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We are honored to announce that Designing Digitally, Inc. has been selected for the 2013 Ohio Excellence Award for Commerce from the Small Business Institute for Excellence in Commerce (SBIEC). Each year the SBIEC conducts business surveys and industry research to identify companies that have achieved demonstrable success in their local business environment and industry category. They are recognized as having enhanced the commitment and contribution of small businesses through service to their customers and community. Small businesses of this caliber enhance the consumer driven stature that Ohio is renowned for.
Designing Digitally, Inc. has consistently demonstrated a high regard for upholding business ethics and company values. This recognition by SBIEC marks a significant achievement for the company as an emerging leader within various competitors and sets a benchmark that the industry should follow. As part of the industry research and business surveys, various sources of information were gathered and analyzed to choose the selected companies in each category. This research is part of an exhaustive process that encapsulates a year long immersion in the business climate of Ohio.
The President of Designing Digitally, Inc., Andrew Hughes stated, "We are honored to receive the Ohio Excellence Award and will continue to be an asset to the state of Ohio in the future."
About Designing Digitally, Inc.
Designing Digitally, Inc. is an award-winning full-service E-Learning development firm Located in Franklin, Ohio, Designing Digitally, Inc. has developed a number of professional development services, serious games and simulations,and E-Learning solutions for companies around the country and the globe. Designing Digitally, Inc.’s overall goal is to add value to the clients that they serve by creating engaging, educational, and entertaining learning solutions.
About SBIEC
The SBIEC is a leading authority on researching, evaluating and recognizing companies across a wide spectrum of industries that meet its stringent standards of excellence. It has spearheaded the idea of independent enterprise and entrepreneurial growth allowing businesses of all sizes to be recognized locally and encouraged globally. Particular emphasis is given to meeting and exceeding industry benchmarks for customer service, product quality and ethical practices. Industry leading standards and practices have been developed and implementation of the same has been pioneered by the dedicated efforts of the business community and commerce leadership.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:48pm</span>
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You know something is becoming culturally significant when scholarly research and analysis start to be conducted on the subject. From cell phone usage and social media to counter-cultural trends like Punk Rock & Rap or the advent of the single parent home - trends, fashions, genres and movements that have a lasting impact on society eventually are chronicled, analyzed and dissected by the academic world in an attempt to understand their origins and impacts.
Three recent books (2009 - 2011) turn a microscope’s gaze on the E-Learning in general and serious games and gamification in particular, and we’re excited about it! You see, for a company whose bread and butter is E-Learning development, scientific and scholarly inquiry into what makes our deliverables ‘tick’ for our users is important - not only as a vindication for our industry but also for the insights these studies can provide. We are, after all, pretty fond of learning ourselves.
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training is a thick tome exploring prety-much what the title of the books describes. Experiments using "casual" games for education during testing procedures are highlighted and noted, with results clearly detailed.
Quoting from the book’s abstract, "The extant research literatures surrounding online social media, learning-by-testing, and goal-setting theory are then integrated in order to provide a scientific rationale for gameification. The resulting integrative theory of gameification in learning suggests that students may learn more by completing tests than they do when studying, that students can be motivated to complete such tests by offering them social rewards in the form of carefully designed virtual badges, and that these badges should be offered in an online social context which students find meaningful in order to motivate them to action."
Improving Learning and Motivation through Educational Games features a chapter titled, Understanding Serious Gaming: A Psychological Perspective. A fascinating look at "the pleasure principle" that motivates all humans in one way or another, enjoyment is presented as a core element in both entertainment and learning.
Again quoting from its abstract, "Taking a psychological perspective, it focuses on the effects of the game rather than the game itself. Emphasis is put on the experience of enjoyment as a core element of a successful entertainment gaming experience, which, in turn, is a prerequisite for a successful learning experience."
Lastly, Serious Games: Mechanisms and Effects takes an overview of serious gaming, with a focus on impact and outcomes more than the games themselves. Quoting from the book’s description, "Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact."
All three of these publications are exciting developments in the world of E-Learning, not only because of the significance of scholarly attention on our subject matter but also because of the resulting understanding and "verdicts" on the legitimacy of serious games and gamification for the future. Check these books out if you’re so inclined!
