Learning Game Design Series, Part 4: Game Elements

Knowledge Guru

Welcome to Part 4 of my multi-part Learning Game Design series. In my last post , I talked about game mechanics. These are are the rules and procedures that guide the player and the game response to the player’s moves or actions. Now we’ll move on to game elements. Every game has “elements” or features that keep people engaged. Some games have a lot; others have very few. For a game to be interesting, there needs to be some sort of conflict.

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eLearning Conferences 2013

Tony Karrer

link] or [link] December 2-4, 2012 Communication and Management in Technological Innovation and Academic Globalization (COMATIA ), 3 rd , Paris, France. link] December 11-14, 2012 Global Symposium on ICT and Education , organized by the World Bank, Seoul, Korea. link] December 30-31, 2012 International Conference in Humanities, Social Sciences and Global Business Management (ISSGBM), Singapore. link] January 6, 2013 Search Marketing SMX , Jerusalem, Israel. Clayton R.


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GBL Picks, Part 2: Curated Game Based Learning Resources

Knowledge Guru

The Knowledge Guru team is obviously very interested in the future of game based learning, and right now that future is bright. We’re on a mission to educate the Instructional Design community and the decision makers in Training and Development about game based learning and its true potential. As part of that mission we’re bringing you GBL picks, a series of curated resources on game based learning and gamification. Gaming in the Classroom.


ICS Learning

Going Global? Cultural, psychological, and linguistic nuances are no longer a superfluous “add-on” of e-learning design, rather a necessity in a rapidly globalizing world. Based on his findings, Koreans tended to see the internet as a platform for games while Fins saw it more as a practical tool.[6] The post Going-global-the-importance-of-language-and-cultural-context-in-the-development-of-e-learning appeared first on ICS Learning Group.

Global 100

12 Ways to Get the Most Out of Your Authoring Tool

The Guardian (2013), ‘How is cloud computing enhancing our ability to work anywhere?’ for organizations working globally, but. Our new enterprise video management technology is a game-changer. 12 Ways to Get the Most.

50 Best eLearning Posts Of 2012

Upside Learning

We hope you have had a good start to 2013. A Mobile Game World. Learner Driven Learning Management System in a Global Environment. Happy 2013 everyone! We are going to make it even better! We have compiled the 50 best eLearning posts of 2012 from our blog. It’s a chance for you to catch up on some interesting stuff you might have missed the last year.

A Conversation with Clark Aldrich -Part One

Kapp Notes

Kapp: How did you get started in the learning industry and specifically with serious games? Because I also grew up playing computer games, I simply assumed eLearning would be like those games. For example, I am working with one global company on changing the design of summative assessment, which should impact all school children in the next five years. It is structured much like Internet Movies DataBase, but focused on educational simulations and serious games.

Global learning collectives

Learning with 'e's

We took part in multi-national games that went on all day, where we played the roles of politicians and generals, as we tried to avert a nuclear war. We learnt to play the games of other countries. Through the use of social media meeting tools such as Google Hangouts, video sharing tools such as Skype, and even massive online open games, students around the world already enjoy better chances to learn from each other and with each other, regardless of their geographical location.

Developing Skills through Gamification

Your Training Edge

What is it about games that make it possible to feel like we can accomplish anything and be a master at it, how can this transfer over to real life? Games are compelling and can lead to behavioral manipulation without the player even knowing it. The art of game design has been around for ages, although it may not have first been applied to the computer. But none the less a board game or the like can also draw players into it as well (it just might not be as immersive).

Gamification and the Hype Cycle

Your Training Edge

Gartner ( [link] ) defines gamification in the following few paragraphs: “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation. While game mechanics such as points and badges are the hallmarks of gamification, the real challenge is to design player-centric applications that focus on the motivations and rewards that truly engage players more fully. Copyright 2013 Bryant Nielson.

