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Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Torsten Reiners Authentic Simulation using Gamification (and search for collaboration) 2013-07-15

Authentic Simulation using Gamification

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Presentation during my visit at the Serious Games Institute in Coventry, UK.

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Page 1: Authentic Simulation using Gamification

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Torsten Reiners

Authentic Simulation using Gamification(and search for collaboration)

2013-07-15

Page 2: Authentic Simulation using Gamification

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

(1)Who am I ??? Torsten Reiners

• What and Where?• Senior Lecturer, Curtin University • School of Information Systems, Logistics and SCM group

• Lectures• Information Systems• Meta-Heuristics, Production and Logistics, Simulation• Information Management and Data Mining• Operations Management, Procurement, Transport

• Research Areas• Virtual Worlds, Gamification, Emerging Technology, Vocational Training, Automatic

Assessment, Sentiment Analysis, Logistics, Machine Translation, e-Learning with Focus on Adaptivity/Individuality, Operations Research, Simulation, Web 2.0/3.0

• E: [email protected]• E: [email protected]• H: http://torsten-reiners.de

Page 3: Authentic Simulation using Gamification

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Page 4: Authentic Simulation using Gamification

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Project

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Projects

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

PREX

LeadSue Gregory

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Lincoln C. Woodnow at Auckland University of Technology

Page 10: Authentic Simulation using Gamification

Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Lincoln C. Woodnow at Auckland University of Technology

CuriosityOur main motivation

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Lincoln C. Woodnow at Auckland University of Technology

• understanding complexity in SCM• use available information

(sentiment analysis)• simulation / automation• education

• academic teaching• vocational training

• fun, play, and passion

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Why did we select Gamification?

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

Interest. And potential

Why did we select Gamification?

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

70% of Global 2000 have at least one Gamified application

50% of companies with innovative processes will gamifiy those processes

By 2015?

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Gamification

Integrating game dynamics into your site, service, community, content or campaign,in order to drive participation.

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Gamification

Integrating game dynamics into your site, service, community, content or campaign,in order to drive participation.

motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action

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Gamification

Integrating game dynamics into your site, service, community, content or campaign,in order to drive participation.

the use of game design elements in non-game contexts

motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action

Page 20: Authentic Simulation using Gamification

Gamification

Integrating game dynamics into your site, service, community, content or campaign,in order to drive participation.

the use of game design elements in non-game contexts

motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action

fun, play, passion

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GAMIFICATION IS ALREADY HERE.

.

EVERYWHERE.

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Gamesin the Classroom

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• one pic a day, every day!

• driven by comments and likes

The new Apple 4.5. Smaller, shinier, and faster (too eat). And bio-degradable ....

Gamificationwe experience(d)

• points per publication

• „expected“ motivation by admin

• punish internal collaboration

RPI

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Gearbox for Gamification

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Components

• non-game, real-world contexts are enhanced with concepts from games to engage, encourage, focus, and guide users

• Scores• Leaderboards• Badges• Quests• Competition• Levels• ...

what the learner sees

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Advanced • Game over• Next life• Save points• Rewind• Multi-player• NPC / Ghosts• Slow motion• Awards

Gaming Components

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We need failure

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We need failure

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We need failure

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Authenticiy, Authentic Learning, Realismnticity

authentic learning: require learning to occur within environments that replicate actions and requirements as they may be presented or experienced in a real working environment. Enables experiences and learning to be more contextualised. Thinking and problem solving, driven by student decision.

authenticity: often assumed to imply ‘realistic’, this is not necessarily the case; it is most important that the learning and activities reflect the development and use of the knowledge as required in the given real or virtual environments. Thus, a process can be highly authentic, but in a non-realistic setting.

realism: fidelity is a measure of resemblance to real environments; thus, high fidelity environments have a high degree of resemblance to real environments, where a very realistic simulation has been employed.

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2012-11-29 Gamification in logistics and supply chain education

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nDiVEOLT Grant 2013-2014 (AUD 220,000)

Torsten Reiners, Lincoln C. Wood, Vanessa Chang Christian Guetl, Jan Herrington, Hanna Teräs,Natasha Petter

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nDiVEOLT Grant 2013-2014 (AUD 220,000)

Torsten Reiners, Lincoln C. Wood, Vanessa Chang Christian Guetl, Jan Herrington, Hanna Teräs,Natasha Petter

n-Dimensional Immersive Virtual Environment

• increase authenticity through inclusion of real-life complexity • use scenarios linked into a comprehensive supply chain • include gaming mechanisms to increase student engagement

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Supply ChainA supply chain is a system of organizations, people, activities, information, and resources involved in moving a product or service from supplier to customer. Supply chain activities transform natural resources, raw materials, and components into a finished product that is delivered to the end customer.

