How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
2. Your Game Masters…aka presenters
Sharon Boller Scott Thomas
Bottom-Line Performance ExactTarget
Lead designer, Knowledge Guru™ game engine. @scott_thomas_et
@Sharon_Boller
3. The Power of Play for You?
• I like to play (board games, team games, computer
games, puzzles, word searches, social games, etc.)
• We actively use game-based learning in our
organization
• I’d like to implement game-based learning in my
organization – but haven’t convinced people of its
value yet.
5. Why games?
“I learned SO
“Can you much by playing
create this game. It was
more stuff tons of fun. I
like this?”
Play Game learned more by
playing this game
than any webinar,
meeting, or
“Mind- document I’ve
blowing” encountered.”
Annika, Age 8
6. Why do games work?
The shortthey are
Because answer?
FUN.
7. Expert view: Carnegie Mellon….
To progress in a game is to learn; when we
are actively engaged with a game, our
minds are experiencing the pleasure of
grappling with (and coming to understand) a
new system.
(Jessica Trybus, New Media Institute’s resident Game-
based Learning and Communications Guru and Director
of Edutainment for Carnegie Mellon University's
Entertainment Technology Center.)
www.bottomlineperformance.com
8. But what’s FUN?
• Winning
• Achieving goals
• Triumphing
• Collaborating
• Exploring and building
• Collecting
• Problem-solving or strategizing
• Role playing or imagining
• Surprise – surprising others and
being surprised ourselves.
9. What’s Required to Learn?
Relevant
Practice
Ability
to
retrieve
later
Specific, timely feedback
10. Breaking it down further: Feedback
“The premise of a
feedback loop is
simple: Provide people
with information about
their actions in real
time, then give them a
chance to change
those actions, pushing
them toward better
behaviors.”
Wired Magazine, June
19, 2011
www.bottomlineperformance.com
11. Breaking it down further: Feedback
School district had huge problem with
speeding.
Tried replacing old signs with bigger, new
ones, ticketing people during drop-off,
pick-up times. Nothing worked.
What finally gave measurable
improvement was “dynamic speed
displays” or driver feedback signs. “Your
speed.”
Signs have proven to be consistently
effective, getting people to slow by 10
mph over several miles. They work
because they leverage a feedback loop.
www.bottomlineperformance.com
12. Linking Games to Learning
Learning Element Game Elements that Match
Motivation Game goals, PBLs, levels, flow, the
“fun”
Relevant Game mechanics, story, challenges,
practice (e.g. the rules), game theme.
Feedback Rewards and consequences
Retrieval later 1) Repeat to remember – repetition; 2)
spaced learning 3) Relevant practice.
14. What is the Knowledge Guru?
A solution to a problem we’ve seen over and over
with our clients.
15. We wanted…
And…we wanted people toable able to play across
For people to be be to PLAY.
multipleFor them to LEARN while they played. tablet
devices: desktop, iPad, or Android
via For clientsor native app. people were learning
web app to TRACK what
(or not learning).
We wanted a solution that could work
And for players to REMEMBER, long after they
independently of an LMS…or be Tin Can compliant
played.
so it COULD work with an LMS
16. How Guru links to Learning
Motivation – in story, in challenge (become a Guru)
Annika, Age 8
17. How Guru links to Learning
Motivation – in PBLs
Annika, Age 8
18. How Guru links to Learning
Relevance– no extraneous content, period.
Annika, Age 8
19. How Guru links to Learning
Relevance– game questions mirror customer ?s
Annika, Age 8
20. How Guru links to Learning
Feedback– immediate, followed by immediate opp to
retry. Consequence = points gained/lost.
Annika, Age 8
21. How Guru links to Learning
Retrieval– repetition, spaced learning
Annika, Age 8
22. How Guru does Measurement
Admin tool lets you verify what people do – and don’t get
24. ExactTarget (NYSE: ET)
We have:Indy, we enable marketers -
Based in have great customers, including
We also
1,500 employees worldwide
through software - to integrate data to
Best Buy, Groupon, NASA, Nike, Papa
unified view
create aMicrosoft worldwide
John’s,250,000 users of each consumer
and 500 + in real-time, cross-channel
engage partners worldwide
marketing.
25. Why ExactTarget used the Guru
1. Multiple Product Lines and Multiple Product Launches
• 9 distinct product lines within organization
• Product line releases each month
2. Employees, clients, and partners had training overload;
we needed to find a way to “mix it up.”
3. MobileConnect was one of the largest product launches
we ever had. Critical for us to educate folks.
26. Positioning the game
1. Reinforcement tactic
rather than primary
learning method.
2.
Marketed the
heck out of it.
27.
28. Positioning the game (cont.)
3. Required in some
functional units.
4. Provided managers
with idea kits.
Drew attention to
5. leaderboards on a
regular basis.
