Game-based Elearning Simulation
This post revolves around the How to Drink and Not Drive game-based elearning demo created using Articulate Storyline 2.
This is an Articulate Storyline game-based elearning demo that MADD (Mothers Against Drunk Driving) would be proud of! Drinking and driving don’t mix; all of us are aware of its undesirability, illegality and criminality. Can elearning help? Maybe elearning can’t stop the irresponsible from drinking and driving, but it can definitely create a cognitive recognition of factors involved.
- The type of drink
- The number of drinks
- The changing legal/health status mapped to level of alcohol
- The real-time impact of alcohol on driving
- The way things are likely to go in ideal and not-so-ideal circumstances
Click the image to view the demo.
Feast yourself on the real-time interactive design of this elearning demo. View it on touch devices like ipads/tablets…have fun and drink responsibly.
Game-based elearning principle 1: Consequences of action
- At all times, the instructional design focuses on consequences of drinking
- Each drink is mapped to its alcohol potency
- Breath analyzer meter records the alcohol level changes
- Driving behavior exhibits corresponding changes
Game-based elearning principle 2: Safe environment to play
- Superman’s on your side (most of the time)…YAY
- It’s elearning and you can drink as much as you want…Double YAAAAY
- Even if you crash and you can re-start again…YIPEEEEEEEE
Game-based elearning principle 3: Deliver message without being preachy
- Reiterative messages abound and the voiceover plays the devil’s advocate
- User is never really forced to stop drinking but warned all along
- Elearning seeks to cultivate responsible habits
Game-based elearning principle 4: The right way to do things
- The right way may be boring but keeps you alive to drink again
- The wrong way can be painful, costly, and dangerous
- You can have fun because it’s just an elearning demo
Articulate Storyline 2 Features used:
- Hundreds of triggers
- Tons of variables
- A few motion paths
- Some tricks
- No drinks…ahem!
The demo highlights the possibility of game-based micro-elearning, when learning objectives are critical enough to require intensive interactions with real-time audio and visual feedback.