Best practices can be derived from game-design, story-telling and all other things addictive to make learning experiences rich, interesting and effective.
I share my thoughts on insights that can be derived from games, stories and social learning to create engaging learning experiences and welcome your comments on my blog - http://atulpant.blogspot.com
1. Ideas for Designing Rich and
Engaging e-Learning Experiences
www.EnablingDimensions.com
This presentation, with audio narration, is available at
http://atulpant.bogspot.com
2. Learner Profile
Distracted learners:
- Blackberry and iPhones
- T.V., DS and X-Box for the kids
Concentration span is low
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“email is something m
“ Preference for bite-size info
dad uses
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‘DiggI t’ it is not w And if it is not on a screen it is hard to
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“ Yo uTube is
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3. On the other hand
Expertise requires deep knowledge of a
discipline
- 10,000 hours of deliberate practice to
become a world-class expert
- This for a set of learners that would
ideally like to learn one tweet a day!
4. Reducing the time to competence:
Is it possible to become an expert with less than 10,000
hours of practice?
Malcolm Gladwell -- it is possible, young tennis prodigies
prove this
You need:
- Enriched learning experiences
- Better Learning tools
- Appropriate feedback
5. How to enrich the e-learning experience
learn best practices from all things ‘addictive’
1. Art of Story-telling:
- Panchtantra, Arabian Nights
- Characters, plot, language
- Frames, irony, suspense
6. 2. Learn from Game-Design Principles
- When skill is low & Challenge
is high: Anxiety, Worry, Give-up
- When skill is high & Challenge
is low: Relax, Bored, Apathy
- Optimal level of Skill &
Challenge: State of FLOW
- Games are addictive, they are
designed to keep us in a state of
Prof Mihaly Csikszentmihalyi’s Arousal or Flow
concept of ‘FLOW
7. Lessons for Pedagogy from Game-Design
Personalisation based on learning styles and type of
intelligence, and
Learning from games, personalisation based on
Skill-level or Prior Knowledge (PK)
- PK is low, Challenge is high = Anxiety, Worry,
Give-up
- Learner needs Scaffolding
- PK is high, Challenge is low = Boredom
10. 3. Cool Form Factor
- Delivery of learning on devices like game
consoles, mobile or smart phones
also makes the learning experience more engaging
- Especially for young or distracted learners
11. 4. Social and Collaborative Learning
Participation in knowledge networks, Communities
of Practice & Learning Conversation platforms
- To gain ‘prior knowledge’
- To deepen understanding
12. Sum-up
We need enriched, engaging and participative
learning experiences for today’s distracted learners
We should learn from all things addictive to create
such enriched learning experiences
Glean best practices from story-telling, game-
designing and collaboration
Cool and funky delivery vehicles like game consoles
& mobile phones further enhance engagement
13. About the Author
Co-founder, www.TimelessLifeskills.co.uk
Co-founder, www.EnablingDimensions.com
Blog: http://atulpant.blogspot.com
Email: atul.pant@timelesslifeskills.co.uk
14. About the Author
Co-founder, www.TimelessLifeskills.co.uk
Co-founder, www.EnablingDimensions.com
Blog: http://atulpant.blogspot.com
Email: atul.pant@timelesslifeskills.co.uk
ou! I w elcome
T hank y
ur com ments.
yo
- Atul