Archive for 'User Experience'

Creating Games-That-Teach

Fifty to 60% of the project inquiries we’ve received over the past year have included questions about Games-That-Teach. There exists both a curiosity about what’s possible and angst over their perceived complexity and application.

What are Games-That-Teach? Part of what creates angst is the broad definition of what a GTT is. Also known as Game-Based Learning, the simple definition, “a learning-based activity that challenges a participant to a contest or task with an outcome that is both measurable and comparable,” is broad enough to encompass many content delivery formats. These games are often used to help audiences better understand information, improve performance, manage situations, think critically, problem solve and make decisions.

GTTs generally fall into one of three categories – Edutainment, Training Simulators, and Serious Games. They may be as sophisticated as a virtual reality environment like World of Warcraft (over 11.5 million unique players worldwide) and the popular FarmVille (over 82.4 million unique players worldwide), or as basic as Tic-Tac-Toe or Scrabble. It is the element of challenge that differentiates games from other content delivery tools.

Do Games Work? Here’s where you can relax a bit. Despite being around since 1962, there’s little empirical evidence that digital games as a whole are better at teaching than other, more conventional content delivery formats. Again, the variety and complexity of game types combined with the huge differences in the goals and objectives they seek to achieve and a limited ability to collect meaningful performance metrics conspires to keep the value of game’s contributions to learning enveloped in a haze. We think we see a form but the edges are fuzzy. The reason we think games are effective in the learning environment is that they clearly support three dominant learning theories:

  • Activity Theory: GTTs engage learners in non-threatening virtual environments, allowing them to participate in and experiment with the content.
  • Situated Learning: GTTs can safely immerse learners in a variety of virtual environments
  • Experiential Learning: during gameplay, learners gain knowledge, experience or practice through direct experience.

The quick answer to the question “Do Games Work?” is, on an epistemic level (games that help players learn to solve problems that don’t have standardized answers) an emphatic… probably, but on a training level the answer is, almost certainly.  In fact, Europe is well ahead of North America in the productive use of digital game-based learning in the corporate training environment.

Our most successful game-based learning programs have been those that incorporate game components as part of the pedagogy, using them to reinforce concepts and create deeper learning.

Creating the Right Game for The Situation – now is an appropriate time to get into the game pool by starting at the shallow end. Here are 10 heuristics that will help keep you afloat while you learn to swim:
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Games-That-Teach – Simple Works!

We’re well beyond the debate as to whether games-that-teach enhance the delivery of learning content (they do), so why aren’t we seeing more of them? The two biggest challenges we encounter are:

  1. The perception that they take a long time to design and build and are, subsequently, very expensive.
  2. A perceived need to be the next incarnation of World of Warcraft in order to capture the learner’s attention.

We were at an educational gaming conference a couple years back, where a grant was awarded for the design and production of a game prototype in support of a specific curriculum. Twenty-seven months and tens of thousands of dollars later the project is still in development. The developers are the only beneficiaries of learning in that scenario.

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Part 4 - Illumen’s Guide to eLearning - Types of Learners

There are libraries of books defining the many types of learners. We can usually drill down to three categories which are: Auditory, Visual, Tactile.

hearingListening, Verbal or Auditory Learners connect more dots through listening. Audio descriptions, storytelling, sound effects, and audio cues are better comprehended. If you want to connect better with this type of learner, try using voice over or record a podcast. When using a spacial based learning environment, sound effects and environmental noises that relate to your topic can often help your user focus as it will immerse them in the content.

If you want to teach someone how to change a bicycle tire, record audio that gives a very detailed description of what they are in store for. Make sure you pace the audio appropriately and be specific between one step and the next. Using just audio to explain to someone how to change a bike tire may not sound like the best approach, but what if you created a phone number for people to call into if they are stranded on the road and can’t recall the steps. They might not have a device that can show images and in an emergency situation it might be the best option.

sightSeeing or Visual Learners learn through imagery. They make better connections between information and themselves through seeing. Examples include videos, animations, infographics, photos, charts, graphs, and even visually laid out text. There are many ways to better connect with your user such as making a video that shows a process or shows motion graphics that represent the information being presented. Draw out what is being explained or use images that represent each step or the details of a product or theory.

If you want to teach someone how to change a bicycle tire, play a video showing all the steps. Show close up images of the tools and display text for key steps along the way.

touchTouching, Tactile and Kinesthetic Learners learn through interaction or by doing. The hands-on style of learning often allows for mistakes and changes to variables which express the cause and effect of the subject at hand. To connect with a tactile learner, create an interactive experience. Let the user make choices or interactively explore.

If you want to teach someone how to change a bicycle tire, give them a virtual tire to change and allow them to click the proper tools, click and drag the tire and flat tube off the rim in the proper order. You can even make a learning game by timing them and scoring them.

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Part 2 - Illumen’s Guide to eLearning - The Goals

Our journey begins by first understanding why we are taking a journey in the first place. Goals are the core when developing a learning program and the strategy, all information, activities, and assessments orbit this core. Defined goals give us a basis for what is important and what would make the end results of our program a success. Goals are often two-fold. Not only do we have goals and objectives, but so should our audience. Our goals are often financial, important to business, important to health and safety, analytical, required by law, and/or political, while our audience may just want to learn, is required to learn because of their education or job, or, like in the case of our bike enthusiast broken down on the side of the road or a homeowner who suddenly has a broken furnace, placed in a situation where learning is imperative. Goals have levels too. We might have one all encompassing goal for the learner as well as goals that specify what we want to see in our program. Here is a quick listing of my goals:

  1. Having been in a prior situation requiring I change my bike tire, and having thoroughly perused the Internet, I was unhappy with the level of information explaining the act of changing a bicycle tire. I want an easy, yet more comprehensive way to educate someone on how to change a bike tire.
  2. I want to better inform the audience about the tools required, the process, problems that often or rarely occur, and finding why the tire may have gone flat.
  3. Provide an additional printable or mobile solution that is accessible to someone on the road, without the luxuries of possibly the Internet or a screen.

