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A ‘Serious Games’ 101;
What are they & what are the
opportunities?
Company overview
Kevin Corti, Founder, PIXELearning.
Setting the scene
• What is GBL (a.k.a. ‘Serious Games’)
• Why should organisations be interested?
• Examples & case studies
Company background
• Established in 2002, Coventry
University Technology Park
• Business education, vocational and
management skills development
• £550k investment in GBL technology
platforms
• Clients - Coca-Cola, Scottish Enterprise,
AWM, Edexcel, Skillsmart Retail many
schools, colleges and universities
• A growing reputation in UK & overseas
‘Psychobabble’
Experiential Play Feedback
Problem-solving Rules Adaptive
Learning by doing Goals Flow state
Task-based Objectives Competition
Authentic Structure Collaboration
Relevant Drama Role play
Meaningful Story Strategy
Engaging Narrative Exploration
Immersive Humour Eye candy
Memorable Higher order cognition
Enjoyable Apply information = knowledge
Stimulating Fun
Engrossing
Constructivism focus
Job-specific
Truly interactive
Serious Games definition v1.0
“The use of computer game
technologies and approaches
for primarily non-
entertainment purposes”.
Serious Games definition v2.0
University of Central England
Coventry University
BECTa Birmingham University
JISC University of Warwick
Penn State University
A.W.M.
D.T.I.
EA Games & NESTA
The MOVES Institute
M.I.T.
Carnegie Mellon Microsoft
Intel NOKIA
University of
LearningLab
Southern California
Serious Games definition v3.0
“Serious games are simply a
new(ish) business application
which will solve client
problems”.
This isn’t new!
“You can learn
more about a
man in an
hour of play
Plato
than in a year of
conversation”
This isn’t new!
“You can learn
more about a
PERSON in an
hour of play
Plato (2006)
than in a year of
conversation”
How often does this happen?
“Please…just
another hour…I
really want to finish
this course”
Does eLearning engage?
Does eLearning engage?
“Umm…no thanks!”
We know games are ‘compelling’
Games engage beyond the bedroom!
It’s not all “Single-player!”
Games are increasingly
social (e.g. XBOX live &
MMORPG’s)
Multiplayer
GBL = Social
learning
environments
Characteristics of games
Realistic environments & systems
Clearly defined rules & structure
Clearly defined objectives Drama & story
Truly interactive Humour Characters
Clear outcomes & feedback Challenge
Adapt (flow state) Higher cognitive activity
….and they are enjoyable!
So why should YOU
be interested?
Performance improvement
Awareness of role
Competency testing
Assessment/ROI
Recruitment
Customer education
Promotional tool
Induction
Motivational tools
Aspirational tools
Best practise
The ‘F’ word
There is a lot more to Games-based Learning
than simply trying to make learning fun….
….although that
wouldn’t be a
bad start!
Pedagogy??
Andragogy (Adult learning)
• experience (including mistakes) provides the basis
for learning activities
• problem-centered rather than content-oriented
• need involvement in planning & evaluation of their
instruction
• interested in learning subjects that have immediate
relevance to their job or personal life
Malcolm Knowles (1913 to 1997)
Experience
Games-based learning…
Provide safe, realistic and meaningful
environments…
…..in which learners actually apply
information to develop knowledge and
skills.
GBL is heavily
experiential
GBL gives learners virtual
experience which they
can use for real in
workplace
Ask yourself;
“Would you let your new
management trainees run your
organisation?”
Ask yourself;
“Would you let your new
management trainees run your
VIRTUAL organisation?”
Problem-centred learning
• Games are pre-defined ‘problem spaces’
• Solving the problems = satisfaction
• GBL problems are authentic & relevant
Game over! Game over!
You won You won
What you do (or don’t do) has an obvious and
meaningful effect in the game.
The game changes. Each time you try it…it is
different.
Information / choices / behaviours /
approaches / tactics / strategies
…..meaningful outcomes
This isn’t about using Pong or Millionaire to
try to help learners memorise facts.
“Chocolate-
coated broccoli
still tastes like
broccoli”
Evaluation (and feedback!)
For employer & employee
• Games capture staggering amounts of data
• GBL applications provide this for assessment
purposes.
• History data, learners inputs, decision logging
That word…. ‘Game’
The first step is
admitting it!
- Gamers Anonymous
“My name is
Kevin and I
am…a gamer”.
That word…. ‘Game’
Lonely hearts
Spotty, white, teenage male with poor
social skills seeks fellow XBOX enthusiast
to share long nights in front of the
bedroom TV.
‘Trevor’, aged 15 from Guilford
The gamer demographic
The reality:
• 18 to 35 – core market for Sony & Microsoft
• 41% female
• 42% aged 25 to 49
• 35% income of $50k to $100k
• 16% income > $100k
The ‘natives’ are digital
Key message!
• Learners are changing
• Opportunity NOT threat
• Organisations needs to evolve
to take advantage.
Examples of GBL in action
Financial Management / Ffn-FM’s
Marketing skills for SMEs
Team dynamics (TPLD)
Marketing skills (LearningBeans)
Legal, regulatory & sales training (Caspian)
Corporate & Social Responsibility
http://www.virtual-u.org
Virtual U statistics (Jan 05)
•105,000 downloads
•52,000 registered downloads
•Over 800 institutions
•Over 90 Countries
User Polling
•5% administrative staff (chair to
president)
•15% professors
•24% grad students
•29% undergrads
Training & Education Metric
As of 3/1/05 people who have
responded to our installation survey
over 25% are using Virtual U as part
of a formal training, or classroom
exercise at their institution.
Promoting retail careers / retail training
Sam holds a Master’s degree in
Marketing (Henley College). She has
12 years of experience in blue chips
(HASDA, Tisco and Sansberries)
HR / managing people & teams
IT sales process training (SEER)
GCSE Business Studies (PXL & Edexcel)
Examples
Food Force
Examples
[ www.food-force.com ]
Enterprise training (PXL & BCKS)
Hospitality & catering – manager training
Project management fundamentals
Implementation issues
How quick? Assessment criteria?
How specific – SCORM/ADL?
COTS or bespoke?
Curricula/qualification?
How easy to
update? Who designs it?
Web-based?
IPR?
Cost / licensing
model?
Implementation issues
Game Design & Instructional
Design
“As easy as mixing oil
and water!”
Partnerships are key – Matchett Group,
Edexcel & Coventry University
Projects need to be driven by learning needs
(learn from the past!)
Core technology in place?
> Minimise risk
> Cut cost
> Reduce delivery time
> Easy to update
> Profitable for provider
The future….
Tools (middleware & authoring platforms)
for non-technical learning professionals.
Allow YOU to create, manage and deploy
GBL quickly and easily.
PIXELearning Ltd
www.pixelearning.com
T: +44 (0) 24 7623 6971
Kevin Corti,
Managing Director
kevin.corti@pixelearning.com
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