Storytelling & Gamification, Ken Hubbell’s DevLearn Session

INstead of a couple things that interrelate, there are lots of moving pieces; if you don’t talk about all of it, you’re only getting a small piece
You can’t throw a learning course at “wicked problems”
Project based learning; a learner centered pedagogy, there is inquiry and innovation you can ask questions that the situation didn’t count on
When you’re done you can explain what you did to solve the problem
The goal of designers and facilitators is to let people be in “the flow”
When you start a problem, you face anxiety but get in the flow as you gain skills
You get bored and go out of the flow when not faced with enough anxieties
(TED talk) World Peace Game – 4 or 5 countries faceoff against each other and force the kids to think their way out of the problems
After kids play the game, they have to present on what happened and why decisions were made
Storytelling – BF Skinner saying the instruction can be contrived; what matters is what skill are you acquiring
In order to learn real-world skills, you sometimes have to experience a contrived situation
Stories make people care, so they can embrace the subject in a way a PPT can’t do
It’s about context, a case study in one part of the world might not in another part
The framework you put the problem in, defines how the participants will react
How do you put something in play so others can build upon it?
You don’t say no, you look for the ways to build upon another person’s idea
Storytelling – Aristotle; beginning middle and end
Can’t keep people in the middle all the time, they will burn out
Freytag’s Pyramid
Take this model and match it with Flow; Rising action, climax, falling action, repeat
What changes a story to drama? plot character thought diction music spectacle
Plot = gameplay
Streamline the drama; these are essentially learning objectives
In a problem based learning environment, the character can change their mind; it begins at a certain point, but it may not end the way you intend
Players don’t have to agree on the story, but the players have to agree
Gamification is not new; Boy Scouts, Girl Scouts
Has not been an integral part of learning or business
Let’s make it fun by providing an extrinsic thing that makes you feel better intrinsically
You can achieve this or that; but if you and your colleague achieve this you get something bigger;
it’s only important if people care
Portal, if you play with 2 people you can solve some really complex puzzles
If you fail a lot of times, you understand these complex puzzles
The experience facilitator, lays out the story infrastructure and keeps everyone inside the game by acting as a referee
Cultivate the best user experience
These people like to share, they get excited about these things, help maximize individual and team flow
Good design is obvious, great design is transparent
Navy trying to solve fuel efficiency problems; put this out there so anyone could participate – energy mmowgli
Generated 740 ideas
The framework and infrastructure was available to share ideas, it just worked did not present another problem
Ender’s Game – learn by being immersed in the subject
Burn Notice – while the show is occurring, the lead character annotates what is happening, you can learn how to blow stuff up, pick locks and deal with people
Death World – A test environment that allows you to understand the world that is trying to kill you
Imagine a problem based learning environment where someone can learn from day one how to survive in your company and receive feedback and mentoring, annotating what they’re doing; so they have something after to review not just what they did but why they did it
If no one shares, the one person who knows is the only one who learns
Many free development tools – Shell oil guide on how to do scenarios; Unity 3d dev environment; mmowgli; sharepoint with mysite; move a zoo
It is not the technology, that is there to help with deployment, it’s not critical
Developing problem based learning is a journey, it’s not something that will occur overnight
RPGnow – website for writing RPGs
James Lester – research

Posted on October 31, 2012, in Instructional Design, Life and tagged , , . Bookmark the permalink. 1 Comment.

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