Showing posts with label alternate reality games. Show all posts
Showing posts with label alternate reality games. Show all posts

Monday, July 11, 2016

What #PokemonGo means for immersive learning

I, like many of you, spent my weekend hunting for Pokemon while tracking my progress on Nintendo's new Pokemon Go game.

To say it was a revelation was an understatement. And the bigger question: will it lead to a revolution?

For many years now, I've talked about how technology can be used to create immersive experiences, how giving people the sense that they are performing real tasks and receiving real-time feedback is the key to that immersive feeling. I've talked about avatars and virtual worlds and alternate reality games and augmented reality and, recently, virtual reality. I've talked about how biometric data can be used to impact your experience within an environment, and I've talked about how all of these things are converging. I've also talked about the shortage of big design thinking in better leveraging the technology that is currently available to bring together storyline and experiences. Design has been lagging behind technology where immersive learning is concerned. I would tell people to keep their eyes open, because there would be a point where someone figured it out and it would go mainstream.

I'm pretty sure most people thought I was talking about a few years in the future. Turns out, I was talking about this last weekend.

Finally, FINALLY, there is an example of an augmented reality game with characters, avatars, interactive game play with feedback and leveling. And the whole world is, or wants to be, playing.

Our kiddo was working alongside a Meowth
This weekend I spent with my family, walking all over my home town Carpinteria and Santa Barbara. We were finding landmarks we didn't know existed which had been designated as Pokestops. We were exploring new neighborhoods and talking to strangers. We were walking, walking, walking. We were smiling and laughing. We were bemoaning our ridiculous battery life and speculating on our data usage. We were running into friends and chatting. We were teaching each other nuances and strategies in the game. We were laughing when we saw a large group of people wandering around a parking lot, looking for a Koffing we knew was there. I was sending messages to a friend halfway around the world in Milan, Italy, who was experiencing the same server issues we were.

Suddenly, everyone is playing and experiencing immersive learning.

For those of you who haven't played yet, imagine you are a Pokemon trainer (if you don't know what Pokemon are, google it). The world is filled with Pokemon, and you can find them via a phone app, then catch them using Pokeballs that you throw at the Pokemon on your phone screen. You can get more supplies at Pokestops, and train with the Pokemon you've caught at Gyms. All of these locations are populated from data collected over the last several years from another game, Ingress, which is (of course) a product of Google.

I could talk about the social learning implications (this game has no social features, but is an amazingly social game). I could talk about the health benefits, both mental and physical. I could talk about how the game is driving behavior change (my kids keep opting to walk instead of asking for rides...crazy...).

But instead, I want to talk about what Pokemon Go means for the future of learning. Because we finally have a flagship immersive game to build from. Where we go from here, and how we push technology to support our design, is really up to us.

First, let's talk about technology needs.

  • WE NEED BETTER BATTERIES. If we are leveraging our phones for experiences like this, we can't have our batteries last an hour. 
  • Also, WE NEED UNLIMITED DATA. It's well past the point that this should be the case, and the first major company who goes there will get my money, and hopefully yours too, so that the whole market will follow. 
  • We will need data to be able to interact in the world, unless, of course, we have UNIVERSAL WIFI. That would be ok, too.
  • And finally, the device-specific access is a drag. Most of the people we saw playing were adults, not because kids wouldn't want to, but because kids don't have smartphones that they can use to play. MAKE ALL DEVICES CAPABLE OF PLAYING IMMERSIVE GAMES. Photo apps, GPSs, data accessible (with unlimited data, as previously mentioned). Let as many people play as we possibly can. 


What about design?

Honestly, the possibilities are endless for future applications, but let's start with what we could do with Pokemon Go.
Santa Barbara Park Ranger
chatting about the Pokemon in the park

  • Tie Pokemon Go to biometrics. What if you could get certain Pokemon by keeping your heart rate in the ideal range for exercise for 20 minutes? What if you were rewarded for number of steps (not just distance covered, which is how you hatch eggs)? What if you were rewarded for consecutive days of hitting exercise targets? There have to be some easy partnerships to be made with fitness trackers. 
  • Add some social features. My kids already want to trade Pokemon. I'd love to see a way to do that through proximity, rather than some online marketplace. While I've been having great conversations with people I meet while playing, it would be great to have a game mechanism to prompt more interaction. Also, how about adding a way to friend other players you meet? It was great meeting folks all over town, but now there's no way to stay connected. There are already social groups forming outside of the game, why not enable it within the game?
  • Leverage Pokemon Go for medical treatment. If there were enough Pokemon in a hospital or rehabilitation center, patients could collect Pokemon as part of their recovery. Therapists could track distance walked or number of Pokemon caught to help encourage patients to get out in the world and walk. 
  • Pokemon Go as the new marketing angle, both customer and internal-facing. We already saw this with Foursquare, but is there something more to be done here? I would definitely frequent a place that set up a Lure to attract more Pokemon...beyond attracting more customers, could this type of activity work for new hire training? My family was chatting yesterday about what type of Pokemon we might find at our zoo; what if the zoo could strategically place Pokemon?
What are some issues that need to be addressed?
  • Accessibility barriers. Already, my color-blind husband can't see the difference between the blue and purple Pokestops and has to ask me. Can options be included for blind players? Hearing impaired players? Players with physical disabilities? Let's get everyone playing.
  • Technology barriers. Let's not make immersive learning only accessible to the privileged. While desire for immersive experiences might drive buyer behavior toward technologies that can support it, if only high end smart phones can play the experiences and only people who can afford more data can play, we are cutting out major segments of the population based likely on age and socioeconomic status from participating and benefiting. Immersive learning should be available to everyone. 
  • Societal barriers. There has been nervousness already around women playing alone at night, players who are ethnic minorities worrying about accessing Pokemon in particular neighborhoods, and general unease about what a gaming experience that everyone can play everywhere might uncover about our own biases, prejudices, and fears. These are things that already exist, that game play is exposing with heightened visibility. Ironically, it has also been prompting people from all walks of life to start interacting and supporting each other. Maybe there's something to us all just playing a game together that may lessen this barrier. 

