Frequently Q&A

Q: How to make the app based training modules more accessible and useful for less technologically proficient users?

A: By providing tutorial in the app and instructions in the document.

Q:  How might we capture a confirmation of someone having taken the training for GMP purposes? Could you create a mock up to illustrate the concept?

A:  Pop up question for some specific process.

Q:  What type of organization and IT infrastructure is required, as well as developer skills, in order to implement digital game based training systematically in the Enterprise? What does your research suggest?

A:  Based on the experience of our team, we think a team of producers, programmers, artists and designers are needed to development digital training experience like this. It is also a common way to talk with other professional companies like SimCoach and consult them about the good way to implement the digit training experience.

Q: What kinds of analytics/metrics could we extract from the app? (e.g., attention, etc.) Can you provide some examples from your app?

A: How many clicks for each component that the player used to find the right thing. We can compare the result, and have an idea about which part they are less familiar with. How much time for each step that the player spent to find the correct card. How much points a player can gain for each game? If we have enough data, we can have a good score evaluation system.

Q:  What is the right approach to balance positive and negative feedback in the training game? How would you do it?

A:

  1. We try to make the positive and negative feedback equally balanced and consistent.
  2. Giving too much negative feedback will make the player get frustrated easily.
  3. Giving most positive feedback may not be able to draw attention from the player about their mistakes.

Q:  Did you do a market survey and evaluation of digital training? Could you do a Pro/Con evaluation of some of the main providers?

A: Educating in the Digital World http://www.marketresearch.com/Emerald-Group-Publishing-Limited-v2733/Educating-Digital-10244369/
E-learning market trends and forcast https://www.docebo.com/landing/contactform/elearning-market-trends-and-forecast-2014-2016-docebo-report.pdf

Q:  How long should such VR, AR sessions be in duration in order for training to retain attention and be effective? What is your recommendation based on research?

A: 3 min for our experience for now. It will increase based on the content of game.

Q:  What additional effort is needed to customize the training to a different product? How much code or effort could be reused, versus new effort for another product?

A:

  1. Find it (VR game). The 3D models can be switched to any available models. The interaction part of game mechanism can be reused.
  1.   Sort it (AR game). The game frame can be reused. The videos and images on the cards should be adapted based on the requirement. This is very easy to achieve.

Q:  How would you vary the game – making it harder, easier, or just different – based on the performance of the user?

A:  There are many variables in the game that we can take advantage of to adjust the difficulty level of the game based on the player’s performance.

Find it (VR game). There are multiple ways to switch the game difficulty level, such as limit the play time, set a higher score goal at the beginning, choose the objects that users are not confident about as tasks, shuffle the order of tasks…
Sort it (AR game). Of course we can also set the goal higher and limit the play time. Besides that, we can also limit the number of times that a player can refer to the video.

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