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:47pm</span>
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There are many factors to consider when designing and implementing a mobile learning project, from the target audience and learning objectives to the overall design. While the technology used is a major aspect to consider when designing and developing a mobile learning project, it is important to not get sidetracked by or too focused on the devices that will be used to access your project. The design, content, and user goals are also key elements of the ultimate success of your project. As smartphones and tablets boast smaller screens than computers or traditional classroom screens and boards, it is important for the design of any given project to keep this in mind. Additionally, the content must be displayed and presented in a different way than traditional platforms. Mobile learning allows for more interaction, animation, and connectedness between peers, which are all important factors in the design of any project.
Other factors, such as navigation, screen resolution, browsing capabilities, and operating system should also be considered during the development phase. Below you will find additional information on some of the key things to keep in mind in the planning and implementation stages of your mobile learning project.
Devices
While not the only factor, it is helpful to look into which devices learners may be using when accessing your mobile learning module. From Apple to Windows and Android, there are various operating systems to choose from. If you are opting to make your project compatible with all operating systems, it is important for you to be aware of the differing functions and features. You should also keep in mind the varying screen sizes and the interfaces of the different devices. For example, some may utilize a touch screen, whereas others have a built in finger navigation system. The different features of the devices may be used to enhance the user’s learning experience, so knowing these features before you begin will give you an advantage as you move your project forward.
Display
When designing a mobile learning project, you should also factor in the display screen of the devices that will be hosting the project. Smartphones and tablets have smaller screens, which means your text, images, and touch areas need to be designed with this in mind. The display area also affects the content you will be using, as users don't want to have to scroll indefinitely in order to get all the information. Think small, but powerful and remember you are working with a more confined space.
Accessibility
The ease of use, level of interactivity, and overall accessibility of a mobile learning module will all directly contribute to the user's experience and the project's success. Different devices will support different input methods, such as voice recognition, an external keyboard, and handwriting recognition. Additionally, the navigation and browsing capabilities will also differ.
Keeping all these factors in mind when you are working on the design and development stages of your mobile learning project will help ensure your final product is one that users will enjoy and get something out of. Be sure to test out your mobile learning module before setting it free, as this will enable you to work out any kinks and issues. If you have a strong design, focused content, and a smart development plan, you will be able to provide users with a fantastic learning experience.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:46pm</span>
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Our President, Andrew Hughes was interviewed at The 2013 Elearning Guild's DevLearn Conference by Today'sCampus. Andrew made some very interesting and thought provoking comments about online learning, and the trends we are seeing in the elearning industry. This is a great watch for anyone that is looking to do e-learning, or creating online learning at the University level. To view the interview please click the play button the video below:
Interview with Andrew Hughes, President & CEO, Designing Digitally, at the 2013 DevLearn Conference from Today's Campus Magazine on Vimeo.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:46pm</span>
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Mobile learning is a great tool for educators and business owners alike. It has become increasingly popular, largely due to its ability to reach a wider audience and its variety of interactive options. Mobile learning projects are a wonderful, accessible way to engage a group of users with a specific learning outcome in mind. If you’re planning on taking advantage of the benefits a mobile learning project provides, having a clear plan of action and a development strategy will help guide your project toward a successful conclusion.
Steps to Developing and Carrying Out a Smart Mobile Learning Project
The heart of your project is ultimately your audience. By taking time in the beginning to assess their overall needs and learning goals, you will be able to better design an application that both educates them and supports their future growth.
Define
Before beginning the development stage, you should ask yourself what you are looking to accomplish and who your audience is. While many people today are familiar with or have access to smartphones and tablets, users will still have differing levels of experience and ease with the various devices. You may discover that you need to cater your project to users who have less experience with or knowledge of technology, or you may realize that your users have a strong handle on technology and interactive methods of learning. Other factors to consider during this stage are whether or not there are sufficient resources, what technology the project may require, and who is going to be in charge of the project once the design portion has been completed.
Determine the Outcome
It is also essential for you to outline what your desired outcomes are. Once you have a clearly defined end goal in place, you will be able to better determine whether or not your project will be successful. By including your audience and your business or educational objectives for the project before beginning the design and content development portion, you are setting yourself up for success.
