By Shelley A. Gable
I recently worked on a lengthy course that included a lot of
software training. The intent of the training was not only to introduce
learners to the software, but also to build fluency with several key tasks.
Of course, building fluency requires practice. So, one of
the challenges with designing the training was figuring out how to provide the
repetition needed to build fluency, without it feeling repeatedly boring for
the learners.
To make it fun, we combined a handful of simulations into a
web-based game.
Here are some of the
elements we designed into the game…
Backstory. The
game starts with a playful, fictional backstory, which provides a reason for
needing to complete the selected tasks in the software quickly and accurately.
Missions (i.e.,
scenarios). For each task we needed to test learners on, we created a
mission. The “mission” is basically the scenario for completing the task. A
scenario that aligns with the game’s backstory. After getting through the
backstory, learners encounter a menu of missions, which they can tackle in any
order. To conquer the game, learners must conquer each mission.
In order to conquer a mission, learners complete the
corresponding task within a specified amount of time and without exceeding an
allowed number of mistakes (i.e., misclicks). We established the time limits by
testing the missions with experienced users – we captured their times to
complete the missions, and then we padded the times a bit to identify
challenging yet attainable standards for learners who are new to the software.
Additionally, after completing the main part of a mission,
the game invites learners to complete a “bonus” version of the mission. The
bonus mission tests the same task, but with some added twist that makes it more
advanced.
Feedback. Learners
receive feedback after each mission attempt, based on their performance in that
mission. The game presents the feedback in a way that fits the theme of the backstory.
Progress bar. The
game includes a progress bar, which advances as learners complete missions
successfully. The bar becomes progressively fancier as learners approach the
end of the game.
Here’s how it’s
working out so far…
Right now, learners complete the game independently, as an
activity in classroom-based instructor-led training. Early feedback has been
mostly positive. Learners enjoy the game, feel motivated to complete the
missions, and engage in friendly competition with their classmates by comparing
completion times by mission.
We anticipate working on another iteration of the game down
the road, and we hope to find a way to incorporate a leader board to further
foster friendly competition, especially if the game is eventually used by remote
learners.
Have you enhanced a
learning experience with games?
If so, how? What were the performance and instructional
needs? How was a game able to help you meet those needs? And what were some of
the components of your game?