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Sunday, December 22, 2013

Why Training Should Be More Like Candy Crush?

Candy Crush Saga is the most popular game on Facebook, iOS and the Android Play Store. It is a simple match-three puzzle game. But it is more than that... as every Candy Crush player lives to tell. 
I am far from being a facebook gamer but I started playing the game this December. My objective was to understand and analyse the reason behind the game's astounding success and try and identify some parallels between good games and successful training. And I wasn't disappointed. This candy is addictive! But I wish all training was.

Here's why training should be more like Candy Crush:

1) Levels: Life is not a straight line. If it was, it would have been boring. Levels and challenges make the game interesting. When you complete one level, there is another one waiting to be explored. Following a training path with pre-defined levels would be a good way to progress in one's career. Just-in-time and just-enough are two principles that can help create these levels of training.

2) Lives: The game has limited resources. There is a default number of lives available. This scarcity of lives makes one appreciate the resources that are available and play in a more optimum manner. All training should be more sensitive to the availability of real-life resources and establish that we need to make the most of what we have. Less can be more.

3) Special Candies: When more than three candies of the same colour are matched, the game produces special candies. These special candies have special effects and can help you quickly get the required score. You can also spin a wheel to grab special candies that help you accomplish challenging goals. All training should ensure such short-term benefits, rewards and achievements. These rewards are the motivational factors that help us achieve our objectives and continue on.

4) Obstacles: Obstacles or blockers appear in some levels. They are designed to make the level more challenging and in that sense make it unpredictable. All learning could benefit from including real-life obstacles and problems that add variety and challenge to the learning process.

5) Ask Friends: This is my favorite bit and perhaps the most meaningful. Candy crush is a game you play with friends and family. When stuck on any level, you can request your community of friends for extra lives. You also need friends to help you unlock new levels (or you can buy new levels). This is so unlike most training. Most training is formal and is designed to be from one (instructor) to many (students) Instead, it should be more social and informal and allow for many-to-many relationships. Training should be designed in a way that makes you want to interact and seek support from your network of 'friends' aka experts or colleagues. This social support and community collaboration should help you move ahead in the training path.

Well, everything said, the game is fun. Period. The visuals, the sound effects and the motivating voice, all make it very likable. And because you can start and stop anytime, almost anywhere you are, you tend to think about the game often! Being age and gender neutral also takes it a longer way than most other games. 

There are many things to learn from games such as Candy Crush. But gamification of learning is more than just building games into learning. It is a systematic process of using specific strategies that are based on the principles of gaming. 

Gamification expert, Yu-Kai Chou has developed a framework called Octalysis that presents eight core drives of gamification. It is an actionable framework that can help developers 'gamify' games, products and campaigns. Chou's Level 1 of Octalysis framework includes the following eight drives:
  1. Epic Meaning & Calling
  2. Development & Accomplishment
  3. Empowerment of Creativity & Feedback
  4. Ownership & Possession
  5. Social Influence and Relatedness
  6. Scarcity & Impatience
  7. Curiosity & Unpredictability
  8. Loss & Avoidance
These drives are plotted in an octagon shape and represent the side of the brain they appeal to. The right-side appeals to creativity, social aspects and self-expression. The left-side appeals to logic, calculation and ownership.

According to Chou (@yukaichou), every successful game appeals to one, if not more, of these core drives. Further, each drive is associated with specific game mechanics and tactics. Here, you can see some interesting examples where Farmville, Facebook and Twitter are plotted on this framework.

Some other useful resources from Chou include:

I think Chou's framework has a place in the learning industry and everything else that involves motivational factors - intrinsic or extrinsic. As learning designers, we can use this framework to 'gamify' our learning intervention and identify aspects of design that are likely to make most impact. Yes, training will have core requirements including performance improvement and developing job skills. But if we are looking at gamifying our learning, this is an actionable framework that can help us score our game-based learning design and assess which drive is being used and to what extent. 

PS: If you are into Candy Crush, here's Chou's analysis of Candy Crush using the Octalysis framework. Some of my friends claim they see candies in their dreams :) I will eagerly wait for the day when people see good training in their dreams and can't wait to get back to it!



Saturday, November 30, 2013

What I learned from eLearning Guild #DevLearn Conference 2013

eLearning Guild DevLearn Conference #devlearn wrapped a couple of weeks ago. While I wasn't there, considering that we are in an instant-sharing world, this physical absence was not a deterrent to my learning.

Besides all twitter users of #devlearn, I would especially like to acknowledge the following people who became the biggest source for my learning via the backchannel:
  1. David Kelly for curating various backchannel resources
  2. Cammy Bean for her liveblogged notes
  3. Clark Quinn for his mindmaps
  4. Bianca Woods for livetweeting and blogging the entire experience
Here is what I learned from the keynote sessions at #devlearn:

Keynotes at Devlearn 2013:
1) Unlocking Cool, Jeremy Gutsche, Author and Founder, TrendHunter.com

  • Anything that's mainstream or popular is not cool anymore.
  • Spot new opportunities and reinvent.
  • Culture eats strategy for breakfast.
  • Embrace change and focus in.
  • Failure and customer obsession are areas where you need to be revolutionary.
  • Make cultural connections.
2) The Real Power of Games for Learning, Ian Bogost, Author and Founding Partner, Persuasive Games

- Complexity vs. simplicity
- Context vs. isolation
- Conditions vs. authority
- Transformation vs. engagement
- Discourse vs. quantification
- Understanding vs. compliance
- Relationship vs. reward
Read Cammy Bean's live blogging notes from this session here.