Development
Once you have determined your audience and have a set of goals in mind, you will be better prepared to begin the design and development phase. During this stage you may need to consider many things, including which devices and platforms you plan on supporting (e.g. Apple, Android, or both), who is going to be in charge, what security measures are needed, and how you will stay up-to-date with the most current and relevant content.
Challenges
It is also important to prepare yourself for the challenges that may arise throughout the duration of your project. From having a marketing plan to a source for funding in place, it is helpful to take care of the logistics before getting started. Obstacles will undoubtedly arise, but if you have a good design and implementation plan in mind, you will be able to address them in a more mindful way.
Additional Factors
There are many additional factors that you may need to consider, which is why it is a good idea to enlist the services of a company such as Designing Digitally, Inc. Outside factors may include the overall popularity of using mobile devices for learning purposes, whether your project is designed for formal learning programs or as a supplementary tool, what your standards for content production are, and how long you see the project going on for.
As the key to a successful mobile learning project lies in having a good handle on who your target audience is, what your end goal is, and what your content is going to focus on, taking a step back and assessing all of your options before beginning will help you create a clear concept to follow as you proceed with future stages of the project. By approaching the project with an open mind and having a plan of action for each and every stage, you are setting yourself up for a project that will not only attract users, but will also give them the knowledge and tools to succeed. If you are in need having a mobile learning strategy created for your organization contact Designing Digitally, Inc. today!
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:46pm</span>
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On behalf of the entire team at Designing Digitally, Inc. we are proud to announce that our President, Andrew Hughes will be presenting a webinar on HR.com's website discussing the difference between Gamification and Game-Based Learning. Considering our company focuses on corporate training using games, game mechanics, and gameful design, we suggest not missing this webinar! For more information see the URL below:
Topic: Gamification Vs. Game-Based Learning
Date: January 28, 2014 at 1:30 - 2:30 PM ET
Presenters: Andrew Hughes, CEO (Designing Digitally, Inc.)
URL to Register: http://www.hr.com//en/webcasts_events/webcasts/upcoming_webcasts/gamification-vs-game-based-learning_ho92xu73.html
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:45pm</span>
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The content of a mobile learning project is critical to its eventual success. While technology and the mobile platforms that will be conveying the information are important, the real market driver is the content you use. Content should be chosen with care and directed toward your intended audience. Additionally, it should fit a purpose and work to deliver a return on investment (ROI) by capturing your audience's attention, improving productivity, and increasing information retention. There are numerous things you can do at the start-up of your project that will help you reach these goals, including planning for various challenges that may come up (such as a disconnected user) and fully understanding your targeted audience.
Once you have determined your audience and have a clear understanding of your end goals, you can then work on developing the actual content. The success of your project depends on the strength of your content, and if you make use of the tips listed below, you’ll be able to amplify the effectiveness of your content presentation.
Short and Sweet
Content needs to capture, and keep, users’ attention. Long paragraphs or segments that drag on for several minutes are not ideal, as users may quickly become distracted. Dividing content into two-minute segments, sticking to smaller chunks of context, and using bullet points whenever appropriate are all great ways to get the message across without losing your users midway through.
Animation is Your Friend
Regardless of the size of screen, content presented in animated form is a win-win scenario. Animation brings a more playful, interactive style to your content, rather than boring information delivered in a presentational manner. Using animation will also keep your users engaged and may help improve content retention.
Check Your Tone
Mobile learning projects often benefit from the use of a conversational tone instead of a more professional, lecturing voice. As a phone or tablet is a user's personal space, the voice or text of the content should reflect and respect that. Staying away from automated voice messages and working toward more personalization is essential to keeping users interested and willing to stick with it.
Learning Methods
Think about using learning methods that are most appropriate for mobile devices. This may include using smartphones or tablets to capture and share images, audio clips, or images across various platforms.
Always Keep the User in Mind
The user is your key to success or failure, so always keeping them in mind as you develop your content is the best way to ensure your project produces the results you’re looking for. It can be easy to get caught up in the devices that will be relaying the information, but developing a great mobile learning project for a specific audience is key.
