Monday, August 29, 2011
Activity leads to...everything
Friday, August 26, 2011
Live events still rock & thoughts on the future of virtual events
| Geeks Celebrating Their Geekiness |
| The lovely Pamela Kucera & I geeking out |
![]() |
| Cosplay Kids Category Winners at BCC |
What do both of these events have in common? They bring together busy communities for an opportunity to bond.
Granted, both of these events focused on people in creative industries...industries full of innovators, entrepreneurs and creators. They provided an opportunity for people who busy themselves making things a chance to look around and see what their peers are making. There is immeasurable value in that...in lifting up your head from your own work and seeing the success, hearing about the trials and failures, of others. I loved being a part of these events because they inspire me to look at my own goals and dream bigger.
Can virtual events recreate that experience of allowing creatives and creators to talk, share, bond and inspire each other? Yes. But they need to reach beyond their own user groups.
Right now, the most successful virtual events are focused on the communities and people engaged in virtual events. No surprise there, really, and its encouraging to see people eating their own dog food. But as a designer, I think about how these technologies could enable the extension of the communities that gather in person for events like the Philly Geek Awards and ComicCon on an ongoing basis. I don't think the live events will go away, nor do I want them to, but I see potential in extending out the connections made, information shared, and inspiration disseminated at these events on a more consistent and ongoing basis. We're not just a community for an annual event...we're a community all year round. We're not a community when we're face-to-face, we're a community that exists in interest and common goals no matter where we are.
Virtual worlds and event platforms can enable that type of interaction whenever you need it, not isolated to the scheduled dates and times. Pervasive community interaction already takes place in 2D tools like Facebook, but it doesn't capture the feeling of presence and engagement that 3D environments provide. It's really not possible to have a Facebook "event" and Twitter, although it provides the opportunity for live chats, is lacking the visual sharing that is such an integral part of creative communities.
Consider this a challenge to my creative friends. We push the boundaries and pride ourselves in creating new things. Shouldn't we be the ones to embrace the most progressive technologies for establishing and growing our communities?
Monday, August 22, 2011
And now for something completely different...10 women musicians you should listen to instead of Adele
- Amanda Palmer: I'm going to start with my absolute favorite, the artist who I'm fangirl crazy for, and who grounds me whenever I need a kick in the pants. Her solo work is amazing, but go ahead and listen to the Dresden Dolls stuff as well. Oh, and of course, Evelyn Evelyn. There's no one who can rock the ukelele like AFP. For a start, try Astronaut. Then watch In My Mind. And then maybe a little Map of Tasmania (if you're not easily offended).
- Bitter Ruin: I "discovered" this band at an Amanda Palmer late night cabaret show last fall. Their music is so good, and Georgia's voice is so hauntingly beautiful, that they've made it into heavy rotation on my personal playlists. Plus Ben is adorable in the best possible way. Their new video, Trust, is a good place to start.
- Feist: You probably heard 1234 on the radio, but listen to more of Feist and you get the sense that you're in the company of your best girlfriend who understands just how you feel. My favorite is How My Heart Behaves. And she's got a new album coming out...so get that too.
- Florence + the Machine: Soulful voice, amazing lyrics, and the ability to capture the essence of complex but hopeful emotion. Cosmic Love makes me happy happy happy.
- Regina Spektor: Probably the most underappreciated musician on this list, Regina's voice is phenominal and makes you feel her lyrics deeply. Start with Fidelity then keep going.
- Neko Case: To be honest, I need to listen to Neko Case more than I do. Correction: I need to listen to more Neko Case songs than I do. I'm stuck on This Tornado Loves You.
- Amy Winehouse: I'm so sad she's gone. Her songs represented themes as tragic as her life. Move beyond Rehab and listen to Tears Dry On Their Own.
- Zee Avi: If you haven't heard of Zee Avi, you're welcome. She's a powerhouse in a tiny package. Listen to Monte for a sample.
- Colbie Caillat: I had to include my guilty pleasure on this list. Seriously, she's mushy, chick pop wallowing goodness. My inner music snob is embarrassed to include her, but include her I must. I Won't will get Colbie added to your guilty pleasure list too.
- Patsy Cline: If you haven't listened to a Patsy Cline album, what is wrong with you? :) Seriously...this woman paved the way for heartbreak songs from the woman's point of view. No one does it better. No one. Listen to She's Got You right now. Do it.
