107 5 Powerful Ways to Use Games in eLearning
10:45 AM - 11:45 AM Tuesday, March 27
Salon 5
Games can be a powerful tool for improving business performance. With advances in technology and expertise, new opportunities are opening up to use games to meet all kinds of workplace challenges. From increasing sales to upskilling managers to preventing compliance breaches, eLearning games are versatile and full of potential. But how do you match an eLearning game to a business problem? And can you balance playability with practicality in a corporate setting?
In this session, you’ll look at the science behind games: how they aid information transfer, support better decision-making, and encourage behavior change. You’ll study practical examples of eLearning games and explore new ways to use them in the workplace. You’ll also examine the creation of games, including the use of media, and how you can design games to align with a corporate culture and brand.
In this session, you will learn:
- About the learning rationale for games in eLearning and the science behind it
- Which types of business problems or challenges games can support
- About types of games, and when and how to use them
- From case studies and examples of games, including in eLearning, VR, and video
- About game tools, technologies, and expert tips
Audience:
Novice to intermediate designers, developers, and managers.
Technology discussed in this session:
Games, VR, and video.
Louise Pasterfield
Managing Director
Sponge UK
Louise Pasterfield is the managing director of Sponge UK with more than 20 years’ experience in learning and design. Her focus is on making learning absorbing so people can immediately apply what they have learned to the workplace. She works with forward-thinking organizations to use advanced technologies to deliver better performance. Louise regularly speaks at leading exhibitions and conferences on eLearning developments, technology, and learning solutions, sharing her knowledge and real-life experience with clients around the world.
Jason Butler
eLearning Developer and Games Evangelist
Sponge UK
Jason Butler is an eLearning developer and games evangelist for Sponge UK, and previously a creator of indie games. User experience is central to his vision of what digital learning can and should be. Jason works with global businesses to develop eLearning solutions that deliver tangible business results while delighting learners. The first-ever recipient of the Learning Developer of the Year at the Learning Technologies Awards, Jason regularly speaks on eLearning games at key learning conferences in the UK.
211 Best Practices for Implementing Gamification
1:00 PM - 2:00 PM Tuesday, March 27
Salon 14
Gamification is an important and powerful strategy for influencing and motivating people. Unfortunately, many people think that gamification means adding a game to their learning program or making a computer or video game. Because of this confusion, combined with a lack of real-life case studies of gamification successfully applied to learning programs, many learning professionals do not understand how to deconstruct games to effectively drive the learning and behavior they need.
Using case studies from real-life programs at organizations such as Brown University, Amazon, Wyndham Properties, and ATB Financial, you’ll learn how and why gamification works, in what context it is most effective, and what the limits are to this approach for employee engagement in corporate learning and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
In this session, you will learn:
- How to create a fun, collaborative gamification experience to achieve business objectives
- How gamification tackles challenging problems and provides real-time understanding of challenges
- How to structure gamification mechanics and motivators to generate needed change
- How to map a practical method for approaching gamification in your organization
Audience:
Novice to advanced designers, developers, project managers, managers, and directors with a foundational knowledge of instructional design.
Technology discussed in this session:
eLearning, LMS, and microlearning.
Monica Cornetti
President
Sententia
Unlike other gamification practitioners, speakers, and consultants, Monica Cornetti has focused intensively on the latest immersive engagement techniques and the latest research in the adult education, corporate training, and talent development fields. A gamification speaker and designer, Monica was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry. At the intersection of learning and play, she is leading a team of trusted, cutting-edge curriculum designers and developers to improve the performance of individuals and organizations across the globe.
310 Gamification vs. Serious Games: Differences and Similarities for L&D
2:30 PM - 3:30 PM Tuesday, March 27
Salon 2
Gamification and game-based learning are both buzzwords in the education and training industry. Although both are innovative ways to train your learners, they cannot be used interchangeably. While both relate to education, how they do so varies considerably. Organizations are warming up to the idea of using gamification and serious games to train their employees. However, many organizations are still unsure of the benefits of gamifying their training needs.
This session will examine the benefits and best practices, along with the contrasts between serious games and gamification of learning. Every organization has its own unique learning needs, and just because it is cool to gamify does not mean you should do so in every situation. In this session, you will explore the approaches to using gamification and the aspects of gamification and serious games that make people want to play. You will also use examples and case studies to discuss similarities and contrast differences between gamification and serious games.