But let's end with some larger implications for learning, particularly organizational learning.

  • New hire training: tour facilities with augmented reality or virtual reality. Meet key folks in the organization. See behind the scenes production, or visit HQ virtually. 
  • Skill refinement: once the basics have been taught, present ongoing practice scenarios. Could be internal, customer-facing, or software/equipment training. 
  • Product training: provide the ability to interact with multiple customers and see how the product benefits them differently.
  • Application in context: how do you navigate a real-life complex environment effectively? Think busy retail, insurance adjusters, combat/disaster zones, crime scenes, etc.
  • Don't mind the rattata in my kitchen
  • Just in time geographically relevant support. Have a question in context? What if an app let you access training and tips relevant to where you are?  
And that's just to name a few.


So, to sum up, we need better consumer tech for immersive experiences, we can build on Pokemon Go for even more immersive design examples and applications, we need to be mindful of biases limiting access, and there's a lot of potential for organizations to leverage immersive learning to solve meaningful learning problems. Let's do this, folks!


(Related: Does anyone even use Foursquare anymore? I bet the kids don't even know what that app is...)

Tuesday, January 7, 2014

Top # of reasons you should buy my new book, Immersive Learning

It's official! The book is out!

(Ok, technically you could have already pre-ordered it, but today was the official announcement from my publisher, ASTD)

Having stole my own thunder yesterday, I'd like to celebrate the official release by listing the top # of reasons to buy Immersive Learning. I don't know how many reasons I'll come up with, and I titled this blog first, so the exact number of top reasons is a mystery even to me until this post is published. Actually, I'm not even going to count :)

Here we go! Reasons to buy Immersive Learning:
  • You believe that learning is better when it's not passive. 
  • You've ever said "Practice makes perfect," or quoted that "How do you get to Carnegie Hall?" quote. 
  • You think performance objectives are more meaningful than learning objectives.
  • You've ever created an avatar. 
  • You think there must be a better way to assess learning than multiple choice questions. 
  • You have a smartphone. 
  • You've ever played house, army, or, if you were like me, "store."
  • You prefer green apples.
  • You're related to me. 
  • You've played one of my ARGs.  
  • You want to know what an ARG is. 
  • You know who the Underpants Gnomes are. 
  • You work in corporate learning and want to learn a new design skill to add to your designer toolbox. 
  • You work in higher education and want to engage your students in meaningful practice.
  • You work as a K12 teacher and you're looking for ways to transition your classroom to Common Core.
  • You want to flip your classroom or training and want to create amazing application activities with  all that time you used to spend lecturing. 
  • You have a favorite character from a movie or tv show that you quote. 
  • You made a resolution with me and my book can help. 
  • I used you as an example in it.
  • I used someone you know as an example in it. 
  • You are looking for a book to give a great Amazon review. 
  • You haven't spent all of your holiday money on Candy Crush yet. 
  • You believe knowing something and doing it are two totally different things.
  • You heard me speak at a conference and I made some sense.
  • You want to design meaningful and effective learning experiences.  
I'm sure there are more! If you think of any, please add them in the comments. And thank you, THANK YOU, for all of your support!



Monday, May 7, 2012

The Shamification of Gamification

I'm late in getting out my post for the blog tour for Karl Kapp's new book, The Gamification of Learning and Instruction, and he kindly did not call me out on that last week...life has a way of messing with your timing sometimes. In preparation for this post, I've been reading what everyone else on the tour has been writing and trying to think of what I felt most passionately about writing. I was most interested in reading what Kathy Sierra and Clark Quinn have written, as I know where they both stand on the term "gamification," because honestly I haven't been a big fan myself.

When Karl asked me to contribute a chapter to the book and he told me the title, I'll admit I was conflicted and I told him. After all, my favorite article on gamification, written by Ian Bogost, was titled Gamification is Bullshit. Karl explained his desire to "take back the word" from the marketers and use it to our advantage. Just like my policy with my kids on using curse words, I had to remind myself that there are no inherently bad words, just words that can be used to hurt people. Somewhere along the line, gamification has become (in some circles) a four-letter word. And I'll tell you why: bad design.

