We build mobile learning and training apps. Our initial engagement lets us understand your businesses training processes and needs, from which we can make recommendations on how to achieve greater efficiencies in your training processes, and retention of material in your staff. Using gamification, we design coupled game systems in our apps where the gameplay itself conveys business understanding to your staff.
Gamification is the use of game elements and game design techniques in non-game contexts. In other words, we tap into the psychological stimuli and mechanics that are used to make games fun and engaging. We then use those elements in our apps.
Coupled game systems are training games and gameworlds that have the learner actually do what they do in the real job in the game as a means of progression. We do not see providing pure engagement as the core goal of gamification. Game systems should increase efficiency of decision making and critical thinking. If these elements are present, then training is enhanced. First, we ensure that the player completes practical simulations in the game to rehearse the real behaviour they need to exhibit on the job. Then we make it fun with gamification. In that order.
Mobile is today’s ubiquitous platform. Almost everyone has a mobile device, and if they don’t, they will before long. Combined with a compelling gameplay experience, going mobile allows staff to pick up the game and play/train whenever they have downtime: at work if allowed, on the bus, or at home on the couch.
A quick look at the app store reveals a sea of mediocrity. Some graphics and controls may make a game, but not necessarily a compelling one. David Chandross brings 3 decades of experience, and applies his deep understanding of player psychology to create a game that hits a nerve, creating an almost primal desire to play. Without this expertise, a gamified implementation threatens to bore users, disappoint stake holders and result in a wasted opportunity.
ARC Reach uses a business model where we take the latest research on gamification, often much of it in press for publication, and use it immediately to design more effective game systems. We do not design games, we design emerging digital learning systems which optimize efficiency in training. Our research lead, Dr. David Chandross, Ph.D., is continuously developing new research programs at a variety of Canadian universities, colleges and centers of excellence. So when you sign on with us, you get the benefit of real time research on training optimization, not recycled ideas which are easily located doing a Google search. This is the real deal.
We use a system called just-in-time simulation (JTS), pioneered by Toronto health science centres and universities that is a new development in gamified mobile training. We analyze the training data from all users as they use the game system, and sort it to identify areas where more instruction or altered training procedures must be implemented. So your training methods are always up-to-date and change as the learner engages. This is not a static system; it dynamically responds in real time to your training needs.
There is a lot of discussion about gamification using neuroscience to improve learning. Our design team includes a neuroscientist who has worked in cognitive psychology and done studies right down to single cell recordings of neurotransmitters. There is a lot of hype about this and we avoid that and focus on what we really do know about training and game systems.
We now know that simulation gaming is as reliable as real world job skills, which means we can use simulations to reproduce, accurately, your job skill profile. We also know that games focus attention during learning, enabling the person doing the training to slow down, isolate new content and consolidate it into long term memory. This is a much better approach then over-stating the importance of dopamine release during gaming, a somewhat misleading fact often cited in the field. Again, this is the real deal.
Please contact us if you wish to view some PDF files and other references in return on investment, training quality and outcomes of regular training compared to gamified training. There are thousands of papers in this field and we track the field for you, so you don’t have to. Our clients are provided with a research review service so they can understand how their game system makes sense in the “real world”.
From our research, we’ve found most LMS analytics center around course completion, time to complete, pass/fail rates. Our gamified solution tracks every detail: what answer was selected to what questions, how often were users presented with the same question, what was the users progression for a particular answer over time, when did they play, where did they play, etc. You could say that our system was built from the ground up with analytics in mind, whereas most systems add it as an afterthought.
No, Reach provides a basic LMS as part of its core. If you do have an LMS, most have API’s that we can generally connect with, plus we support Experience API (xAPI) which more and more LMS’s are moving towards. If you haven’t made an investment in an LMS, you can use Reach’s LMS functionality instead.