In this session, you will learn:
- About best practices to ensure a successful understanding of gamification
- About first steps you can take into the gamification realm
- What to look for when implementing gamification into your learning
- What learning means in a serious game
- How to nurture a serious game
- How to evaluate a serious game
- When to implement serious games—and when not to
Audience:
Novice to advanced designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Whiteboard and HDMI projector.
Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.
313 BYOD: Dial Up the Creativity in Your Storyline Game Interactions
2:30 PM - 3:30 PM Tuesday, March 27
Salon 13
Gamifying your courses can be a real creative challenge. However, it becomes a little easier when you can add familiar game elements to your web-based courses like timers, health meters, progress trackers, navigation joysticks, etc. The good news is that Articulate Storyline 3 and 360 make it easy to create all of these things by leveraging the new dial interactive object functionality.
In this hands-on session, you will create timers, meters, and virtual joysticks in Storyline 3 or 360 using the built-in dials feature. You will experience the ease with which you can build these items and explore different ways to utilize these objects in your gamified learning projects. You will leave the session with a few new tools under your belt, and a renewed commitment to explore and invent creative uses for other Storyline standard tools and functionality.
In this session, you will learn:
- How to use the Storyline dial interactive object to create interactive objects that are not dials
- How to make them functional with variables and triggers
- How to effectively incorporate the objects you’ve created into your gamified courses
- Best practices for game elements, as shared by the instructor and other participants
Audience:
Intermediate to advanced designers and developers. This course targets Storyline users looking for creative ways to add game elements to their projects. Participants should have a basic knowledge of Storyline 3/360, as well as some understanding of triggers and variables. Some knowledge of creating graphics is helpful but not required.
Technology discussed in this session:
Articulate Storyline 3/360: dials, variables, and triggers. JavaScript will be discussed lightly, but no knowledge of JavaScript is required.
Participant technology requirements:
Laptop running either Storyline 3 or 360 (trial version is OK).
Owen Holt
Sr. Manager, Training & Knowledge Management
Q2
Owen Holt is a manager of talent development with Lithium Technologies. He has over 25 years of experience in the learning and development field, including 12 years managing training development and delivery for global audiences. His experience also includes developing training as a profit center for two startup software companies, and consulting with a sales organization to improve its sales culture through revitalized training solutions.
408 Tilt and Turn to Learn with Captivate Games!
4:00 PM - 5:00 PM Tuesday, March 27
Salon 14
What if you could get your learners out of their seats and spinning in circles? This presentation will demonstrate a game that does just that. Then you will learn about the advanced actions and JavaScript that made it possible.
In this session, you will see a few use cases and the mechanics of Adobe Captivate’s new WHILE condition. You can use the WHILE condition as a timer and as a way to react to the device orientation and angle. You will also learn about the JavaScript needed to capture a mobile device’s orientation and angle and feed those numbers into Captivate. Plus, you’ll get to participate in a real-time demonstration of this engaging, fun interaction! You’ll be out of your seat and laughing while you learn about Orlando.
In this session, you will learn:
- How to create a game-based learning course using Captivate
- How to use the WHILE condition/loop
- How to access the mobile device’s orientation and angle with JavaScript
- How to execute JavaScript using Captivate
Audience:
Intermediate to advanced designers and developers with basic Captivate and instructional design skills.
Technology discussed in this session:
Adobe Captivate (latest version).
Pooja Jaisingh
Senior Director, Digital Learning
Icertis
Pooja Jaisingh works as a senior director of digital learning at Icertis. She has created several award-winning eLearning courses and authored books and video courses on eLearning tools and technologies. In her previous roles, she worked as a principal eLearning evangelist at Adobe and chief learning geek at a start-up. Pooja is CPTD-, and COTP-certified. She holds a master’s degree in education & economics and a doctorate in educational technology.
James Kingsley
Senior Director Product Development
ELB Learning
James Kingsley, with a rich tenure of over 15 years in the eLearning domain, has always had a penchant for morphing tools and applications to achieve beyond their initial capacity. His recent venture, MicroBuilder, is a testament to his innovative prowess. Developed at ELB Learning, MicroBuilder is conceived to equip eLearning developers with a streamlined pathway to craft MicroLearning modules. His expertise stretches across a wide technical spectrum including Node.js, Vue, Mongo, with particular adeptness in integrating APIs, xAPI, SCORM, and extending the capabilities of existing tools. Besides being a seasoned coder, James has an eye for identifying and molding viable eLearning solutions, making significant strides in web, mobile, and desktop-specific realms. His relentless pursuit of refining and evolving eLearning solutions continues to mark a substantial footprint in the industry.
