Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Thursday, September 18, 2014

Immerse yourself in learning at #DevLearn 2014

It's almost DevLearn season! A few weeks ago, I wrote a reflection on why I go to DevLearn each year that was posted by the eLearning Guild, "Something New."

DevLearn 2013
This will be my 7th DevLearn in a row. Wow. My first year, in 2008, my fledgling company Tandem Learning attended as a new vendor. The conference was in San Jose and we had a booth out in the hallway, showing off 3D immersive environments for learning and our demo of a Virtual Territory for pharma sales training. We also hosted a wine reception, and it was there that I met many of the people in the learning industry that I call friends today. 

Over the years, I ran ARGs at DevLearn, hosted the Emerging Tech stage for a couple years, did pre-conference sessions, concurrent sessions, and even did the closing Ignite! keynote wearing a fabulous fascinator (the conference had moved to Vegas by then and I wanted to channel my inner showgirl).
DevLearn 2009: Dr Strangelearn ARG
I'm particularly excited about DevLearn this year. While there are lots of reasons, not least of which are getting to see Neil Tyson Degrasse keynote and the new location at the Bellagio, the main reason I'm excited about DevLearn 2014 is because this is the first year I'll be attending as an author. It was a long road to publishing my first book, Immersive Learning, and I'm really proud and excited to share the key themes of the book at DevLearn this year. 

Ignite! Closing keynote 2011
There's a few ways you can join me in exploring immersive design at DevLearn this year. First I'm hosting a concurrent session on Thurs, Oct 30th at 10:30 am to share real-world examples of how organizations are using immersive learning to improve performance. If you're attending DevLearn, I hope to see you there!

If you REALLY want to immerse yourself in immersive learning, please join me on Tuesday, October 28th for a full-day pre-conference workshop. We'll spend the day digging in to the immersive design process and you'll leave with an actionable design document. You'll learn how to do a thorough analysis which is critical and serves as the basis for your design, we'll walk through how to make decisions on theme, character development, storyline structure, feedback and scoring. 
We'll explore all of the different technologies available to deliver your immersive training. I'm really excited about this session, and hope you'll join me!

Other places I'll be at DevLearn? Look for me signing books on Thursday after my concurrent session (time tentatively set for 12:30pm) and maybe even a Morning Buzz session? Otherwise, I'll be attending sessions and looking forward to opportunities to connect with all of the brilliant people congregating at DevLearn this year. 

Monday, February 3, 2014

Product trumps marketing: Stop telling me Goldie Blox is revolutionary

As the only football lover in my house, I used all kinds of tactics to lure everyone in to watching the Super Bowl with me. Snacks work, and so does the promise of a showcase of some of the best commercials of the year. So together we sat yesterday, me watching/tweeting the abysmal game, John looking up how to build our new house (another blog post on this forthcoming) and the kids grazing on a buffet of snack foods and gathering for the commercial breaks to critique the ads.

When the commercial for Goldie Blox came on, I not only paid attention to the commercial, but also to my 7 year old daughter's reaction. She is the target audience for Goldie Blox, my princess who loves to read, create art, hike, cook and build things. She received Goldie Blox as a gift for Christmas, and she knows that it's supposed to inspire her to learn engineering and math and engage in problem solving. Except...it doesn't. And as we watched the ad together, Sallie simply said as the commercial ended, "I have that toy. It's not that fun."

Exactly. And that's the problem with Goldie Blox in general. It's a great story, and it's marketing is targeted at adults who want their daughters to know that they can do or build anything. It sells itself as the solution to parental guilt. It tells parents, "you don't want to discriminate against your daughters in the toys you buy them, do you? Buy this toy to teach your little princess that she can do anything that boys can do."

There are so many problems with this. For one, Goldie Blox are still overwhelmingly pink and feminine. So much for "disrupting the pink aisle." But if you look past the feminization of non-gender specific activities, if you accept that maybe the first step in getting girls interested in STEM education and careers is by making them pink, there is an even bigger issue, as my 7 year old so simply noted: Goldie Blox are "not that fun."