It should be no surprise...any time a buzz word emerges, the bad design deluge follows. E-learning? yes. Mobile learning? yes. Virtual learning? yes.

And now, gamification. Sadly, again, yes.

Game design is not actually easy. Good game design is difficult, great game design is rare. To think that you can slap a reward mechanism on any system or pattern of behavior and suddenly its a game is naive.  To think that you can give people badges to reinforce behavior and that will translate into long-term learning and behavior change, or overall performance improvement? Really? It's not how humans learn, and its certainly not how we change.

The discussion of extrinsic motivators actually harming intrinsic motivation is critical here...we know, ultimately, people do what they want, not what they are "supposed" to do. Intrinsic motivation drives behavior long-term. Game design that can apply extrinsic motivation until intrinsic motivation is developed is what the goal of gamification SHOULD be; the reality is that badly designed gamification can actually cause learners to stop performing the desired behaviors once the rewards of the game are removed...the exact opposite of what we want to achieve.

This is why the casual use of gamification is so dangerous: the downside of bad design isn't benign or a simple waste of money. The downside of bad design is causing people to NOT do the things that will help improve their performance and achieve organizational goals. Just like medical school students are taught, the goal of gamification should be "First do no harm." The stakes are higher for bad design for the gamification of learning than for bad mobile learning or bad e-learning, and so, I'm taking my responsibility in talking about game design for learning all that much more seriously.

My chapter in Karl's book is on alternate reality games (ARGs) for learning. ARGs are an interesting blend of RPG design and gamification of "life"...they mix storyline with real-life tasks that you must complete to succeed in the game. For corporate learning, that looks like the recreation of the learners' work environment through the storyline, with the rewards/scoring mirroring how they would be evaluated and rewarded for performing successfully in their jobs. Creating an immersive learning environment that allows learners to practice in authentic contexts and rewards successful performance...is that gamification? Yes. Do I think a well-designed ARG is an example of a positive use of gamification for learning? Again, yes. And therein lies the rub.

I can't throw out the baby with the bath water. Yes, much current gamification is poorly designed and potentially harmful to accomplishing the goals its supposed to address, but there is potential for good design and learning and performance improvement when the design gets it right. We shouldn't be shaming people for embracing the concept of gamification; we should be educating people on what good game and gamification design looks like so that they can spot the bad design. As a designer of games for learning, I've worked hard to get to a place where I can talk to organizations openly about the potential of games for learning and performance improvement. It was inevitable, once that door was opened, that the snake oil salesmen would start clouding the market...and so they have.

Let's focus on the challenge of educating the market, not vilifying a word. After all, it is kinda catchy...and aren't games supposed to be challenging in order to be fun?



Wednesday, August 3, 2011

ARG Design: My session today at the Distance Teaching & Learning conference

I'm in BEAUTIFUL Madison, Wisconsin and getting ready to present this afternoon on alternate reality game (ARG) design. I'm particularly excited about today's half-day session because most of the participants are currently working in colleges and universities, and the prospect of incorporating gaming into academic curriculum is fantastic. Having spent the last two days onsite with a corporate client reviewing the design of an ARG to train their employees on the new functionality of their soon to be released ecommerce site, I'm coming into today with recent, relevant feedback and questions on how ARGs can support education and training.

While I don't think I'll be able to transfer everything I know today in the 3-hour time slot, I'm hoping to hit on some of the basics of learning game design: the issue to be addressed (learning or performance goal), storyline, character development, scoring, and user experience.

I'll be covering these topics in the course I'm teaching this fall at Harrisburg University in much more detail (and if you're interested in registering, its a mixed live/virtual class so come join us!). As I've been developing the curriculum for that course and for writing the immersive learning design book, I've been wondering...what would do learning professionals WANT to know about these topics? If you were taking a class, or reading a book, what would you want to walk away knowing and being able to do? Looking forward to hearing your thoughts...

Tuesday, June 14, 2011

Innovations in E-Learning 2011: Conference Reflections

I'm not the best conference attendee. I am really selective about which sessions I'll attend and I find that most of the most valuable conversations I have actually happen outside of the sessions. I actually only attended a couple sessions, missing several that I was interested in, so this is not a post that is going to provide you with an overview of the conference. If you'd like that, Wendy Wickham did a smashing job of that here (including her notes on my session on ARGs).