SMM201 Gamification and Microlearning: Measuring Real-Time Results to Adapt Learning, Automatically
10:00 AM - 10:45 AM Wednesday, March 28
Expo Hall: Management & Measurement Stage
In this session, you will learn why gamification is an almost perfect vehicle to deliver microlearning.
Join in to find out what types of microlearning are applicable to gamified delivery, and what it takes to create them; how they can be “fed” or “pushed” to learners; what deep gamification is; and how “engagement automation” and “guided adaptation” apply. You will then explore what happens when learning and performance data is available in real time, and how this can turn learning from personalized (i.e., determined by needs before learning begins) to adaptive (determined in real time).
In this session, you will learn:
- What modern gamification is, and how it differs from “points, badges, and leaderboards”
- Which microlearning strategies apply to gamification
- About use cases that work well for gamified microlearning engagement
- Why engagement automation is important for creating mass engagement at scale
- About the difference between personalized and adaptive learning
Audience:
Novice to advanced designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Gamification, performance data, and microlearning.
Roni Floman
VP Marketing
GamEffective
Roni Floman is a vice president of marketing and product evangelist for GamEffective. She has been involved with GamEffective since 2013. Prior to that, she was a consultant for numerous technology start-ups and led business development at telecom and enterprise software companies. Roni holds an LLB degree, magna cum laude, from Tel Aviv University and an MBA from INSEAD. She is also a published author.
704 Rapid Prototyping Serious Games Using the Business Model Canvas
2:30 PM - 3:30 PM Wednesday, March 28
Salon 15
When you begin creating serious games, it’s not uncommon to wonder what you need to figure out first. One of the best places to start is with the processes you’ll use. You might think you’d have to learn all-new, game-development-specific methodologies in order to plan, prototype, and build your game—but there are business approaches you might already be familiar with that can work equally well for getting started in game design.
The Business Model Canvas, a common template process for strategic management, can provide you with a plan to visualize new business ideas. This session will show how you can also use this model to design a successful game. By using the Business Model Canvas, you’ll create a starting point for all participants to visualize the project in its initial development process and allow for rapid changes and pivots. In this session, you’ll walk through the steps of using the Business Model Canvas to complete a successful plan that addresses the concerns of your stakeholders and final audience.
In this session, you will learn:
- How to introduce the Business Model Canvas to all project team members
- How to define the value proposition to each customer segment
- How to identify the elements of a minimum value product (MVP) to refine your ideas in the Business Model Canvas
- How to define the customer relationship with your game, create the delivery channels, identify key partners and suppliers, and establish the cost structures
- How to evaluate all of these elements and create a cohesive plan
Audience:
Novice to intermediate designers, developers, project managers, and managers.
Dennis Glenn
Professor
DePaul University
Dennis Glenn is a professor at DePaul University. His instructional design and eLearning experience was honed when he joined Northwestern University as manager of the advanced media production studio, later being promoted to assistant dean for distributed education at the School of Communication. Dennis has designed interactive virtual patients for the medical industry that assess the cognitive decision-making abilities of surgeons, doctors, and nurses. He has taught at universities including Northwestern, Columbia College, Lake Forest Graduate School of Management, and DePaul’s Graduate School of New Learning, where he teaches in two domains: engaging social media, and mastery learning using serious games.
804 Rapid Learning Game Development: How to Create a Board Game Fast
4:00 PM - 5:00 PM Wednesday, March 28
Salon 14
Save That Sale! is an award-winning multiplayer board game that engages the players in resolving the business challenges around revenue capture, profitability, and customer engagement in order life-cycle management in an omni-channel world. This game was designed, developed, and printed in six weeks. You will walk through the steps from idea to completion, and you’ll leave with a process you can follow when designing board games.
This session will explore how to collaborate to build a game—from idea to print and play in six weeks. In supply chain commerce, consumers expect one fulfilling experience online, in store, across channels. The challenge is to act in concert across all channels to achieve the best customer experience and profitability for the company. The best and fastest way to win is to work together across the channels to “save that sale!” You will see a real-world design process: from ideation to rapid prototyping and playtesting.
In this session, you will learn:
- How to identify course ideas that would make good games
- How to take a course into the game ideation phase
- Rapid prototyping techniques for game design
- Why you must playtest and iterate many times
- What to include in the final published game
Audience:
Novice to intermediate designers, developers, project managers, and managers.