The commercials, both the Super Bowl spot and the Rube Goldberg machine video that went viral where the use of Beastie Boys' "Girls" was used and is now in a legal dispute over copyright infringement, show girls creating all of these elaborate contraptions to complete simple tasks (as a designer, I could also cast a mark against them for promoting "over-design," but there are bigger fish to fry). None of those things are actually possible using the Goldie Blox toy. As an instructional designer and a game designer, one of the things that I talk about a lot is replayability. A game isn't much fun if you play it once and win...what's your motivation to play it again? And that's basically what happens with Goldie Blox. A few simple pieces that can be put together to create a contraption, following the accompanying story about Goldie, and then the toy is done. Boring. Not obviously replayable. Not that fun.

My 7 year old daughter has the luxury of having older brothers, brothers who play Minecraft and have a bazillion LEGOs and who have Snap Circuits. We are also a "maker" family that builds robots and upcycles old cake pans into lights, who sews each other presents and that has a hot glue gun on the ready next to our spare circuit boards and googly eyes. We often discuss as a family what 3D printing projects we want to take on, and whether or not it's worth getting an Arduino kit (it is). She sees me building and making things right alongside "the guys" and coming up with my own solutions to science, math and engineering problems. She does enjoy the pink aisle when we visit a toy store, but she also enjoys figuring out how to solve a problem when we're building something.

I see a lot of people praising Goldie Blox as revolutionary. Ugh. Do these people have a 7 year old daughter? Have they tried to play with Goldie Blox with a little girl? More than once? Yeah...not that fun. Just because the marketing messages tell you that a toy is revolutionary doesn't mean it is. Just because you make engineering tools pink doesn't mean girls will want to use them. If you want to get girls into STEM, then don't make it about them being girls. Give them an interesting problem to solve and the tools and support to solve it. Inspire their creativity and their problem solving skills to address an issue that they are passionate about. Don't tell girls that they need different toys than boys, or reinforce for boys that LEGOs or circuitry is only for them because they aren't pink. Stop reinforcing gender bias through color and marketing. Girls don't need separate toys to learn science and engineering, they want and need role models.

You aren't supporting a revolution in girls' involvement in STEM by heaping praise on Goldie Blox. You are supporting gender differentiation in non-gender specific activities, and supporting a company that's making a pretty crappy toy. Just ask a 7 year old girl.



More articles on Goldie Blox:
Another girl's review
Another take on dumbing down engineering toys for girls



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, January 6, 2014

Book release eve! Immersive Learning has left the building

Well, it's finally here. My book release.

It's been 2 1/2 years and tomorrow, ASTD Publishing will officially announce the release of my first book, Immersive Learning. While I haven't seen the actual physical copy of the book yet, I hear that it is currently on it's way. Last week, in a book marketing call, I had this surreal moment of "OMG MY BOOK IS DONE." Which is true, and has been true for awhile, but there is something pretty amazing about knowing that all of the work that went into it is now, finally, realized in an actual book that you can buy on Amazon.

My kids also think that is pretty cool.

You're going to hear a lot about my book and about immersive learning this year. I'll be speaking and blogging and organizing book clubs and collecting case studies and in general, happily talking about how to design for practice. I am thrilled to have an actual artifact that encapsulates my research, experience and design practices. I'm excited to share it with you, to talk and discuss and debate and to learn.

I thought I would be terrified, putting something so personal out there for the world to critique. But as we're on the cusp of the book launch, all I feel is joy.

So, pick up a copy of my book if you're so inclined and join in the conversation this year about immersive learning. You can even get a free chapter to see what it's all about. Or just make a training resolution with me and commit to making this year a better year for design and learning (or both).

Happy 2014 everyone and thanks for your support!

Sincerely,
Koreen Pagano, Author :) 

Thursday, August 30, 2012

Is augmented reality the new QR code?

A few weeks ago, I saw this title to an article "Augmented reality is the new QR code" and before I even read the article I had a sinking feeling in my stomach. Although the article is more of a feel-good piece about how augmented reality is usurping QR codes, let's be honest...how many QR codes were actively being used that are now being made obsolete?