3) The Filter Bubble: What the Internet Is Hiding from You … and Your Learners,  Eli Pariser, Author and CEO, Upworthy

  • There is no standard Google anymore. Everything is personalized.
  • Filter bubbles  - you don't know what you are not seeing. There are bigger unknowns.
  • There is an invisible algorithmic editing of the web.
  • Filters don't allow us to challenge our thinking and keep us away from diversity.
  • We need to burst these filter bubbles and perhaps build better filters.
  • Filters should allow us to see other points of view even if they make us uncomfortable.

4) HackLab: Pursuing Progress Through Deviation, Joe Gerstandt and Jason Lauritsen, Talent Anarchy

  • Innovation isn't about big changes. Small improvements and experiments lead to innovation.
  • The changes that matter don’t happen overnight, they are the result of a lot of small, meaningful changes (hacks) over time.
  • You need curiosity, experimentation and courage to be a hacker.
  • Ask: Is it awesome? If the answer is Yes, then leave it alone. If the answer is No, then ask "how could it be better?" Pull it apart, then hack. Then ask: is it awesome.

If you are interested to learn more, check out the handouts and other conference resources that are available here.






Thursday, October 24, 2013

7 Leadership Lessons from Jazz with Dr. Frank Barrett

In October, I attended a fascinating session by Dr. Frank Barrett, jazz pianist and author of Yes to the Mess: Surprising Leadership Lessons from Jazz. The session was jointly organized by ISPI Vancouver with ICF Vancouver, CAPS, CRG International and coordinated by Brian Fraser, the lead provocateur of Jazzthink.

Dr. Barrett is an accomplished, long-time pianist and is currently a professor of management at the Naval Postgraduate School in Monterey, California. Against the backdrop of jazz, Dr. Barrett shared what Duke Ellington and Miles Davis can teach us about leadership and management. Using jazz as a metaphor for learning was a brilliant concept. I had so much to learn about learning and... about jazz. 


To demonstrate the principles of creativity and improvisation in jazz, he performed with three jazz artists from the Jazzthink Trio who he had met for the first time in the room! The artists had never performed with Dr. Barrett before. Without knowing each other, just by applying the principles Dr. Barrett spoke of, the jazz band enthralled the audience with amazing jazz improv. It was entertaining and very insightful. I almost forgot that I was attending a leadership training session! 


We all certainly 'hit the groove' in this session! 
Here are Dr. Barrett's 7 leadership lessons from jazz:

  • Unlearning - disrupt outworn routines - challenge your routines and learn your way into new and different areas
  • Say "Yes to the Mess" - affirmative competence that favors experimentation - be open to possibilities and the creative power of teams
  • Learn from failures - use errors and mistakes as a source of learning. As Miles Davis puts it, 'If you’re not making a mistake, it’s a mistake.'
  • Use minimal structure and minimal consensus - create just-enough structure to coordinate and don't wait for gaining consensus every time
  • Take turns soloing and supporting - embrace 'Followership as a Noble Calling.' Make each other happen
  • Create spaces for hanging out - create informal spaces to hang out where conversations about innovation and experimentation can happen
  • Leadership as provocative competence - know the potential of your people, disrupt their routines and move them away from their comfort zones, remind them of their true potential
In his book, Yes to the Mess: Surprising Leadership Lessons from Jazz, the 'Mess' refers to constant change and unstructured tasks we need to perform on a daily basis. Saying 'Yes' to the 'mess' means to develop an improvisational mindset, which means to leap in and take action. But saying yes is not about problem-solving, it is about improvising with what you have and believing that something new and creative will emerge. In that sense, if a leader says 'yes to the mess', it encourages everyone to take risks and perhaps create something amazing together!

In his book, you can find plenty of examples from Jazz to explain and highlight each of these principles. Besides the book, here are some other useful resources:
  • You will enjoy reading one of his older manuscripts that discusses some of the concepts here. 
  • Here is an interesting article by Dr. Barrett titled, 'If Miles Davis taught your office to improvise'.
  • Here's an interview (with transcript) as a part of the HBR IdeaCast  series from Harvard Business Review. Lots of good stuff here.
  • Another podcast that discusses some more personal examples from his career and how jazz helped him become a better Professor of Management by throwing away his teaching plan and developing a more improvisational, creative teaching style.
  • Here's a blog by Ewan McIntosh that discusses Dr. Barrett's principles and shares similar leadership lessons that have been summed up beautifully by other musicians.