A colleague recently queried: “How would you support that Jeopardy type games (Quizzes, etc.) are not really games?” And while I think I’ve discussed this before, I had a chance to noodle on it on a train trip. I started diagramming, and came up with the following characterization.
I separated out two dimensions. The first is differentiating between knowledge and skills. I like how Van Merriënboer talks about the knowledge you need and the complex problems you apply that knowledge to. Here I’m separating ‘having’ knowledge from ‘using’ knowledge, focusing on application. And, no surprise, I’m very much on the side of using, or doing, not just knowing.
The second dimension is whether the learning is essentially very true to life, or exaggerated in some way. Is it direct, or have we made some effort to make it engaging?
Now, for rote knowledge, if we’re contextualizing it, we’re making it more applied (e.g. moving to the skills side), so really what we have to do is use extrinsic motivation. We gamify knowledge test (drill and kill) and make it into Jeopardy-style quiz shows. And while that’s useful in very limited circumstances, it is not what we (should) mean by a game. Flashy rote drill, using extrinsic motivation, is a fall-back, a tactic of last resort. We can do better.
What we should mean by a game is to take practice scenarios and focus on ramping up the intrinsic motivation, tuning the scenario into a engaging experience. We can use tools like exaggeration, humor, drama, and techniques from game design, literature, and more, to make that practice more meaningful. We align it with the learners interests (and vice-versa), making the experience compelling.
Because, as the value chain suggests, tarting up rote knowledge (which is useful if that’s what we need, and sometimes it’s important, e.g. medical terminology) is better than not, but not near as valuable as real practice via scenarios, and even better if we tune it into a meaningful experience. Too often we err on the side of knowledge instead of skills, because it’s easy, because we’re not getting what we need from the SME, because that’s what our tools do, etc, but we should be focusing on skills, because that’s what’s going to make a difference to our learners and ultimately our organizations.
What we should do is be focusing on better able to do, moving to the skill side. Tarted up quiz shows are not really games, they’re simplistic extrinsic response trainers. Real, serious, games translate what Sid Maier said about games – “a series of interesting decisions” – into a meaningful experience: a series of important decisions. Practicing those are what will make the difference you care about.



An increasing number of organisations, independent of size, nature or location, will acknowledge that their traditional training and development models and processes are failing to live up to the expectations of their leaders and workforce in a dynamic and global marketplace. Some will take steps to use their financial and people resources and exploit new ways of working and learning. Others will be hamstrung with outdated skills, tools and technologies, and will be too slow to adapt. A confluence of technology and improved connectivity, increasing pressures for rapid solutions and better customer service, and demands for higher performance, will force the hands of many HRDs and CLOs to refocus from models of ‘extended formal training‘ to place technology-enabled, workplace-focused and leader-led development approaches at the core of their provision. We will move a step or two closer to real-time performance support at the point of need.
We‘ll see an increasing use of mobile, and some organizations will recognize the platform that such devices provide to move the full suite of learning support (specifically performance support and informal learning) out to employees, dissolving the arbitrary boundaries between training and the full spectrum of possibilities. Others will try to cram courses onto phones, and continue to miss the bigger picture, increasing their irrelevance. Further, we‘ll see more examples of the notion of a ‘performance ecosystem‘ of resources aligned around individual needs and responsibilities, instead of organized around the providing silos. We‘ll also see more interactive and engaging examples of experience design, and yet such innovative approaches will continue to be reserved for the foresightful, while most will continue in the hidebound status quo. Finally, we‘ll see small starts in thinking semantic use in technology coupled with sound ethnographic methods to start providing just such smart support, but the efforts will continue to be embryonic.
People who know nothing about connectivism or collaborative learning will profit from MOOC‘s. Academics and instructional designers will tell anyone who wants to listen just how important formal training is, as it fades in relevance to both learners and businesses.The ITA will keep on questioning the status quo and show how work is learning and learning is the work in the network era – some will listen, many will not.
Many traditional-thinking organisations will waste a lot of time and energy trying to track social interventions in the hope that they can control and manage “social learningâ€. Whilst those organisations who appreciate that social learning is a natural and continuous part of working, will acknowledge that the most appropriate approach they can take is simply to support it in the workplace – both technologically and in terms of modelling new collaborative behaviours. Meanwhile, we will continue to see individuals and teams bypass IT and T&D departments and solve their learning and performance problems more quickly and easily using their own devices to access online resources, tools and networks.
2013 will be a great year. As William Gibson wrote, “The future‘s already here. It‘s just not evenly distributed yet.†The business world will become a bit more complex — and therefore more chaotic and unpredictable. Moore‘s Law and exponential progress will continue to work their magic and speed things up. Learning will continue to converge with work. Increasingly, workers will learn their jobs by doing their jobs. The lessons of motivation (a la Dan Pink) and the importance of treating people like people will sink in. Smart companies will adopt radical management, putting the customer in charge and reorganizing work in small teams. Senior people will recognize that emotions drive people — and there are other emotions in addition to passion. Happy workers are more engaged, more productive, and more fulfilled. What‘s not to like?