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

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Page 1: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 2: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

A Few Quick Questions (to get our brains thinking)

• Motivate

• Engage

• Learn Better

Page 3: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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.

Page 4: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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.

Page 5: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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.

Page 6: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 7: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

The Forgetting Curve Hermann Ebbinghaus

With Spaced Repetition

Traditional Forgetting Curve

Page 8: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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%

Page 9: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Classroom Learning

Page 10: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Block Party Check Point

Quiz Ball ShortFuze Shape Escape

Path Finder Coordinates

Fast Lane Ice Breaker

Academy Assessment

Learning Lab

(New)

Learning Activity Options

Page 11: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Neuro-Science and L&D

Page 12: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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?

Page 13: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Deep Focus

Page 14: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Attention

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

Page 15: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 16: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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%

Page 17: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Attention In Learning

1 %

Level Up

Page 18: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 19: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Generation

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

by a game or quiz - Cognitive activities - Adaptive learning

Page 20: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Generation

Page 21: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 22: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

(cohorts, management teams, regions)

- Social interactions

Emotion

Page 23: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 24: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

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

Page 25: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

Page 26: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Spacing

Foundation Sales Training

10-15m Conversation Sims

Sales Conversation Reinforcement Strategy

Reskilling Our Salesforce

Page 27: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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%

Page 28: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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)…

Page 29: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

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

[email protected]

Page 30: Microlearning, Games & Mobile - TD Dallas 2016/Austin_S… · • Microlearning • Learning gamification • Game-based learning • Mobile-ready learning To substantially increase:

Thanks!

[email protected]