Monday, September 24, 2012

Gaming as a Training methodology. (Contd)



I am going to continue from where I left - my last post on Gaming as a Training methodology.

This methodology is based on these basic tenets of learning and development

a. Ease of use and usability
No tutorial or instruction manual must be required for users to engage with the content and its flow. When was the last time your 4 year old read a manual to play a game on your smart phone?

b. Different techniques can be tried by audience and there is no ONE right technique
Trial and error is a great way to learn. The structure of gamification is based on the fundamental of experimentation. You amass knowledge on a strategy that worked well and use that to move up the level of challenge

c. Incentivization to practice and move up the complexity chain
You can in most games clear a level with a certain star rating or just clear the level. The real goal is to pass with a high star rating and the fact that audience may go back and practice again is incentivized.

d. Accessibility and mobility,
The audience profile demands mobile application based learning in modular chunks of data.

e. Paced Learning that builds upon itself
For training in any advaned concept, the game must start with basic concepts and build upon the success of understanding of each level. In such a case, the learning psychology is a function of the fact that taking up challenges by moving up the levels becomes a huge incentive in itself. New scenarios and multiple variables are added at each stage which consistently challenges and engages the audience like they are used to in their games.

f. Better performance is better incentivized.
A well structured incentive and motivation program which takes the audience from a certain level to voluntarily accept more challenges is primary to gamification of the learning process.


Fun is just another word for learning” – Raph Koster (Game theorist) 

Maybe that is the way to go ahead?

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