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Using Games in eLearning Part III – The Basic Structure of an eLearning Game

In the previous two posts of this series, we discussed:

Let us now determine the structure of a game and see how this structure helps us establish an emotional connection between the learner and the content.

A learning game isn’t very different from the entertainment games, except that the theme of a learning game is “learning,” and not “entertainment.” The basic structure of the two types of games is almost the same.

A Learning Game consists of:

  • An environment
  • A Challenge
  • A Reward/Punishment
  • The Learning

Let us look at these four factors in more detail.

The Environment of an eLearning Game:

An elearning game like all other types of games has to first gain the attention of the gamer, and then it has to sustain it. A game, unlike other learning activity, should be high on immersion, and establish a suspension-of-disbelief, to whatever extent it can. Thus, an eLearning game requires that you establish an environment. You can do it through a story, a visual, or a scenario.

The Challenge in an eLearning Game:

Every game should include a challenge. A challenge is “a demanding or a challenging situation,” or, if we speak in terms of motivation, it is something that urges you to act towards a specific objective. A challenge can be incorporated in an eLearning game, by asking the learner to use the knowledge gained/skill developed through the content to <achieve a goal>. Remember that goal has to be designed keeping in mind the audience’s profile.

The Reward/Punishment Associated with an eLearning Game:

Every learner wants to “gain something” from a success, and is driven to avoid “losing something” through a failure. A challenge doesn’t transform into a game unless the learner has something to gain or to lose. Thus, an eLearning activity will not convert into a game unless you establish a reward/punishment for the outcome.

The Learning in an eLearning Game:

A game is a game and NOT an eLearning game if it doesn’t result in learning. Remember that learning or reinforcement of learning should result from the process of playing a game, and not as a reward for the game. Very often, eLearning game developers end up creating games where upon completing a game successfully, the learner learns – but otherwise he or she doesn’t learn! Instructionally, such games leave nothing for a person who doesn’t play well. Make sure that your eLearning game doesn’t suffer from this issue.

That’s all for now, dear readers! If you’d like to learn more about developing eLearning games, drop me a line, and I’ll write more about it.

 

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The Advantages of eLearning (1 of 2)

Let us continue our quest. We’ve already discussed “How eLearning is Different from Classroom Learning” and we’ve carefully analyzed the definition and nature of learning. It is now time to classify the advantages that eLearning has to offer – to the client and to the audience, and then analyze them to identify the real advantages and separate them from others, which masquerade as advantages, but actually aren’t!

It is important to remember that the Client’s Advantage is different from the Audience’s Advantage (though in some cases it might become one.) The Client of an eLearning Developer is usually an organization or a department of an organization; while the Audience is the individual (or group of individuals) who “consume” the content – and so can be understood as the consumers.

So here are the advantages of eLearning – For the Client and for the Audience!

ELearning – The Client’s Advantages:

  1. Create Once, Implement Always
  2. Create Once and Integrate as per Requirements
  3. Cost Reduction of Different Kinds
  4. Standardization of Training Quality
  5. Centralization of the Training Function

Create Once, Implement Always:

This results in reduced management and maintenance. It helps eliminate the logistic issues completely.

Create Once and Integrate as per Requirements.

Content can be created once, in form of small sharable fragments called the Learning Objects, and reassembled. Client organizations that are big oceans of employees in different departments at different positions; use this policy and implement it through the LMSs by applying the sharability principles.

Cost Reduction of Different Kinds:

Save on trainer costs, training costs, and also on the opportunity cost of work hours lost in training.

Standardization of Training Quality:

eLearning content can be standardized for big, geographically scattered organizations, which is usually not possible in classroom trainings where the trainer’s personality and training methods have a distinct impact on the quality of training.

Centralization of the Training Function:

Training quality control can be centralized, and it becomes much easier to manage and implement across-the-board changes. This also helps in conducting audits and rolling out new programs faster.

ELearning – The Audience’s Advantages:

  1. Flexible Learning Hours
  2. Anytime, Anywhere Availability of Training
  3. Reduced Commutation
  4. The Comfort of Anonymity
  5. Flexibility in Submission Deadlines and are Easier to Complete

Flexible Learning Hours:

Of course! In a world where with each new invention that helps us save time, a new time-guzzling issue crops up – we want to save time and energy. ELearning provides this option to the learners. Also remember that the extraneous load drops considerably when the learner learns in an environment he or she is comfortable with – so learning turns more effective.

Anytime, Anywhere Availability of Training:

As long as the learners can access the Internet, they can learn. The Web has now been woven almost everywhere (Enterprising individuals from the US, South Africa, and even from the Far-Eastern mountains of India take the IDCWC Online…without missing a beat!) eLearning erases the time-zones and the geographical/political boundaries from the list of constraints faced by the audience.

Reduced Commutation:

The cost of commutation goes beyond what you pay for the gas. It includes the time that you could’ve spent playing with your kids or your friends, but which you spent playing “Need for Speed” on jam-packed roads that didn’t just allow you to go beyond a measly 10 mph! Think about the others costs: a date canceled, less time with your family, aching knees – I leave this exercise to you:-)

The Comfort of Anonymity:

The comfort of making mistakes and learning from them – away from the hostile and competitive classroom environment is a boon for many. This comfort alone can turn a medium-paced learner into a fast-paced smart student.

Flexibility in Submission Deadlines and are Easier to Complete:

I know that you might not agree with this – but I should know. The number of people who call us trying to reconfirm their bias that the online course would be easier to do as compared to the corresponding classroom program, woke us up to this reality.

As you must’ve noticed, I’ve italicized some advantages in this post. These are what I call the Doppelganger Advantages. We will understand the nature of these Doppelganger Advantages in my Friday post.

(Read the concluding post, “The Advantages of eLearning (2 of 2) – The Doppelganger Advantage” here.)

 

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