Allen's Training Blog

Tuesday, August 7, 2007

The Gaming Advantage

Whenever I fix a friend’s or family member’s computer, I always get asked the same question: How did you get so good at computers?

The answer is simple: We get good at what we enjoy. Think about your favorite hobby. How much time have you put into it? We spend a lot of time doing what we love and are inspired to learn more about it. We don’t waste our time and energy doing something we hate. Not without proper motivation, anyway.

Sure, we can cram information into our heads the night before a test, or read and re-read a manual or proposal, but that’s doing things the hard way. There are much better ways to learn, namely, by making the material you need to learn fun. One great way to do that is to take the information to learn and incorporate it into a game.

To demonstrate this point, let me ask you a question: Which way would you rather learn…

Listening to this guy?

Or playing this?

Now, I admit you won't get much training value from World of Warcraft, unless you run a dragon removal service, or perhaps teach Jr. High. But the point here is that a great deal of learning takes place in games, due to the high level of attention and mental energy the player gives to it. Many studies show that retention is vastly increased when material is presented in a gaming format instead of being presented directly.

Which leads us to:

Gaming Advantage #1 – Information is presented through a variety of channels: sound, graphics, and interaction.

Adding sounds, graphics and interaction to otherwise bland material can make the information more interesting. Human beings, like most animals, are drawn to things that move or otherwise change. There’s a reason children prefer watching Spongebob Squarepants to reading text books.

When we factor in interaction, we have a good explanation for why movies and television are losing ground to video games in both dollars and time spent on each.

Take a look at these two pictures.


Computer-based games have come a long way over the last 20 years.

The ability to both process and present complicated information has increased. We can also both better measure the learner’s improvement as well as present instruction with fancier graphics and sounds. The result is a much more responsive, immersive experience.

Let’s say you’re trying to correct your golf swing.

One option is to record your golf swing and then watch yourself. This takes time, and doesn’t really help you to nail down the problem unless you know what you’re looking for.

A better option is to hire a golf instructor and have him watch your swing. The golf instructor may also use golf-swing analysis software to help him train you.

But now that technology has improved, we can take golf instruction one step further by using a golf simulator.

You swing a club over a machine, which analyzes the angle, speed, and other parts of your swing, and simulates where the golf ball would have gone. Nintendo’s new console, the Wii, features a simplistic golf game, but it really isn’t so different from what more expensive simulators, such as the one above, have been doing for years.

Now you can see the results of your swing and get feedback on your swing at the same time. It’s faster than going to the driving range. Plus it shows you exactly what you did wrong and offers immediate, constructive feedback.

Which brings us to:

Gaming Advantage #2 – Immediate feedback, both as a reward and assessment of what you have and have not learned.

In gaming, knowledge is reinforced while it’s still fresh in your mind. You are given the opportunity to correct, and recheck your behavior instantaneously. It’s the same promise of immediate reward that makes gambling so addictive for many people.

Let’s look at one form of interaction: The multiple choice question:

This screenshot is an example of something we use frequently at Allen to reinforce basic knowledge. A multiple choice question assessment can be interactive, and it provides immediate feedback—remember the first two principles—so multiple choice questions are better than just reading. But multiple choice questions are not inherently fun or engaging. Therefore, we don’t have a game just yet—you need more than just interaction. You need more than just immediate feedback. You need a sense of purpose. That means creating incentives and rewards to keep the learner interacting, otherwise the material you want to teach ends up being an electronic page turner. That’s why examples like the one above are typically combined, or blended, with other learning activities and motivations to give a sense of purpose, which results in a game.

Take one of the more successful learning games: “Where in the World Is Carmen San Diego?“

It’s a great example of a game that manages to use interaction in a meaningful way. In it, you play the role of a detective charged with tracking down the infamous master thief, Carmen San Diego, as she and her henchmen steal famous artifacts from around the world. You’re always one step behind, visiting cities only after the criminal has already left, gathering clues that reveal where you should travel next.

What makes it such a great game is that it uses plot, funny graphics and animations to maintain the learner’s interest. Instead of throwing pages of text at the learner, the game rewrites the information into a “clues” or “interview format.” For example, you visit a bank where you ask about the criminal you are tracking, and the teller responds by providing you clues like, “He was exchanging his money into Yen,” or, “He said something about going spelunking.” Not only do you learn that the currency of Japan is Yen, but you expand your vocabulary by learning what spelunking is.

