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Play to
Learn by
Learning to
Play
Richard Durham, Senior Instructional Designer
26th August 2015
Who we are?
A leading workplace learning company that helps businesses improve their
performance through learning and technology.
Part of a powerful group with strong heritage and a proud history
Over 200 experienced staff, in 8 countries supporting over 150 blue chip clients.
Lead with learning
& performance
We live to
serve
Innovation &
creativity
We love
to share
Experienced
& trusted team
Looking forward
to the future
A global team…
What we do 2th
Elearning &
online learning
LMS & Learning
Portals
Blended
Programmes
Consultancy &
Training
Marketing &
Awareness
Qualifications and
Accreditations
Services
Learning
Insights
5
Your host
Richard Durham
Senior Instructional Designer
Kineo Pacific - Auckland
Richard.durham@kineo.co.nz
6
Electrocity.co.nz
7
Electrocity.co.nz
8
Electrocity.co.nz
9
Creativity - Welcome to the future
“Fundamental to
living in the
conceptual age
will be the use of
creativity”
- Warner & Myers 2009
Warner, S. A., & Myers, K. L. (2009). The creative classroom: The role of space
and place toward facilitating creativity. Technology Teacher, 69, 28-34.
10
Playful Learning
“Learning can be fun, not
rote. It can be engaging, not
forced. It can be exploratory,
not narrow.
And it can be done together,
not always alone.”
Icon CC - Chris Kerr
11
AGENDA
 Purpose  Creativity
 Examples
 Experimentation
 Exploration
 Engagement
(Sharing and Reflection)
12
Learning is like cartography
The maps in our mind show us where we can go; what is possible.
It drives the urge to explore the unknown.
Explorers form communities.
Digital communities are the new generation of learning.
13
Our travel map
Play
(Process)
Creativity
(Skill)
Learning
(Outcome)
14
Kineo McDonalds Till Challenge
15
First Example: Genius
Show me the
Cleese
No
internet?
17
Takeaways from Genius
• The “Wikipedia effect” of deep-diving on ‘did you know…’
types of information.
• Gamification techniques to encourage annotations
o Leader boards
o Unlockable status to post on forum
o Public social prestige with titles
• Everything is shareable, and discussed
18
Sharing explorations
and ideas
How can we apply those lessons?
Engaging with
content
Gamifying a
particular behaviour
19
Second Example: TheWikiGame
Let’s play
Speed Race
20
Takeaways from The Wiki Game
• Uses a skill already in place, aka – the “Wikipedia diving”
• Gamification techniques to encourage annotations
o Leader boards
o Social media sharing
• But what about depth?
• Learning potential?
21
What are you
training?
How can we apply those lessons?
Share victories
Appropriateness of
Gamification?
22
AGENDA
 Purpose  Creativity
 Examples
 Experimentation
 Exploration
 Engagement
(Sharing and Reflection)
23
Play is experimentation
Purposeful play through experimentation
can be exciting and rewarding, and
stimulates creativity.
Mark Baskinger
School of Design at Carnegie Mellon University
uxmag.com/articles/playing-in-the-sandbox
24
Experimenting can lead to discoveries
By Beyond My Ken (Own work) GFDL, via Wikimedia Commons
Hold work sessions designing sculptures
from steel, wood, wire and repurposed
components.
These material studies spark ideas an
reinvigorate activities of a design team.
Ask the question “What if?”
Experimentation is more than testing.
It is pushing boundaries of what you know
25
Playful experimenting is safe
“Playing in the sandbox” approach:
1. Use our hands before our eyes and minds.
2. Push the boundaries.
3. Suspend pressures of design process.
4. Rapidly prototype.
“If our minds aren’t challenged in
new ways, we lose the skill of
thinking creatively.”
- Mark Baskinger
26
Let learners do what you do
CC Squiggle by Damien Newman
Central Office of Design
27
Let learners do what you do
Prototypes
28
Let learners do what you do
1. Make decisions and see their
consequences
2. Reflect.
3. Adjust approach and repeat.
4. Reach a desired state.
5. Communicate your learning with
others.
29
Most common skills desired in employees
Work in a team
(NACE) Survey from 260 employers, large companies
Echoes Loughborough University, Careers NZ
Communicate with
people inside and
outside organisation
Make decisions and
solve problems
30
A learning example
Phet Interactive simulations
University of Colorado
Show me!
