Back in 2009, Rovio, the Finnish developer of computer games run by brothers Mikael and Niklas Hed, was close to bankruptcy. Faced with a crisis, the brothers had to come up with “the perfect game, do every other little thing exactly right, and keep on doing it.” And one day in March, they happened to do exactly that. They developed a screenshot which showed a flock of wingless, fat, and mighty cross-looking birds, pottering towards a stack of blocks.
About eight months later, following zillion changes, "and after almost abandoning the project, Niklas watched his mother burn a Christmas turkey, distracted by playing the finished game. "She doesn't play any games. I realised: this is it.""
The name of the game? Angry Birds!
So what is the game about, considering:
1. Angry Birds has been downloaded in excess of 500 million times.
2. Every day, people spend 200 million minutes playing the game.
3. Eight out of ten people who have played the game will continue to download updates.
4. It has sold in excess of 12 million copies in the App Store.
5. It is the best selling paid app till date.
6. Justin Beiber, David Cameron, and Salman Rushdie are fans.
Here’s the plot: Pigs steal birds’ eggs. Birds become cross. Birds want eggs back. Birds embark on mission to win eggs back. Angry-as-hell birds launch themselves (…you have to do this bit) from slingshots, catapults, and what-have-you medieval launchers into the pigs’ fortresses, bringing them crashing down.
Silly you say. But the point is, anyone who’s played Angry Birds knows it is a very “addictive, clever and challenging puzzler.” Like a love drug. Tommy rot you say, considering it’s all about angry finches and green pigs giving the dodge. Not quite, given that it does provide valuable insights to Instructional Designers on how to make their e-learning programs equally sticky in appeal!
Now, before you baulk and say that launching birds at greedy pigs is NOT the same thing as teaching a skill, here’s a look at what makes Angry Birds tick.
IT'S EASY TO PLAY
Angry Birds has a simple interface which is extremely user friendly. All that gamers have to do is press “Play” and they are on… Even first-time users do not require detailed “How to” instructions and pages of screen heavy content to teach them how to correctly angle the birds at the pigs. There is just a small graphic that explains the motivation as to why you really need to do the pigs in. The rest follows as you play the game.
Point to Ponder: E-learning programs should try and make their tasks equally easy to start. And NO content-heavy user instructions.
THE TASK GETS COMPLICATED GRADUALLY
When we learn, we first acquire a basic skill, then an intermediate skill, finally moving on to an advanced skill. Angry Birds follows the same pattern.
So at the start of the game you get to launch the simplest red bird at the pigs’ bastions. Once you clear levels, the playing field’s complexity intensifies, requiring you to use the basic red bird more dextrously. So you keep on clearing several levels till you become adept at using this bird, and it is only then that additional new birds with special abilities appear which require greater skill to play. This structure is carried forward through the next levels, so that you remain consistently engaged and motivated.
Point to ponder: Do e-learning programs reflect paced learning?
IT'S EASY TO SPRING BACK FROM FAILURE
There’s no one way to play Angry Birds. Players can explore options and try different techniques to eliminate the hard-to-destroy swines (considering the game was developed right after swine-flu swamped the world!) and advance to the next level. So, by following a trial and error method, players learn to navigate through the levels… maybe 120 in all. So the basic structure is learning on the go… to understand what worked well and what didn’t, and then play again with your newfound perspective. Even if your birds get defeated, pressing the “Undo” button will get you set to go at the pigs again, because your losses are not tallied at the end of the game score.
Point to Ponder: Can e-learning programs also encourage learning through experimentation?
IT OFFERS INCENTIVES TO PRACTICE
Practice makes perfect. That said, getting learners to practice on their own can be tough. Angry Birds, however, turns this very challenge on its head by motivating players to go back and replay an already cleared level by offering incentives. You see, in Angry Birds, you can pass levels with grades just like in school. So, depending on how you cleared a particular level, you can get either a one-, two-, or three-star rating. This motivates players to go back and again play cleared levels till they master the method.
Point to Ponder: E-learning programs should adopt similar engaging paths toward skill-building.
IT PROVIDES IMMEDIATE AND USEFUL FEEDBACK
Hurling a finch at a pig requires pondering over varying the angles and force with which to hit the hog. And once you set the bird in motion, you immediately notice the bird’s trajectory path being etched out in dots. So basically, the bird leaves behind a trail. A trail that not only acquaints you with the power of your catapult and the birds, but also teaches you how to avoid making the same mistake next time in case you missed! Immediate feedback it is! (Click here for what makes a great feedback.)
Point to Ponder: Immediate and useful feedback in e-learning programs would make a world of a difference.
IT HAS ITS OWN ECOSYSTEM
One look around, and you will realize Angry Birds has created an ‘ecosystem’ with an awe-inspiring fan following. It’s part of the ‘popular culture’, where gamers interact with each other even outside the game through affinity groups, online chat forums, fan-created sites and so on. And it is into this ‘ecosystem’, that its makers have plugged in to promote its offerings. Fans receive product updates on Facebook, Twitter, and what have you. There is a virtual abandonment of traditional mass media and embracing of the social media driven by Angry Birds consumers. Thus, the interconnectivity of technology, marketing, and culture makes the game instantly accessible and continuously engaging… the reason behind its global adaptation.
Point to Ponder: E-Learning programs could have more visibility among its learners.
So, as evident from above, there is no one reason why Angry Birds is so insanely popular. However, we do realize it follows a logic we are all acquainted with… that any activity should encourage action and decision-making, present sequentially challenging tasks, and award immediate feedback and rewards. No reason why e-learning programs should not be game for the same!
Darn those pigs! Look at what they started!
(Banshori Bhattacharya, Instructional Designer, C2 Workshop)
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