29. What Did Folks Say…
The game was great! It was
a fun way to learn about
I’m a pretty competitive person,
MobileConnect.soenjoyed the myself to get
I challenging
scenario-type questions, scores added a
The repetition of the
one of the top
different paths allof funme learning about
which put it helped to
layer in
perspective.
the MobileConnect product.
retain the information.
31. Next time….
1. Ask some questions more
specific to specific job role.
2. Test game as a primary learning
method versus as a
reinforcement method.
32. Want info electronically?
• Text the word GURU and your email address to
38767
– EX: GURU sthomas@exacttarget.com
• Email will be sent with links to a variety of
information sources regarding this breakout session
• You can also email sharon@theknowledgeguru.com
and request info as well.
• Check out public games for yourself at
www.theknowledgeguru.com/ or download a sample
game – Nutrition Guru - from App store.
Display until start of session. Verify title and that people are expecting to hear about the Power of Play.
NTRODUCTION OF SELVES AND ROLES WE’LL PLAY IN PRESENTATION:SHARON – Sharing the “why” of games and gamification and the instructional design that links Knowledge Guru to the power of play.SCOTT – Case study of how ExactTargert used a game to drive learning and business results. Game leveraged Knowledge Guru game engine.
Lots of data exist to point to the efficacy and value of game-based learning. The military and the healthcare worlds have done a great job of demonstrating the ROI a game can bring. These two arenas – along with the explosion of video-based games - have largely paved the way for trend called “gamification of learning.”People recognize the power of games – and they want to leverage that power in learning. Games hold our interest in a way that a screen of text coupled with an image or two and a next button never well.Online White Paper: “Game-Based Learning: What it is. Why it works. Where it is going.http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
Winning?Triumphing….over adversity, an arch nemesis, a major challengeCollaborating – to overcome an enemy, to master a challenge, to solve the puzzle, etc.Exploring and buildingCollectingProblem-solving or strategizingRole playing or imagining (game aesthetics are HUGE element of the fun!!)Surprise – surprising others and being surprised ourselves.
These are the five benefits of games I want to focus on – some of which are interrelated:Ability to create clear, measurable goals and contextualize the goal or link the goal to the job (Hit your sales goal, increase customer satisfaction, decrease complaints, etc.)Continuous or frequent feedback (biggest factor in changing performance, BTW)Compared to optimal “right”Compared to othersCompared to previous bestThat can be contextualized (see this “sales goal” example related to course for sales reps.A reason to careGetting a certain score, achieving a goal, gaining masteryAchieving certain things (winning, unlocking levels, acquiring things such as badges, status, etc.)Being better than another player – or becoming as good as another playerContinuous learning: action and immersion into the experience – whether casual or “serious”Tons of opportunities to practice, fail, repeat, and gain proficiency Mental engagement, social interaction and fun - all of which maximize learning.Need and opportunity to stay connected to what’s going on in the game to succeed – and the ability to truly self-pace.Comparing scores to team members or other employeesOpportunities to collaborate and partnerSense of collective accomplishment or community
I think the continuous feedback – with opportunity for self-correction and then additional practice – is the hugest benefit (along with engagement) that games have over traditional learning formats.We have AMPLE evidence that just telling someone the right thing to do – or the right piece of information – doesn’t get them to use it!!!!There is a terrific article in Wired magazine that I want to reference at this point and highly encourage all of you to read. It explains feedback loops and why/how they change our behavior. Understanding the power and impact of feedback loops is key to understanding “why games.”
School district had huge problem with speeding.Tried replacing old signs with bigger, new ones, ticketing people during drop-off, pick-up times. Nothing worked.What finally gave measurable improvement was “dynamic speed displays” or driver feedback signs. “Your speed.”The signs worked in California in 2003 – and they’ve gained much more widespread use since then as costs have gone done. Such signs have proven to be consistently effective, getting people to slow by 10 mph over several miles. They work because they leverage a feedback loop.Feedback loop = action (speeding) information (how fast you’re going) reaction (adjustment in speed) Provide info about actions in real-time – or close to it – and then give opportunity to change actions and move toward better behavior.Games provide an amazing way to leverage the power of feedback loops as players get continual information about how they are doing and have the opportunity to modify their behavior in the game to improve their performance. This can happen WITHIN A game – or by playing repeated episodes of a game (e.g. people get better at a game the more times they play it. The fun of the game encourages repetition of play. REPETITION is a key part of remembering.
Tracking matters inside organizations. Guru lets you track within its own admin robust admin tool but it is also Tin Can compliant if you want to track through your LMS – and your LMS is Tin Can compliant.
Headquartered in Indianapolis, IN.Started about 12 years ago, went public in 2012.Enables marketers through software to integrate data to create a unified view of each consumer and engage in real-time, cross-channel marketing. We have:1,500 employees worldwide250,000 users worldwide500 + partners worldwideCustomers include Best Buy, Groupon, NASA, Nike, Papa Johns, and Microsoft.