31
Experimentation
Robomind.com
32
Kineo HPA example
33
How have you seen
experimentation used?
34
AGENDA
 Purpose  Creativity
 Examples
 Experimentation
 Exploration
 Engagement
(Sharing and Reflection)
35
Exploration
“We shall not cease from exploration,
and the end of all our exploring will be to
arrive where we started and know the
place for the first time.”
“The Little Gidding” T.S. Eliot
Poet, social critic, mind of his time
36
What do we feel when exploring?
37
Classic example: Legend of Zelda
• Curiosity rewarded
with discovery.
• Use tools to
expand available
world.
• Progress
controlled by user
• Challenges a by-
product of
exploring
• Ability to
overcome them
represents your
growth.
38
Rewards for exploring
• More than a menu for order of content
• Instils a sense of “what’s beyond that next corner” curiosity
• Wandering is not just allowed, it’s encouraged
39
Exploring possibilities
40
Exploring perspectives
Show me!Developed by James Ruffell
Ashorne Hill
41
Kineo example - Barclays on-boarding
• Everything reacts
• Curiosity to see
what else “moves”
• Choose your
approach
42
Kineo example – MFAT Free Trade
• Engage with
content as you
choose
• No one right
approach
• As content is
explored, your
approach may
change with the
added tools
43
How have you seen
exploration used?
44
AGENDA
 Purpose  Creativity
 Examples
 Experimentation
 Exploration
 Engagement
(Sharing and Reflection)
45
Engagement – sharing and reflection
Learners that
experiment and explore
are engaged.
Discovery and progress
is brought home through
sharing and reflection.
46
Reflection defined
Relating experiences to new ideas and
modifying your own ideas and practice in
light of this comparison.
Paraphrased from
dictionaries everywhere
47
Reflection
• Reflection ties discoveries to learner motives
• Leads to practical applications
• Can lead to learning through curiosity
Scenarios
from multiple
perspectives
What
So what?
Now what?
Open-ended
questions
48
Reflection examples
• Forum discussions
• Scenarios from perspectives outside of their own
• Open-ended questions submitted to mentors
• Position papers
Notice that many of these also involve sharing
49
Hot tip: Stagger reflection with your review
Common tactic to increase
retention is to stagger review.
Internalising into long-term
memory easier with personal
connection / reflection Hermann Ebbinhaus 1885.
Seriously.
50
Sharing as play
51
Revisit an example
Show me the
Cleese
52
Revisit Genius
53
Sharing makes you a community
54
Sharing can be gamed
55
Sharing can be gamed
56
How have you seen sharing follow
exploration or experimentation?
57
AGENDA
 Purpose  Creativity
 Examples
 Experimentation
 Exploration
 Engagement
(Sharing and Reflection)
58
A final
Appeal to
Play
Creativity
“Fundamental to
living in the
conceptual age
will be the use of
creativity”
- Warner & Myers 2009
Warner, S. A., & Myers, K. L. (2009). The creative classroom: The role of space
and place toward facilitating creativity. Technology Teacher, 69, 28-34.
60
The Intrinsic Motivation RAMP
• “Socialiser” needs Social status, connections, a
sense of belonging
Relatedness
• “Free spirit” values creativity, choice, freedom, and
responsibility
Autonomy
• “Achiever” needs learning, personal development,
skill levels
Mastery
• Philanthropist needs a reason why, the bigger
picture. Values altruism.
Purpose
Based on Andrzej Marczewski
Gamified.uk
61
Model – 4Keys 2Fun
Hard Fun
Easy Fun
Serious Fun
People Fun
(Meaning)
Excitement from changing
the player and their world.
(Novelty)
Curiosity from
exploration, role
play, and creativity.
(Challenge)
Fiero, the epic win, from
achieving a difficult goal.
(Friendship)
Amusement from
competition and
cooperation.
Nicole Lazzaro
Xeodesign.com
62
Learners on RAMP and the 4Keys
63
Subtitle
CATCHKINEOATTHE
LEARNXCONFERENCEIN
SYDNEYSEPTEMBER92015
WE’REPRESENTINGEVEN
MOREINSIGHTS!
Get your tickets to the
event: http://bit.ly/1LTuAF5
64
More Questions? Please Keep in Touch:
Want to demo some of our gamification programmes?