I realize that I'm running the risk of ruining my "crazy emerging tech for learning girl" reputation, but I've been here before and I've learned some lessons. When a new technology starts looking for a problem to solve, it better solve that problem elegantly and quickly or the technology faces a pretty uncertain destiny.

Yes, I'm talking about you, virtual worlds...

I love innovation and I love experimenting with the potential of new technologies. I have been known on more than one occasion to quote the catchy adage that Henry Ford probably never said: "If I had asked people what they wanted, they would have said faster horses." I'm not about to rally against innovation. What I have a problem with is people making up issues to solve just because a new technology is on the scene.

I encountered this often when I was working in pharmaceutical sales training. You may (or may not?) be surprised at how often new medical conditions were marketed because a pharmaceutical company created a molecule that could treat it. Restless leg syndrome? Social anxiety disorder? While these conditions are certainly extreme enough to warrant treatment in some patients, I often questioned the threshold at which pharmaceutical intervention is warranted. No drug has zero side effects and any time we take medication, we are making the choice that the impact of the treatment outweighs the cost to our bodies. 

The same is true, albeit typically with less life and death impact, with new technologies introduced for learning. The issue with virtual worlds, to over simplify and grossly generalize, was that they were a new social communication tool that could address issues that no other technology could address as well, but the cost and learning curve were too steep to make virtual worlds a good investment of time and resources. Virtual worlds never tipped the cost: benefit ratio in their favor. 

Neither did QR codes. 

And now, although I am encouraged when I see augmented reality examples like IKEA that make total sense, I wonder if augmented reality will suffer the same fate. Is there enough of a need for us to augment reality, once the novelty wears off? Do we need reality to be more real and richly informed? How will our brains adapt to processing a new layer of sensory data over our already sensory-overloaded experiences in the "real" world? 

Innovation works when a need is filled in a new and intuitive way. We want things faster, easier and better. We want things that are social. We want things that only require incremental changes to our existing habits. We want things that help us achieve our goals or satisfy our basic human needs. We want things that help us solve our problems. 

If a new technology doesn't do these things, it won't achieve mainstream adoption. So come on, augmented reality...you're definitely "oooh! shiny!"...now show me what else you've got. 


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?



Tuesday, October 11, 2011

Shameless learning promotion

If you follow me on Twitter, you may have noticed that I've been promoting (read: pimping) my pre-conference workshop for DevLearn 2011, titled How to Promote Learning Engagement Across the Enterprise.

I am really excited about this workshop.

Over the past several years, I've worked with organizations on adopting new learning programs and technologies, including organizational adoption consulting of emerging tech like virtual worlds. Time after time, in organization after organization, new learning technologies are introduced with the attitude "if we have it, they will use it." Um....no. These initiatives aren't JUST a technology introduction...often they represent a cultural change. In the triad of organizational adoption (people, process, technology), most organizations focus on the technology first, sometimes on the process, and often the people are an afterthought.

For learning professionals, people are your customers. How can you make your customers happy? How can you gain new customers?

I'm excited about this workshop because I'm going to be talking about the part of what I do that most people don't usually get to see. Most of my speaking engagements focus on leveraging new technologies for learning and design strategies, but this session is going to focus on what happens after an organization says yes to innovation. Dare I say, great design is not enough?

I hope you'll join me in Vegas and practice some of the critical competencies that go beyond design: marketing, sales, first experience strategies, and data collection and analysis.

Its time to make like Don Draper and channel your inner sales lizard. Fedoras welcome.


Thursday, July 21, 2011

Coming in 2012: Immersive Learning Design (my first book!)

It's official!

As I type this, my book contract with ASTD is in the post and I'm mentally preparing for the next few months of writing my first book to be published next year: Immersive Learning Design.