With that caveat, I had some observations on the Innovations in E-Learning symposium last week that I wanted to document as a starting point for my evolving thoughts around where the training industry is currently, and where it might go.
  • People are still all wrapped up in "devices": There are altogether too many people who are still focused on the "cool" technology. To which I say, get over it. If ANY of these technologies are going to be useful for workplace learning, their creation and design should be guided by business needs. As far as I can tell, most of them are still being led by "wouldn't it be cool if?" thinking. 
  • Invest in Windex: If many of the new technologies showcased really are the future of learning...be prepared for a lot of glass. ("What?" you say. "Glass??") Yes, glass. Evidently our future looks like big touchable screens all over the place. Its a germaphobe's worst nightmare. All joking aside...I don't buy it. From a purely practical standpoint, there's no way that I'm outfitting my house with "smart" technology that my 3 kiddos and adorable puppy are going to render useless with their grimy little paws. And I LOVE new technology. I love the futuristic thinking, but the practical realities of life may put the brakes on many of these ideas.
  • Speaking of practical realities...: There was a session I attended during which I expressed my disbelief (on Twitter) that a systems model of learning, with interchangeable SCOs (shareable content objects), was being described as "the future of learning." I am admittedly completely biased on this subject: I do not believe that people learn through linear systems of interchangeable "chunks" of information that are linked together. Mainly, its because I believe that people learn through context, not content, and that the reason why we as a learning industry are moving towards immersive learning, games, social learning, etc. is because we have seen and realize the limitations of content delivery systems in changing people's behaviors. I do believe that there is a place for content delivery, but its a small, perhaps initial, part of the learning experience. I respected the obvious thought that went into developing a prototype of this SCO delivery system, what bothered me was the lack of explanation of how the system would work in context of broader learning goals and environments. Where's realistic practice? Where's coaching, mentoring, and communities of practice? There was talk of motivation, but the example shown looked like a scaffolded, incremental improvement model. At the risk of being the grumpy old lady shaking her fist and telling those darn kids to get off my lawn, we (the learning industry) tried to make purely SCO-based learning systems work in the late 90s, early 2000s. Its an appealing thought, for sure...developing a system that facilitates systematic learning for everyone. I just don't believe that's how we truly learn. 
  • How can we better bridge academia and workplace learning?: No surprise that I was thrilled to see Chris Dede's keynote on immersive learning environments in virtual worlds; the work he's doing is amazing. Unfortunately, there's a big bridge to cross between the work being done in academia and the business problems that new learning technologies such as virtual worlds can help solve. There ARE organizations that are designing learning and collaborative experiences in virtual worlds that are addressing real organizational issues. I'd like to see more of those stories in conjunction with the academic exploration of these technologies to help close the gap of understanding how new technologies can help organizations today.
  • What is the problem you're trying to solve?: Here is the crux of my observations at the conference: it was like seeing a bunch of solutions in search of a problem. I didn't hear a lot about the organizational issues to be addressed, but did hear a lot about what the "future" looks like...mobile, social, virtual, game-based, augmented...these are all the waters I swim in with my projects and clients every day. What I think everyone struggles with is how to justify the "new" and that's because there haven't been a lot of case studies, examples, business problems that these new technologies have effectively tackled.
My conclusions? Its time for case studies. Its time for strategies to address organizational issues. Its time to focus on the design elements that will make these new technologies successful. Let's accept the fact that the future is mobile, social, virtual, game-based and augmented, because...it is. I don't think the future is made of glass; I think the future is organizations implementing these new technologies to solve business issues in new and effective ways. Right now, I'm over "oooh shiny"--there's something new and shiny every day. Right now, I want real examples and real stories and yes, real data.

Show me THOSE innovations. If you can, I promise to pass them on.



Monday, March 14, 2011

QR codes: practical design considerations

There has been so much written and talked about lately regarding QR codes, but most of what I've read has focused on the basics of what they are, trends in their use, or their pros and cons. For anyone who is interested in QR codes, I've collected a few links and references that should help you get a crash course on what QR codes are, and catch you up on the basic opinions being bandied about on their usage (or not):



My LinkedIn QR Code
Where I'd like to focus my energy are on the actual design considerations for whether or not QR codes will help you solve a problem...or if they are an "ooooh shiny" technology innovation.

Let's start with what QR codes do: they are images that you can scan from a QR reader on your phone that launch a webpage that either provides you with information or prompts you to do something. For example, someone could use a QR code on their business card to launch their LinkedIn profile where  you could choose to add them as a contact. Cool, right?

But lets look at the bigger picture. Are the use of QR codes good design?

Audience analysis: you need to have a smartphone for QR codes to be useful. There is all sorts of data available on demographics of who owns smartphones, but let's make some sweeping generalizations that less represented populations of smartphone owners are the young, the old, people with low incomes, and several minority populations. Of those people using smartphones, your audience is further narrowed by those who would actually download a QR code reader app, or have purchased a phone with one already built in. And then finally, your audience would need to know what QR codes are and see the need for using them.

The audience analysis portion of QR codes is important, because many of the potential uses (that are NOT product marketing) I see for QR codes are actually most beneficial to the young, the old, and underserved populations.

Needs analysis: So, in what situations do we need to automatically launch a website?


Yeah, um...not many.

I like the LinkedIn example I mentioned above, because I think it would be more convenient to share contact info digitally than through paper business cards. I also like some healthcare related examples, like having a QR code on prescription bottles that provides all the prescribing information. It would be helpful for food labeling to start including QR codes for nutritional information. I'd love if things that required instructions (IKEA furniture, programming a universal remote, changing the fluids on my car) could launch from my phone whenever I needed them. A lot of this is "just in time" type of information and instruction that would be really beneficial to have at the ready and using a QR code to launch that type of content could be extremely useful. In essence, I'm thinking of QR codes as "job aid launchers" and I think looking at them in that capacity could be a viable and appropriate use.

