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Training Gamification

Janice Myers- IDT590 Final

Author Background

I graduated from Southeast Missouri State University in 2013 with a Bachelors’s of Science in Mathematics Education. Since graduation I have taught high school mathematics in St. Charles, MO. In addition to teaching full-time, I am currently earning my Master’s degree in Instructional Design and Technology through Fontbonne University.

My love for technology and instruction started after attending FlipCon 2014, a convention for flipping classroom instruction. The following year I decided to persue my degree in Instructional Design in Technology. Since starting my degree I have taken on roles of an instructional technology expert and professional learning community leader within my district.

My professional goal is to obtain a position as an Instructional Technologist within a school district.

Overview

The scenario I chose deals with an instructional designer who must create training material for an unmotivated staff.

The staff is currently not motivated to participate in the mandatory training modules. The current methods being used are text-based manuals, traditional PowerPoint presentations and lengthy videos. To correct the current issues, I will implement an e-Learning course that uses gamification. The training will be split into shorter modules, and staff members will learn through game based elements.

Research

To determine a solution for the current mandatory training modules, I first researched the root of the problem: the staff is unmotivated. Simply updating the current training materials would not rectify the issue, I needed to change the staff attitude towards the content as well. Implementing game-based mechanics into the e-learning instruction would not only motivate action, but it would also engage the learners, promote learning, and teach problem solving (Kapp, 2012). Leaman states in her article BOOST Basic Job Skills Training “when you gamify basic skills training learners will no longer call the program boring.” She also explains that people of all ages love games, gamification improves engagement, gamification enhances traditional learning techniques, and gamification is suited to a diverse work-force (Leaman 2014).

View the video below to learn how inclusion of game based elements can engage learners, motivate action, promote learning, and teach problem solving. Select CC to view video subtitles or select PDF to the right.

 

To solve the issue of text-based manuals, traditional PowerPoint presentations and lengthy videos, I created an updated e-Learning training module. The e-Learning module would be available online so the training can take place in the office, in the field, or from the comfort of home. The training module was developed using Adobe Captivate. It includes interactive training scenarios with an option to read the text-based version; updated presentations with interactive links, videos, and sounds; and short relatable skills videos. The gamification mechanics of the updated training include a set of goals for each learner to reach; a reward structure that allows learners to earn badges for completing training sections; competition between departments to see which team can earn the most badges; a time limit within interactive training scenarios; levels for scaffolding; an immersive simulation experience; a replay feature to encourage problem solving and taking risks; and aesthetically pleasing presentations.

Evaluation

To evaluate the effectiveness of my training module I will provide a pre- and post- survey for the current staff members. Before implementing the new training program, I will have the staff rate their attitude towards, and effectiveness of the current training materials on a scale of 1-5. The scale will be as follows 1-strongly disagree, 2-disagree, 3-neutral, 4- agree, and 5- strongly agree. The survey will contain various questions and statements such as “I enjoy completing the mandatory training” or “I learn the essential skills needed to perform my job with the mandatory training.” After implementing the new training, the same survey will be given. The e-Learning training will also provide feedback to the company to measure its effectiveness such as individual employee results and percentage of staff completion.

Bibliography

Kapp, K. M. (2012). The Gamification of Learning and Instruction. San Francisco: Pfeiffer.

Leaman, C. (2014). Boost Basic Job Skills Training. TD: Talent Development, 68(8), 34.

Image sources: www.pixabay.com

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