Deborah Thomas, president of SillyMonkey, has an
inspired solution for insipid compliance training: Serious
learning games. But why limit yourself to compliance training?
Serious learning games—and well-constructed gamification—can enhance any
eLearning.
“Games are exciting because they use people’s core compulsions,”
Thomas said. These include a compulsion to collect things, which, she said, is
what drove the appeal of Pokémon Go. People also like to organize things, as
illustrated by the appeal of Bejeweled. It’s possible to build these
compulsions into learning games, so long as it’s meaningful and ties in with
the learning objectives, Thomas said.
Playing to these compulsions helps hook learners and draw
them into the game; it also reinforces the learning. “They’ll play until they
get it right—and that’s what helps us embed the learning,” Thomas said. “People
don’t mind failing when it’s fun and interesting like that.”
The serious game framework also leans on the element of
story. A great story engages learners’ attention while teaching content,
procedural steps, sequencing, prioritizing—whatever the needed lessons are. “Having
a story that people can connect to—that means having a protagonist that
somebody cares about, and building in the back story,” she said.
Harness the power of storytelling
Building
training around stories doesn’t require a huge budget or massive
manpower. “A small team can create a good story—and we’ve got the topics for
it,” in compliance training, Thomas said, whether you’re creating safety
training or teaching people the HIPAA rules or to recognize and prevent
harassing behavior. “We can build stories on that stuff so easily.”
“We want people to be intrigued by what we’re telling them,
and adding stories is so fun to do anyway. I think it helps us as designers,”
Thomas said. “We get more excited about what we’re designing and developing,
and then the learner gets excited about it as well. It’s win, win, win.”
Addressing resistance to games, gamification
Many in the industry don’t like the idea of using
games or gamification in eLearning. Thomas pushes back against that
attitude. “It’s not fair to give gamification a bad rap,” she said. Any
approach can be poorly implemented. “We have lots of examples of poorly
designed instructional learning and videos…”
And badly executed gamification: “Poorly designed
gamification is when you take the course, and then you add some fun questions
to it. You stop the learning to ‘now let’s ask some questions and do it in a
fun way,’” she said. “If you have a training course that’s already developed,
and you want it to be more interactive, then we add gamification to it. It can
be done well. But you really do need to tear the course apart a little bit to
embed the game elements so it’s part of the learning objective, not just
plopped on top.”
Gamification
of content is a completely different approach from creating a serious learning
game, though. A serious learning game is the product you’d set out to
develop—and you’d make the content work within the game framework and the story
you are telling. “A great serious game has borrowed from the movie industry and
from stories,” she said.
Anyone can create game-based learning
Immersive environments offer advantages to serious game
developers—like the ability to track what learners notice and pay attention to,
and the ability to time them as they complete processes. “All of those elements
just added to the excitement of it and it helps put the learner into the
situation,” Thomas said. “That’s hard to do in basic question-and-answer
training.”
While an immersive environment is can enhance learner
engagement, it’s not necessary. “If you can’t do a serious game, you can borrow
from the things that allow you to create a great serious game,” she said, such
as storytelling.
With an engaging story as the foundation, “A small team can
pull that together, even in a fairly simple eLearning course—or even with just
PowerPoint—by designing things that can draw the learners in and help them see
the environment,” Thomas said. “We can make a difference even with very low-end
stuff, just by making it compelling. We want them to be intrigued to pick it up.”
Getting started
“There’s a wealth of information out there,” Thomas said. Indeed,
the resources and information about creating
games and adding gamification to eLearning can be overwhelming. To
help L&D teams get started, Thomas recommended a few of her favorite books:
To hear more from Thomas on serious games for compliance training—and to
learn from other L&D leaders on creating compelling compliance training—download
The eLearning Guild’s free white paper
Creating
Compliance Training Learners Will Love, and register for the
Compliance
Training Summit, November 14 & 15, 2018, where Deborah Thomas
will present
Compliance
Training Is a Serious Game Opportunity.
Deborah Thomas, president of SillyMonkey, has an
inspired solution for insipid compliance training: Serious
learning games. But why limit yourself to compliance training?