I also see the opportunity to use QR codes for game design, specifically in the design of alternate reality games (ARGs) and scavenger hunt games. Again, though, the audience analysis is key...people can't play the game if they don't have the technology they need to play.

Unfortunately, what I've been seeing is mostly QR codes being used as promotional content launch points. There's two reasons why I don't think this makes sense...

1. when you scan a QR code and it launches a website, especially for promotion, the likelihood that you are in a position to actually review the content on the website is pretty small. Let's say I'm at a conference...let's say SXSW. And there are QR codes everywhere. Am I going to be walking around with my phone, scanning QR codes and standing there reading about your site? Is that information being saved anywhere for me to review later?(answer = probably not) Wouldn't my time be better spent actually talking to people and looking at the technology? And if I'm passing out QR codes, why not just pass out marketing materials that have the website address on it so that I can take it with me and review it on my computer instead of my phone?

And 2. most QR codes aren't reinforcing your brand. I've seen some customized QR codes, but for the most part, QR codes are black and white 8-bit looking boxes that do nothing to promote your brand or your messaging. If anything, they strip the messaging away, or add an additional step for your potential customers to learn more about you. Why make your customers work harder to learn about what you can do for them?

From a designer's perspective, you want to minimize the work you make people do to get to the content that is most important to them. When you're thinking about QR codes, think about your audience, think about what you're trying to accomplish, think about the actual logistics of how they are used,  and then ask yourself...are QR codes the best solution for the need I'm trying to address or the problem I'm trying to solve?

Tuesday, March 1, 2011

Augmented Reality Games, Alternate Reality Games, and the Future of Learning


Watch live video from RELATE Live! on Justin.tv

Thank you to Rick Zanotti and Terrence Wing for inviting me to speak today on #elearnchat. You can check out the video here...including our "prep" session at the beginning! 

Monday, November 8, 2010

DevLearn 2010 Reflections

Tim and Lynn at the booth (photo: Jay Cross)
Back from San Francisco and just starting to come out of the whirlwind that was DevLearn 2010. This being our third year attending, presenting and exhibiting at the conference, I think we had some assumptions of what to expect...but I don't think we got close to anticipating the excitement, energy, and flat out level of busy that we experienced this year.

Me at the Dr. Strangelearn Information Station



In no small part, what kept us jumping was running the Dr. Strangelearn ARG. HUGE kudos to Kristen Cromer who did the lion's share of the work on the ARG, including manning the Dr. Stranglearn Information Station at the conference and co-hosting the Breakfast Byte debrief. I think both Kristen and I will be writing up our reflections specifically around Dr. Strangelearn in the next week or so; but suffice it to say, I was thrilled with the participation and level of engagement of the players and am excited to continue the conversations started this week around ARG design for organizational learning.
Talking about the future
(photo: Philip Hutchison)

The other thing that kept me busy was the 5 sessions that I presented. It didn't sound like that much leading into the conference, but wow...the speaking gigs kept me on my toes. From the ARG session on Wednesday, to Thursday's guest appearances at Mark Oehlert's Social Learning Camp and Alicia Sanchez's Serious Game Zone, then onto the Dr. Strangelearn debrief on Friday and ending with my Future of Learning Technologies session...it was a fun challenge to reframe the work that we do at Tandem Learning throughout the year for the different subjects and audiences.



I made people DO stuff...they seemed ok with it
(photo: Philip Hutchison)
The session I was most looking forward to was the Future of Learning Technologies session, and it was so much fun ending the conference with a packed room and talking augmented reality, virtual worlds, geolocation, and social media...I think we even talked holograms, jetpacks and teleportation. What was interesting in reviewing the twitterstream after the session was that the least technology-related point I emphasized seemed to resonate the most: Start with the problem you are trying to solve. In the end, all of the cool technology in the world isn't much use if it doesn't help us solve organizational issues that can't be addressed in other ways. But I digress...

