In an age when even games are “serious” and e-learning audiences increasingly face screens of text with Next buttons, the unexpected can become the unforgettable. Fun is good for learning because it stands out. It increases engagement and provides safe areas to learn from failure. Studies show that fun actually promotes learning as elements of novelty evoke wonder and curiosity. It’s not fun for fun’s sake. It’s fun for learning’s sake.
What makes learning fun? One-of-a-kind interfaces that vary with each course; surprises around every corner; everyday language; an emotional connection through meaningful material, music, and social connections; learners choosing their own paths; and any-time, any-where learning that works on all devices, including mobile. In this presentation, participants will be introduced to the science of fun, and will see specific examples of fun used effectively in workplace learning. They will experience instructional strategies for making learning fun, including gamification and game mechanics. They will learn how to use existing tools and technologies to build innovative learning environments that are collaborative, competitive, and exploratory. Participants will also gain clarity on how to evaluate good learning solutions from ineffective ones, identifying roadblocks to fun learning like the templated approach that restricts the learner from paths of exploration. And most importantly, they will see the positive impact that fun learning can have on the organization’s culture.
In this presentation, see how a parrot and some gadgets increased compliance awareness, how a board game and leader board increased worldwide engagement and collaboration, and how a basketball app improve college preparedness.
Who Should Participate
Any HR professional, specifically those dealing with learning and development, employee engagement, and retention.
What You Will Learn
Introduction to the science of fun for learning, with specific examples of fun used effectively in workplace learning.
Instructional strategies for making learning fun, including gamification and game mechanics.
How to use existing tools and technologies to build innovative learning environments that are collaborative, competitive, and exploratory.
Gain clarity on how to evaluate good learning solutions from ineffective ones.
Identify the positive impact that fun learning can have on the organization’s culture.
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