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The Power of Play
.




By Bottom-Line Performance
Your Game Masters…aka presenters




             Sharon Boller                    Scott Thomas
          Bottom-Line Performance                ExactTarget
Lead designer, Knowledge Guru™ game engine.   @scott_thomas_et
                @Sharon_Boller
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.
Today’s agenda
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
Why do games   work?

The shortthey are
 Because answer?
      FUN.
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
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.
What’s Required to Learn?
                            Relevant
                             Practice




                               Ability
                                to
                               retrieve
                               later
Specific, timely feedback
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
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
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.
Today’s agenda
What is the Knowledge               Guru?
A solution to a problem we’ve seen over and over
                 with our clients.
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
How      Guru links to Learning
Motivation – in story, in challenge (become a Guru)




                      Annika, Age 8
How     Guru links to Learning
Motivation – in PBLs




                       Annika, Age 8
How     Guru links to Learning
Relevance– no extraneous content, period.




                     Annika, Age 8
How     Guru links to Learning
Relevance– game questions mirror customer ?s




                    Annika, Age 8
How     Guru links to Learning
Feedback– immediate, followed by immediate opp to
retry. Consequence = points gained/lost.




                    Annika, Age 8
How      Guru links to Learning
Retrieval– repetition, spaced learning




                      Annika, Age 8
How     Guru does Measurement
Admin tool lets you verify what people do – and don’t get
Today’s agenda
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.
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.
Positioning the game
1.            Reinforcement tactic
              rather than primary
               learning method.



              2.
        Marketed the
        heck out of it.
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.
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.
Business Results…




Annika, Age 8
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.
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.
Thank You! Contact Us…
Email      sharon@bottomlineperformance.com

           sthomas@exacttarget.com
Twitter    Sharon_Boller
Handles

           scott_thomas_et
Websites   www.theknowledgeguru.com

           www.exacttarget.com
Booth      #608 (Sharon)
DemoFest   #54 (Scott)

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The Power of Play: Learning with The Knowledge Guru

  • 1. The Power of Play . By Bottom-Line Performance
  • 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.
  • 33. Thank You! Contact Us… Email sharon@bottomlineperformance.com sthomas@exacttarget.com Twitter Sharon_Boller Handles scott_thomas_et Websites www.theknowledgeguru.com www.exacttarget.com Booth #608 (Sharon) DemoFest #54 (Scott)

Editor's Notes

  1. Display until start of session. Verify title and that people are expecting to hear about the Power of Play.
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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.”
  7. 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.
  8. 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.
  9. 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.