are your employees playing games?
TRANSCRIPT
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Learning Today
Today’s generation has grown up interfacing with computers and learning completely different than previous generations.
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Why Serious Gaming?
• Why should we even talk about serious gaming? • How can it help? • What does it look like? • Elements of effective game-based learning?
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Why Talk Gaming?
The statistics are overwhelming: • 59% of Americans play video games
• Average age = 31
• 47% Women
• 29% over 50 years old
• Millennials spend 3x more time gaming than exercise, sports, volunteering, religious-creative-cultural activities or reading. (via Entertainment Software Association)
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The Challenge
• Huge disparity between the commercial games market and institutional learning
• The Digital Divide:
– Trainer and trainee differences in outlook, style and expectation making it difficult to communicate.
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10 Cogitative Style Changes of Digital Natives
1. Twitch Speed over Conventional Speed 2. Parallel Process over Linear Processing 3. Graphics First vs. Text First 4. Random Access vs. Step-by-Step 5. Connected vs. Standalone 6. Active vs. Passive 7. Play vs. Work 8. Payoff vs. Patience 9. Fantasy vs. Reality 10. Tech-as-friend vs. Tech-as-foe Mark Prensky – Digital Game Based Learning
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How Millennials See Games Helping
• 67% develop winning strategies
• 70% problem solving
• 63% work smoothly as a team
• 66% vital in understanding new technologies
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Which Begs the Questions
• Can we leverage propensity to play games into a meaningful knowledge transfer?
• Can serious games motivate users to learn? • Can we make learning fun and actually habit
forming?
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What Do Serious Games Look Like?
• Combination of – Scenario-based learning – Experiential learning – Active critical learning – Engaging and entertaining environment
• A game itself will not train. It needs integration with good instructional design.
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Characteristics of Successful Serious Games
• Must be motivating • Clear path w/ learning objectives “guided discovery” • Clear, immediate, intuitive and valuable feedback
• Hints/help (scaffolding) to support learning
• Tiers/levels so as not to frustrate user
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Why Are They Engaging?
• Four types of “fun” (emotion clusters) – Easy fun: Exploration, adventure, curiosity
– Hard fun: Challenge and mastery
– Serious Fun: Purposeful, change thinking feeling and behavior
– People Fun: Excuse to hang with friends Nicole Lazzaro, CEO, XEODesign
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Effective Learning?
• Supports structured, sequential learning, progressing from simple to complex
• Builds the ability to recognize prototypical events
from conceptual cues • Similar to simulation in the ability to learn from
trial and error
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A Game-Based Learning Construct
S1 S2 S3 T1 S4 S5 T2 InstructorAssist
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CL-1
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Trainee Start
Certification
Hybrid self-adaptive ladder with “adaptive” remediation
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Benefits
• Potential for self-directed learning • Optimize instructor time • Optimize instructor focus • Proper sequencing of education and compression of
learning curve • Can help eliminate bathtub effect of highest effectiveness
immediately after training, then precipitous decline
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Simple Example
Game constructs: • Scenario based • Guided discovery • Scaffolding • Decision making • Immediate feedback • Engaging
• Competition • Exploration • Purposeful
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