Serious learning games—and well-constructed gamification—can enhance any
eLearning.
“Games are exciting because they use people’s core compulsions,”
Thomas said. These include a compulsion to collect things, which, she said, is
what drove the appeal of Pokémon Go. People also like to organize things, as
illustrated by the appeal of Bejeweled. It’s possible to build these
compulsions into learning games, so long as it’s meaningful and ties in with
the learning objectives, Thomas said.
Playing to these compulsions helps hook learners and draw
them into the game; it also reinforces the learning. “They’ll play until they
get it right—and that’s what helps us embed the learning,” Thomas said. “People
don’t mind failing when it’s fun and interesting like that.”
The serious game framework also leans on the element of
story. A great story engages learners’ attention while teaching content,
procedural steps, sequencing, prioritizing—whatever the needed lessons are. “Having
a story that people can connect to—that means having a protagonist that
somebody cares about, and building in the back story,” she said.
<H2>Harness the power of storytelling
Building
training around stories doesn’t require a huge budget or massive
manpower. “A small team can create a good story—and we’ve got the topics for
it,” in compliance training, Thomas said, whether you’re creating safety
training or teaching people the HIPAA rules or to recognize and prevent
harassing behavior. “We can build stories on that stuff so easily.”
“We want people to be intrigued by what we’re telling them,
and adding stories is so fun to do anyway. I think it helps us as designers,”
Thomas said. “We get more excited about what we’re designing and developing,
and then the learner gets excited about it as well. It’s win, win, win.”
<H2>Addressing resistance to games, gamification
Many in the industry don’t like the idea of using
games or gamification in eLearning. Thomas pushes back against that
attitude. “It’s not fair to give gamification a bad rap,” she said. Any
approach can be poorly implemented. “We have lots of examples of poorly
designed instructional learning and videos…”
And badly executed gamification: “Poorly designed
gamification is when you take the course, and then you add some fun questions
to it. You stop the learning to ‘now let’s ask some questions and do it in a
fun way,’” she said. “If you have a training course that’s already developed,
and you want it to be more interactive, then we add gamification to it. It can
be done well. But you really do need to tear the course apart a little bit to
embed the game elements so it’s part of the learning objective, not just
plopped on top.”
Gamification
of content is a completely different approach from creating a serious learning
game, though. A serious learning game is the product you’d set out to
develop—and you’d make the content work within the game framework and the story
you are telling. “A great serious game has borrowed from the movie industry and
from stories,” she said.
<H2>Anyone can create game-based learning
Immersive environments offer advantages to serious game
developers—like the ability to track what learners notice and pay attention to,
and the ability to time them as they complete processes. “All of those elements
just added to the excitement of it and it helps put the learner into the
situation,” Thomas said. “That’s hard to do in basic question-and-answer
training.”
While an immersive environment is can enhance learner
engagement, it’s not necessary. “If you can’t do a serious game, you can borrow
from the things that allow you to create a great serious game,” she said, such
as storytelling.
With an engaging story as the foundation, “A small team can
pull that together, even in a fairly simple eLearning course—or even with just
PowerPoint—by designing things that can draw the learners in and help them see
the environment,” Thomas said. “We can make a difference even with very low-end
stuff, just by making it compelling. We want them to be intrigued to pick it up.”
<H2> Getting started
“There’s a wealth of information out there,” Thomas said. Indeed,
the resources and information about creating
games and adding gamification to eLearning can be overwhelming. To
help L&D teams get started, Thomas recommended a few of her favorite books:
·
The
Gamification of Learning and Instruction Fieldbook: Ideas into Practice,
by Karl Kapp
·
Fundamentals
of Game Design, by Ernest Adams
·
Advanced
Game Design, by Michael Sellers—don’t let the “advanced” title scare
you away, Thomas advised.
To hear more from Thomas on serious games for compliance training—and to
learn from other L&D leaders on creating compelling compliance training—download
The eLearning Guild’s free white paper Creating
Compliance Training Learners Will Love, and register for the Compliance
Training Summit, November 14 & 15, 2018, where Deborah Thomas
will present Compliance
Training Is a Serious Game Opportunity.
October 29, 2018