Let me close with a few highlights of the conference for me, in no particular order:
  • Just being around all of you smart, interesting people. I know I'm going to miss mentioning some of you here that I had great conversations with or got to meet in person for the first time. DevLearn is still for me the one time of the year that I get to see my personal learning network face-to-face, and it was tough to walk even a few steps without recognizing a friendly face or someone recognizing mine. There's just nowhere else this happens on this scale, and it is an exhilarating ride.
      Hobnobbing at DemoFest
      (photo: Jay Cross)
  • Finally meeting Jane Bozarth. And immediately she called me out for not greeting her with the aggressive hugging that I had promised. I quickly remedied that. 
  • Hanging out in Berkeley with Clark Quinn, Harold Jarche, Charles Jennings, Jane Hart and Jay Cross, otherwise known as the Internet Time Alliance. Although I had met each of them either in person or virtually before, it was such a pleasure to spend some time getting to know them outside of the conference scene. Thank you so much for hosting a great shindig and I'm looking forward to seeing all of you again soon.
  • Another "finally got to meet" was Tom Crawford, who was just as awesome in person as he's been virtually and via phone. He also co-witnessed the Irish Raverdance (not a typo...) introduced by a certain social media evangelist and I'm hoping his phone was better than mine at capturing some incriminating video.
  • Introducing Aaron Silvers, Brian Dusablon, BJ Schone and Gary Hegenbart to the Blue Bottle Cafe.
  • Getting people moving on social media tools 
  • Visiting Mark Oehlert's Social Media Tools workshop on Tuesday and noticing that Sumeet Moghe took a picture of me and Aaron Silvers. It was GREAT to meet him and it kinda made me feel like a celebrity...until I realized that Sumeet was literally the best documenter of the DevLearn conference this year...seriously, check out his blog!
  • Comparing dresses and shoes with Alicia Sanchez and Gina Schreck. The gamer girls were bringing it with the fashion this year, seriously.
  • Talking life, love and the pursuit of happiness with Neil Lasher. I can't thank him enough for his pep talk!
  • Catching up, even if only briefly, with Cammy Bean, Kevin Thorn, Nemo and Josh from Bloomfire, Ellen Wagner, Marcia Conner, Wendy Wickham, Kris Rockwell, Stephen Martin, Michelle Lentz, Kristi Broom, Joe GanciAndy Petroski, Philip Hutchison, Steve Nguyen, Enid Crystal, Stephanie Daul, and probably another 20 people who I'll think of after I hit "Publish" on this post.
  • Being SO excited to meet Anne Derryberry and not too long after getting into serious discussions on our views on gamification and gender perspectives on games. 
  • Hearing the players of the Dr. Strangelearn ARG give great feedback, and particularly enjoying hearing the perspectives of our big winner, Rich Miller
  • Getting to know Karen Burpee and having a lot of fun talking ARGs and bullets in military slides...
  • And finally, the one interaction that will stay with me far beyond DevLearn this year, was when I met Jeanette Campos and she brought me to tears with the kind of compliment that makes you think maybe all of your hard work, passion and faith might actually count for something. Thank you, Jeanette. You probably don't know how much your kind words meant to me.
Thanks to the Tandem Learning team for their innovation and hard work both before and at the conference...Jedd, Kristen, Tim and Lynn represented on site and Jen and Marcus kept the ship moving forward in our absence.
Our Master of Ceremonies: Brent Schlenker
(photo: Jay Cross)

And last but not least! A huge thanks to the E-Learning Guild, in particular Brent, David, Heidi, Luis, Juli and Mary, who put on such an amazing conference every year. We can't wait to do it all again in Las Vegas next year!

Thursday, October 28, 2010

Tandem Learning at DevLearn 2010

The Tandem Learning team is gearing up for next week in San Francisco at DevLearn 2010. By now you may have heard some of the buzz about what we'll be up to at the conference, but here's a complete list of where you'll see us at the conference. Hold onto your hats, everyone! Tandem is bringing the learning to the city by the bay...

Do this now:
  • Sign up for the alternate reality game (ARG) that we are running - Dr. Strangelearn: www.drstrangelearn.com 
  • Download the DevLearn 10 app for your smartphone. Its amazing!
Wednesday 11/3:
  • Visit us at booth 410 in the Expo Hall.
  • Register to win an Extreme Makeover: Learning Edition! at our booth
  • Check out our "Why in 5!" Five-minute information sessions at our booth, where we'll be introducing new, emerging and exciting learning technologies and WHY you should be thinking of integrating them now.
  • Come find out more about ARGs (and maybe find some clues) at the Dr. Strangelearn Information Station (next to the Serious Game Zone)
  • If you haven't already, definitely sign up to play Dr. Strangelearn - it's not too late to see what all the excitement is about!
  • 4:00 - 5:00 Understanding Alternate Reality Games and Why They Work in Salon 4.
Thursday 11/4:
  • Visit us at booth 410 in the Expo Hall.
  • Register to win an Extreme Makeover: Learning Edition! at our booth 
  • Check out our "Why in 5!" Five-minute information sessions at our booth
  • Come find out more about ARGs at the Dr. Strangelearn Information Station 
  • If you haven't already, definitely sign up to play Dr. Strangelearn
  • 11:00 - 11:40 am Come hear me talk about Emerging Social Learning Ideas at Mark Oehlert's Social Learning Camp
  • 12:00 - 12:40 pm Come hear me talk about Emerging Game Technologies in Alicia Sanchez's Serious Game Zone
Friday 11/5:
  • 7:15 - 8:15 am Dr. Strangelearn: ARG Debrief is a Breakfast Byte in Nob Hill AB
  • 9:45 - 10:45 am New and Emerging Learning Technologies session in Salon 14-15
We are all really excited about the conference this year! Besides the activities listed above, there will be some onsite announcements and surprises as well. Stay tuned and see you at DevLearn!

