable reward). You could even go a step further and award each of the users who have made it into the draw a badge to display on their intranet profile…..All of sudden timesheets are the talk of the office!

So, gamification isn’t just about having fun, it’s a valuable way to engage users and achieve serious business or learning objectives. The mechanics that I have talked about here are just some of the more common techniques that those sneaky game designers use to keep people coming back time after time. There are many more elaborate ones but hopefully these are enough to get started!

Stay tuned for more ideas around gamification and have a look at some in action from our latest show case at Learning Technologies "The Bribery Act Challenge"

The Bribery Act Challenge Login


 I’ll start with a shameless plug: Learning Technologies 2012, conference and exhibition, takes place on Wednesday 25th and Thursday 26th of this month at Olympia – and I’d love you to come and visit us on stand 33. We’ve brought together our ideas on serious games, learning on-the-move and assessment into a single engaging mobile app. If you haven’t yet registered for the exhibition, you can do so for free here: http://www.learningtechnologies.co.uk/register-now/.

Also, my colleagues Nick Baum and Alex Webb will be debating the pros and cons of gamification in workplace learning at a two seminars to be held on the exhibition floor, details online here and here. If you’re thinking “Gamification, what’s that?”, it’s the “use of game design techniques and mechanics to solve problems and engage audiences” (says Wikipedia). See also last year’s blog from Alex.
 
That’s enough plugging; let’s get down to L&D business. I’m a sceptical enthusiast for serious games. I’m enthusiastic because I think there’s much that we can bring from the compelling nature of games to the design of learning experiences. And I’m sceptical because there are challenges, both social and technical, that fellow enthusiasts seem keen to ignore, with accessibility and diversity of audience at the top of my list of concerns.
 
 
 
Let’s stick to the positive aspects for now. At Saffron, we’ve long held the belief that learning should be all about behaviour: ‘knowing how’ and ‘knowing why’ count for much more than ‘knowing that’. Which is why we say that e-learning should focus on the choices that people make in their day-to-day work: that way, the content is both obviously relevant and readily testable.  A serious game can take that idea to the limit by using ‘branching’ scenarios such that the learner has to live with the consequences of earlier choices – just as in a game (oh and, by the way, as in life, too). The more realistic and plausible the choices are at each decision point, the better the opportunities to provide performance-improving feedback. 
 
This style of e-learning design works particularly well when there’s a skill to be learnt and hence the game provides a safe environment in which to practise.  But to be a success as a serious game, it has to be just as compelling as a game played for fun: the storyline has to be plausible and engaging; the rewards and penalties need to “feel right” as well as steering the learner in the appropriate direction; and there has to be visual appeal too (subject, of course, to those concerns about accessibility).
 
So what about that game-changing behaviour my title promises?  First, I’d like to stress that gamification doesn’t simply mean designing and implementing serious games for changing behaviour and/or improving performance. There are many more, and possibly better, opportunities to use “game design techniques and mechanics” for workplace learning than that. And second, we all know that a step change in performance doesn’t come about simply from a blended programme of self-study, games, informal and social learning and so on.
 
There’s a lot of emphasis these days on creating a “learning architecture”. I’m not a great fan of the expression (but I won’t stop to say why now) though I’m fine with the sentiment. But we should always remember that bringing about behavioural change requires more than just learning, whatever forms it may take. We need an architecture that includes performance-related rewards and disincentives – reinforcement, as they say in change management : that really will be gamification in action! 
We’re looking forward to welcoming you stand 33 at Learning Technologies 2012!
 
 
 
 
 

 Looking back on last year, it seems that 2011 saw the English usage debate heat up, with plain English advocators angling their bayonets against the mountain of corporate jargon that permeates the modern workplace. And as an e-learning supplier, this is a matter close to Saffron’s heart.

 National Plain English Day, which took place at the tail end of last year, saw The Plain English Campaign’s ardent members shredding jargon-filled documents to mirror the event which took place on Parliament Green in Westminster in 1979, at its founding. 

 

Photo of original shredding, taken from www.plainenglish.co.uk

 But it wasn’t only the Plain English Campaign that stepped in to defend us from the gobbledygook clotted annals of the public information machine last year. Indeed, back in April, one of the Saffron IDs blogged about Orwell’s six rules of simple English, providing tips for how to improve the language used in e-learning courses. Another of my colleagues sent me an article on the topic by Dan Pallotta, from the Harvard Business Review. Through the link, you can cast your vote for your ‘all-time worst business buzzword’- at the moment, ‘thinking outside the box’ is winning and it’s due to the ubiquitous use of terms like these that Dan bemoans how he doesn’t ‘understand what anyone is saying anymore.’ He’s not alone. More and more bloggers, journalists and TV presenters are starting to talk about the terrible state of language in the workplace.