A few examples of goals we may find in other learning programs:

  1. My business has a requirement that safety in the workplace training is required for all new employees and for every employee every two years. They must take a five questions assessment and pass with 85% accuracy to not be put on leave.
  2. I teach a business course about project management. My goal is to educate PMs on what is important when testing to become PMP certified.
  3. I sell custom made watches and need to explain to people how to care for their watch, and manage their watch, such as how to change the time and change the battery.

We could talk about learning goals forever and it is easy for a discussion on goals to turn into a want/don’t want list of everything including the kitchen sink. Time to move on.

Hey, Further Reading:
Planning a Course (Define course goals)

Illumen and the Chicago eLearning & Technology Showcase

cltsIllumen is excited to once again sponsor the Chicago eLearning & Technology Showcase this year. It was a wonderful event last year full of great speakers covering such topics as the theories within eLearning, real world examples, and development processes. Registration will open in June.

Date: August 11, 2010, 8:30 am - 6:30 pm
Location: University Center, 525 S. State Street, Chicago, IL

From the Chicago eLearning & Technology Showcase website:

Celebrate the emergence of Chicago as a world-class center for elearning. Join hosts CISPI, CCASTD, and STC Chicago at the Chicago eLearning & Technology Showcase on August 11 for a cutting-edge exploration of new media and interactive elearning tools.

In 2008 and 2009, the Chicago eLearning & Technology Showcase earned the enthusiastic praise of attendees and presenters alike. This year, we are generating excitement again, as we celebrate the evolution of adult learning and performance.

The Showcase provides a full day of presentations with an emphasis on the role of new media and interactive methods in business and institutional training. Our speakers will explore all aspects of elearning—instructional design, development tools, media resources, virtual classrooms, social and interactive applications, mobile learning, rapid elearning, and more.

Part 1 - Illumen’s Guide to eLearning - The Beginning

elearningimageseLearning is a vague term which Wikipidia defines as Learning conducted via electronic media, especially via the Internet. And of course, Wikipidia knows everything. When we talk about eLearning it can be easy to focus on the “e” which stands for electronic. Through electronic means we have the ability to be educated through, TV, mobile devices, digital notepads, CD-ROM, DVD, and any other Internet capable device. Through these devices we have the tools to educate through a combination of mediums (text, video, animation, audio, 3D, interactivity), derive analytics, and deliver information through a highly accessible platform. But, we must remember that the e really does just mean the delivery platform and our real focus needs to be on the Learning part of eLearning. Through Learning, our focus should be to create engaging, memorable experiences that lead our audience to better understand information, improve performance, manage situations, think critically, problem solve, and make decisions.

bikeflateLearning starts with a need or an idea and from there we can begin to develop goals, objectives, and strategy. Through this series, we are going to look at the process of creating an eLearning application that teaches the user how to change a bicycle or bike tire. Each part in the series will focus on a specific eLearning topic or step in the process. We will explore different technologies and different approaches to creating a simple course that does nothing more than teach our audience how to change a bike tire.

Oh, That’s Interesting:
The term eLearning is often written eLearning or e-learning. Which is correct? The good news is that they are both accepted among professionals, although if you look at Google Trends you will see that eLearning may be taking the cake. Google Trends: eLearning and e-Learning

Bringing Note Taking to eLearning - Part 1

notesGo into any classroom and you will see students taking notes. What do we do when we need to remember things? We write them down.  We all retain and gain our understanding of information differently and so we all take notes differently. So, with note taking being such an important tool in education and training, it is important that, as we move learning to the Internet, we have the tools available to allow us to take notes online.

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Illumen and the Chicago eLearning & Technology Showcase

cltsIllumen Group is proud to announce our sponsorship of the Chicago eLearning & Technology Showcase this year. This event, with more than 30 contributing speakers is setting the bar for eLearning based events.

This year, the Showcase celebrates the evolution of adult learning and performance, with an emphasis on the role of new media and interactive methods in business and institutional training. The Showcase provides a full day of educational sessions for all levels of experience. More than 30 speakers will explore all aspects of elearning—instructional design, development tools, media resources, virtual classrooms, social and interactive applications, mobile learning, rapid elearning, and more. Attendees will have an opportunity to create their own schedules from a variety of topics or follow one of four Showcase Tracks, including Simulations & Social Media, eLearning Tools & LMS, Online Design, and Management of eLearning.

More information about the event and registration can be found at the Chicago eLearning & Technology Website.

Illumen will be at the event showcasing our eLearning applications and offering information on the process and development of technology and learning based solutions. We hope to see you all there.

David Charney Talks User Experience at IBM Innovation Center

uxtakIllumen’s CEO, David Charney, talks User Experience (UX) at the IBM Innovation Center Granite Group meeting. This example filled presentation covers the meaning of UX, why it is important, where it is being applied, the process of developing strong experiences, the six elements of usability, and personas, to name a few.

June 8th, 2009  ::  IBM Innovation Center  ::  71 South Wacker Drive  ::  Chicago, Illinois 60606

Register Now for Learning 2009

Illumen had a great time at Learning 2008 last year. Registration is now open for Learning 2009. Keynoters include Capt. Sullenberger, Laura Fitton - On Enterprise Twitter and Malcolm Gladwell.

Learn, Benchmark, Collaborate, Compare and Plan at Learning 2009!  - Elliott Masie

Learning 2009 (www.learning2009.com)  ::  November 8 - 11, 2009  ::  Orlando, Florida