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LEARNING TECHNOLOGIES
Breaking Through
BY JON WOLPER
T
he screen flashes. A student has just answered a quiz question correctly
and is rewarded with points. Maybe the student gets more points for an-
swering quickly. The next question appears on the screen, and a classroom
full of rapt learners rushes to figure out the answer.
These flashy experiences have become prominent learning tools during
the past few years, as the gamification of learning is seen as a potential path for-
ward for the talent development industry. Gamification can include
the addition of competitive quizzes, games with leader-
boards that pit you against your colleagues, and
the addition of music and countdowns.
Besides the surface-level excitement of
learning through a gamethe immedi-
ate emotional responseare there
real learning advantages to be
gained from this method? And
whos on the cutting edge of
gamified learning?
Successful gamification
If a gamified learning sce-
nario is going to have any
lasting impact, it has to be
well-designed.
September 2016 | TD 25
The future said, VR was discussed as one of the Apocalypse, in which players can pilot
Technology obviously has had a major best ways to create empathy within their characters around a 3D, graphi-
impact on learningbut its not going players about situations and people cally immersive location, carrying on
to stop here. New tech on the horizon they might be uncomfortable with. sales calls while running from zombies.
may affect gamified learning expe- Similarly, Kapp mentions aug- The great thing about games is
riences. For instance, there are the mented reality, or AR, as a possible that they provide rich and robust
increasing developments in artificial new horizon for gamified learning. He analytics, Kapp says. In the zombie
intelligence. notes the enormous success of Poke- game, trainers are able to see how a
Advances in artificial intelligence mon Go, the mobile game that tasks sales rep did in the sales call as com-
through complex machine learning players with catching the creatures, pared to an ideal model and track
algorithms, for examplehelp cre- which are placed against a backdrop progress over time. Neither of these
ate realistic simulations that players of the players actual location using technologies is overly new, but they
can react to, Rufo-Tepper explains. the phones rear-facing camera. are being used in new ways.
She adds that the burgeoning field of Theres also the marriage of learning
virtual reality could become a factor, with video gamesless simulation, more Jon Wolper is a writer/editor for the Assoc-
tooat the recent G4C conference, she actual game. Kapp cites Zombie Sales iation for Talent Development; jwolper@td.org.
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September 2016 | TD 27
Publication: TD Magazine Size: 7.125 x 5 Job#:796-6689
Run Date: Sept 2016 Dana Communications 609.466.9187