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Microlearning, Games & Mobile: Fad or the Future of Learning?

A Few Quick Questions (to get our brains thinking)

• Motivate

• Engage

• Learn Better

Question 1 Motivating Learning

How well does the majority of your learning motivate, on a 1 to 5 scale? 5: Our associates come out of learning really fired up! 4: We see measurable motivational impact. 3: We see some motivational impact. 2: We rarely see motivational impact. 1: Our associates tell us our learning is boring.

Question 2 Engaging Learning

How well does the majority of your learning engage, on a 1 to 5 scale? 5: Learners are highly engaged. Their post-learning performance shows it. 4: Learners are engaged, but it’s not translating to post-learning performance. 3: Fairly engaging on the whole, but learner feedback is weak in some key programs. 2: We know our associates often multi-task during learning. 1: Classes are too lecture-based. Online learning is mostly clicking on the “Next” button.

Question 3 Effective Learning

How effective is the majority of your learning, on a 1 to 5 scale? 5: We’re knocking it out of the park on our Kirkpatrick level 4 (Results) data. 4: We have solid Kirkpatrick level 3 (Behavior) data. 3: We have solid Kirkpatrick level 2 (Learning) data. 2: We have solid Kirkpatrick level 1 (Reaction) data. 1: We’re often told by the business that the learning program didn’t work, or that retention was poor.

Low Employee Engagement

Shorter attention span than a goldfish Too many distractions

Limited Mindshare

Not enough lead time to develop & deploy Not enough budget Difficulty in

Measuring Success Staffing “lean” to point

of emaciation

L&D Organizations are faced with:

…and Learners who have:

Today’s Learning Landscape

The Forgetting Curve Hermann Ebbinghaus

With Spaced Repetition

Traditional Forgetting Curve

What is mLevel?

8

A SaaS-based learning platform leveraging: • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase: • Learning Effectiveness • Learning Retention • Learning Measurability While: • Reducing content development duration by 40% to 80%

Classroom Learning

Block Party Check Point

Quiz Ball ShortFuze Shape Escape

Path Finder Coordinates

Fast Lane Ice Breaker

Academy Assessment

Learning Lab

(New)

Learning Activity Options

Neuro-Science and L&D

Neuro-Science + A.G.E.S.

- An outgrowth of neuro-science research over the last decade.

- According to the research, training retention and recall is directly linked to how strongly each learner’s brain is “activated” during training. (Hippocampus)

- How can we leverage brain science to improve the effectiveness and retention of your learning programs?

A.G.E.S. - Attention Focus Harder to manage during training than ever before

Deep Focus

Attention

Adult learners, particularly in today’s hectic business world, require a certain level of mental challenge to effectively internalize knowledge and acquire skills.

Attention

- Short, high impact games, not just gamification

- Anchor & Assimilate knowledge, Apply skills

- Timed & untimed - Increasing

complexity - “Closed loop”

learning

KnowledgeBuild & Anchor

KnowledgeCognitively

Process

SkillApplication

Block PartyCheck PointFast Lane

Ice BreakerQuiz Ball

ShortFuzeShape Escape

CoordinatesAcademy

Path FinderVideo

Attention

If a class is targeted at the 21st percentile of the intended audience, what percentage of attendees will get optimal value from the program? 1%

Attention In Learning

1 %

Level Up

A.G.E.S. - Generation Learner makes their own meaning

Generation

- Multiple senses: sight, sound, motion - Video immediately followed

by a game or quiz - Cognitive activities - Adaptive learning

Generation

A.G.E.S. - Emotion Emotion = Feelings = Better Recall

- Gameplay - Friendly competition - Comparative scoring - Ranking individuals % groups

(cohorts, management teams, regions)

- Social interactions

Emotion

Emotions

Achievement Satisfaction

Recognition

Perseverance Competence Knowledge Creation Skills

Optimal Choice Emotional Regulation

Cooperation

Danger Mgmt

Caring Competition

Theory of Gaming Motivation

The 11 basic needs that can be fulfilled by gaming grouped by the sense of reward they offer

A.G.E.S. - Spacing Spacing = Learning Blocks + Spaced Repetition

- Effective in massing short-term knowledge - A week later, recall was probably sketchy

Spacing

- Mission as the molecular unit - Game/activity as the atomic unit - Games designed to be played multiple

times to build mastery - 3-4 minute activity duration - “Leveling up” and reinforcement - Analyze, develop, deploy

reinforcement immediately

Spacing

Foundation Sales Training

10-15m Conversation Sims

Sales Conversation Reinforcement Strategy

Reskilling Our Salesforce

Case Study

• Conduct & Ethics training

• Over 38,000 learners • 7 Microlearning

courses • Analytics identified

knowledge & application gaps

• Learners acquired deeper knowledge and application: 99%

Survey • Approach was

effective: 99% • Approach was

engaging: 99% • Videos + games

approach was more interesting: 99%

• Accessibility was improved: 98%

Summary Think about Attention, Generation, Emotion and Spacing strategies for every learning initiative mLevel is designed around A.G.E.S. and Bloom’s Taxonomy. Consider how to leverage its capabilities

And one final assignment (after questions)…

What should I do next?

Share what you learned here with your organization’s designers Review our A.G.E.S. white paper Share the white paper with the right folks in your organization Discuss this topic with your colleagues Request that Bryan conduct this session within your organization

bryan.austin@mlevel.com

Thanks!

bryan.austin@mlevel.com

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