Learning In Practice Awards 2013

CLO Magazine

SILVER: Wendy Kouba, Executive Director, Merck Biologics, Vaccines and Sterile Manufacturing Strategy Realization Office BRONZE: Ken Powell, Vice President of Global Sales Enablement and Learning, SunGard. Global Learning — Division 1. based pharmaceutical company examined its global strategy, leaders realized they had to refine their companywide plan to penetrate and maintain solid growth in a number of emerging markets. Global Learning — Division 2.

Staying Connected from Learning Solutions 2013

Unicorn Training

Unicorn Chief Operating Officer, Jackie Kennedy, and CEO, Peter Phillips are off to Learning Solutions Conference and Expo 2013 in Orlando tomorrow. I’m getting excited now, all packed and ready to go, it's less than 24 hours before I head of on my travels to the Learning Solutions Conference and Expo 2013. Trying not to gloat about the weather Jackie's looking forward to getting to grips with sharing her experiences with those of us who won't need suncream.

The Other Side of Simulation: Gamification is Everything!

Your Training Edge

By utilizing game craft techniques we are able to make simulations that encompass serious concepts and bring them to life and mirror the real-world, just without the potential hazards for a wrong decision made and thus making every day ‘average experiences’ much more compelling. The incorporation of game dynamics through simulation is an intriguing concept and one that I am sure is here to stay. Game on! Copyright 2013 Bryant Nielson.

Global digital tribe

Learning with 'e's

To me it resembles a global digital tribe. It is tribal because the global online community exhibits many of the characteristics of traditional, territorial tribal practice. The global digital tribe has many smaller sub-sets we can call clans. Post-industrial society saw the emergence of personal computers, the Web and a global communication network of mobile phones.

DevLearn Day 2

eLearning 24-7

I mean they want the stamp, talking to you is not part of the game plan. My list includes: Some of those colleges, schools, etc. - I know when I talked to someone at Global Finance School how was business and how successful they are, he informed me that they do quite well at this show and other shows. Tuesday is my Halloween edition – and it is going to cover the latest authoring tool trends and my top ten tools for 2013 (oh and my presentation too).

Gamification: PlayA Game, Save the World

Vignettes Learning

Interactive elearning is an enticing modality that can draw the attention of people to global concerns and solicit support for noble causes. In this blog, know the elements involved in developing effective gamification for nonprofit and social development. __ Since I am writing about gamification, we might as well play a game and experience a few minutes of interactive elearning. I found this out after playing an interactive game.

Measuring the Effectiveness of Gamification

Your Training Edge

Furthermore, “ One global community site, for example, raised Facebook engagement by 92 percent, discussions/comments by nearly 300 percent and social network traffic by 90 percent through a badge and challenge-centric gamified system. As you can see by the above examples, turning applications into games is a trend that is here to stay and one that is being widely accepted by big brand names and proving the concept of gamification extremely effective. Copyright 2013 Bryant Nielson.

What Can You Expect in 2013?

CLO Magazine

Several trends will drive performance and development in 2013, and learning leaders will need to strategize for mobility. Chris Hardy, director of the Global Learning and Technology Center for Defense Acquisition University (DAU), said tablets can seamlessly merge learning, play and work. These apps focus on specific content such as playing a game or buying a book. There are also social learning games.

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Advantages of GreenLearning

Association eLearning

Digitec was eager to embrace the green movement and jumped at the opportunity to design an eLearning game to help teach fifth grade children the importance of energy conservation and resources. In partnership with the global non-profit foundation, eLearning for Kids , Digitec helped provide the free educational game to 2.5 Find out more about the game, and eLearning for Kids here. Advantages of GreenLearning - April 22, 2013.

Gamification 101 – The Basics


Gamification is the use of game elements in any context that is non-game related, usually by providing rewards and by fostering user interaction with the learning material. The very next year in 2011, over 70% of Forbes Global 2000 companies planned to use gamification for marketing and consumer retention. It has been estimated that users will spend about 30% longer on sites with social login games. Use virtual currency within web games.

