During the Wednesday morning ASTD2013 session with Karl Kapp, we were “sold” on Gamification for learning. Session W306 with Julie Dirksen filled in some of the design gaps.
If, like me, you believe gamification for learning is worth exploring, you might be getting started on your first attempts at game design. When you have your basic idea for a game or how to bring game-mechanics into a learning initiative, what do you need to keep in mind to be successful? What specific game design principles must be followed? Julie Dirksen suggests the following….
Feedback mechanisms have to be used well
Dirksen says that to create good learning you need to give extremely frequent feedback, in diverse ways.
EA sports games are designed so you have to make a decision every 1-2 seconds and you get feedback on this every 7-10 seconds. Knowing where you are and how your behaviour has impact on results is important to keep players in flow. Flow is one major reason why gamified learning is more motivating than non-gamified learning.
As your game starts, build in feedback mechanisms that help players to learn how the game works and how they can progress. This approach is also used a lot in video games. The player is taken through simple situations in order to learn the rules of the environment and how to control her actions. When enough feedback has been given to really understand the basic principles, we can throw in something to take them to the next level of the game.
Another important element in giving feedback is to make it seem more “consequential”. This means that the feedback style itself is linked to the context or impact of the behaviour that leads to it. The example given is of a safety/security training: Instead of giving a simple verbal or text-based feedback that says “wrong answer”, players get a big noisy “BOOM!!” sound with a scary message about having just blown up the facility. In this way, the feedback style is linked to the desired learning and the environment in question.
According to Dirksen, these kinds of feedback approaches are far more effective than random badges and points that go no-where.
People only give their attention if they want to
When Dirksen asks “How long can you pay attention to something?” the participants of session W306 are careful not to give big numbers. Thinking of our own school experience and what trainers tell us in “Presentation Skills” training, we know it can’t be too long and we answer “about 10 minutes”.
“But it’s not true”, says Dirksen, adding that “some people watch all 3 extended “Lord of the Rings” movies back-to-back at the cinema.”
The fact is that if you give players/learners/spectators what they want, they will give you their attention. In my opinion, the following 3 ideas will help:
- Start with an open-loop to build intrigue (see notes on Karl Kapp’s session)
- ..but be sure they finally do get the answer to the 3 most important questions
- Be sure the structure of the game becomes known (easily) to the players
People respond best to relevant rewards they get now
Dirksen spoke to us about the way rewards should be used in gamified learning.
In much training, participants don’t really realise “what is in it for them” until quite late in the process. And the rewards that are given for learning or game performance (feedback or other rewards) are not given until quite late, maybe only after the game. But psychology and everyday life show many examples of how people focus more on immediate rewards and less on rewards that comes later. The obvious example is of smokers who choose to have un-healthly pleasure now over health (or lack of bad-health) later. The major exception to this basic rule is that if the reward appears to be very high, we will be willing to wait for it. (And the further away the reward is, the bigger it needs to be.)
So unless you have a really good pay-off, bring in game rewards early on.
Rewards also have to be meaningful to the learner. Random badges, points and prizes do not improve game performance over time. Dirksen gave the example of how the inherent reward of the learning itself in a maths class could be better tailored to fit participants by using problems and examples that are related to their own reality. For example, for future entrepreneurs who need maths training, rather than creating a random maths game, you could create a maths-game around the ideas of successfully running a business.
This last point reinforces another Dirksen tip: Match game deliverables to desired behaviours and business deliverables
Dirksen showed as a simple game created for call-centre learners who needed to remember not to give away sensitive information to competitors who might call them pretending to be clients. In order to achieve this, they were asked to play a game where different logos floated down the screen and they had to shoot the ones of their competitors. Although the first look might suggest this is fine (it reinforces the idea that competitors are “bad”) Dirksen said it failed on several levels:
- In reality, call-agents do not see the logos of their competitors when they call. The game did not involve the actual behaviours they should look (or listen!) out for.
- Most call-agents do not have guns at work 🙂 The winning game behaviour did not match the desired real-life behaviour.
- The game-behaviour was very aggressive and might encourage call-agents to be aggressive towards any competitors they did encounter in their calls.
Challenges must be incremental and in line with the players current competence
If I place my daughters by the tennis court opposite the Williams sisters, not only will they lose, but they will likely find it very stressful and not learn very much. To be effective with gamified learning, challenges must fall within the “flow-zone”…
According to Dirksen, much traditionally training falls into the boring side of the chart, not because it is inherently boring, but because of the lack of challenge. Using a gamified approach, we can create challenge, but we must be careful not to go too far too quickly as this can bring stress to the learner. And as competence rises, so must the gamified challenge…
Having listened to Dirksen and Kapp at the ASTD2013 ICE, I had the opinion that many elements of my own training could be dramatically improved by the use of game. But even if I don’t want to gamify things, I think it is important to align training with these principles of feedback, attention, reward, deliverables and challenge.