When it comes time to test this knowledge, you are presented with a question of where to go next: Tokyo, Moscow or New York, for example. It’s still a multiple choice question, but it’s cleverly disguised, and made interesting. The feedback is also more subtle. There is no “good job” or “incorrect.” If you make the wrong choice, you find yourself wasting time on travel (giving the crook more time to get away) and when you interview the locals they say they’ve never seen the person you’re asking about. Motivation becomes crucial as you try to achieve your purpose.

Further keeping you involved is that to find the answers to your questions, you’re forced to take an active role by looking them up using a almanac provided with the game—the answers aren’t provided within the game itself.

Gaming Advantage #3 – The ability to test behaviors without suffering permanent consequences.

The military uses games and simulations to train pilots and soldiers. Why? It’s a lot better to crash or get shot in a simulation than it is in real life.

Further, I’d want my resident surgeon to practice an operation a few times with a simulator before cutting into me, wouldn’t you?

If you don’t have to suffer consequences for your actions, you’re free to vary your responses, and ultimately perfect your behavior by seeing how each change in your behavior affects the results. You can explore the full range of permutations and possibilities. In fact, failing within the confines of a simulation can actually be more helpful than harmful: Not only do you learn what not to do and why, but you can experiment with how to respond to and minimize the consequences of any failure. Just how low can you fly close to the ground in your single engine plane? How do you respond to a stall? What should you do if you smack into a bird? Simulations prepare you for the bad as well as the good.

Of course, even with the best of simulations, at some point a person has to actually step into the field and do the real thing. Getting your feet wet is unavoidable. Good training, though, can minimize the shock of this experience, through what is known as “accommodation.”

This here is Jean Piaget, a Swiss developmental psychologist who is famous for his constructivist theory of learning.

One of his most famous concepts was that of “accommodation.” Accommodation is the theory that whenever we learn something new, what we’re really doing is fitting that new information into a previously learned concept or way of thinking. When you learn to ride a motorcycle, you may learn it through the lens of riding a bike, or thinking about how it compares to a car.

Here’s another way to think about it: A coworker of mine told me a story about the first time his daughter saw a squirrel. She looked at it and pointed and said, “funny kitty.” She knew it wasn’t a cat, but she was aided in her understanding that the squirrel was an animal, by referencing a similar experience—a furry, four legged cat.

What this means is that if the real cockpit is very similar to the simulated cockpit, the transition from the simulation, which you are already familiar with, to the real thing, will be easier.

So, to sum up, gaming has three main advantages:

#1 Gaming increases retention by presenting information in multiple channels: audio, visual, and interactive. In gaming, learners are rewarded for different strategies and different ways of learning. But remember: Simply adding flashing lights and sounds to something does not make it into a game.

#2 Gaming provides immediate feedback and reinforcement. You know what you’re doing right, and what you’re doing wrong, immediately. Every time you succeed, your brain’s pleasure center is rewarded. Learning with gaming is kind of like being a dolphin who gets a tasty fish every time he does a somersault. But remember: Simply slapping a reward structure—like points—onto boring information doesn’t reinforce as well as contextual feedback.

#3 Gaming allows the learner to test different behaviors or decisions without suffering permanent negative consequences, like wasting valuable assets on an untried strategy. You can save money and time, and take risks you could otherwise not afford to take.

If you have any thoughts or comments about gaming in learning, drop us a line. We’d love to hear from you.

Labels: , ,

0 Comments

Wednesday, July 4, 2007

iPhone and Mobile Learning

I succumbed to the iPhone hype. I wasn’t going to, but my brother got one, showed it to me, and I was in. Funny thing is, every time I show it to someone, they ask, “Are you happy with it?” Being a first generation product, I know what they’re getting at. They’re saying, “Hey, guinea pig, give me some guidance on whether or not I really want one of those.” Fair enough.

I won’t go into all the details of the ups and downs of the device (including some bugs that my particular device seems to be encountering), but I have been thinking specifically about the iPhone and how it will impact mobile learning.

First off is the obvious – podcasting. When it comes to the iPhone’s delivery of this medium, I think it’s in the bag. After all, the iPod side of the iPhone functions like any other iPod (though the interface is quite a bit sleeker). If you’re thinking of delivering training via podcasting, the iPhone will not disappoint.

Beyond podcasting, though, mobile learning is going to run into some obstacles with the iPhone, many of which happen to be the same obstacles that any mobile device presents.

