Where’s the Beef? Instructional Design!
Tuesday, May 6th, 2008What comes first – the game or the learning?
Consider the Zen of fun. Watch people of any age engaged in having fun, playing any type of game, and you can see how engaged they truly are, full present in that moment, that behavior. We know that engagement enhances learning accuracy and retention. The perspective from which Serious Games developers approach the “engagement factor” depends on what we have done (what habits of thought we have learned) previously – developed purely entertainment experiences or engaged-learning experiences. From either perspective, the development teams had to follow a certain logical path to create effective Serious Games.
The logical path is this: Games are great fun. Fun is one aspect of a pleasurable experience. The pleasure centers in the brain stimulate us to want more of the pleasure they register. The brain’s pleasure centers connect closely with the brain’s emotion centers. We remember longer and more clearly experiences linked with emotions. So the “rush” of gaming (see previous blog: Game-play Rush & Retention) becomes a component of instructional design for Serious Games.
The answer to the question of whether the entertainment or the learning comes first is: the learning. Learned behavioral outcomes are the “beef” of business requirements for Serious Games. The game is one technique—a powerful one—for achieving those requirements.
Purpose Directs Priority
Job performance improvement is job one for Serious Games. The results of Serious Games are measured at least twice – once in the scoring of the game, and again at least once on the job with performance measurements. Best practices suggest that post-training performance be measured shortly after the training and then at several-month intervals until full mastery is demonstrated consistently (which may require re-training if the employee hits a below-mastery plateau). These measures are important for employee performance rewards and, before the rewards, for coaching by supervisors. (For a classic consideration of job performance measurement purposes and strategies, peruse the International Society for Performance Improvement’s Measurement Counts! series of articles.) Entertainment game developers don’t—and shouldn’t have to—consider these Serious Games purposes, even when they’re developing Serious Games.

Serious Games open the door to exploration, competition, and achievement
That’s what the instructional designers are for: to ensure that the learning-driven architecture (design) is strong within the game. This means that the game’s adrenaline rush reinforces those behaviors the business demands, the business-required behaviors are scored, and the relevant outcomes are measured. Instructional designers do the architecture, indicate where the doors (into the learners’ memories) go, and perform effectiveness inspections. Game developers make the world of the game so engaging that the learners are eager to go through those doors – explore, take risks, compete, win! Game developers and learning game developers can learn from one another and jointly bring value to Serious Games.
Differentiators Between Entertainment and Serious Games
How can you tell a soundly designed Serious Game from one primarily for entertainment? Both have engagement, challenge, competition and rewards. Serious Games, however, demonstrate their purposes in the players’ paths to the rewards – and in the nature of the rewards themselves. The paths take players through challenges related to their work, either directly or metaphorically. And the rewards may go beyond the satisfaction of a high score to actual workplace rewards. It’s the instructional designer’s job to make sure the game puts the emotion-tickling challenges at the crucial learning points and that rewards reflect business values.
It takes a village to create Serious Games. The collaborators include business analysts, instructional designers, game developers, systems engineers, 3D animators, quality assurance specialists and project managers. Each has their role and the roles overlap into teams. It is imperative that the architecture of instructional design is the framework for learning. The development teams win the “game” only when they hit the business requirements squarely on target by following sound instructional design principles and best practices for Serious Games.
What do you think? Please share your comments.
Serious Games = Serious Learning!™
For more information about Sealund’s Serious Games, please visit our website at www.sealund.com
