From scratch and win coupons to air mile rewards, the marketplace recognizes our natural response to challenge and rewards. So, why not employ the same concept in eLearning? The Play-Practice-Perfect or P3 model developed by Tata Interactive Systems is the foundation for a game-based learning approach that delivers:
•Higher engagement through play
•Higher efficiency through perfection
•Higher skills and higher retention through practice
The game-based approach makes learning fun, improves skills and knowledge, and elicits desired behavior. In short, serious games directly address business outcomes. Here are some simple instructional tips to integrate game design mechanics into your e-learning which can boost retention and compliance while making learning fun!
1. Align game types with learning outcomes.
There are different types of games: skill-based, knowledge-based & behavior based. Analyze and pick the one which is more suitable to use depending on each situation and the learning outcomes. For instance, Tata Interactive Systems created a skilled-based serious game on the technical scrutiny of checks for a leading Indian bank. Check verification involves spotting 21 possible errors in 10 areas of a check. The game resulted in productivity improvement of 25%.
2.Use of self-explanatory questions and the use of meaningful feedback.
Avoid the typical “yes, that’s correct” or “no, try again”. Instead provide an explanation as to why he/she was bang on the answer or vice-versa. Very simply, do not miss any interactivity.
3. Guide the gamer to achieve goals.
Explain the goal of each scenario and what the reward is in return. You can use different strategies to explain this: text on the screen, a character that talks to the gamer, etc.
4. Take care of the storyboard ensuring that it is coherent and similar to real life, especially if the scenario tries to simulate a working environment. This is important to ensure that the learner is able to transfer the knowledge in real life.
5. It must be challenging - neither too easy nor extremely difficult.
The idea is to increase the difficulty level while playing. Post the first stage, once the gamer gets used to the game, he/she wants challenges to continue playing else he/she will be disengaged, bored and most of all will not meet the learning outcomes.