Keep it Simple
A great way to engage users without overwhelming them is to keep the design of your mobile learning module simple and to make sure the content is fit-for-purpose. While an extravagant design and complex content may be appealing, they may cause users to lose attention and jump ship. Remember, content should be presented in a style that is easy to consume and engaging.
Creating content that is accessible, engaging, and directed at the user will help keep users involved and also increase your ROI. Users don't want to be met with a jumble of words that they most scroll through at length; they are looking for something short and sweet, but interesting. Keep in mind the fact that your audience will be using a smartphone or tablet to view the content, which means a smaller screen and less space to cram everything in. Make your content as effective as possible, but don’t forget to have a little fun with it too.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:45pm</span>
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Social gaming and mobile learning go hand-in-hand for numerous reasons, but it can largely be chalked up to accessibility and a societal attachment to handheld devices. Whether used for corporate training purposes or to teach knowledge to college and high school students, games have proven to increase and maintain engagement. It should come as no surprise that social gaming has infiltrated the world of education and business, as people have been using mobile devices for social purposes for years.
Why It Works
Mobile learning by way of social games is effective because it is right there at the user’s fingertips, and when this learning is facilitated by a fun, engaging game, all the better. Social games provide an incredible opportunity for educators and business owners to create effective and engaging learning environments wherever, whenever. Using social gaming for mobile learning works because it is a non-obligatory activity that is performed for fun. Whether simple, complex, or challenging, social games are activities that people enjoy doing. Furthermore, social games that are available on handheld devices and have an educational purpose are appealing because of their accessibility.
Society as a whole is hungry for "snacks" of knowledge, which we can now turn to handheld devices for. The mobility of a smartphone or tablet allows learners to start a game at home and finish on a lunch break or while waiting in line at the grocery store. This makes learning fun, entertaining, and easier than ever, as it is available on the user’s schedule.
The Perks
Successful social games used for learning purposes are engaging and interactive while providing users with new experiences. Mobile learning games range in what type of knowledge they equip users with, from math and English to random trivia. The upside of this is that, once again, the appeal and accessibility of games on mobile devices leads to more interest in gaining knowledge, as it can be obtained on those phones and tablets we all love so much. What this means for social games is that people are far more likely to be interested and captivated by a game that is easy to access. Additionally, the simplicity of mobile learning games makes it so they are both enjoyable and relevant to all age groups. Games can be incredibly social experiences, allowing users to compete and interact with others while obtaining knowledge at the same time. The clever design of social games also makes for an effective experience that keeps users coming back time and time again.
The Bottom Line
Engaging educational games that are fun for the user, accessible, and have a purpose are bound to be successful in today's mobile society. Social games have great potential to positively impact how people receive knowledge, and this is largely due to the rapid development of mobile technologies and platforms. As long as developers have an end goal in mind, a good design, and an understanding of their audience, the implementation of mobile game-based learning can be highly effective.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:44pm</span>
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A very clear technological trend is becoming more and more prevalent in worker training courses in the corporate world: gamification. If you haven’t heard of gamification in corporate training yet, you soon will. It creates a unique, compelling training platform that incorporates aspects of video gaming, data analysis, social networking and even (in some cases) behavior analysis.
You might be surprised at how many different types of company training courses can benefit from incorporating gamification. When you think about it, company education sessions are a perfectly logical forum to introduce game-based training. Your typical corporate classroom setting is, frankly, quite boring for workers. It can be slow, uninteresting and too technical, which makes students less likely to become engaged in the training materials.
When you introduce gamification to the learning process, however, the training courses immediately become more interesting and engaging. Students are provided with instant reward for the progress they make, their senses are stimulated, and they are motivated by quick feedback. And if you think that game-based training is only being used by startups and smaller companies, think again. Large, established corporations like Nike, Cisco, Samsung and Microsoft have started utilizing gaming in order to more effectively train their employees, and they anticipate using gamification even more as time goes on. The list of companies that are now using gamification in order to make their worker education programs more engaging is becoming larger every day. Using game-based training solutions in your company lets your employees practice new skills and techniques in a virtual world, rather than with real customers.