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Curtin University is a trademark of Curtin University of TechnologyCRICOS Provider Code 00301J

L&SCM

Difficult to observe for the learner

Long time-periods without events before the outcome of decisions becomes visible

Consequences that are not desirable to replicate in real-life environments

in Education and Training

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Story

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Story

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Narratives• teacher / expert• „perfect“ solution• hard to beat

• exploration • guidance by bots

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Gamification

rewind (Machinima, interactive)

time (break-down to sectors)

score (commands, meter, task switch)

comparison (self, friends, world)

ghost (learn from experts)next life (being able to „die“)

Slow motion (understanding processes)

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Units are using ...

• real world data• link to theory• database with scenario descriptions

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Units are ...• using information from previous steps• simulation results• keeping a track record

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• using information from previous steps• simulation results• keeping a track record• progressing this through the complete supply chain

Units are ...

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Projects

• nDive• Complexity reduction• Bots• Health and Safety

• CubeSim (Sifteo Cubes)• Oculus Rift

• Vocational training• Health and Safety• Distant Brainstorming Room

• Controller Training• Abstraction of real context to a simple game

• Gamified Academics• evaluation and redesign of RPI scheme

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Sifteo

• Simulation of queues (configuration of queue)• Negotiaton (setting strategies / offers)• UML diagrams• MPR II (order sizes)• ...

CubeSim

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nDiVE: 3D Environment• Presence

• Feeling of being part of the environment• Increase of motivation and productivity

• Awareness of others• Immersion• First experiments: Awesome!!!

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nDiVE: 3D Environment• planned scenarios Container Terminal

• inspecting container stack, identifying risk areas• ‚experience‘ the danger of walking on container terminals• layout planning

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• Hebbel-Seeger, A., Reiners, T., & Schäfer, D. (Eds.). (2013). Synthetic Worlds: Emerging Technologies in Education and Economics. Berlin: Springer.

• Masters, Y., Gregory, S., Reiners, T., Knox, V., & Dalgarno, B. (2013). VirtualPREX: Developing Teaching Skills in Second Life. In C. DeCoursey & S. Garrett (Eds.), Studies in Virtual World Learning and Practice. Oxford, UK: Inter-Disciplinary Press.

• Reiners, T., & Alexander, P. (2013). Social network perception alignment of e-recruiters and potential applicants. In 46th Hawaii International Conference on System Sciences (pp. 4576–4585). Presented at the HICSS, Wailea, Maui.

• Reiners, T., & Wood, L. C. (2013). Immersive Virtual Environments to facilitate authentic education in Logistics and Supply Chain Management. In Y. Kats (Ed.), Learning Management Systems and Instructional Design: Best Practices in Online Education (pp. 323–343). Hershey, PA: IGI Global. Retrieved from 10.4018/978-1-4666-3930-0

• Reiners, T., Wood, L. C., Chang, V., Guetl, C., Herrington, J., Teräs, H., & Gregory, S. (2012). Operationalising gamification in an educational authentic environment. In P. Kommers, T. Issa, & P. Isaías (Eds.), IADIS International Conference on Internet Technologies & Society 2012 (pp. 93–100). Presented at the IADIS International Conference on Internet Technologies & Society 2012, Perth, Australia: IADIS Press.

• Wood, L. C., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learning. In P. Kommers, T. Issa, & P. Isaías (Eds.), IADIS International Conference on Internet Technologies & Society 2012 (pp. 101–108). Presented at the IADIS International Conference on Internet Technologies & Society 2012, Perth, Australia: IADIS Press.

• Wood, L. C., & Reiners, T. (2013). Game-based Elements to Upgrade Bots to Non-Player Characters in Support of Educators. In A. Hebbel-Segger, T. Reiners, & D. Schäfer (Eds.), Synthetic Worlds: Emerging Technologies in Education and Economics. Berlin: Springer.

• Wood, L. C., Teräs, H., Reiners, T., & Gregory, S. (2013). The role of gamification and game-based learning in authentic assessment within virtual environments. In The Procedings of HERDSA 2013. Presented at the HERDSA 2013, Auckland, New Zealand: HERDSA.