I've been blogging since starting Tandem Learning, I've written articles about the many shades of immersive learning (games, simulations, virtual worlds), and I've presented at more conferences than I could easily count. But a book is a different level of reflection for me and I am thrilled to have the opportunity to take on the challenge of documenting what I actually *do.*

The goal of the book is three-fold:

  • define immersive learning as a category of design that incorporates elements of games, simulations, virtual worlds and other immersive technologies, 
  • describe the design process for immersive learning experiences and differentiate immersive design from traditional instructional design, and
  • detail examples of how organizations have been applying immersive learning design to address business issues and corporate learning needs.
I'm sure as I get deeper into the weeds of writing, I'll be posting more about the book, asking questions of others who specialize in immersive learning design, and recruiting organizations who are willing to share their stories of immersive learning design implementations. In the meantime, I'm gonna start limbering up my typing fingers!



Wednesday, March 16, 2011

It's all about change (and resilience): The Change Game

Three years ago when Tandem Learning started this entrepreneurial journey, we fancied ourselves a services company. Over time, though, as we saw the intersections between the work that we do and the business challenges our clients are facing, it became clear that there were some solutions that could help a variety of organizations.

Take change management, for example.

What started out as a custom project for a client who wanted to help their employees be more resilient in the face of big organizational changes led to our partnering with Linda Hoopes of Resilience Alliance and using her book, Managing Change with Personal Resilience, as the basis what has become Tandem Learning's first product, The Change Game. 


We're really excited about The Change Game.

On an individual level, this game helps people identify how they react to changes in their own lives and through reflection and recognition, provides them with strategies to help them break the destructive patterns of resistance to change. 

On an organizational level, The Change Game provides companies with a new tool in their change management toolbox...addressing employee resistance, providing a common organizational language to identifying patterns and instances of resistance to change, and providing managers and organizational leaders responsible for implementing changes specific data around which to provide coaching to employees. 

If you'd like to learn more or to see it, send me a message and I'll be happy to show you around. If you'll be at Learning Solutions 2011, come find me for an in-person tour.

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?

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!

Wednesday, October 20, 2010

FINALLY some research! Games improve corporate learning results

For years, the serious games industry has danced around the questions of whether games are better for learning. We've pushed past objections about something being too "game-like" or "fun." We would come up with other words for games, like "competitive environments." All the while, we have held our conviction that well-designed games really DO improve learning outcomes.

And now there's some research to prove it.  (Source: sciencedaily.com and article link here)

A University of Colorado Denver Business School study found those trained on video games do their jobs better, have higher skills and retain information longer than workers learning in less interactive, more passive environments.
"Companies have been designing video games for employees for years but so far it has all been done on a hunch. They suspected the games helped but they could never actually prove it," said Traci Sitzmann, PhD, assistant professor of management at the Business School whose study will be published in the winter edition of Personnel Psychology. "We now know video games work, and we know why they work."
Sitzmann spent over a year examining 65 studies and data from 6,476 trainees and discovered those using video games had an 11 percent higher factual knowledge level, a 14 percent higher skill-based knowledge level and a 9 percent higher retention rate than trainees in comparison groups.
I only hope there will be more research and data where that came from.

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 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!

Wednesday, April 21, 2010

ARGs (alternate reality games) for learning

After launching our second ARG for learning this week with our development partners Hybrid Learning, and after I pulled a double shift last week on #lrnchat talking ARGs (early and late transcripts), and I realized that a blog post about ARGs and how they can be used for learning is well overdue. Why should you be thinking about ARGs for your next event, or corporate learning initiative? Consider this tweet from Kristen Cromer regarding our pilot test results for our latest ARG:


Client tester reacted to ARG test run by jumping up and down saying "I want to play more!"
So...when was the last time you launched a training program that made people jump up and down? Yeah...that's what I thought. The truth is, ARGs can incorporate many of the elements that traditional training lacks: social learning, experiential learning, game play, and competition. And...brace yourself...fun.

So what is an ARG? And how can you use them to help people learn?

Alternate reality games (ARGs), also sometimes called pervasive games, are designed to combine real life and digital game play elements. Typically, ARGs are "tracked" online but the actual game play consists of real life activities. There are many entertainment-based examples (eg, I love bees, The Lost Experience, Numb3rs Chain Factor) and emerging examples of ARGs for serious purposes (eg, Urgent Evoke, World without Oil). A new area of focus is how ARGs can be leveraged for corporate training.