By using a video game platform, they make you perfect a skill before advancing to the next with responsive feedback, is similar to how we learn in the real world. As technology advances, gamification will become more and more realistic and effective for training employees in the corporate workplace. If your company hasn’t considered using game-based learning for training workers, you should.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:44pm</span>
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No matter what business or industry you find yourself within, one of the greatest issues managers and human resource professionals encounter "across the board" within their corporations is a lack of employee engagement - often-times for new company initiatives but also for routine tasks that can’t be measured for ROI, thus holding little "threat" or "promise" to motivate greater participation.
We can’t say we really blame employees for their lack of enthusiasm. Today’s work world is faster than ever before, with more workers managing multiple projects & tasks outside of their core skillset, as well as handling higher volumes of communications with clientele thanks to social media and email. Companies also are routinely trying to improve efficiencies with new tech systems - each one featuring a learning curve and battling against human nature’s resistance to change. "We’ve done it like this for five years - do we have to implement a new time tracking system now?"
Fortunately, at Designing Digitally, Inc. we’re finding that the adoption of serious games and the gamification of rote business processes can truly advance a company’s internal efficiencies. Indeed, gamification can take once-dreaded tasks and turn them into enjoyable experiences that employees actually like doing. And while the serious games we design are created specifically for each client using sophisticated programming and technology, stories like the one featured in this post on InsideView show that gamification can be social in nature as well as technological.
InsideView is a company offering CRM intelligence via "a suite of software solutions for sales and marketing leaders that delivers critical intelligence directly into CRM." We found a blog post on their website that highlights some of the details of serious gaming for those new to the concept, as well as some of the stats and metrics involved with gamification. Most interestingly, InsideView details their own gamification experiment as they attempted to get more of the employees to use social media to promote the company and products.
As the blog post reports it, "Research shows that financial rewards for gamers is only one incentive and not even the primary factor that people play games. We saw this internally at InsideView when we wanted to drive social media adoption by the company. The only game mechanic we had to put in place was a monthly email that highlighted to most active employees on Twitter. The internal competition to be in First Place drove up the number of updates from employees 312%."
Did you catch that statistic? An over-300% increase in social media tweets simply through the use of an email that listed the most active Twitter users - that’s pretty effective motivational success with very little expense involved, all through a gamification concept.
Another CRM-and-employee-motivational account of gamification success comes from the pages of DestinationCRM.com, the online presence of CRM Magazine. In an article on gamification strategies for motivating employees & customers, Kelly Liyakasa writes about the value of play for influencing behaviors in employees. Friendly competition, either against oneself or against peers, turns out to be a strong factor in the success of serious games for companies.
As Liyakasa explains, "Gamification can also be used to motivate employees. Pharmaceutical company Omnicare, which uses IT management cloud service ServiceNow, introduced gamification to improve its IT Service Desk operating model. ‘We had stories of twenty-minute hold times, and our abandonment rate was in the twenty-five to thirty percent mark,’ says Kim Liston, senior director of service delivery…What followed was the creation of an automated OmniQuest game, which included achievements, rewards (in the form of badges), and real-time feedback within the ServiceNow platform. It saw 100 percent participation from team members. Introducing game techniques into the enterprise can motivate employees to perform specific behaviors, but it can also improve morale and excitement around tasks, projects, and even job roles. ‘I was struck by [a comment] made by one of my overnight technicians,’ remarks Tim Deniston, help desk manager at Omnicare. ‘He said, 'Bossman, I'm so excited. Every night I come in, I can't wait to see what my badges are.' Competition is another thing that can come of this. You hear chatter like, 'I just leveled up for this particular badge.' It's very valuable. It gets people excited.’ "
Whether you’re striving to provide meaningful training experiences for employees or seeking to boost operational efficiencies involving large numbers of workers, serious games are an effective and engaging way to educate and motivate. If your company or corporation is looking for serious games development, you should probably talk to us. We’ve got an impressive client list that continues to grow, and we’d love to have you as part of our big, digital family.
Andrew Hughes
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<span class='date ' tip=''><i class='icon-time'></i> Dec 05, 2015 10:43pm</span>
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