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Training and Development Assignment

CIA 3
Submitted By
Udita Banik
1527360
MBA-HR

Reference Heading
Title: Psychological Perspectives on Motivation through Gamification
Author: Michael Sailer, Jan Hense, Heinz Mandl and Markus Klevers
Source: Interaction Design and Architecture(s) Journal, pp. 28-37
Year: 2013

Summary of the Article


The article is about how gamification can be used to increase motivation in individuals.
Gamification in this context means applying game mechanics in a non-gaming serious
environment. It is an observed fact that there is immense emotional and motivational
involvement while watching or playing games especially video games. Different game elements
serves the purpose of increasing motivation in different ways which is analyzed in this article.

Analysis of the Article


Pros

Various game elements such as badges, points, leaderboards, avators, progress bars and

trophies are discussed.


Other aspects discussed are storytelling, goal setting, rules, feedback, aesthetics, conflict,

cooperation and most importantly competition.


Motivation perspectives such as trait, behaviorist learning, cognitive, self-determination

and perspective of interest and emotion are discussed about.


Each of the motivational perspectives are explicitly associated with game elements such
as-People wanting achievements look for games that shows progress bars and
competitive scores in relation with peer scores. People focused on behaviorist learning
look for feedback elements in a game. Goal oriented cognitive people look forward to
games with a clarity on the goal to be achieved through the game. Self-determined people
look for challenges within the game such as racing or war games. The article describes all

these in great details.


The article can be studied to determine how to generate interest towards learning in a
training and development scenario as it talks of game elements to foster interest in a
trainee.

Cons

Different games existing to fulfill the requirements could have been discussed.
The article talks about business perspective but correlation between game mechanics and
business contexts are rarely established.

The literature review is not extensive whereas a lot of research has already been done on

this topic.
Lack of primary data and less number of secondary data mention doesnt give much
quantitative proof into the analysis. Primary data obtained through hidden questions
could have brought more insights into the study.

Learnings
The learnings are mostly in terms of game elements and their purpose such as how points
provides immediate reinforcement, leaderboards are visual presentations of achievements that
gives a strong sense of power to employees and this can be used to motivate skilled employees
who perhaps are not much willing to accept bland training programs or feel those are
unnecessary. Badges provide recognition and forms group dynamics and team members to
reckon with especially in case of team games. Some employees who need continuous feedback
to perform and excel, progress bar helps them. Overall the social aspects of group learning also
gets boosted as there is a continuous interaction among players in both digital and non-digital
environment.

Reference Heading
Title: Nine Ways to Reduce Cognitive Load in Multimedia Learning
Author: Richard E. Mayer, Roxana Moreno
Source: EDUCATIONAL PSYCHOLOGIST, 38(1), 4352
Year: 2013

Summary of the Article


This article talks of multimedia learning and how to reduce cognitive load of learning processing
in humans. Pictorial and verbal stuffs are processed through separate systems in human beings.
These two mediums are to be interconnected also. If there is an imbalance between cognitive
load and bearing capacity of a trainee, learning cannot become effective. These aspects are to be
considered as with many a companies resorting to multimedia learning through both online and
offline mode cognitive load bearing capacity needs to be analyzed before designing multimedia
learning curriculums.

Analysis of the Article


Pros

What is meant by multimedia learning and various ways to impart it such as through
words, pictures, narrations, static or dynamic illustrations, graphs, charts, animations and

videos are discussed.


Next how human minds work is analyzed. Scientific studies on dual processing channels,
limited capacity of human brain and active processing is elaborated with supportive

diagrams.
How cognitive processing happens and how selective filtering of certain content takes

place is illustrated.
Sensory organs collectively plays a role in this whole mind working theory. This is also

explained. Overall this part is as elaborate and lucid as required.


Next comes the situations when cognitive overload happens. Essential processing,

incidental processing and representational holding concept is explained.


Lastly solutions to design modules to prevent cognitive overloading such as off-loading,
segmenting content, pre-training the mind, aligning words with pictures, synchronizing
and signaling are studied.

Cons

There are not many cons as per meeting the objective of the study is concerned.
Some of the new concepts in learning arena which significantly takes care to decrease the
cognitive load in learners such as microlearning, podcasting, playlists and gamification

could have been touched upon or provided as part of the solution.


Again this article is written to explain learning in business and organizational context
though there are hardly any business examples.

Learnings
The learnings are in terms of scientific theories and studies done towards imparting knowledge in
such a way so that learners can retain it. Otherwise training and designing learning modules just
adds to the cost without any justifiable benefits. Though normally it might seem that multimedia
learning is less monotonous and it always serves the purpose the article shows that it is not just
about imparting multimedia learning but imparting effective multimedia learning so that the
knowledge is retained and used for organizational benefit.

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