Monday, October 25, 2010

Design considerations for conference alternate reality games


If you've been following along, you've probably heard that Tandem Learning is running an alternate reality game (ARG) at DevLearn 10. Dr. Strangelearn is our sophomore ARG at DevLearn, and we're excited to get everyone involved and playing. (If you're going to DevLearn, you really should sign up now. Really. Do it now. I'll wait...)


As I've been writing about ARGs for learning, I hoped to make some correlations between our conference ARGs and the ARGs that we've designed as learning experiences. But there are distinct design differences between the two types of ARGs because of the different play contexts, and for people investigating the use of ARGs for learning, its important to understand these differences.

In no particular order:
  • At conference ARGs, the ARG is not the main attraction. Unless the event is designed around the ARG, the game is likely to be a supplement to the conference. In these cases, people are there for some other reason...and typically, the reason is to interact with the other people at the event. Because of this, its important to design conference ARGs to supplement, not take away from, the main event. If you don't, people will abandon the game play to focus on the main attraction.
  • When designing ARGs for learning, presenting complex problems to be solved is part of the learning. For conference ARGs, complex problems seem like work. Designing for simplicity of play at events is critical...if the game is too complicated or the puzzles/challenges are too difficult, players at an conference are more likely to give up or stop playing.
  • Learning-focused ARGs can challenge the players to follow a path, or to find hidden information. For conference ARGs, give players LOTS of opportunities to play and join in on the fun. If the path to play or win is too linear, players are less likely to join an conference ARG if they feel they joined too late or can't keep up.
  • For conference ARGs, keep the content light, with opportunities to take-away content from the game to review after the event. Although there may be learning opportunities during the event embedded in the game, sparking a learner's interest and providing great content that can be explored after the conference is a more successful strategy than trying to actually train people at the event. For learning ARGs, the training is an important part of the design and the expectation is that players will have much more time and attention to focus on the content as they play through the game experience.
There are lots of other subtle design considerations that make conference ARGs different from ARGs for learning. The main focus of ANY serious ARG design should be the basic question: what do you want people to learn by engaging in the experience? After that, understanding your audience, the context of the game play, and the resources you and the players have available are the parameters within which you design. 

Monday, October 18, 2010

What can alternate reality games do for you?

I've written a lot in the past about design considerations (here and here) and lessons learned (here) for alternate reality games (ARGs) for learning, but another important question to address is: what are ARGs good at teaching?

This is a multi-layered question, as ARGs are complex learning experiences and most are not designed as a simple linear process like you would see in a typical e-learning module. Because ARGs are storyline driven and depend on learners to engage with the content to complete the game tasks and/or inform their game decisions, it is important to consider two key questions when determining whether an ARG is an appropriate learning activity.

1. Does learner interaction with the content positively impact the learning goals?

This is a basic, but important question. Sometimes you just want people to know something, or do something differently. Company policies, learning a new process...these are training initiatives that are important, but they don't necessarily require learner interaction nor are they subject to interpretation. There are a lot of topics, however, where learners actively engaging with the content is critical to learning it. Think about topics like leadership development, project management and team communication, sales strategy, or quality assurance review. In all of these training areas, learners get better by practicing and engaging with the content. Designing an ARG that encourages critical thinking and learning by doing is a great application of an ARG.
2. Is it difficult to get learners to engage with the content effectively in other formats?
Sometimes its difficult to motivate learners to engage with content. Most training professionals don't like to admit this, but we all know its true. Training exercises can feel forced, and often it depends on each learner's personal motivation to get something out of the training. One reason for this may be that the delivery mechanism of the training isn't appropriate or creates barriers to learning. For example, can you develop a sales strategy for your customers after watching a PowerPoint presentation on developing a sales strategy? Can you lead a team after an e-learning module on leadership skills? Will you know who to contact or where to find the information critical to your job after sitting through your HR orientation? Probably not. And that's because the format of the training doesn't provide you with the proper opportunities to practice or the motivation to engage with the tasks. ARGs can be designed to address almost any topic or content in a way that allows for more interaction and with an overlying competitive element that provides additional motivation to learn and engage. 
ARGs allow for flexible design that can encourage problem-solving, communication skills, leadership skills, information gathering and critical thinking skills. Do you have a need within your organization to help learners practice these things? An ARG can help.

Wednesday, October 13, 2010

The Obvious Ninja: a key to successful alternate reality games

I was recently at a conference and noticed the conference photographer. Yes, already you may see the problem. Photographers are supposed to blend into the scene. They document an occasion but aren't supposed to be the attraction themselves. Well, not this photographer.

Its not that she was trying to draw attention to herself. In fact, what I noticed about her was that she was trying SO hard to be sneaky that you couldn't help but notice her. Exaggerated sneaky walking. Sudden ducking and swinging the camera around. Watching her during one session caused us to break out into a fit of giggles.

That's when I named her "The Obvious Ninja."


Ironically, this concept is important for serious alternate reality game (ARG) design. Traditionally, entertainment ARGs have been very subversive, attracting a small group of players that invest significant time into figuring out the puzzles of the game in order to win. There are two problems with this type of design: "small group of players" and "invest significant time."

