Education Gamification and Scenario Based Learning is a Game Changer!
Article Updated, 7 July 2017
SkillsLive has been formed to execute a global commercialisation strategy for the Loft Group’s Digital Education Platform, establish in 2012. SkillsLive Edu Pty Ltd was recently acquired by Loft Ventures Pty Ltd with an established portfolio of technology companies focused on global opportunities though cloud infrastructure and scalable technology.
A simple explanation of Education Gamification and Scenario Based Learning
Gamification of learning is an educational approach that is designed to motivate students utilising game elements within traditional learning environments. The aim is to maximise enjoyment and engagement through capturing the interest of learners. Therefore inspiring students to continue to learn and in a non-game context influencing learning outcomes and behaviours.
Scenario-based Learning is an approach that encourages students to take an active, integrated and inquiry-based approach to learning, through the use of realistic scenarios to contextualise learning.
Game Theory is the mathematical study of strategic decision making
Strategic decision making can be understood as an individual (logical, capable) seeking to find a repeatable ‘return’ for their effort by discovering a dominant strategy which delivers the best outcome.
Games require rules to operate, defining the challenge and reward associated with player activity. The existence of rules provides the scale for the success of a game. Too many rules (even benign ones) will restrict interaction and become tedious, to few rules and the ‘price of anarchy’ becomes too high and the game can be broken or subverted.
Once the return / reward cycle reaches a replicable state it’s called ‘equilibrium’ (the dominant strategy has been identified). Once equilibrium is reached a game will continue to succeed if the reward is great enough or if the context shifts.
Delivering ‘gamification’ within education faces these challenges
- The game must be ‘standard’ enough that the players are able to pursue a dominant strategy and reach equilibrium.
- The rules are defined enough to make the collection of data meaningful, yet diffuse enough that the player is largely unaware that they exist. Translating from cognitive learning, a high ‘price of anarchy’ may deliver a better educational outcome (students absorb better information when engaging from an ‘individual’ perspective).
In my analysis we want to produce a system that
- Targets the activity of ‘learning’ as the focus for the game, not the content itself. Targeting specific content will provide too many disjointed contexts for an individual to piece together their dominant strategy.
- Lower the perceived rule set around education so that individuals are able to apply freedom in their strategic decisions around their learning.
The core task at hand is to identify the accepted model for the individual in this system, and then attribute a pragmatic economic understanding of how their equilibrium is defined.
Digital Education Platform (DEP)
The Loft Group has identified the need for a software platform upon which an individual can engage with content through self-organised educational models, benefit from proven social collaboration and be encouraged through the sharing of their efforts with industry professional mentors and peer groups. The purpose of this tool is to assemble the large concepts of education and make them more accessible and consumable by the individual.
The Loft vision for the ideal digital classroom is emerging. It meets the needs of the students and the community that surrounds them. It assists in the creation of innovative content design and supports delivery and assessment. It provides opportunity for active learning and collaboration amongst peers and mentors by putting control into the hands of the individual. In short, it’s not a room at all.
Organisations worldwide are experiencing the numerous benefits associated with deploying Digital Education Platforms. Regardless of organisation size or industry sector, Digital Education is contributing to the growth and success of many businesses by providing an efficient, cost-effective and hassle free educational experience.
Skillslive Digital Learning Solutions
Skillslive is a learner-centric Learning Management System (LMS) and Learning Record Store (LRS) that is designed to help organisations increase learning engagement while enhancing an individual’s learning outcomes and improved organisational performance.
Skillslive enables on-demand education and contextual learning, collecting data and presenting analytics and insights to provide a 360° view within an organisation's learning ecosystem. Skillslive contributes to creating visibility across an organisation, its employees and contractors, plus aligning learning pathways with professional development, competencies, compliance, certification and accreditation.
Skillslive remains innovative and at the forefront of education technologies. Focusing on corporate learning ecosystems and the benefits that big data will contribute to creating visibility across an entire organisation at a local and global level. Additionally, the utilisation of cognitive systems that are able to exhibit adaptive, proactive and emotive behaviour. When implemented in support of educational activities a connection between communities and the process of learning, content delivery, assessment and collaboration can all be individualised, measured and presented in an enterprise dashboard. What drives this process is a common cognitive framework that humans use to inform their decisions: Observe, Interpret, Evaluate, and Decide.
Skillslive Pty Ltd was recently acquired by Loft Ventures Pty Ltd. Loft Ventures has a portfolio of technology companies focused on global opportunities though cloud infrastructure and scalable technology. Skillslive was formed to execute a global commercialisation strategy for the Loft Group Digital Education Platform.