You built a wonderful learning game. So why aren’t you reaping results from it? Before we dive in and diagnose why your learners didn’t learn, grab a piece of real or digital paper. I’m going to ask you to write down things and answer some questions.
Before I do, take 30 seconds and write down everything you need to get done today. Then write down everything you need to do this week. Did you have “complete an eLearning course,” or “play (insert name) learning game that my boss recommended to me” on your list? Perhaps you do – and perhaps you fully intend to do that course or play that game.
- What barriers hinder your ability to spend time in a formal learning activity? The activity could be an online course, a learning game, or even reading blog posts on a particular topic. How many unplanned things are likely to creep in today or tomorrow that will turn good intentions into fantasy?
- If you do complete the learning activity, how much “think time” will be available to you today or next week to reflect on what you learn?
I assume you are reading this post because you are a training manager, a sales manager, or some type of learning and development professional who produces learning games or learning solutions for others.
So the really important question is: How do you think your target learners would answer all these questions?
Everyone of us in the work world has the tsunami that we call the “work day” and our “personal life.” Most of us have days that start between 5:30 and 7 a.m. and often don’t end until 11 p.m. We spin lots of plates and our learners are no different.
However, unlike us, they may not be super excited by all things connected to learning new things. They may actually be resistant to learning new things. Resentful of learning new things. Stressed out or fearful of learning new things. Simply not interested in learning new things because their heads are so full of what needs their attention right now.
What are you going to do about it?
Creating a relevant, well-designed learning solution, unfortunately, is not even close to enough. You have to tear a page from a marketer’s book and develop a full-blown implementation plan. These are the three ingredients you need to produce broad-spectrum results from your learning game:
Most of you will create the first item (a great game), but fail to fully map out logistics or think about having to market the game. There is a fallacy that a great game sells itself, and the game itself will intrigue learners enough to motivate game play.
Think back to the start of this blog and that to-do list you wrote down as well as the “unplanned things” that derail the to-do list. Playing a learning game is not going to be high on most learners’ list without some planning on your part.
If you do things right and include all three elements of a good implementation strategy, you greatly increase the odds of people playing. Being able to put together those three elements requires you to do a bit of legwork and info gathering.
So before you start creating your game or crafting any strategies, make sure you ask – and get answers – to questions like these:
- How does the game help achieve business and learning goals?
- What are the learner/manager/stakeholder anticipated reactions (positive and negative)? How do these reactions influence messages you need to deliver as part of implementation?
- What realities exist in learner population that affect implementation? How do these influence game elements that you emphasize/leverage? How do they affect logistics/deployment?
- What effort, skill, time, and planning is required to design, produce? How does this impact your timeline and what you can produce?
- What ongoing effort and creativity are required to maintain long-term interest in ongoing game play or to keep things “fresh” over long-term?
- Are there constraints that limit or direct decisions on frequency?
- What analytics and data can the game solution provide to showcase benefits and cost-effectiveness? What metrics do we want to see? How should data be filtered for analysis? (If you can’t answer #1 in this list, you won’t be able to answer these questions.)
- Who needs to see this data and how will data be used?
How to create a learning game experience that gets performance results
1. Create a well-designed game. This means the game:
- Is relevant to learners’ needs and actually has value for them. The game goal and the play experience clearly link to the skill or knowledge the player will find helpful to acquire. (Note that I said player will find it helpful. It’s not enough for someone else, such as you or a stakeholder, to believe it will be helpful. The player has to find value in it.) The design choices you’ve made have a learning purpose to them. (Example: Using chance in the game to mirror something in the real-world that learners cannot control.)
- Has a complexity level that matches learners’ use case. (Example: Don’t create a multi-hour play experience with tons of rules for a learner who needs a game they can quickly get into/out of. Make game play extend over periods of time rather than all at once).
- Uses game elements that appeal to the the player types you have playing your game. (Consider Amy Kim’s social action matrix to figure out your player types and what game elements might appeal to those types.)
2. Plan out the logistics required to deploy the game effectively.
This means you’ve thought about what it will take to get your game into learners’ hands – and mapped the process out step-by-step. You have a rollout schedule that includes:
- Timeline and key activities for pre-launch, launch, and post-launch of your game.
- Specifics of distribution/delivery. (How will they locate/download your game? On what device? With what possible browsers? Is download required or can they stream the content?)
- Tactics for mitigating risks/barriers to play (Yes, you have to think about the fact that they have many, many distractors in their lives. You also have to decide how you intend to grab their attention despite those distractions.)
3. Develop and implement a marketing/communication plan.
Those tactics you ID’d for mitigating risks in Item #2 help shape the marketing tactics you design and deploy. You need to think and act like a marketer:
- Brand your learning experience; use imagery and a logo to burn your game’s promotion into the minds of your learners. When I say “Coke” I suspect you all either think of the logo itself or a bottle/can of coke. You can literally see it in your minds. How do you do that for your game?
- Consider incentives. Who pays full price for a Coke? How many of you love a coupon or a “free prize.” An incentive adds some spice and some fun. If the initiative you are working on really matters, then incent it. It doesn’t have to be a huge incentive, it just needs to grab attention.
- Map out a communication plan for each of your targets – including the stakeholders as well as the learners. Figure out what the message(s) need to be for each target, the timing of those messages, and the distribution channel.
ExactTarget and Johnson and Johnson both had highly successful game implementations because they created strategies that used all three components outlined above. Here are a few images that represent some of what they presented to their learners. Don’t waste all the time, energy, and $$ you spent creating your amazing learning game by failing to plan out implementation. Make sure you get the return on investment your company deserves and should expect.