Wednesday, August 3, 2011
ARG Design: My session today at the Distance Teaching & Learning conference
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...
Thursday, July 21, 2011
Coming in 2012: Immersive Learning Design (my first book!)
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.
Tuesday, July 19, 2011
The F word as a strategic advantage
I want to talk about the "F" word. The one that makes many learning professionals cringe, the one that risks you or your ideas being taken seriously, the one that people want to say but imagine that by using it they will risk credibility and perhaps even look foolish. Yes, I'm talking about FUN.
We all want to have fun...I'd venture to say we all want to have more fun than we're having now. We dream of our work being more fun, of having fun on vacation, even just infusing a little fun into everyday tasks. Its true that fun is subjective; what someone may consider a chore, others might get great joy from (for example, driving...I love it! other people, not so much...).
Fun is also an attitude. You know that expression "you make your own fun"? Truer words never spoken. Everyone knows someone who's a killjoy...as soon as he or she walks into a room, all the air is sucked out. We also all know someone who is like a ray of sunshine, who we love to be around because of the energy and attitude that the person infuses into even the most mundane tasks. I had a cousin who could make even standing in line at the bank fun. We gravitate towards those people because we want to have fun, be happy, and enjoy life.
![]() |
| Source: http://historytech.wordpress.com/2008/03/24/video-games-and-social-studies/ |
Within the last 9 months, I've seen a shift in the market. I get requests for proposals from companies who are specifically looking for games for learning. Many are still tentative, nervous; they've heard about badges and gamification but they aren't sure what that means for their training initiatives or how game dynamics might improve learner motivation and engagement. Most organizations approach games very seriously, sometimes to the point of taking all the potential for fun right out of them.
Fun can be serious and challenging and look an awful lot like work, just ask any athlete. The attitude, the expectation that even when we face our most difficult challenges and most serious subject matter, that human beings strive to be happier and have more fun...these ideas don't have to be in conflict. Nathan Verrill recently gave the keynote at LEEF titled "Work is not the enemy of fun." He talked about how immersive games can be designed to address even the most serious social and business issues while fostering opportunities for fun to get (and keep) people's attention. Jonathan Richman made one of the most resonating points about marketing in a presentation at ePatient Connections last fall: you aren't just competing for attention with your competitors...you're competing with LOLCats. These presentations reinforced my opinion that in a world where there are so many distractions, competing media streams, and ways that we can choose to entertain ourselves, our business goals, and for learning professionals, our learning goals, must be addressed with strategies that account for human motivational drivers and the environmental context that we're operating in.
My conclusion? Fun is the new strategic advantage.
Organizations should be embracing fun. Organizations who close their eyes to this necessity the will suffer for it because employees and even customers will seek out fun where it exists. You want to attract and retain the best talent? Create a workplace that they are happy to jump into every day. You want people to be engaged in learning activities? Design relevant training that people look forward to participating in. You want to attract and retain more customers? Create a company that's a pleasure to do business with.
After all, who doesn't want to have more fun?
Wednesday, June 22, 2011
Air guitar as experiential learning
![]() |
| Windhammer shot courtesy of Ben Hider |
Performances in the competition were scored (very loosely) on three criteria: technical merit, stage presence, and "airness." Technical merit is how well you played your air guitar (including remembering you've actually got an imaginary guitar in your hands, catching it if you throw it in the air, etc). Stage presence included use of the stage, showmanship, and performance aspects. "Airness," as it were, is that unexplainable quality that melts your face off as you watch a performance. Scoring was explained in figure skating terms, ranging from 4.0 - 6.0, although I think the lowest score actually given was a 5.0.
What struck me about the air guitar performances, which ranged from over the top, heavily costumed and prop-heavy to straight up rock 'n roll badassness, was how much playing air guitar actually reminded me of simulation and experiential learning design. Granted, none of the performers will likely ever go on to become rockstars playing actual guitars. But the air guitar competition gave them the opportunity to role play what it would be like to be on stage, rocking out a guitar solo. There were a couple performances during which I sometimes actually forgot that they weren't playing real guitars. That level of immersion, of getting learners into character and practicing a role, is exactly the goal of immersive learning design.
Immersive learning design requires technical merit and stage presence, but its the "airness" that is the key. Making the learners feel like they are actually performing and the "realness" of the learning experience is what we all should be striving to design.




