E-Learning and Gamification: Can we learn from Pokémon Go?

I  recently read an article that said that the time-chunking was important in corporate training due to limited resources and vested versus unvested interest.  The amount of time allotted use to be 30 minutes but a new wave of research is now only supporting 23 minutes.  The shortened time span has to due with the fact that more Millennials are entering the workforce and their communication style is short bursts similar to the digital information that are use to digesting.  Is there a way to capitalize on this style with a game?
 

Barry Joseph says that there is much to be learned from Pokémon Go.  This game is engaging because of it ability to create co-presence which is the idea of blending your reality with a virtual character.  Do you need a AR (augmented reality) camera to do this?  Not necessarily.  Turning the camera off to conserve the power does not turn the player away from the game because it offers up datasets (in this case Google Maps) which bring the location into the play.
Google Maps Data Integration


View with AR Camera

The Aside Blog says there are 10 learning skills that are promoted with this game:
Here are the three that I value the most in e-learning
  1. Language & Lexicons: building a language with meaning.  Many industries have their own jargon for employees to learn.
  2. Problem Solving: The game involves critical thinking, advanced planning, strategic puzzling and dealing with uncertainty.  
  3. Collaborative Learning: The game engages with other players through face-offs, community sites, and face-to-face conversations.
The big opportunity is to build a lesson into a concept that is not easily learned by text/photos alone.  Like what?  Most companies have Emergency Management plans but very few train their employees on how to use a fire extinguisher.  You could force them to memorize the steps and hope they recall it under panic.  Use a video demonstrating it.  Better yet would be to have them practice virtually putting out the fire.  AR game in this example, would probably be the lasting impression for most.  Have the learner play different levels of fires in their own workspace.  Do they know which ones to walk away from because the extinguisher will not work?  Can they try different techniques to see what works and what doesn't?  My guess is you'd be lucky to have them watch a 5 min video and 5 minute slide show but I'd be willing to bet almost 85% would play the virtual reality extinguisher game for the full 23 minutes.  And that is how Pokémon Go blazes a trail.



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