Please join us for this dissection of Drive-Thru Service Game: Be a Headset Hero!
In this discussion we’ll take a deep dive into what aspects of the overall training goals led the design team to first make a decision to create a game-based learning experience. Next, we’ll dig deeper and identify some of the gaming principles utilized in this course and how the team determined what approaches best fit the overall training goals. Last, we’ll also examine some of the technical aspects of creating these experiences, what was learned as well as some tricks utilized to make the development more efficient.
But, this isn't just a presentation, this is a chance for YOU to help collaborate! Here's how you can drive the content:
Paul Schneider, the Senior Vice President of business development for dominKnow Inc., has worked in distance communication technologies in academia and corporate for over 18 years, primarily focusing on distance learning. Paul has provided services in most areas of learning, including instructional design, distance education, mobile training, and performance support. He currently oversees operations and business development at dominKnow Learning Systems and has presented at many professional conferences over the past 25+ years. Paul holds a PhD in counseling psychology from the University of Illinois, Urbana-Champaign.
Shrikant brings with him close to 25 years of experience in developing software products and services for all types of product development companies ranging from startups, medium-sized businesses to Fortune 500 companies. His innovations in formulating sound technical approaches to business problems are consistently appreciated by customers. Shrikant has led and implemented strategies in HR Tech, Health Tech, Learning Tech, and Ed Tech. In fact, he is also the company's go-to person for the latest know-how on shifting technology paradigms.
Designers are often told to create game-based courses but find themselves unsure of the overall training goals. Without that clarity, it’s difficult to make the first decisions. In this discussion, Paul Schneider, PhD, dominKnow, and Shrikant Pattathil, Harbinger, identify some of the gaming principles utilized in this course and how the team determined what approaches best fit the overall training goals. Last, we’ll also examine some of the technical aspects of creating these experiences, what was learned as well as some tricks utilized to make the development more efficient.
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Get to know the Harbinger Group
Harbinger is a global technology company that builds products and solutions transforming the way people work and learn. For 30 years, we have been innovating alongside organizations that are in the people business – serving the Human Resources, eLearning, Digital Publishing, Education, and High-Tech sectors.
At Harbinger, we understand that building a great solution requires in-depth knowledge of the user, the nuances of the business, and expertise in technology. That is why we provide both end-to-end Product Development and Content services.
Our pedigree in eLearning and building next-generation products has fostered a culture of continuous learning. We experiment with new technologies, easily embrace new ideas, and creatively apply them to our customer’s products.
Our products and solutions enable workforce transformation through continuous innovation. We know how to design learning interventions within work activities for better outcomes and engagement. Our products, frameworks, and accelerators such as Raptivity, Quillionz, Skimthru, SprinkleZone, LightningCheck, eLearning Content Player, and Pritella help you envision and embrace the Future of Work, Future of Learning, and Future of Automation.