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Serious about Serious Games!
Manuel Fradinho (Sintef)Bjorn Andersen (Sintef)
Asbjorn Rolstadas (Sintef)Joao Pereira (INESC-ID)
The research leading to these results has received funding from the European Commuity's Seventh Framework Programme (FP7/2007-2013) under grant agreement no 231717 (TARGET project)
What is a Serious Game?
A serious game is a game designed for a primary purpose other than pure entertainment
wikipedia
The use of a game that facilitates the learner to achieve particular desired learning outcomes
Key Challenges
Sense MakingTrust BuildingConflict ManagementDecision MakingStakeholder InvolvementLeadershipComplexityMulti-culture…
The very nature of integration is pulling together disparate elements of knowledge, skills, and experience, and in this
process – because it takes place within the mind of an individual – is, at its heart, unteachableRichard Barker, HBR, September 2010
Digital Natives Tyler (10 year old) learnt:
Supply chain logistics Division of Labour Added value Supply and demand Business Structure Control Full employment Vertical integration Wealth building Dealing with corruption Making difficult decisions Ethical behaviour Good communication Loneliness of command Compassion
Stop Disaster (Awareness)
•Theme: Build awareness to disaster management• Tile based game, freely available online • Face particular disaster and minimize number of deaths/injured and structural damage • Build defenses and training• Have a budget so choose wisely• Game sessions aimed to last less than 20minutes
Virtual Leader (Training)
•Theme: Leadership training simulation • Meeting with other stakeholders to reach a consensus• Have a set of possible answers (current dialogue) and triggers (new actions), other stakeholders respond• Better than tree based (possibly graph based), but can become repetitive• Supports tailorability: content change
Infini Teams (Hiring)
•Theme: team skills building/assessment • Team of users stranded on deserted island, must go through set of collaborative tasks to escape• Pre-defined stages of problem solving (precedence)• Isometric view• Game is supported by methodology and used as consultancy tool
America’s Army (Recruitment)
•Theme: US army from boot camp to special operations• Developed by the MOVES institute at the NPS• First person shooter• Started just boot camp, evolved into multiplayer experience with missions and tournaments• Game is free – a recruiting tool• Rich community support
“The empirical research of the instructional effectiveness of games is fragmented, filled with ill defined terms, and plagued with methodological flaws.”
Robert T. Hays, The effectiveness of instructional games: A literature review and discussion. (Tech Report 2005-004). Naval Air Warfare Center Training Systems Division, Orlando, FL, November 2005
“There appears to be a consensus among a large number of researchers with regard to the negative, mixed, or null
findings of game research, suggesting that the cause might be a lack of sound instructional design embedded in the
games” O’Neil, H. F., Wainess, R., and Baker, E. (December 2005) Classification of learning
outcomes; Evidence from the games literature. The Curriculum Journal. 16(4), 455-474.
Are Serious Games Effective?
• Dr. John Dunning, professor of Organizational Behaviour at Troy University noticed that knowledge and theories acquired in class were not applied in the real world by students– 2 classes: one traditional curricula, the other on
serious game– 15 students in each– Average age: 38
• Min : 27• Max : 53
However...for example
Results
Yet another example
• Richard Blunt (Advanced Distributed Learning)• Three Studies
– Case 1 : Business : Industry Giant II– Case 2 : Economics : Zapitalism– Case 3 : Management : Virtual U
• Results
1 2 3
Traditional• do I care if my pilot had fun
when he learned to fly a plane?• learning doesn’t have to be fun
to be successful (but we should try)
• also need interesting, engaging, useful, challenging, fulfilling, motivating…
• pedagogy is not a “noose”.• doubts game designers will
make right decisions all the time – why risk it?
Cannon-Bowers
• “instructional designers suck the fun out”
• 12 activities learners need to do (trying, deciding, observing, creating, etc.)
• “negative training” is an instructional designers way of instilling fear
• need “good” instructional strategies (that leave the fun).
• build, eval, repair… don’t try it all at once from the beginning
Mark Prensky
Right – Let’s Build a Serious Game
Revolutionary
Don’t Forget the CostGenre Cost (person month)
Branching story (simple) 5
Branching story (complex) 10
Interactive spreadsheet 5
Game-based 5
Virtual product 8
Virtual lab 10
Marketing game 2
Microworld 5
Virtual experience space 10
Next generation simulation (simple) 180
Next generation simulation (complex) 360
Key Challenges
Sense MakingTrust BuildingConflict ManagementDecision MakingStakeholder InvolvementLeadershipComplexityMulti-culture…
Transformative, Adaptive, Responsive and enGaging
EnvironmenT (TARGET)
A FP7 Integrated Project in Technology Enhanced Learning
Project ManagementProject management is the task of directing a project from start to finish, with on-time, on-budget delivery of
the planned outcomes.
• PM one of the more challenging tasks in business and requires multiple competences to master.
• Cross-cultural projects (“globally-based projects”) step the challenge up further.
• Milosevic (2002): Most project managers recognize that managerial styles in their own culture are difficult to handle effectively, let alone reflect upon and externalize and share with people in one's own culture.
• Enshassi (1994) claimed that when ignored, cultural diversity causes problems that diminish the project team’s productivity.
Example of Competences• Sense Making• Trust Building• Conflict Management• Decision Making• Stakeholder Involvement• Negotiation• Role Reversal• Political Intelligence• Emotional Intelligence• Leadership
• Complexity• Communication• Cost/Benefit Analysis• Interested Parties• Risk Management• Engagement and
Motivation• Relaxation• Personnel Management• Cross-cultures
“In French and Spanish offices, it takes the first hour to kiss everyone, the second to discuss local gossip and the third to pop out for a
coffee and croissant. In Britain, these activities would count as sexual harassment, time-
wasting and absenteeism.” (Reeves, 2003)
TARGET Integrative Framework
TARGET Learning Process
TARGET Platform
TARGETComponents
TARGETKnowledgeRepository
HRM DataRepositories
Competence Profiles
Performance Data
Social Data
Stories Narrative Building Blocks
Users
Learning Plans
TARGET NavigatorHRM IntegrationKnowledge Services
and Tools
Knowledge Ecology
Navigator
Didactical Modeller
Learning Strategy
TARGET Manager
Competence Analyzer
Serious Game
Non-Player Character
Narrative Game Engine
VBE
Virtual Worlds
Artificial Mentor
Competence Performance
Analyzer
Social Services and Tools
Overload Manager
Thank you!www.reachyourtarget.org