LIVE EVENT BLOG: E-Learning 20-20 Day Two
Welcome to day two of E-Learning 20-20! What better way to start the day off than with a presentation about 'Learning From Games' from Mike Hawkyard and Adrian Smith, from Amuzo. Mike Hawkyard is the Managing Director of Amuzo, a multi award winning casual game studio based in Bournemouth. Apps created by Amuzo have been played half a billion times on smart devices in the last two years alone. This accounts for well over 6,500 combined years of digital interaction. Adrian Smith was a co-founder of the development studio Core Design and the Executive Producer of Tomb Raider 1 – 6. Tomb Raider sold more than 60 million units and created the industry’s most iconic female gaming character of all time – Lara Croft. You can check out Amuzo's output on their website:http://www.amuzo.com/ It's very impressive. Star Wars...Lego...Teenage Mutant Ninja Turtles! Adrian describes the importance in gaming of connecting with the character. Tomb Raider was the first game to feature a female character. It was a risk as 87% of gamers in the mid-90s were male...but it worked! So, what makes a game? There are 8 key principles... 1. Fun must come first. Being on an adventure/journey. Push the boundaries of the player's imagination. Challenge and educate the player in different ways. Learn by trying and failing. Reward players - this motivates them to come back for more. 2. Know your audience. Connect and engage with them. Let users be smart - let them play the game. 3. Current events. The rise of girl power (Posh Spice et al.) and Britpop helped inform the character of Lara Croft - the typification of being British and a strong female role model. Little known fact: she was originally going to be called Lara Cruise but was changed to Croft to sound more British. 4. Pick up and play. A lot's changed since Lara Croft first came out in the mid-90s. It's important to now bear in mind how people are playing - on handheld devices. The key is to make the games accessible and set achievable goals that anyone can simply pick up and play. 5. Utilise existing rivalries. In the 90s it was home computer vs console and 3D vs 2D. Tomb Raider was launched with one of the only 3D-compatible graphics cards and it revolutionised the industry. 6. Build a community. Make the games multiplayer and social. Connect them through the game. For Tomb Raider this included exclusive levels, fan-based sites, Lucozade-promotion and, of course, the movies which grossed $430 million. 7. Personalisation. This has changed since the mid-90s. It's now all about avatars. In 1996 it was about HOW you play the game: to achieve, to explore, to collect. 8. Rewards. If you don't reward them, you'll lose them. In games, you learn from dying - try and die, then try again. All of these principles can be applied to eLearning, says Mike Hawkyard. To show how these principles can be applied to any game, Mike hosted the Paper Aeroplane challenge! Knowing the importance of Rewards, we treated each participant to some delicious Unicorn fudge! Give people rules and let them interpret it how they want. People will always, always try and cheat a game. People want to have fun in their own way. Even if you want to capture data from people, don't ask them to enter their details before playing. Fun should always come first. Once you've engaged them and they've played, let them know the fun can continue if they sign up. It's known as a game loop. Let them play, earn peanuts, spend peanuts. Next time you go round that game loop, add in some interaction (e.g. like us on Facebook!). https://twitter.com/Marcoable/status/537930136218529792 Prizes and motivation are key to both gaming and eLearning. People are naturally competitive - use that as the motivation. * * * * * Following a break for tea - quite fitting as we're at the home of cricket - it's time for the breakout sessions. A chance to discuss:
- Building gaming principles into your eLearning
- Migrating to mobile
- Performance support: chunking and JIT delivery
- Gamification in a compliance context
- branched case studies
- interactive scenarios
- 'what if' exploration
- simulations: these are examples of games that have been around for a very long time
- serious games
- What's your message?
- Who's your target audience?
- What do you want them to do next?