Following are some of my observations regarding challenges to think about when planning for mobile learning via the iPhone:

Video
While video (like vodcasts, etc.) can be a viable method for the iPhone, delivering video files has some hang ups. First, if delivered as a vodcast, the media must first be delivered to the learner’s iTunes application, where it then is loaded (or “synched”) to the iPhone. As it now stands, this is a cumbersome reality of the iPhone for all multimedia files. I project this will change sometime in the future with the release of a native iTunes application for the iPhone. For now, though, it’s a functionality issue to be aware of, as the process for delivering video media certainly isn’t “on demand” and may involve too many steps for learners to adopt.

Additionally, delivering video via the web to be viewed on iPhone’s Safari web browser is not ideal. First, as I’ll talk about a little further down, iPhone’s version of Safari does not currently support Flash. As a result, Flash delivered video, as found on sites like YouTube, will not work on your iPhone web browser. What’s more, the iPhone does not allow users to save files to a directory on the phone’s drive, meaning a learner can’t download and save a video from the web to their device (or other file of any sort for that matter, as I’ll discuss further).

Finally, even viewing heavy multimedia files like video can be a bit problematic on the iPhone. If a user can access a broadband wi-fi connection, then loading speeds can be acceptable. But when using AT&T’s 2.5G EDGE network (the only option for all iPhone users at this point), they are connecting to the Internet via a (relatively) slow connection, resulting in prohibitively long download times for large files like video.

Downloading Files
Discussing the inability to save video files is directly connected to the next aspect: Delivering documents via iPhone. At this point, it’s possible, given some major caveats. First, file size must be taken into account. As stated above, when relying on AT&T’s EDGE network, download times can be slow. Large files will take a long time to load.

Second, and perhaps most important, files themselves cannot be saved to the device. Yes, you can download and view a PDF in the Safari web browser, but once you close the browser window, if you want to view the PDF again, you must return to the URL and load it again. While not a huge issue at first glance, it is certainly a web usability issue as it goes completely against what users of the web are accustomed to. Plus, it’s simply inconvenient.

Keep this in mind if you’re developing training materials, handouts or other documents for mobile delivery to the iPhone.

Web
As is the case with all web delivery, you have to keep the specs in mind when developing. While web technology continues to become more and more standardized via the major browsers and factors like CSS and AJAX, a wide array of variables still exist. Typically, in e-learning, these factors are mitigated by “controlling” the web delivery, i.e. limiting delivery to a defined resolution on a single version of a single web browser on a uniform platform. This is a time-proven method; but when it comes to the iPhone (and mobile delivery in general), the method must be thrown out the door. While resolution issues are actually handled extremely well by iPhone’s “pinch” touch screen technology, the fact is, you’re dealing with a different browser, Safari, and a different platform, Mac OS X, and chances are, you’ve never dealt with it before in your e-learning endeavors.

I don’t want to be overly dramatic, because Safari is a fine browser, even the iPhone version. And OS X stands on its own for usability, if not for adoption. But the fact is, all web browsers render data slightly differently. Therefore, as you develop e-learning courses that include mobile delivery, you have to face the reality of developing for several browser and platform environments.

For example, non-mobile learners may be limited to IE 6.X, while some mobile learners will be limited to other versions of IE depending on the device they use, and iPhone learners will be limited to Safari. You can develop one solution that works for all three environments, or you can develop three separate solutions. Both options can be done, but both methods involve more programming time and QA, resulting in a greater expense than developing for a single browser on a single platform.

Flash
This is perhaps the biggest obstacle to delivering e-learning via the iPhone. As it now stands, iPhone does not support Flash. Zip. Zilch. No dice. The most widely accepted and implemented technology for e-learning simply does not work on the iPhone. To be honest, I was blown away when I discovered this. While most of my gripes with the iPhone are minor issues that I believe can be as easily overlooked as they can be tweaked, this is one area that has left me scratching my head. I imagine this issue will not be long lasting, but for now, it’s a reality to keep in mind when considering delivering learning via the iPhone.

Conclusion
Now, keep in mind, I do not intend to bag on the iPhone. So far, barring a couple of expected bugs, I’m loving the device. And my belief is that many of the above challenges will be resolved with software upgrades over the coming months and year. But when it comes to delivering mobile learning, the iPhone is just like all mobile devices – challenges exist and must be planned for and addressed.

For a further discussion on the iPhone and learning, you may want to check out Elliott Masie’s initial reaction and thoughts. In the meantime, if you have any thoughts or questions, drop us a line. We’d love to hear from you.

Labels: , , , ,

0 Comments


Subscribe to Posts [Atom]