 Of course, this debate didn’t begin in 2011. The host of ‘tone of voice’ and writing consultancy firms that promise to banish jargon from your corporate culture for good haven’t popped up overnight. One Independent columnist wrote back in 2007: ‘I think my choice of word for banning would be "workshop."’ Other terms that get poo-pooed in the article are ‘elephant in the room’, ‘it’s not rocket science’, ‘push the needle’, ‘shoot the puppy’, ‘touch base’, ‘hit the ground running’, ‘mentoring’, ‘heads up’, ‘solutions’ and ‘get our ducks in a row.’ My favourite example of this trend towards jargon busting comes from a man quoted in a newspaper article on the topic, who shall remain un-named:

"Anyone who uses the word ‘workshop’ who isn’t connected with light engineering is a w***er."

Why does non plain English usage generate such hostility? Is it because it makes people feel stupid? Or is it because it divides people into in-groups (those who know the jargon) and out-groups (those that don’t)? Language certainly can be divisive. It was one of the catalysts for the Protestant Reformation, has caused controversy in Irish courts when defendants have asked for the right to give evidence in Irish and creates a lamentable division along social lines (think of the ‘common flower girl’ who passes as a ‘Lady’ by changing her accent). Whatever the reasons, I’m not sure that I agree that all jargon is meaningless and am uncomfortable with the Plain English Campaign’s ‘purification’ tactics or the idea of ‘banning’ words from our language.

Dan Pallotta is surely right when he says that the over-use of jargon in the workplace means that he, and perhaps many others, don’t understand a lot of what’s being said anymore. But jargon is only jargon if you don’t know what it means. The feeling of bewilderment that Dan describes in his blog is usually caused when people use language without considering their audience, as the Plain English Campaign rightly acknowledges in its aim to rid all public communication of jargon. Whilst we might not thank our doctor for telling us that the pain in our chest is caused by aortic calcification we wouldn’t object if our doctor reported a diagnosis of aortic calcification on the prescription that you’ll hand to the pharmacist.

But perhaps this is an unfitting metaphor. After all, aortic calcification is a precise term that refers to an equally precise problem. Business-speak’s many detractors would say that terms like ‘joined up thinking’ and ‘moving forward’ are general terms used precisely when people don’t really know what they mean or what they want to say. But I might have to disagree, at least in part. As cringe inducing as terms like ‘joined up thinking’, ‘pushing the envelope’, ‘deep dive’ and ‘off the shelf’ are, they do seem to mean something to the community of people who uses them. In which case, as long as it’s kept within the office, business speak might aid as opposed to hinder understanding.

Plus, is business-speak any more cringe inducing than some of the plain English that seems to be replacing it? Take Innocent’s brand literature as a case in point. Their fruit smoothie bottles tell you to ‘shake it up baby’ before drinking and promises to always eat its greens. I don’t want my fruit smoothie to have a personality. We’re grown ups and it’s belittling. Pret’s ‘hello I’m your new toastie, please eat me’ packaging is even worse.

I don’t disagree with the Plain English Campaign’s original complaint, but it seems that we’ve gone from one extreme to another when it comes to the language used in public communication. I don’t want to be spoken to by HMRC’s disembodied cipher or a personified toastie. Here’s to hoping that 2012 brings a new, more moderate, use of the English language. 

 



Chapter One

The Spirit of Christmas Plagiarism

I have endeavoured in this Ghostly little blog, to raise the Ghost of an Idea …*

As I’m sure you’ve noticed, 2012 is the year of Charles Dickens’ 200th birthday. Part of his enduring celebrity is due to modern readers being able to relate to themes discussed almost two centuries ago. Tiny Tim going hungry at Christmas still tugs on the heartstrings, while Pip’s love/hate relationship with Estella wouldn’t seem out of place on Eastenders. One of the most recognisable parts of A Christmas Carol is Scrooge’s unwilling journey of self discovery by looking at his past, present and future – I think we can all gain some insight by taking a step back and examining where we’re going and where we came from.

So, with my nightcap firmly in place (and no sign of the Muppets), let me persuade you to take a well-earned break from your mince pies and I’ll take you on a journey through the spectres of e-learning past, present and future … 

Self-examination

 Self examination – is it always a jolly affair?

Chapter Two

Click to Continue’s ghost and the haunted present.

Looking back on some of the earliest e-learning courses, it’s hard not to laugh at the rudimentary ‘interactions’ and dull narration. We’ve come a long way from clicking to continue on every page, or from thinking that a clip art course guide is the best way to engage learners. 

But the scary part is that some of these elements haven’t yet been stamped out. In an age where nearly all of us use a computer, is it really necessary to have an instruction page detailing how to use an online course? I think most of us can work out that clicking the sound icon will turn the audio on, and that the home button will take us to the homepage – after all, these mirror the websites, games and applications that we use every day.