2013 Excellence in Content

CLO Magazine

Enspire also included game mechanics throughout the course to help employees retain the material. Ken Gaspar, senior manager of global brand marketing and social media at Dell, said the course was the first game-based approach the company has taken with training. GOLD: Enspire Studios. Dell Inc.

A Conversation with Clark Aldrich -Part One

Kapp Notes

Kapp: How did you get started in the learning industry and specifically with serious games? Because I also grew up playing computer games, I simply assumed eLearning would be like those games. For example, I am working with one global company on changing the design of summative assessment, which should impact all school children in the next five years. It is structured much like Internet Movies DataBase, but focused on educational simulations and serious games.

Here’s the Scenario: Tenets for Scenario Based Learning


Themes work because of their global appeal, a successful strategy when the audience profile is varied – geographically or socially. Within the theme, we also introduced an element of interactivity through a series of maze-like games which allowed the learner to ‘travel’ further in the course. E-learning is moving away from a didactic approach to more engaging approaches that do much more than just transfer knowledge.

On Fire in 2013 – What’s going to be hot in e-learning

eLearning 24-7

Whether you want to call them human image characters, avatars or actors, they are going to be the new “hot” in 2013. In 2012 it has been all about collaborative/peer review with authoring products, and it still will be in 2013, but the avatars/actors with/without backgrounds are going to be in “fuego” Where can it go? Global tablet sales will exceed 450 million units by 2016 (Business Insider). Will it catch on fire in 2013?



So, here we go… Looking Back at 2013. The goal that we had set for ourselves in 2013 was to be focussed on our commitment to promote ‘good learning’. On 15th November 2013, we launched ‘Crystal Balling with Learnnovators’ – a thought-provoking interview series that attempts to gaze into the future of learning. The Rapid Interactivity Building tools in this space will focus on games for m-Learning in the near future.”.

Beyond winning points: reflections on ‘gamification’ (Part 1)

Saffron Interactive

When on the tube, I usually spend my commuting time playing video games on my smartphone. Games have been around for hundreds of years and video games are today becoming the preferred form of entertainment. If we look at the most recent statistics about online gaming, we learn that: The average age of a gamer is 30 and he/she has been playing for an average of 14 years. There’s no doubt that game mechanics have a fundamental role to making an experience ‘fun’.

A Meta-analysis Indicating the Benefits of Video Games for Older Adults

Kapp Notes

The study is called “Video Game Training Enhances Cognition of Older Adults: A Meta-Analytic Study.” ” The main aim of the meta-analytic study was to investigate the extent to which cognitive training with video games enhances cognitive functions in healthy older adults (age 60 and older). Here is what they found: It has been suggested that video game training enhances cognitive functions in young and older adults. Games

HP Is Playing Learning Games

CLO Magazine

To develop its large, global workforce, HP implemented game-based training to capture employees’ attention. The team had been experimenting with game-based training, but having each department independently create games from scratch every time there was something new to communicate was costly and time intensive. “As part of a formal training program, gaming is a good way to confirm knowledge,” Cohen said. A game can offer all of that.

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How 2013’s Top Trends Will Impact 2014


2013 was an exciting year in the e-Learning industry, and we predict 2014 will be even more thrilling. From mobile learning to interactive games and simulations, there’s always more to learn about these growing e-Learning trends and how they will impact 2014! Here’s the top 5 e-Learning trends of 2013 that we predict will play a big role in 2014: m-Learning – The mobile learning trend is growing at an incredible speed, and it became really popular in 2013.

Teaching Kids Programming

TechSmith Camtasia

Growing up, his family often played games (his mother invented the popular card game Set ). TKP is now a designated project of the global education non-profit, the Mona Foundation. Can’t see the video? Click here. Lynn Langit and her partner Llewellyn Falco firmly believe that programming should be a core skill taught in middle and high schools across the globe.

