Balancing Difficulty in eLearning Games & Simulations

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“We’re all built to run from tigers.” This is why learners respond so well to game-based training—where they must complete challenges to get achievement, satisfaction, and recognition—according to Emil Heidkamp from Sonata Learning. Emil presented on gamification and simulations at the 2015 Lectora® User Conference in Nashville this spring.

In his session, Emil discussed balance—how appropriate a game or simulation’s difficulty level is for its intended audience. With gamification, you want to create an engaging game experience that is also a learning experience. The goal is to achieve cognitive flow, a state of heightened emotional and cognitive engagement achieved when the difficulty of a task is proportional to an individual’s ability. Then, reward the learner for participating so that he or she feels that sense of accomplishment.

Here are a few tips from Emil on enabling cognitive flow:

• Have concrete goals with manageable rules.

• Demand actions to achieve goals that fit within the person’s capabilities.

• Have clear and timely feedback on performance and goal accomplishment.

• Diminish extraneous distraction, thus facilitating concentration.

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Emil’s session was so popular that we had to bring in extra chairs!

Emil also explained why Lectora is great for creating games and simulations:

• Variables allow you to “keep score” and track states, essential for creating games and model systems or processes.

• Modify Variable Actions allows games and simulations to be dynamic.

• Random Value Generator can be used to introduce an element of unpredictability.

• Conditional Logic allows for branching scenarios and more complex game or simulation mechanics.

• Timed Triggers are great for adding stress or difficulty to your game.

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LUC 2015 attendees were excited to start creating their own games with Lectora.

Have you created something cool in Lectora that you want to share? Post in the Trivantis Community!

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