Another element that I feel is stuck in the past is the linear structure of a lot of e-learning courses. In our ‘on-demand’ society, we are used to being able to pick and choose the information that we need, whether that’s from YouTube tutorials or Wikipedia. So why do we ask learners to trawl through content that they may already be familiar with so that they can get to the part that interests them? Sometimes it’s because the project sponsor wants their employees to cover everything on a topic, but I still think there are better ways around this. Instead of having module one working through to module five, how about letting the learner choose what they do first? That way users can focus on their priorities, which is more efficient for the business as essential skills can be learnt more quickly, and learners are less likely to lose patience with the course. 

Chapter Three

Look to the future, it’s only just begun?  

"Ghost of the Future," he exclaimed, "I fear you more than any spectre I have seen. But as I know your purpose is to do me good … I am prepared to bear you company.”

Once again, A Christmas Carol hits the nail on the head. The future is frightening. How are we going to make use of all this new technology (which is constantly evolving) without looking gimmicky? How can we keep e-learning fresh and exciting? But the race to keep up with innovation is definitely a good thing for us – it pushes us to new limits of design and structure, and will lead to bigger and better e-learning.

One trend that is currently doing the rounds is ‘gamification’ (for more on this, see Alex’s earlier blog). Although some project sponsors may be sceptical of the educational value of game based learning, I think that we’re more than able to respond to a format that truly allows users to take control. If you consider how many button combinations and complicated tactics users of Skyrim learn during the course of a game, I don’t think that it’s too much of a stretch to imagine we can use that enjoyment driven learning in an online course. In fact, we’re currently working on a Bribery Act e-learning ‘game’ which will be showcased at this year’s LT Show, which uses branching scenarios to create a ‘choose your own adventure’ style progression. Bad choices have in-game consequences, which is much more enjoyable and therefore potentially more effective than the standard ‘That’s not quite right …’

So let’s learn from our past, keep an eye on what we can make use of in the present, and aim for a truly engaging e-learning future.

Merry Christmas to all! 

 Okay, maybe I lied about there being no Muppets in this blog …

 *All quotes in italics from A Christmas Carol, by Charles Dickens. 



It’s the office Christmas party and everyone’s taking their seats at the table. Who would you rather sit next to, the rather dull colleague in the lovely dress or the one with the great stories who you really get on with? An e-learning course’s ‘look’ is important… but its ‘personality’ is paramount.

Some e-learning blogs include tips such as ‘use handwritten style fonts to make your e-learning engaging’ – but surely that’s like saying someone is interesting and likeable because they have a nice haircut? Effective graphic design and the overall presentation can make a course more user-friendly and visually exciting. However it’s a course’s voice and personality which can truly engage the learner.

Here are my five steps to engaging your learner by creating a distinct personality in an e-learning course.

1. Create a personality for the voice of the course at the beginning of the design process, rather than trying to ‘inject’ personality further down the line

If you’re at the stage where you’re adding in handwritten style fonts, it’s a bit late – the instructional design, graphic design and development need to work together to create a believable personality.

2. Set the right tone

The course speaks to your learner and aims to hold their attention for up to sixty minutes, so the tone of voice needs to be just right. Too patronising or ‘out there’ (picture someone who has drunk far too much at the office party) and your learner will cringe away. Too stuffy and formal and your learner will feel like they’re reading from a textbook, and who really remembers the order of the elements on the periodic table?

Write how you speak… It’s OK to begin sentences with ‘And’ and ‘But’.

3. Go beyond writing in the first or second person – create a person

Clark and Mayer’s theory states that personalisation ‘induces learners to engage with the computer as a social conversational partner’[1]. Would you listen to someone who comes across as arrogant, dull and perhaps even a bit thick? Probably not. Create a social conversational partner that will engage your learner – someone they wouldn’t mind sitting next to at the Christmas do!

4. Agree your style guidelines

Turn your course’s personality traits into some style rules. Imagine how your social conversational partner might speak, so instead of ‘Course objectives’ introductory screens could begin with ‘What’s coming up’. Instructional design and graphic design need to agree on these style points before you write the course, as the writing tone, images of the course guide and the overall design need to be consistent. And if your learning solution is a blend you’ll need the involvement of, say, the classroom trainer and the social media expert.

5. Avoid Bieber-esque slip-ups… check the details!

I’m sure Biebs’ PR team isn’t too happy about the allegations that a fan is pregnant with his child. This supposed dalliance just doesn’t fit his carefully constructed butter-wouldn’t-melt persona. Avoid pulling a Bieber and instead take inspiration from Innocent, the smoothie-maker and brand language God which carries its distinctive tone of voice through from website to ingredients lists on product labels.

Check your style is consistent at every level – don’t lose your learner by overlooking details such as the style of the audio voiceover and check the writing style right down to image captions and launch page text. After all, you wouldn’t want your Christmas party outfit to be let down by laddered tights.


[1] Clark, Ruth. C., Mayer, Richard. E. (2003). E-Learning and the science of instruction: proven guidelines for consumers and designers of multimedia learning. Jossey-Bass/Pfeiffer Edition. P.180. ISBN: 0-7879-6051-0

 




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