Fun - it’s a simple word to describe something we’ve all been doing since we were born. So why do we get so worked up when we talk about fun in the same breath as learning.
Looking at this in the context of eLearning it’s easy to see how things have become confused. In the last three decades technology has transformed every area of business. Unfortunately, as James' post mentioned, the perception persists that simply digitising content to make it ‘eLearning’ makes it more effective or engaging. Early eLearning content was limited by technology and bandwidth, but that’s not the case with powerful tools like Flash and increasing online bandwidth. So why is so much eLearning material dry, uninspiring, and creating user fatigue as the mouse-button is clicked over and over to escape the tedium? The problem isn’t the tools, and it’s not necessarily the content; it’s the lack of fun.
There’s that word again. If you think back to your early childhood fun was a key ingredient in learning. You only have to look at the success of firms such as the ELC producing toys that are fun and educational. Fun is a key driver in human behaviour, directly impacting on our attention span, and how well we retain information. Unfortunately it’s something that’s all too easily dismissed within the eLearning development process.
So why is the ‘fun’ factor lacking in so much eLearning. Well, there are the obvious issues of time and cost. Many eLearning developments are time-critical for a product or campaign launch. Budgets restrictions may also be a consideration. Both of these, however, are surmountable by a capable eLearning vendor. For myself, and I’m sure for many of our clients, ‘fun’ is difficult as it’s a problematic fit with corporate identity, branding, and messaging. Too much fun and you risk trivialising your content and brand. Too little and you create a ‘page-turner’ without capitalising on the benefits of a digital platform.
Having discussed these issues with a client on a recent development, it was refreshing to find common ground, and a willingness to explore and experiment with how we present information. An increasingly popular approach is the use of game-based learning, as James’ post described. Sometimes referred to as ‘serious games’ or ‘hard-fun’, they are a key tool for eLearning developers. Check out seriousgames.org for some examples.
At their simplest they use scaled-down computer game mechanics to engage the learner with interactivity, but at their most complex they can be full Immersive Learning Simulations (ILS). Coined by the eLearning Guild, and subject of its recent research study; the term ILS describes eLearning that is richly interactive and uses game-methodology and simulation. An ILS can simulate a learner’s working environment and present information in a context that is relevant and highly engaging with multiple outcomes, and scenarios.
By applying gaming to learning we create an experience that is far more memorable and compelling, but don’t just take my word for it. According to recent figures from ELSPA the UK computer and video game market is worth £2 billion, and the global market worth $21 billion, having tripled in the last decade. With these figures isn’t it about time eLearning took ‘fun’ seriously?
Nick Welch