Title: Piloting games for educational purposes
1Piloting games for educational purposes
Andreas Forsberg Nokia e-learning November
2002
2Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
3Balanced global market presence
Nokia's Largest Markets 2001
Net sales 2001 EUR 31.2 billion
Biggest markets US, China and UK
Net sales, EURm
1 EUR 0.9026 USD (December 31, 2001)
4Committed Nokia Team
- 53 849 employees at the year-end (60 289 end of
2000) - Nokia's personnel decreased by 6 440 employees in
2001
23 965
19 392
28 047
26 453
Nokia Networks Nokia Mobile Phones Nokia Ventures
Organization Common Group Functions
2 570
1 886
6 118
5 707
5Life Goes Mobile Now!
6Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
- Nokia's vision for e-learning for the extended
supply chain
7Scope enabling e-learning across the Nokia
supply chain
End result Enabling Nokia to deliver learning to
over 200 million people
8Our e-learning strategy is moving towards
integrated knowledge creation and learning
9E-learning creation process
- Product / service content focus
- Business unit driven
- Target group (B2E, B2B, B2C)
- Multiple packaging technologies
- Centrally driven pedagogical technical
standards, processes, guidelines and vendors - Room for innovation
Nokia content creation process
E-learning history Phase I E-books Phase II
Basic interaction Phase III Diversified
interactivity Phase IV Mobility gaming
- Learning points
- Technical issues should not be restrictive
- Need for flexibility
- Importance of scalability
10E-learning for end user customers
- Everyone who purchases a device wants to learn
how to use it but customers also have learning
needs at each stage of the customer promise
11Partner education is key to sales success
- Increased product complexity requires new
educational models - E-learning integral part of Nokias B2B model and
process - examples of B2B e-learning in Nokia
- Phone dealers e-learning content for every Nokia
Phone (22 languages) - Phone repair shops Streaming video packages
- Telco's technology self-study packages with
access to Nokia experts, virtual classrooms and
e-communities
12E-learning for Nokia employees
- Comprehensive e-learning portfolio available
through a Learning Market Place - Multiple delivery methods, self study, virtual
classroom, blended solutions - Some courses are free and others are charged to
learners department - Learners get a personal learning history
13Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
- Games for educational purposes
14New aspects Mobility Games
- Interactivity
- Drama
- Engagement
- Visualization
- Social context
- Competition
15Agenda
Nokia overview Nokia's vision for e-learning for
the extended supply chain Games for educational
purposes Lessons learned
16Lessons learned 1/2
- Games could be used to enliven learning modules
by creating a sense of drama by which context for
learning could be provided. The context provided
would enable learners to create some level of
meaning or personal models of belief and
understanding out of the information in relation
to something else, i.e. the content. - Context would facilitate the actual application
of the distributed information and the acquired
knowledge (I know That) into practice and doing(I
Know and Understand How to apply). Herein lies a
promise of greater Return On Investment for Nokia
in terms of improved processes, projects,
services and products.
17Lessons learned 2/2
- Games could also be used to provide engagement
and energy that helps learners commit to the
change and the hard work that learning undeniably
implies. Hard facts and logical reasoning that
have traditionally dominated the learning
discussion cannot simply do the job alone. - Games or game like structure and design could
help stimulate thinking out of the box and beyond
traditional boundaries. Games could be used to
boost, not only learning but also creativity and
innovation. - Ideally, computer games and other e-learning
experiences should leave participants free to
interact and make choices that directly impact
the outcome. The choices you make lead to
different outcomes. Each time you play, you
learn, and ultimately master the gameand
consequently the content.
18Questions?
Thank you for your attention!