One of the most basic things we know about learning game design is the need to reduce the cognitive overhead and barriers of entry to play. At first glance, this seems counter-intuitive given that most ARGs are puzzle-based. But good ARG design relies on balancing making the game obvious and easy to use and keeping it challenging (because if there's no challenge, there's not much fun).

So if you're planning an ARG and are aiming to involve a broad audience, think "obvious ninja." And tip your hat to my favorite conference photographer.

Monday, October 11, 2010

SIEGE ARG Post-game debrief

Back from Atlanta, I barely had time to catch my breath before jumping into the next project, but wanted to share out some of our lessons learned from the latest alternate reality game (ARG) that we ran at SIEGE!


First, a HUGE thanks to Silly MonkeyGetting Girls in the Game, and Design Marbles for inviting us along for the ride. Not only was the ARG fun to put together, but it was a pleasure to work with such talented folks and I can't wait until our next adventure!

A few notes on ARG design coming out of the conference:

  • The augmented reality (AR) features in this game were new, and really got people involved in game play in a different way. We had QR codes that served as many of the clues and it was great to see how people were interacting with them. One important note for AR though--make sure your audience members have the technical capabilities to access the clues! I was surprised at the limited number of smart phones on site, but it was awesome to see people working together (and finding people with smart phones!) to access the clues. 
  • Just because they're gamers doesn't mean they'll play your game! Think about it...gamers don't want to waste their time on a game unless its fun and engaging--just like anyone else. Its absolutely essential that you design your game for engagement, understanding your audience, and providing ample information to get people involved in the game early. Subversive game play, even for gamers, seems like work when you're in the middle of a conference. Keeping game elements obvious and instructions simple goes a long way.
  • Get some celebrity endorsements. We were fortunate to be able to post our clues on the keynote podium, and Nolan Bushnell even wore a clue on his back one night! It always helps to get some prominent players involved to peak interest and get people playing.
  • Design as you go. I can't emphasize enough the importance of the puppetmaster in ARGs. As you see how people are engaging in your game, its critical that you are thinking of how to make dynamic adjustments to tweak and improve the game play experience. ARGs are not a static experience, and their execution should be as fluid and intentional as the nature of playing them. 
For more information about the SIEGE ARG, there was a really nice write up by Nettrice Gaskins for the National Alliance for Media Art +Culture (NAMAC).

Thursday, September 30, 2010

Attack of the Classic Games: SIEGE ARG







So excited to be attending and speaking at the SIEGE conference this weekend--even more excited about the work we have done to put together an ARG with the collaborative efforts of Silly Monkey, Getting Girls in the Game, and Design Marbles.

Tomorrow, we'll be proud to announce the Attack of the Classic Games ARG.

This ARG is a bit different, since it will be mainly played during the actual conference. There will be online components and lots of onsite play. I'm looking forward to seeing what a conference full of gamers do in comparison with the learning audiences we usually design for.

And I'm really looking forward to hearing Nolan Bushnell speak!

Thursday, September 9, 2010

My Bloomfire interview: What book has inspired you?

I was so flattered to be approached for an interview by the brilliantly innovative guys at Bloomfire for an interview on their blog. The key question Nemo Chu posed to me was "what book has inspired the way I approach corporate training?"

You can see my full interview here.

It's a great question, and I'd love to hear what books have inspired you or changed the way you look at training, learning, design...

Thursday, June 24, 2010

LEEF wrap up: The best little conference you're missing

Just back from LEEF 2010 at Harrisburg University, and in its second year, it did not disappoint. Last year we attended the first LEEF conference, and were thrilled at the structure and the content. With a focus on serious games, simulations, and virtual worlds for learning, we were treated to in depth case studies and demos that you just didn't see at other conferences.

This year was even better. The quality of the sessions was amazing. We got to see demos of products, like IBM's Innov8, before they are released on the market. We got to play full blown games and ask all of the design and strategic questions that you don't normally get to ask at conferences. And we got to really meet and connect with brilliant practitioners in our field.

The keynotes blew me away. Mike Cuffe, Vice President, University of Farmers, Claims at Farmer's Insurance, is doing some of the most cutting edge training I've seen. It was refreshing to see a visionary in corporate training who practices what he preaches and is vigilantly staying ahead of the curve. Jerry Heneghan, Managing Director, Virtual Heroes Division at Applied Research Associates gave a really inspiring presentation on 3D immersive games that gave some insight into how they have been effective in changing behaviors. I am looking forward to seeing what his group will be doing next related to health.

Tandem presented two sessions on ARGs (alternate reality games) and both were really fun for me, in different ways. The first was our case study overview and we presented to a pretty packed house. Even more exciting for me was the line of people afterwards that wanted to talk more. I'm excited to see ARGs really seeming to have some traction for corporate learning, and I'm looking forward to our next projects in this area. The second session was a debrief of the ARG that we helped support at the LEEF conference, The Robots are Eating the Building. It was a truly valuable learning experience, and I got a lot out of the debrief.

Thanks so much to Jen Reiner, Andy Petroski and Charles Palmer for putting on such a great conference. Can't wait to see what you put together next year...and hopefully some of you who haven't already will join us!