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Introducing WorkLearnMobile– it’s all about mobile

Allison Rossett

The very global, San Diego-based company is the leading patent holder on 3G and 4G mobile technologies. The trends range from analytics to games, to the flipped classroom, MOOCs, and of course, moble devices. Of course, Qualcomm is interested in mobile learning and support. Their self interest delivers benefits to the rest of us.

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Authoring Tool Trends

eLearning 24-7

It reaffirms that we live in a global society and recognizes that people want to see courses in their own language. Rather, it is games like “Pyramid” or “Wheel of Fortune”, “Word Search” and others. . I’ve seen “glossary” as a game. It is boring and as noted above unless your target audience is K-6, no adult while be jumping for joy to play “these games” Any negatives? Even games that are HTML5.

Gamification in E-Learning – Are you really learning?

eLearning 24-7

An addict for games. Not just any type of game mind you, rather one that I can win at. 70% of the Global 2000 will have at least one gamified application by 2014 (Gartner). Some people define gamification in the e-learning space as games themselves – sim games for tests, or games for learning. If you play any type of game – whether it is online or not, you do it to have fun. I’m an addict.

Some of the Interesting Things I Saw at the MedBitquitous Conference

eLearning Cyclops

It was developed by Johns Hopkins Center for Clinical Global Health Education and is u sed in Africa and also right here in Baltimore. I was very impressed by a presentation titled " Teaching Clinical Reasoning Using Game Tech ," which showed one of their study''s applications that used game tech in learning. I recently attended the MedBiquitous Conference at Johns Hopkins.

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Informal Learning – the other 80%

Jay Cross

To optimize one’s position in the global net, one can: Rewire the internal connections (learn, innovate, revisualize). The interoperability made possible by Web services standards, both.NET and J2EE, changes the game. Years ago a start-up commissioned me to write a white paper that would help put them on the map. I wrote the paper that follows. It’s probably the most popular thing I’ve ever written.

LEARNNOVATIONS ~ Looking Back, Looking Forward


Looking Back at 2013. The goal that we had set for ourselves in 2013 was to be focussed on our commitment to promote ‘good learning’. On 15th November 2013, we launched ‘Crystal Balling with Learnnovators’ – a thought-provoking interview series that attempts to gaze into the future of learning. ” “The Rapid Interactivity Building tools in this space will focus on games for m-Learning in the near future.”

The Really Useful eLearning Instruction Manual

Rob Hubbard

The book covers the basics of ‘what is elearning’ and selling it to your organisation through to more advanced topics such as game-based learning (from the newly anointed Dr Ben Betts – congratulations on your PhD Ben!) Game-Based Learning - Ben Betts. This year, I had the great privilege, in my position as Chair of the eLN, to have edited and co-authored the eLN’s first ever book, The Really Useful eLearning Instruction Manual, published by Wiley.

The Really Useful eLearning Instruction Manual is here and it is really useful

Clive on Learning

Lars Hyland Making the Most of Memory Rob Hubbard Blended Learning Julie Wedgwood Informal and Social Learning Jane Hart Facilitating Live Online Learning Colin Steed Mobile Learning Clark Quinn Game-Based Learning Ben Betts Learning Management Charles Jennings If you’d like to purchase the book directly from www.wiley.com , then you''ll get a 15% discount using the code VBF11.

Put the elements of viral videos in eLearning story design

Vignettes Learning

There are also viral videos that respond to global tragedies, part of an awareness campaign or advocacy effort to support a significant cause. These are folks who can talk a good game— they even have mathematical equations with borrowed ideas like the virality coefficient—but very little in the way to measure these in a rigorous way. Our belief : At Vignettes Learning we use stories in eLearning; however, we make them interactive.

Integrating Game Thinking in eLearning Design

Origin Learning

The focus is now shifting on creating learning experiences that integrate games organically into the eLearning course content rather than a forced inclusion. In today’s blog post, we will learn about ‘Game Thinking’, how it differs from gamification, and the application of game thinking in modern workplace eLearning. What is Game Thinking? There is a specific science to integrating games within eLearning content. This was originally conceptualized in 2013.