Deborah Thomas
President
Silly Monkey
Deborah Thomas, the president of Silly Monkey, consults on game-based and traditional learning, mLearning, and eLearning. Among her many honors, Deborah received the 2011 Fun and Serious Games Award for Europe, the 2009 Dugan Laird Award, and the 2009 ASTD Atlanta E-Learning Excellence Award. She has contributed to several books, and has served in leadership roles for the Atlanta Chapter of the Georgia Game Developers Association, ASTD Atlanta, the Technology Association of Georgia Workplace Learning Society, and the North American Simulation and Gaming Association. Deborah earned a BA degree in journalism and education from the University of South Florida and holds numerous training certificates.
808 Using Game Mechanics to Design Serious Games
4:00 PM - 5:00 PM Wednesday, March 28
Salon 2
Feeling like you can’t get past gamification? Tired of matching, memory, or Jeopardy-style games? Everyone hits creative road blocks. Maybe you see a great example of a learning game online but feel held back creatively by learning objectives. How do you create a serious game while ensuring you meet your learning objectives?
In this session, you’ll learn about common game mechanics and how to apply them to serious games in learning. You’ll walk away with real gameplay and game-based learning examples that can achieve almost any learning objective.
In this session, you will learn:
- Why serious games perform better than gamification
- What components make quality game design
- How to interpret game mechanics in gameplay
- How to apply game mechanics in your design
Audience:
Intermediate designers, developers, managers, and directors with general knowledge of gamification, game-based learning, and serious games.
Tara Aiken
Senior Manager, L&D Strategy and Operations
Target
Tara Aiken is the senior manager of L&D strategy and operations for Target. Tara, who was previously in charge of instructional design and media at Life Time Fitness and instructional design for C.H. Robinson, has developed and implemented strategies for instructional technologies and design for experienced design teams and teams of subject matter expert instructional designers.
908 Using Games to Develop Cross-Functional Teams in Distributed Workforces
8:30 AM - 9:30 AM Thursday, March 29
Salon 14
Many companies depend on geographically dispersed workforces to succeed. Yet managers who lead global teams are up against stiff challenges. Forming successful work groups is difficult enough when people share the same office, but when team members come from different cultural, linguistic, and functional backgrounds, misunderstandings can arise more easily. Without a plan to help distributed teams work well together, accountability can become problematic and cooperation can deteriorate into distrust.
In this case study session, you will discover how Autodesk is improving the performance of global teams by giving them coaching and coordination practice inside a game. You will learn how vicarious learning, coaching, and reflective practice inside an MMORPG can be used to cultivate skills and sensibilities for building trust and accountability across time zones and cultures. You’ll explore how immersive simulations parallel the essential communication and coordination challenges of real-world situations, enabling your team members to learn from mistakes in psychological safety. You’ll learn how to craft the reflective practice and action learning experiments that develop world-class team skills.
In this session, you will learn:
- What makes a good program design for developing competency in team skills, and what matters most for developing these skills across different geographies, cultures, and functions
- How games can be effective in building team skills, and which game platform characteristics are most effective for role-based coordination practice
- What outcomes this game-based method is producing in clinical care, EPC, and public sector operational environments
- What evidence is most relevant to demonstrate the success of this approach to stakeholders
Audience:
Intermediate to advanced designers, developers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
Videoconferencing (Zoom), MMORPGs (WoW), VoIP communications, instant messaging collaboration and social media (Discord), mobile integrated LMS, VoIP data capture, and sentiment analysis.
Phillip Crockford
CEO
V-Teamwork
Phillip Crockford is the CEO of V-Teamwork. He has more than 30 years’ experience in management, and in coaching people in building trust and accountability, boosting productivity, and improving performance. His interventions have produced millions of dollars in annual savings for clients. Phillip has coached management teams to accelerate delivery of infrastructure projects worth more than $2 billion, realigned executive teams on successful strategies, and reduced critical cycle times by up to 50 percent. His clients have included Autodesk, Rio Tinto, Queensland Health, the US Army, and the Canadian men’s ski team. Phillip has served on the board of the International Coach Federation (Australasia).
Danny Ryan
Director, Technical Training
Autodesk
Danny Ryan is a director of technical training and development at Autodesk, focusing on both the horizontal development of engineers as they add new technical skills and vertical development where learners grow their technical leadership skills. Danny is an electronic engineer who has worked at Philips (NL), DEC, and Cypress Semiconductor before coming to Autodesk. He made the transition from engineering and engineering management to learning and development about 10 years ago. Danny has implemented several major programs, including a six-week engineering boot camp and a virtual leadership development pilot.