Publications since Mid 2012

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• Bastiaens, T., Wood, L. C., & Reiners, T. (under review). New Landscapes and New Eyes: The Role of Virtual World Design for Supply Chain Education. The International Journal of Learning in Higher Education.

• Dalgarno, B., Gregory, S., Knox, V., & Reiners, T. (under review). Practicing teaching using virtual classroom role plays. Computers & Education.

• Fardinpour, A., Reiners, T., & Dreher, H. (under review). Action-based Learning Assessment Method (ALAM) in Virtual Training Environments. In ASCILITE 2013.

• Gregory, S., Gregory, B., Reiners, T., Fardinpour, A., Hillier, M., Lee, M. J. W., … Ellis, D. (under review). Virtual worlds in Australian and New Zealand higher education: Remembering the past, understanding the present, imagining the future. In ASCILITE 2013.

• Masters, Y., Gregory, S., Dalgarno, B., Campbell, M., Reiners, T., Dreher, H., … Knox, V. (in press). VirtualPREX: Providing virtual professional experience for pre-service teachers. In S. Gregory, M. J. W. Lee, B. Dalgarno, & B. Tynan (Eds.), Virtual Worlds in Online and Distance Education. Athabasca University Press.

• Reiners, T., Dreher, C., & Dreher, H. (in press). Transforming Ideas to Innovations: A Methodology for 3D Systems Development. In A. Hebbel-Segger, T. Reiners, & D. Schäfer (Eds.), Synthetic Worlds: Emerging Technologies in Education and Economics. Information Systems. Springer.

• Reiners, T., Gregory, S., & Knox, V. (in press). Virtual Bots, their Influence on Learning Environments and How They Increase Immersion. In S. Gregory, M. J. W. Lee, B. Dalgarno, & B. Tynan (Eds.), Virtual Worlds in Open and Distance Education. Athabasca University Press.

• Reiners, Torsten, & Wood, L. C. (Eds.). (forthcoming). Gamification in Education and Business. New York: Springer.

• Reiners, Torsten, Wood, L. C., & Bastiaens, T. (under review). Mobile Application to Create Interactive Learning Environments in 3D Environments. The International Journal of Learning in Higher Education.

2/3

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• Reiners, Torsten, Wood, L. C., & Dron, J. (forthcoming). From chaos towards sense: A Learner-centric Narrative Virtual Learning Space. In J. Bishop (Ed.), Gamification for Human Factors Integration: Social, Educational, and Psychological Issues. Hershey, PA: IGI.

• Reiners, Torsten, Wood, L. C., & Gregory, S. (under review). Experimental study on technology-induced authentic immersion in virtual worlds for education adn vocational training. In Proceedings of the 47th Annual Hawaii International Conference on System Sciences (HICSS 2014). IEEE digital library.

• Reiners, Torsten, Wood, L. C., Gregory, S., Petter, N., Teräs, H., Gütl, C., … Herrington, J. (under review). nDiVE. The story of how Logistics and Supply Chain Management should be taught. In ASCILITE 2013.

• Reiners, Torsten, Wood, L. C., Teräs, H., Gregory, S., Chang, V., Gütl, C., & Herrington, J. (forthcoming). Skills Acquisition and Training Using Authentic Immersive Environments. New York: Springer.

• Reiners, Torsten, Wood, L., Gregory, S., & Teräs, H. (in press). Gamification design elements in business education simulations. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey: IGI Global.

• Wood, L., Reiners, T., & Pahl, J. (in press). Manufacturing and logistics information systems. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey, PA: IGI Global.

• Wood, L., Reiners, T., & Srivastava, H. S. (in press). Sentiment analysis in supply chain management. In J. Wang (Ed.), Encyclopedia of Business Analytics and Optimization. Hershey: IGI Global.

• Wood, Lincoln C., & Reiners, T. (in press). Gamification. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey, PA: IGI Global.

• Wood, Lincoln C., Reiners, T., & Srivastava, H. S. (under review). Expanding Sales and Operations Planning using Sentiment Analysis: Demand clarity from social media. In ANZAM 2013.

• Wood, Lincoln Christopher, Reiners, T., & Bastiaens, T. (under review). Design Perspective on the Role of Advanced Bots for Self-guided Learning. The International Journal of Learning in Higher Education.

3/3

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Conclusion

Fun, Play, PassionHowever it is achieved

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Conclusion