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Welcome! e-Gaming Strategies

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Welcome! e-Gaming Strategies Marjorie Pomper, Ph.D. Director of Corporate Training Objectives Recognize how learning can be supported with e-gaming strategies Apply ... – PowerPoint PPT presentation

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Title: Welcome! e-Gaming Strategies


1
Welcome!e-Gaming Strategies
  • Marjorie Pomper, Ph.D.
  • Director of Corporate Training

2
Objectives
  • Recognize how learning can be supported with
    e-gaming strategies
  • Apply easy and effective strategies for e-gaming
  • Identify practical, inexpensive strategies and
    tools that can help you meet your objectives

3
Agenda
  • e-Games and Learning
  • e-Gaming Strategies for Learning
  • Examples/Tools
  • Q A

4
e-Games and Learning
  • Are gaming strategies all hype?
  • Do games help people learn?
  • Do we need games because we have
  • employees from the twitch generation?

5
e-Games and Learning
  • Are gaming strategies all hype?
  • No
  • Do games help people learn?
  • Yes
  • Do we need games because we have
  • employees from the twitch generation?
  • Its a good idea

6
Count the White Shirts Game
7
Organizational Learning Strategy
Driven by strategic business objectives Learner-ce
ntered Interactive Performance-based Blended Proce
ss
Aligned Learning Opportunities
Desired Business Results
Engaged Learning
Learners as partners
8
Emotional Engagement
  • Attracts the learners interest and attention
  • Relevant to the learner
  • Motivates learner to achieve goals
  • Requires interaction
  • Applied in context
  • Driven by the learner
  • Flow, Enjoyment, Inspiration

Engaged Learning
9
Emotional Engagement
  • Attracts the learners interest and attention
  • Relevant to the learner
  • Motivates learner to achieve goals
  • Requires interaction
  • Applied in context
  • Driven by the learner
  • Flow, Enjoyment, Inspiration

Engaged Learning
Characteristics of a good game
10
  • If the training organization in every company
    evaporated into thin air or disappeared through a
    wormhole to teaching heaven, individuals would
    continue to learn.We are not the reason
    employees learn we are here to help them learn
    more effectively.
  • Jeff Cross and Tony ODriscoll
  • Training Mag.com 2006

11
How Gamers Learn
  • Twitch speed vs. conventional speed
  • Parallel processing vs. linear processing
  • Graphics first vs. text first
  • Random access vs. step by step
  • Connected vs. stand alone
  • Do to learn vs. learn to do
  • Active vs. passive
  • Marc Prensky
  • Digital Game-based Learning

12
Gamer Demographics
13
e-Gaming Defined
  • Provide an interactive experience
  • Electronically provides visual (and audio)
    information to one or more players
  • Takes some input from the players
  • Processes the input according to a set of
    programmed game rules
  • Alters the information provided to the players
  • Operate on one of the following platforms
  • Personal computers
  • Mobile devices, e.g. PDA, Phones, etc.
  • Video game consoles

Literature Review in Games and LearningFuture
Lab
14
Characteristics of Good Games
  • Goal
  • Challenge
  • Failure
  • Reward
  • Decisions with effects
  • Characters
  • Story
  • Flow
  • Mark Overmars
  • James Paul Gee

15
Learning Theories and Gaming Strategies
Behavioral Cognitive Social-Constructivist
Present information, practice, feedback to shape behavior Create an environment to support learners construction of knowledge Guide and structure interaction so learners can construct knowledge
Tutorials, Drill and practice Discovery learning, Simulations Collaboration, Apprenticeship
Action games Adventure games Simulation games Multi-player games Role-play games
16
Action Gaming Strategies
  • Immediate feedback
  • Practice to improve performance
  • Time pressure
  • Consequences
  • Make Tutorials more engaging
  • Timers
  • Accumulate/loose Points

17
Customers and Solutions Board Game
18
Simulation Gaming Strategies
  • Motivate learners to discover what they need to
    know
  • Create a context that aligns with the work
    environment
  • Align consequences with work experience
  • Incorporate time pressure consistent with work
  • Offer references and resources

19
Process Simulation Games
20
Example Sales Process Simulation Game
21
Win the Customer Process Simulation Game
22
When to Use a Process Simulation Game
  • If learners need to
  • Identify process steps
  • Select process steps in the correct order
  • Apply knowledge, skills, or attitudes in the
    context of the process

23
Design Decisions
  • Process Simulation Level
  • Level 1 View Process
  • Level 2 Select steps in linear process
  • Level 3 Select steps and enter information
  • Level 4 Select multiple paths
  • Level 5 Fully simulate process

24

25
Design Decisions
  • Visual and Audio Assets
  • Need for motion?
  • Purpose of voice and sound?
  • Must-haves for visuals?

26
Design Decisions
  • Interaction Types
  • E-learning basics
  • Multiple choice
  • True/False
  • Matching
  • Hot spot identification
  • Drag and Drop

27
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28
Design Decisions
  • Gaming Strategies
  • Earning/loosing points
  • Working against the clock
  • Competing against self or other learners
  • Decision making and consequences for decisions

29

30
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31

32
Design Decisions
  • Interface Design
  • Clear instructions
  • Easy to Use
  • Easy to Learn

33
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34
Design Decisions
  • Reusable
  • Process framework
  • Gaming strategy
  • Templates
  • Easy-to-change assets

35
Design Decisions
  • References
  • On-line
  • Paper-based
  • Job Aides

36
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37
The Enterprise Game
38
Role-Play Gaming Strategies
  • Let the learner assume and potentially customize
    a character (avatar)
  • Equip the character with skills, attributes, and
    powers that change with experience
  • Allow the character to explore and have
    experiences
  • Provide a master or mentor
  • Provide challenges to overcome

39
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40
Game Engines
  • Authoring systems for games
  • Range from free ware to expensive, sophisticated
    systems
  • Game Maker
  • Learning Beans
  • Mods of existing games
  • Never Winter Nights
  • Tools for learning by creating games

41
Multi-Player Gaming Strategies
  • Provide opportunities to meet and collaborate
  • Present tough problems to solve
  • Allow players to assume different roles/develop
    characters
  • Plan to moderate
  • Utilize different delivery systems
  • Multi-player Sim Authoring Fabulisa

42
Alternate Realty Games
  • An obsession-inspiring genre that blends
    real-life treasure hunting, interactive
    storytelling, video games and online community...
  • These games are an intensely complicated series
    of puzzles involving coded Web sites, real-world
    clues like the newspaper advertisements, phone
    calls from game characters and more. That blend
    of real-world activities and a dramatic storyline
    has proven irresistible to many.

C-Net
43
Off-the-Shelf Video Games
  • Can these games offer anything to Organizational
    Learning?
  • SIMS in Spanish?

44
Learning and Gaming Initiatives
  • Serious Games
  • www.seriousgames.org
  • Education Arcade
  • www.educationarcade.com
  • Future Lab
  • www.futurelab.org

45
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46
  • Thank you!
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