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  • Gamifying the Learning Experience Tij Nerurkar

    Tata Interactive Systems

  • 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




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    Tata Interactive Systems

  • Enabler for Motivation

    Pain Squad –an example of gamification

    Tata Interactive Systems

  • 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 serious…applying it to solve business problems

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  • "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

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  • 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

    Tata Interactive Systems

  • 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

    Tata Interactive Systems

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  • 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

    Tata Interactive Systems

  • • 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 Galderma’s 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 Galderma’s sales force, it also measurably increased company sales.( be-like-play/)

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

    What Serious Games do for your organization…

    Tata Interactive Systems