I've seen a lot of confusion in the term ARG--some people use "alternate reality games" and "augmented reality games" interchangeably.  For a point of clarification, alternate reality games refer to game play that integrates real life and online game play; augmented reality games refer to games where there is a technology overlay on reality that contributes to play (think the 1st down line on televised football games).

Its difficult to make generalizations of what an ARG is or looks like for learning. Just as there are an unlimited number of games and rules for game play, the same is true for ARGs. Designs could range from something very simple (eg, a scavenger hunt) to something very complex (eg, large scale, problem-based learning leadership development). There are, however, some basic design principles and "lessons learned" that have become apparent as we have designed more and more ARGs for corporate learning.
  • Design is the key: just as with any game, ARGs are most successful when they are designed for the type of play and outcomes that both make them fun and engaging as well as focused on achieving the desired goals. This is not instructional design; this is game design with learning goals. A huge misconception is that because you've played games, you know how to design them. Don't underestimate the amount of time, energy, thought, and expertise that it takes to design a fun game, let alone a fun game that accomplishes your organizational learning goals.
  • Technology drives the experience: you shouldn't underestimate the importance of the game design, but neither should you underestimate the importance of having a solid technology plan for driving and tracking the game play. Much of the basis of a good game is the mechanics--you can't play Yahtzee without dice or poker without cards. Technology enables game play and is an essential element of what makes an ARG successful.
  • What's your story?: everyone loves a good story. The most successful ARGs embrace storytelling as a key element of the game play. For corporate training initiatives, the storytelling elements can either mirror real-life scenarios or be more of a fantastical overlay. Strategy for the storyline should align with the design and objectives, but should not be overlooked as a critical aspect of the experience.
  • Stick to the point: yes, it might be fun to plan an ARG with a Mission Impossible theme, but it might not be appropriate for a game focused on team building. Make sure that your design is led by and focused on your learning objectives. Recognize that anything that doesn't support your goals might distract from them and be strategic about what you focus on to reduce cognitive overhead.
  • Follow the rules: people play games to win, and rules dictate what you need to do to win. Part of the complexity of game design is setting rules of play to balance game play at the sweet spot between "too hard" and "too easy."
  • Play to learn not learn to play: beware of designing game play rules that are so complex that there's a significant learning curve to figure out how to play the game. Unless, of course, the goal of the game is to promote critical thinking skills...then it might be appropriate :) But in general, ARGs should be designed with clear rules of play to help players focus on the content and accomplishing the learning goals instead of figuring out how to play or win the game.
  • Should you keep it on the down-low?: in the past, part of the intrigue and appeal of ARGs is that they have been secret or subversive, which created an atmosphere of being "in the know." But for learning, you probably don't want your training experiences to be secret, but it might not be a bad idea to think about how you can still create that feeling of subversiveness. Secret clues, bonuses, and secret codes are all examples of ways that you can create a "secret" feel to game play. 
We've launched two ARGs for learning in the last few months and are in process of developing two more. Corporate training initiatives and live events and conferences are great opportunities to leverage the strengths of ARGs at a comparatively low cost. How would you rather learn and network with your peers? What kind of shared experiences could an ARG provide as a basis for learning and relationship building? The possibilities and opportunities are endless.

Check out more information about our Constellation Academy of Wine National Sales Meeting ARG that launched this week here. I previously wrote a bit about our DevLearn 09 Zombie Apocalypse ARG here, and I'll be presenting the case study on both of these ARGs at the LEEF Conference in Harrisburg, PA on June 17th & 18th (and running an ARG for the conference as well!). I'll keep you updated on our upcoming ARGs as well. Stay tuned!

Monday, August 17, 2009

IQPC's Corporate Learning Exchange recap

Back from vacation, I had some time to reflect on my experience at IQPC's Corporate Learning Exchange. If you have never been to an event like this, and my guess is most people haven't, it is structured a bit like a timeshare sales pitch crossed with speed-dating. Attendees were by and large executive learning professionals, and most of the day was spent in presentations by their peers. But in between, there were 25 minute one-on-one meetings with learning vendors.

I was a learning vendor.

