microlearning, games & mobile - td dallas 2016/austin_s… · • microlearning • learning...
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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
Thanks!