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T4E 2014 Serious Games and Virtual Devices Viplav Baxi LearnOS Twitter: @viplavbaxi Blog: http://learnos.wordpress.com

Gamification, Serious Games and Simulations

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T4E 2014Serious Games and Virtual

Devices

Viplav Baxi

LearnOSTwitter: @viplavbaxi

Blog: http://learnos.wordpress.com

“self-efficacy, declarative knowledge, procedural knowledge,

and retention results all suggest that training outcomes are superior for trainees taught with simulation games relative to the comparison group’

Gamification, Serious Games and Simulations

The Gamification of Education, Knewton, Feb 21, 2012

Source: (Sitzmann, T. (2011), A meta-analytic examination of the instructional effectiveness of computer-based simulation games.Personnel Psychology.Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction)

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Simulations

Fantasy worlds

Serious Games

“Real” worlds

Competition Experience, Behavior

Examples:World of WarcraftSimcityCivilizations

Examples:Scientific simulationsBusiness simulationsAugmented 4D Simulations

Simple rules Complex rules

Non-linear learning experiencesSkills for problem solving and teamwork

Usually highly precise and ordered systemsEffective learning tools

Highly Graphical/3D Variable GFX sophistication

Trans-Reality GamesGames that seamlessly blend virtual and physical gameplay

Location based, Augmented, Mixed realitiesGame experiences integrated with daily routines, social networks and media

Gamification

Badges

Levels

Avatars

Leaderboards

Use of game techniques in non-game situations

Simplified frameworks for competitive learning situations

Layered Gameplay

• Points

• Resource Collections

• Avatars

• Quests

• Progressions and Leaderboard

• Levels of complexity

• Badges

• The concept of Badges is an important one in online Learning today

• Badges are seen to increase motivation and provide portable references of accomplishments for students

• Humans are “hard-wired” to enjoy games and have a natural tendency to interact more deeply in activities that are framed in a game construct.

Elements of Gamification Design

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George Olteanu, Into the Future of Gamification, 15-Jun-13

GamificationGamification is the use of game mechanics to drive engagement in non-game business scenarios and to change behaviours in a target audience to achieve business outcomes.

(Source: Gartner IT Glossary)

Jillian Michaels encourages users to stay on track with her fitness programs using gamification techniques for a number of fitness challenges. With a multitude of

challenges to choose from, users can select a program that’s most closely aligned with personal goals and lifestyle. Each challenge uses its own set of gamification techniques,

such as contests and prizes, badges, partner and group challenges.

http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/

Treehouse is a virtual training academy for learning code, app development, and business skills, used by beginners to learn valuable career skills and experienced professionals for career

advancement. Students choose from various tracks for defined outcomes, and earn badges and points as they work through the library of courses to show off their achievements and impress

potential employers. Tracks are broken into manageable chunks, and a tracker shows your progress as you work towards your goals. The more points you earn, the higher your potential salary.

http://blogs.clicksoftware.com/clickipedia/top-25-best-examples-of-gamification-in-business/

• Theme or Plot

• Analogical learning (learning is extrapolated for use in real life)

• Relatively more complex game dynamics

• Games personas / avatars

• Instant Rewards

• Levels of challenges

• Serious Games keep the character of video and computer games

• They are, however, linked to a serious end objective, such as learning how to do something or changing the way you are

• Gameplay is an integral part of the plot, not layered on

Elements of Serious Game Design

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Serious GamesSerious Games are games for more serious uses, like education and health. They are built in the same fantasy/other worldly style of entertainment games, but are intended for more serious objectives like learning and behavioural change.

Kingdom Konquest: A serious game to teach insurance professionals the techniques of portfolio balancing and

management through a war theme/plot

Civilization: Beyond EarthExplore and colonize an alien planet, research new technologies,

amass mighty armies, build incredible Wonders and shape the face of your new world

• Real world experience-based

• Experiential learning (learning is directly applicable to real life situations)

• Well defined rules, processes and structures

• Real-life outcome based metrics

• Levels of difficulty and complexity

• Simulations are built on the basis of real-life elements

• Learning is directly transferable to the job or task at hand

• Most suited for process and decision based training

Elements of Simulations Design

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SimulationsRigorously defined, hi-fidelity environments very close to real life and designed for skill transfer to the real world

You are in an emergency

room trying to revive a

patient seriously hurt.

The instruments, information panels and a

team of assistants help and observe you in the process

Co-creating, shared

construction of real world

models (like for networks

or molecular structures)

Experiencing and exploring

machines. Working in a hi-

fidelity machine

environment for engineers.

Officer selects the

appropriate greeting…

Finacle system

StampsPhone

Printer

UV Scanner

Counting

Machine

Customer Service

examples of simulations

• Real and/or Fictional experiences

• Real and Virtual world components

• Experiential/Analogical learning

• Well defined interfaces between real and virtual

• Examples include Alternate Reality, Mixed Reality, Location Augmented games

• Levels of difficulty and complexity

• Trans-real gaming involves gaming as part of everyday life – play and work

• Can be used for serious learning experiences and may involve elements of serious games, simulations and gamification

Elements of Trans-real Game Design

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Trans-reality GamesGames that blend the virtual game play with the physical game play providing a 360 degrees gaming experience. Can involve elements of gamification, serious games and simulations.

• First 32 weeks of a global oil crisis

• Over 1900 players

• 1500 stories

• An example of social activism

• Tour at http://gretchenv.wordpress.com/

WorldWithoutOil

http://worldwithoutoil.org/

An Alternate Reality Game

“collectively imagining and collaboratively chronicling the oil shock”

Google glass is a pair of “glasses” but in reality it’s an awesome augmented reality product that allows the user to take pictures, videos, use GPS, send messages and

much more hands free! The user is able to see real world surroundings and use the glasses to do multiple activities during daily life.

http://www.creativeguerrillamarketing.com/guerrilla-marketing/10-rockstar-examples-augmented-reality-2014/

• Single user / Multi-user

• Synchronous / Asynchronous

• Self-paced / Blended classroom

• Adaptive, Intelligent / Fixed

• Simple / Complex variables, algorithms

• Social, Networked / Web 1.0

• Hardware Augmented / Software

• Location / No location

• Tablet / Phone / PC / Web / Cloud

• Type (Simulation / Serious Game / ARG / Mobile Game)

• Design Strategies (Evidence Centered Design, Epistemic Games)

• Competency / Action-Outcome based

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Key Design Considerations

• Increase student engagement and participation

• Allow safe-to-fail experiences

• Learn important things about students’ learning patterns and

preferences through their “play”

• Allow learners to evidence skills through Badges

• Allow geographically remote areas to be linked in through Virtual

LABs or virtual gaming experiences

• Prepare for next generation education on wearable computing and

quantified self devices that are already appearing on the horizon

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Key Benefits

• Cost, Money and Time

• Expertise: Low skill base in India

• Quality frameworks/benchmarks not available

• Productivity: Lack of frameworks and tools

• Standards not defined

• A shared vocabulary for design, development and inter-operable use

• Some shared understanding of quality

• Tracking, Capture & Reporting of Learning Analytics

• https://www.youtube.com/watch?feature=player_embedded&v=W1Yp_KNTJBE

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Key Challenges

Thank You.Viplav Baxi’s Meanderingshttp://learnos.wordpress.comLearnOS Consulting [email protected]: @ViplavBaxi