I won't bore you with logistics, but I had 14 meetings in 3 days. The first couple, I had no idea what I was doing. The interesting part of the experience was that in the process of holding those meetings, I had to get really good at explaining what we do, succinctly. The good and bad news is that we do something that very few other companies do. Its tough to talk about social media with people who haven't used a wiki, never blogged, and have never been on Twitter. Its hard to talk about virtual worlds with someone who doesn't know what an avatar is. Of course, its also an opportunity...and by the end, I was excited that I could talk about what we do much more clearly and in a way that seemed to make sense to the executives I met with.

The other interesting observation at the conference was the lack of technology. No one else was on Twitter. Hell, no one else had their laptop or mobile device on to take notes. It was pens and paper as far as the eye could see. Not only the participants, but the presenters focused an inordinate amount of attention on face to face learning. I think f2f is great...but it has so many limitations. I spent most of the time in the presentations thinking about ways to supplement or replace the f2f experiences being described with some form of distance learning technology.

I was pleasantly surprised with how much I liked the format. I met some fascinating people and am already neck-deep in follow up meetings. But more than anything, this conference opened my eyes to just how far web 2.0 has to go for enterprise learning.

Thursday, August 13, 2009

Are you going to 3D TLC?


A quick commercial while you can still register for a steal...I'll be speaking at 3D TLC this September and would love to see you there!

3D Training, Learning and Collaboration (3D TLC) - http://www.3dtlc.com - taking place September 23-24, 2009 in San Jose CA, is the leading event for businesses seeking to understand and maximize business strategies using virtual worlds. 3D virtual worlds have broad implications for business not the least of which is cost savings and energy conservation. Companies are using 3D environments can also strengthen their communication internally with employees and externally with customers and business partners. Come join us to learn how to take advantage of these technologies.

Early registration ends August 14th (price goes from $595 to $795). Use this Special Discount Code: SPEAKERVIP and register by August 14th to save an additional $200 off. With the earlybird price + your discount = your cost to attend is only $495! (full price is $1,295 so you save a bundle). To register go here: http://www.3dtlc.com

Friday, April 17, 2009

Top 5 reasons I'm on Twitter

I'm not keeping up with my blogging like I should, and I blame Twitter. The conversation is so dynamic, it makes my blog seem slow and isolated. I like to think through some topics in more detail and so no, my blog is not obsolete. But if you want to really keep up with what's going on with business, virtual worlds, games, learning, or if you just want to see pictures of Tony Hawk skating (and sometimes his kids)...you should really be on Twitter.

What are the top 5 reasons I'm on Twitter?
1. It's a news source. I get information that I wouldn't have the time or energy (or even the know-how) to find on my own. Information, references, articles to read, the latest news...all streaming by for me to pull from. Hashtags (#) can help you sort through content to find topics of relevance, as can search tools.
2. It's a 24/7 networking opportunity. I've met the most interesting people. Networking is a skill, and in-person networking is tough. But on Twitter, you can find really smart, funny, and engaging people to exchange ideas with very easily. I'm learning from them every day. And now, having met some of my Twitter friends in person, the awkward first meeting isn't really awkward--I already know these people. Events like the #lrnchat live chats have allowed me to meet a lot of new people all interested in the same things I am. The development of communities of practice and learning through Twitter seem to be one of the ways the medium can be leveraged even more effectively for networking in the future.
3. It's a social outlet. Sadly, I work most of the time (I'm working on better balance though!) and the Tandem team is "geographically diverse" so work is sometimes a bit isolating. Twitter gives me a chance to take a break, exchange some banter, and build friendships along the way.
4. It's professional development. I've got filters and groups organized in Tweetdeck that allow me to keep up-to-date on the latest industry trends and events. I get inspired and challenged daily from my interactions on Twitter.
5. It's business development. Much has been said about using Twitter to market your services. Personally, I find Twitter marketers annoying. That said, people who demonstrate their knowledge and expertise in a particular area, I start to trust. If I needed help with a project now, I'd know a lot more people to contact. I've had people contact me through Twitter for my own expertise. And that's where I see the real value of Twitter "marketing."

So why aren't you there yet? Follow me @koreenolbrish