August 12 & 13, 2010 Incorporating Games & Gaming Techniques into Your e-Learning 202 Practice Makes Perfect: How Games and Simulations Improve Adult Learning Rose Pilgrim & Rob Van Hyfte, Centrax Corp. Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Practice Makes Perfect How Games and Simulations Improve Adult Learning 1 Practice Makes Perfect Rob Van Hyfte • Centrax Corp. • Instructional Designer/Project Manager Rose Pilgrim • Centrax Corp. • Instructional Designer/Project Manager Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 1 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Wheel of Fortune Poll What types of games do you play? •Educational games in work-related training •Kids games (with them, of course) •Virtual worlds (can’t stop playing World of Warcraft) •Video games (Pac-Man rules) •Mobile games (have a BlackBerry habit) •All of the above 4 Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 2 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Topics • Different types of games and simulations • How playing games effects the brain • When practice fits to augment learning • How games and simulations can facilitate transfer • Design criteria for educational games • How businesses are using games and simulations • What positive impact games have on training and business How games affect the brain Elicit emotional response •required for brain to release chemicals that make creating a memory possible •emotional link makes memory easier to recall Like real world learning •watching and doing •failing Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 3 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Why games are good learning tools Intrinsic Learning Motivations • Malone and Lepper • Challenge • promote perception of personal competence • promote learner self-esteem • Curiosity • innate human desire for completeness, consistency, parsimony • Control • innate human desire to strive for competence and selfdetermination Why games are good learning tools •Fantasy • Emotional component −satisfaction of power, success fame, fortune −improve memory • Cognitive component −Analogy or metaphor • provide learner with opportunity to apply previous experience, then apply to real-world Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 4 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How can mass be used to identify? Goal: To purchase a bag of peanuts for $0.55 You have 15.290g of coins in your pockets Do you have enough in coins to purchase? ($0.01) Penny= 2.500g ($0.05) Nickel = 3.950 ($0.10) Dime = 2.268g ($0.25) Quarter = 5.670g 9 How can mass be used to identify? Yes, you can eat because you have: Weight Cost 3.950 g $0.05 Two Quarters + 5.670 g + 5.670 g Total 15.290 g + $0.25 + $0.25 $0.55 One nickel Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 5 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Marble game How games facilitate transfer Learning take place in context • immersive simulations and VW Active / critical learning is encouraged • learner directing how interaction with material happens Encourage people to “think out of the box” • learn how to problem solve, rather than passively absorb information Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 6 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How games facilitate transfer Involve multiple people •enhances cooperation as in real-world Allow fun practice •ability to take risks with no real-world consequences •failure • acceptable • part of learning process Break away from linear learning •reading •PowerPoint •some eLearning. How games facilitate transfer Engagement can be immersive •“Learn to do” •“Learn to or be” •not “Learn to know” Uncover learner misconceptions or superficial understanding •Role playing Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 7 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Evacuation Training in Second Life NEMS (Nutrition Environment Measures Surveys) 16 Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 8 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How Businesses are Using Games and Simulations NEMS Online Training •Purpose: • Combat increasing epidemic of adult and childhood obesity by developing well-defined and reliable tools for measuring nutrition environments (stores and restaurants) •Audience: • Researchers, community advocates, and leaders • Use for research and community action •Won USDLA Bronze Award for Distance Learning How Businesses are Using Games and Simulations NEMS Online Training Results 85% 85% 85% 75% Response* rated store simulation 4/5 on 5 point scale Confident /Very Confident -ability to complete NEMS measures in real world setting 4 /5 on 5 point scale –How helpful was the store simulation in preparing for real world? have tentative or definite plans to use measures * 101 responses, course live only 3 months to date 18 Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 9 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Different types of games and simulations Educational simulation Serious games Frame games Virtual worlds Example Flight simulator SimCity Jeopardy! Second Life Primary learning goal Deep skills Awareness Review Primary success criterion Accuracy Engagement Fun and relevance Increase learner engagement Review knowledge • Dynamic content • Practice critical skills in low risk When to use environment • One person Real‐time community Immersion • Interact with community • Practice skills in low risk environment • Multiple people Essential Design Criteria for Educational Games 1. Winning should be based on knowledge or skills not random factors Rationale: When chance factors contribute to winning, knowledge and effort of other players are devalued 20 Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 10 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Essential Design Criteria for Educational Games 2. Game should address important content, not trivia Rationale: Game sends messages about what is important in the class Essential Design Criteria for Educational Games 3. Dynamics of the game should be easy to understand and interesting for the players, but not obstruct or distort learning Rationale: The goal is to provide a practical, yet challenging exercise Added “bells and whistles" should be minimal and fulfill an important purpose Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 11 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Essential Design Criteria for Educational Games 4. Students should not lose points for wrong answers Rationale: Punishing players for errors also punishes their effort and generates frustration Essential Design Criteria for Educational Games 5. Games should not be zero-sum exercises In zero-sum games, players periodically receive rewards for game-sanctioned actions, but only one player achieves an ultimate win Rationale: Several students may demonstrate substantial learning but are not recognized as winners. Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 12 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How Businesses are Using Games and Simulations Threadneedle: A Leader in Global Investing Purpose •Learn about Threadneedle investment manager and funds offered Audience •Financial Advisors Won Mutual Fund Education Association’s (MFEA) Star Award for Best Advisor Services, Large Company How Businesses are Using Games and Simulations Threadneedle: A Leader in Global Investing Results • Judges comments • “Wonderful concept!” • “Very educational, engaging and efficient” • “Fun and interactive” • Users enjoyed • the competition of the game • the improved the quality of the training − helping to motivate them to do well Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 13 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How does this align with Essential Design Criteria? How could we have aligned it more effectively? Handling Food Complaints Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 14 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 How Businesses are Using Games and Simulations Handling Food Complaints •Purpose • Learn how to handle food complaints and identify problems with food preparation areas •Audience • Convenience Store CSRs and Franchise Owners • Won Brandon Hall’s Bronze Award for Best Custom Content How Businesses are Using Games and Simulations Handling Food Complaints Results: • Client quote: • "We tracked the impact on performance through "mystery shop" calls to the stores and saw a 20% improvement in the knowledge and appropriate responses of the CSRs.” − Dan Balzer, ampm US Retail, Training Technology Manager • Video contains our best user feedback at this point Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 15 Incorporating Games and Gaming Techniques into your e-Learning Aug 12 & 13, 2010 Positive Impacts Games/Simulations Have on Training/Business Brainstorming Activity Resources Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds. San Francisco, CA: John Wiley & Sons, Inc. Gee, J.P. (2007). What video games have to teach us about learning and literacy. New York ,NY: Palgrave Macmillan. Gredler, M. E. (1990). Analyzing deep structure in games and simulations. Simulations/Games for Learning, 20(3), 329–334. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, Learning, and Instruction; vol. 3: Cognitive and Affective Process Analyses (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum. Kapp, K.M., & O'Driscoll, T. (2010). Learning in 3-D. San Fransisco, CA: John Wiley & Sons, Inc. Link to free NEMS registration: http://nems.nursing.upenn.edu/ 32 Session 202 – Practice Makes Perfect: How Games and Simulations Improve Adult Learning – Rob Van Hyfte & Rose Pilgrim, Centrax Corp. Page 16
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