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Gamifying the Learning Experience Tij Nerurkar [email protected] Tata Interactive Systems

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  • Gamifying the Learning Experience Tij Nerurkar [email protected]

    Tata Interactive Systems

    mailto:[email protected]

  • The Tata Group

    Founded 1868

    Leadership through business excellence

    Improve quality of life in our communities

    6th most trusted brand

    Presence in 80 countries

    350,000 employees

    $100 Billion revenues

    Over 50% revenue from international operations

    Tata Interactive Systems

  • Children


    Tata Interactive Systems building learning

    solutions for a diverse audience




    100 second

    Learning Nuggets

    Performance Aids

    Story Based Learning


    Environments Simulations Tata Interactive Systems

  • The discussion today

    Distinguish between gamification and game based learning

    Evolution of serious games

    Classify game based learning by various formats

    See some examples

    Thinking like a game designer

    Tata Interactive Systems

  • What is Gamification?

    What is gamification?

    Why do we need it?

    Gamification is the use of game design techniques and elements in a non-game context

    Tata Interactive Systems

  • The underlying principle

    Increase engagement

    Repeatable usage

    Spread the word

    Improve capability

    Solve problems




    Tata Interactive Systems


    Tata Interactive Systems

  • Enabler for Motivation

    Pain Squad an example of gamification

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  • Gartner research says

    By end of 2014

    The gaming industry will be $1.7bn

    1Bn gamers

    More than 50% of organizations that manage innovation processes will gamify them

    More than 70% of global 2000 organizations will build at least one game app

    Tata Interactive Systems

  • So what is game based learning?

    Applying techniques that increase engagement, usage, and propagation to learning

    Making games seriousapplying it to solve business problems

    Tata Interactive Systems

  • "Play is an important part of the learning experience. When we enjoy learning, we learn better"

    - Rose and Nicholl

    People rarely succeed in what they are doing unless they have fun in what they are doing.

    Dale Carnegie

    Game based learning is ideal for material that is not intrinsically motivating to anyone but needs to be learnt.

    Mark Prensky

    Tata Interactive Systems

  • Courtesy: Knewton Pearson Ed

    Tata Interactive Systems

  • Serious Games v/s Entertainment Games


    Has pedagogical foundations in learning theory applications as a game-play element

    Clearly defined learning objectives with associated outcomes driven by instructional goals

    A combination of game elements, game thinking, and game play targeting first time players

    The primary purpose is entertainment, enjoyment and fun

    Targeted towards improving engagement, enjoyment with a view to commercial gain

    A combination of game elements & game thinking, game play and fun; however, accessibility may not have such a low barrier

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  • Elements required for Learning

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  • Learning to think like a game designer...

    Organizational Benefit

    Personal Benefit

    Individual Communities

    External- e.g. Pit-stop External- e.g.

    Consumer Education

    Internal -e.g. Quiz up Internal- e.g. Microsoft Language Quality Game



    classroom blended

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  • Learning to think like a Game designer: Elements of Serious Games

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  • Different kinds of Serious Games

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  • Game on Technical Scrutiny of Cheques for a Bank

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  • Skill-Based Serious Games

    Outcome depends on how

    well you master a skill

    Success does not depend

    on chance or luck.

    Tasks are aimed at

    building skills and

    abilities to improve

    efficiency and

    productivity at a job.

    Tata Interactive Systems

  • Characteristics of Skill-Based

    Serious Games They Have one or more clearly Defined Instructional


    Provide Context (real or imaginary) for the content.

    Provide Multiple paths to success.

    Provide opportunities for multiple iterations (Replay-ability).

    Define Multiple Degrees of Success as against just win/lose.

    Entice learners to Constantly Improve Skills.

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  • Game based Learning

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  • Example of an Orientation Adventure Game First Steps Online program for DHL Express UK & Ireland

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  • Knowledge based Serious Game

    An Adventure/Quest game

    Immersive Isometric 3D-like environment

    Explore-Organize-Apply of FACTS

    In-built mechanism for assessment

    Not bound by time

    Short episodes

    No pre-requisite knowledge needed

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  • Game based Learning

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  • Tata Interactive Systems

  • Behavior based Serious Game

    Change enabler

    Use while translating a complex concept into simple application

    Ideal for topics where learners cannot be forced to learn

    Pre-requisite knowledge of concepts covered

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  • According to a 2008 eLearning Guild, Immersive Learning Simulations survey, 93% of the organizations using game-based learning rated the approach as better than other forms of rich-skill practice and 76% reported a positive ROI.

    For example, the Montreal Public Transit System saw a 50% reduction in training time and a 32% increase in overall employee performance after implementing an immersive learning solution

    Gamification strengthens Galdermas sales force. In 2011, Galderma presented its sales force with a relatively traditional game: players could work individually or in groups to advance their avatar along a path riddled with quizzes and situational role-plays. The purpose of the game was to reinforce staff knowledge of Galderma products, encourage people to share ideas and exchange good practices, and to build team spirit. Game participation was voluntary, but it was popular (nearly 92% of those targeted ended up participating). In the end, the game not only strengthened Galdermas sales force, it also measurably increased company sales.(

    AstraZeneca gamified medicine training and gets 97% of their large network of agents to participate with a 99% Completion Rate(

    What Serious Games do for your organization

    Tata Interactive Systems

  • Some emerging Serious Game formats

    1. Adventure & Exploration

    2. Arcade style Twitch game

    3. Assessment / Quiz Games (e.g.

    Jeopardy, etc.)

    4. Board Game

    5. Dilemma Game

    6. Casino

    7. Hidden Object

    8. Investigation

    9. Platformer

    10. Role-Playing Games (RPG)

    11. Puzzles (Sequence , Spot the

    Difference/Error, Tagging, 'Point

    and click' Adventure)

    12. Platformer (Side Scrolling)

    13. Simulations

    14. First-Person Shooter (FPS) Tata Interactive Systems

  • An alternate reality game is an interactive narrative, or immersive drama played out both online and in real-world spaces where players real play not role play collaboratively working and learning to solve a problem that would be absolutely impossible to solve alone.

    Tata Interactive Systems

  • Evolution for Real

    Case Studies, Lectures, Reading

    Demos, Audio Visuals

    Standard web-based training modules

    Computer simulations, Serious games

    ARGs = As Real as it gets Fidelity Level

    The gap = IMMERSION!

    Tata Interactive Systems

  • Sneak Peek In you go

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    CLOUD MAKERS Tata Interactive Systems

  • Electro Moon-Sustainability

    Channeling Lunar Energy to Earth to meet Human Needs

    Tata Interactive Systems


  • Other popular ARGs

    Perplex city

    Xi (first virtual ARG)

    Lost Ring

    I Love Bees-

    Tata Interactive Systems

  • To summarize

    Gamification is a universal technique for engagement and does not have to limit to learning

    While Gamifying learning consider the context and mode

    Different gaming formats yield well for different learning applications

    Tata Interactive Systems

  • Thank you!

    Tata Interactive Systems