• Showcase Access (AU) Katy Morriss – katy.morriss@kineo.com.au
• (NZ) Lara Stewart- lara.stewart@kineo.co.nz
• LinkedIn eLearning Professionals Group
Kineo Pacific Company Page
City & Guilds Kineo Company Page
• Twitter @kineopacific #kineoinsights – share your ideas with
us!
• FREE Resources www.kineo.com

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Play to Learn by Learning to Play

  • 1. 1 Play to Learn by Learning to Play Richard Durham, Senior Instructional Designer 26th August 2015
  • 2. Who we are? A leading workplace learning company that helps businesses improve their performance through learning and technology. Part of a powerful group with strong heritage and a proud history Over 200 experienced staff, in 8 countries supporting over 150 blue chip clients. Lead with learning & performance We live to serve Innovation & creativity We love to share Experienced & trusted team Looking forward to the future
  • 4. What we do 2th Elearning & online learning LMS & Learning Portals Blended Programmes Consultancy & Training Marketing & Awareness Qualifications and Accreditations Services Learning Insights
  • 5. 5 Your host Richard Durham Senior Instructional Designer Kineo Pacific - Auckland Richard.durham@kineo.co.nz
  • 9. 9 Creativity - Welcome to the future “Fundamental to living in the conceptual age will be the use of creativity” - Warner & Myers 2009 Warner, S. A., & Myers, K. L. (2009). The creative classroom: The role of space and place toward facilitating creativity. Technology Teacher, 69, 28-34.
  • 10. 10 Playful Learning “Learning can be fun, not rote. It can be engaging, not forced. It can be exploratory, not narrow. And it can be done together, not always alone.” Icon CC - Chris Kerr
  • 11. 11 AGENDA  Purpose  Creativity  Examples  Experimentation  Exploration  Engagement (Sharing and Reflection)
  • 12. 12 Learning is like cartography The maps in our mind show us where we can go; what is possible. It drives the urge to explore the unknown. Explorers form communities. Digital communities are the new generation of learning.
  • 15. 15 First Example: Genius Show me the Cleese No internet?
  • 16. 17 Takeaways from Genius • The “Wikipedia effect” of deep-diving on ‘did you know…’ types of information. • Gamification techniques to encourage annotations o Leader boards o Unlockable status to post on forum o Public social prestige with titles • Everything is shareable, and discussed
  • 17. 18 Sharing explorations and ideas How can we apply those lessons? Engaging with content Gamifying a particular behaviour
  • 19. 20 Takeaways from The Wiki Game • Uses a skill already in place, aka – the “Wikipedia diving” • Gamification techniques to encourage annotations o Leader boards o Social media sharing • But what about depth? • Learning potential?
  • 20. 21 What are you training? How can we apply those lessons? Share victories Appropriateness of Gamification?
  • 21. 22 AGENDA  Purpose  Creativity  Examples  Experimentation  Exploration  Engagement (Sharing and Reflection)
  • 22. 23 Play is experimentation Purposeful play through experimentation can be exciting and rewarding, and stimulates creativity. Mark Baskinger School of Design at Carnegie Mellon University uxmag.com/articles/playing-in-the-sandbox
  • 23. 24 Experimenting can lead to discoveries By Beyond My Ken (Own work) GFDL, via Wikimedia Commons Hold work sessions designing sculptures from steel, wood, wire and repurposed components. These material studies spark ideas an reinvigorate activities of a design team. Ask the question “What if?” Experimentation is more than testing. It is pushing boundaries of what you know
  • 24. 25 Playful experimenting is safe “Playing in the sandbox” approach: 1. Use our hands before our eyes and minds. 2. Push the boundaries. 3. Suspend pressures of design process. 4. Rapidly prototype. “If our minds aren’t challenged in new ways, we lose the skill of thinking creatively.” - Mark Baskinger
  • 25. 26 Let learners do what you do CC Squiggle by Damien Newman Central Office of Design
  • 26. 27 Let learners do what you do Prototypes
  • 27. 28 Let learners do what you do 1. Make decisions and see their consequences 2. Reflect. 3. Adjust approach and repeat. 4. Reach a desired state. 5. Communicate your learning with others.
  • 28. 29 Most common skills desired in employees Work in a team (NACE) Survey from 260 employers, large companies Echoes Loughborough University, Careers NZ Communicate with people inside and outside organisation Make decisions and solve problems
  • 29. 30 A learning example Phet Interactive simulations University of Colorado Show me!
