SGC Session 3-A-1

Rajiv Jayaraman
Founder CEO

8 Reasons Why Experiential Learning Is The Future Of Learning

More than a hundred years ago, Hermann Ebbinghaus formulated the learning curve, which describes the relationship between memory and time. In a nutshell, it says that, during a lecture, if your absorption rate is at 100 percent on day one, there is a 50-80 percent loss of learning from the second day onward, which is reduced to a retention rate of just 2-3 percent at the end of thirty days. This theory is even more relevant in today’s world where attention spans have come down and learning sometimes is reduced to 140 characters! How then can ‘Experiential Learning’ help overcome this situation? We believe there are eight reasons why experiential learning is the future of learning.

  • Experiential Learning Accelerates Learning
  • Provides A Safe Learning Environment
  • Bridges The Gap Between Theory And Practice
  • Experiential Learning Produces Demonstrable Mindset Changes
  • Increases Engagement Levels
  • Delivers Exceptional Return On Investment (RoI)
  • Provides Accurate Assessment Results
  • Enables Personalised Learning

Knolskape 2Knolskape 1


Pradorn Sureephong
Chiangmai University, Thailand

Can Game Elements Setting of Gamification Improve the Performance Effects?

Gamification has recently become a popular topic across a wide range of industries that it can promote motivation and engagement and thus contribute to improve the learning process. However, research examining this presumption is not deficient. In the aim of studies we examined the learning and physical side effects of co-operative, leader board and Awarding badge, a basic element of gamification, on performance with Aqua Republica, a serious game created in collaboration with the UNEP-DHI Centre, mastery and fluency of basic sustainable water management concepts.

To advance understanding of gamification, with secondary school participants, the experiment was conducted in a Gamified Group and Non-Gamified Group tested on one hour per each session. All participants took part individually in all four phases. For Non-Gamified group was asked to team up with two participants per computer for all session. For each session of Gamified group was simulated with gamification control environment. Initial session, both groups were determined to play game and make them be familiar with Aqua Republica since participants of Gamified group were played individually. For cooperative session, Gamifed group were asked to pair up one personal computer per two participants to share knowledge between partners with condition to discuss only in Team play. Leader board session, Gamified group have allowed to sight of their performance rank on the leader board. Finally awarding badges session, participants of Gamified group were informing who can reach top five highest score at the end of session would be received real badges.

In order to evaluate the effect of both groups, we measured the behavior outcome with two aspects of performance, learning of responses and speed of responses. We considered to analyze the learning of response by ABT (Average of basin score per time), the score was used in game which based on hydrology model which can determine how well of understand the connectivity and importance of water resources, energy, food and funds resource. In order to attain speed of responses, APT (Average of playable round per time) was encouraged to answer the player behavior as quickly and performance of participants to finish the number of playable game round per time unit. Finally the results of Gamified group were dramatically higher than Non-Gamifed group; the Gamified group was slightly higher in both type of measurement. Especially, Leader board showed significantly almost two times better than another group in term of APT. As a result of research, we could still confirm establish a positive effect of gamification from our studied.


James Chia
Co Founder
Innervative, Singapore

Title: Wanted! Game Hero. Reward: 2000 XP

Imagine what the Avengers would be like without Captain America? What would Super Mario Brothers be like without Mario? Or even the Real Madrid football team without Ronaldo? The stories would be flatter and much less memorable. All successful narratives require a hero (or anti-hero). The games we play and love all have an iconic character, which gives the game a personality and a memory that sticks even long after you have stopped playing the game. We should not attempt to create “iconic” characters in our games, just for the sake of having such a character. But if we do it well, our games will be have a better chance of being effective. It’ll also be remembered. Let’s explore how we can successfully create iconic characters for our games, and how they can help our games achieve their desired objectives.