Showing posts with label psychology. Show all posts
Showing posts with label psychology. Show all posts

Thursday, 4 June 2015

Behavioural Leadership - Organisation Development via Games Based Learning




We have written on this blog for a while. Sorry about that folks. The main reason has been the work that we have been doing on a new venture - Behavioural Leadership.

Behavioural Leadership utilises the latest research into people-centred management using Transactional Analysis and Behavioural Economics. Our Behavioural Leadership approach uses experiential learning and Transactional Learning & Coaching to deliver behavioural breakthroughs.

As you would expect from people who are passionate about games based learning at Behavioural Leadership we use collaborative learning simulations to root the experience in a situation. As we say on our experiential learning page, this creates a rich situation that is far removed from death by PowerPoint and combines visual, auditory AND kinaesthetic approaches to create meaningful and memorable experiences. This multiple learning styles approach is supported by research undertaken by IBM and confirmed by the Post Office discovered that long term recall is affected by how the information was originally delivered. Recall after being told was 10%; told and shown (32%) and told, shown and experienced (65%) – Source Whitmore, 2003.

We present case studies which often involve the use of learning simulations and other technology such as e-Learning. We update these on a regular basis, so our game based learning followers might want to keep an eye out for them.

And finally for those who like their information in blog form, then we might be able to help. At the Behavioural Leadership blog we write about the use of Transactional Analysis and Behavioural Economics in organisational development. And within that context, we discuss experiential learning and in particular learning simulations.


Tuesday, 22 January 2013

The Past, Present and Future of Playing and Learning with Technology


The importance of play to a child’s development is extremely well documented.  Research done by the likes of Piaget and Vygotsky argue that play is essential for proper development.  Research suggests that 75% of brain development occurs after birth and that playing influences the pattern of and connections between nerve cells which allows the development of many skills including motor skills, problem solving skills and learning ability.  Article 31 of the UN Convention of the Rights of the Child specifically recognises the significance of play in children’s lives, distinct to their right to recreation and leisure.

So, play enhances learning.  But how has play changed over the past decade or so, with the advancement of technology?  And what effects does this have on learning and education?  This infographic from Lego shows just how play has changed.  It is easy to see the parallels between the changing nature of play and the direction that education is going down.

The Past and Present


LEGO MINDSTORMS Infographic


How else is technology changing the face of play and learning for children today?  As this article explains, the rapid improvements in technology are having a profound impact on education for children with disabilities, often using games.  I have mentioned in a previous post about the amazing learning benefits of the Kinect for children on the Autism spectrum.

This year will see the launch if the new SimCity.  However, GlassLab has partnered with EA to build SimCityEDU, a version of the game specifically designed for education purposes.  The developers have appreciated the benefits of and demand for games based learning in education and have followed the likes of Portal2 in creating a game for schools.  We might just see a lot more game developers following suit in the future.

More and more teachers and schools are realising the benefits of games based learning.  However, one school in Sweden has made the playing of Minecraft a compulsory part of their curriculum for 13 year olds.  See my post ‘Unorthodox Uses of Games in Education’ for more information about Minecraft in schools.  The school has appreciated the far reaching benefits of games based learning.  A few of the ‘lessons learnt’ are environmental issues, city planning, creativity and computer skills.  Is this the future of education?

The Future

The Institute for the Future believes that this is the future of play for children:

  1. Authorship, storytelling, fantasy, and role-playing will expand into new media.  Children’s content will increasingly be created by children (already prevalent with reviews on YouTube and so on).  The Institute for the Future argues that “Growing up immersed in virtual worlds, social networks, and YouTube videos, children will develop a different set of expectations for evaluating human proximity and presence, as well as a comfortable confidence expressing their views across various media.”
  2. Play will be a more fluid material experience, blending the virtual and the physical.  Reinforcing what the earlier infographic mentioned, children will increasingly expect their toys, games and virtual platforms to interact.  The Institute believes that “By 2021, kids will expect their digital and physical objects to share more characteristics, including tangibility and connectivity.”
  3. Toys show kids how to get emotional with technology.  MIT professor Sherry Turkle places us at a “robotic moment” in history.  This is characterised by our emotional readiness to attach to inanimate objects, which she argues will go on to provide more friendship and the “comfort of connection without the demands of human intimacy.”  Sociable robots, such as the new incarnation of Furby, encourage our children to care for and nurture them, ultimately “creating more powerful and affective human-machine partnerships”.

These new technologies will clearly unlock more and more skills in children and will bring with them a multitude of learning benefits.  However, as children’s expectations adapt to these new technological features of play, it begs the question, will these new technological advances feed into the education system?

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Monday, 30 July 2012

The Fun Theory


The Fun Theory (a Volkswagen Initiative) argues, “fun is the easiest way to change people’s behaviour for the better”.  They held a competition for people who had fun ways of encouraging good behaviour.  For example: a ‘bottle bank arcade’ to encourage recycling, ‘piano stairs’ to encourage exercise, ‘the world’s deepest bin’ to encourage people to properly dispose of litter and ‘The Speed Camera Lottery’ (shown below).



The theory is obviously a bit of fun and good marketing but it did have impressive results.  For example, the Speed Camera Lottery ‘game’ reduced the average speed of cars on that road by 22% and the piano stairs meant that 66% more people than normal took the stairs over the escalator.  This gamification of everyday things seems to ‘nudge’ people’s behaviour in profound and measurable ways.  This begs the question, how far can you nudge people and in what ways?


Companies such as FavorTree, Practically Green and Crowd Rise have already made use of these ideas.  They have adopted gamification to encourage generosity, sustainability and charitable donations.  


However, gamification is not just being used to encourage social good.  Gartner (the world's leading information technology research and advisory company) predicts over 70% of Global 2000 organisations will have at least one gamified application by 2014 (see source).  Gamification (as we have discussed in previous blogs) describes how game mechanics can be applied to non-game environments to motivate people and change their behaviour.  Brian Burke, research vice president at Gartner argues that "successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous."  Therefore, gamification seems set to be popular amongst charities, businesses, educators and so on in the future.


The reason that gamification works to steer behaviour is rooted in basic psychology.  Positive reinforcement is a form of conditioning championed by B. F. Skinner.  It is essentially where you reward a behaviour you want to be repeated.  The reward of having fun doing something seems to be enough to make people change their behaviour.  Skinner argued that positive reinforcement is superior to punishment in altering behaviour as it results in lasting behavioural change.  Punishment, on the other hand, only changes behaviour temporarily.


A New York Times article, ‘Making Good Citizenship Fun’ argues that this may be why government schemes to steer behaviour (exhortation and fines) are largely ineffective.  The article also gives many more examples of how fun has been used to steer behaviour.


Therefore, fun and gamification seem to be gaining popularity as people begin to understand their power and as psychological theories catch up with technology.  Fun can be a powerful conditioning device and is being adopted in many sectors.  The Fun Theory: that “fun is the easiest way to change people’s behaviour for the better” seems to have some solid foundations and is becoming more widely accepted and made use of.  Gamification seems set to be a common feature in our lives and one that may make our lives much more fun.