  • 32. 33 How have you seen experimentation used?
  • 33. 34 AGENDA  Purpose  Creativity  Examples  Experimentation  Exploration  Engagement (Sharing and Reflection)
  • 34. 35 Exploration “We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time.” “The Little Gidding” T.S. Eliot Poet, social critic, mind of his time
  • 35. 36 What do we feel when exploring?
  • 36. 37 Classic example: Legend of Zelda • Curiosity rewarded with discovery. • Use tools to expand available world. • Progress controlled by user • Challenges a by- product of exploring • Ability to overcome them represents your growth.
  • 37. 38 Rewards for exploring • More than a menu for order of content • Instils a sense of “what’s beyond that next corner” curiosity • Wandering is not just allowed, it’s encouraged
  • 39. 40 Exploring perspectives Show me!Developed by James Ruffell Ashorne Hill
  • 40. 41 Kineo example - Barclays on-boarding • Everything reacts • Curiosity to see what else “moves” • Choose your approach
  • 41. 42 Kineo example – MFAT Free Trade • Engage with content as you choose • No one right approach • As content is explored, your approach may change with the added tools
  • 42. 43 How have you seen exploration used?
  • 43. 44 AGENDA  Purpose  Creativity  Examples  Experimentation  Exploration  Engagement (Sharing and Reflection)
  • 44. 45 Engagement – sharing and reflection Learners that experiment and explore are engaged. Discovery and progress is brought home through sharing and reflection.
  • 45. 46 Reflection defined Relating experiences to new ideas and modifying your own ideas and practice in light of this comparison. Paraphrased from dictionaries everywhere
  • 46. 47 Reflection • Reflection ties discoveries to learner motives • Leads to practical applications • Can lead to learning through curiosity Scenarios from multiple perspectives What So what? Now what? Open-ended questions
  • 47. 48 Reflection examples • Forum discussions • Scenarios from perspectives outside of their own • Open-ended questions submitted to mentors • Position papers Notice that many of these also involve sharing
  • 48. 49 Hot tip: Stagger reflection with your review Common tactic to increase retention is to stagger review. Internalising into long-term memory easier with personal connection / reflection Hermann Ebbinhaus 1885. Seriously.
  • 50. 51 Revisit an example Show me the Cleese
  • 52. 53 Sharing makes you a community
  • 55. 56 How have you seen sharing follow exploration or experimentation?
  • 56. 57 AGENDA  Purpose  Creativity  Examples  Experimentation  Exploration  Engagement (Sharing and Reflection)
  • 58. Creativity “Fundamental to living in the conceptual age will be the use of creativity” - Warner & Myers 2009 Warner, S. A., & Myers, K. L. (2009). The creative classroom: The role of space and place toward facilitating creativity. Technology Teacher, 69, 28-34.
  • 59. 60 The Intrinsic Motivation RAMP • “Socialiser” needs Social status, connections, a sense of belonging Relatedness • “Free spirit” values creativity, choice, freedom, and responsibility Autonomy • “Achiever” needs learning, personal development, skill levels Mastery • Philanthropist needs a reason why, the bigger picture. Values altruism. Purpose Based on Andrzej Marczewski Gamified.uk
  • 60. 61 Model – 4Keys 2Fun Hard Fun Easy Fun Serious Fun People Fun (Meaning) Excitement from changing the player and their world. (Novelty) Curiosity from exploration, role play, and creativity. (Challenge) Fiero, the epic win, from achieving a difficult goal. (Friendship) Amusement from competition and cooperation. Nicole Lazzaro Xeodesign.com
  • 61. 62 Learners on RAMP and the 4Keys
  • 63. 64 More Questions? Please Keep in Touch: Want to demo some of our gamification programmes? • Showcase Access (AU) Katy Morriss – katy.morriss@kineo.com.au • (NZ) Lara Stewart- lara.stewart@kineo.co.nz • LinkedIn eLearning Professionals Group Kineo Pacific Company Page City & Guilds Kineo Company Page • Twitter @kineopacific #kineoinsights – share your ideas with us! • FREE Resources www.kineo.com

Notas do Editor

  1. [Joint: Chip to intro]
  2. Illumination through diversity of perspective.