Strong objectives make for a strong Drive game experience for players that is relevant to their needs. Drive’s creation wizard tries to help you create specific, measurable objectives designed to use Bloom’s Taxonomy: a classification system that organizes knowledge by complexity.
To create an objective, you must first create a game topic. Once you have a topic in place, follow these steps to create an objective:
- Expand Develop option from left-hand navigation pane, and select Create or Edit Objectives.
- Use the Create or Edit Objectives for Topic drop-down menu to select the topic for which you want to create an objective.
- (Optional) In the field labeled Performance Condition, specify the conditions under which the learner will demonstrate knowledge or skill. Here are some examples of conditions that you might include:
- Given a specific customer type….
- Given a specific customer objection….
- Given a question about product safety….
- Given a scenario….
Including conditions is very helpful in helping you think about the content you need to provide within the game. We recommend it, but we do not require it.
- Use the Identify Behavior Learner Will Do drop-down menu to specify exactly what behavior you want the learner to demonstrate. This list of verbs describes behaviors associated with Bloom’s Taxonomy of Learning and helps you consider the level of cognitive complexity required to achieve the objective.
- Use the Elaboration on Behavior field to add details that clarify your expectations of what the learner will do.
- Click ADD NEW OBJECTIVE.
Click through the slideshow below to see the steps in action.
Here are a few examples of objectives with each component labeled for you.
|Given a specific customer type||ask||the optimal questions based on knowledge of that customer type.|
|Given three specific customer needs||choose||the appropriate benefits and features to highlight based on each specific need.|
|Given ACME’s top two competitors||distinguish||ACME’s product from its competitors’ products.|
The behavior you choose from the drop-down list affects the mini-games available for you to develop as each mini-game is associated with specific behaviors on Bloom’s Taxonomy. Here are the behaviors each mini-game support:
|Mini-Game||Bloom’s Levels Targeted||Verb Choices Associated with Mini-Game|
|Balloon Burst||Knowledge and Comprehension||compare, contrast, distinguish, identify, match, select
|#Happy||Comprehension and Application||choose, demonstrate, use
|Knowledge Knight||Application, Analysis, Synthesis, Evaluation||analyze, categorize, choose, combine, compare, conclude, critique, decide, demonstrate, determine, distinguish, estimate, evaluate, identify, infer, justify, organize, prioritize, respond, solve, use|
|Safecracker||Application, Analysis, Synthesis, Evaluation||build, categorize, choose, classify, develop, identify, match, provide, select|