Ref: 527796-LLP-1-2012-1-ES-LEONARDO-LMP WP2- Analysis of use of game based learning initiatives NATIONAL REPORT Country: UNITED KINGDOM Author: LearnTPM Date: 29.03.2013 Table of Contents 1. INTRODUCTION....................................................................................................................3 2. METHODOLOGICAL APPROACH TO ELABORATE THE REPORT ............................................4 3. DESK RESEARCH ...................................................................................................................5 4. Collection of good practices ..............................................................................................21 5. MAJOR FINDINGS OF THE INTERVIEWS .............................................................................42 6. MAJOR FINDINGS OF THE QUESTIONNAIRES ....................................................................54 7. MAJOR FINDINGS OF THE FOCUS GROUPS .......................................................................61 8. CONCLUSIONS ....................................................................................................................65 2 1. INTRODUCTION “Learn, Play, Manage” aims to answer the European policies and strategies for the improvement of the competences and qualifications of the European workforce, as a key asset to reach a sustainable and innovative development. The general objective of the project is to develop a social game aimed at promoting project management competences of professional and young workers on international projects. WP2 aims to assess the use of game based learning initiatives within a European context, comparing the experiences of the EU countries which take part in the LPMnage project. The UK National report was conducted by Learn TPM Ltd. Objectives within the national context: • To analyse the pedagogical potentials of games applied to competences development. • To identify those variables which influence the successful implementation of game-based learning initiatives. • To detect good practices. • To gather success examples which can be used as inspirational material for the professional development of adults. Target Groups: • International Project Management Professionals • Human Resources Professionals and Trainers • Experts in game based learning initiatives 3 In conducting interviews and focus groups and reviewing available publications, research, opinion and examples it is evident that the area of social games, specifically for learning, is at a relatively early stage of development and uptake. There are examples of successful social games and successful games based learning. There is evidence of huge uptake of social networking and social gaming, mass uptake of games technologies and increasing receptiveness and uptake of games for learning in all phases of education. However there appears to have been limited attempts to marry all of these areas together to create bespoke social games for learning in a professional context in the way that Learn Play Manage proposes. This suggests that Learn Play Manage is a timely, relevant, worthwhile undertaking! For the purposes of this research, it is necessary in part to consider the separate pertinent elements of social games, as well as other games technologies and serious games based learning initiatives to determine the potential for capitalising on their combined potential and how that might best be achieved. 2. METHODOLOGICAL APPROACH TO ELABORATE THE REPORT • Desk Research • Collection of good practices • Experts Interview • Focus Group with International Project Management Professionals Topics to be explored in the desk research Use of games based learning initiatives in professional contexts at national level, with a particular focus on social games Barriers and opportunities to implement game based learning initiatives in the development of professional competences for adults: 4 Qualitative impact of game based learning initiatives in the development of international project management competences. Good Practices regarding the use of game based learning initiatives in the development of international project management competences, with a special focus on social games 3. DESK RESEARCH Bibliography: Title Author Year of publication Learning in Immersive worlds Sara de Freitas 2006 A review of gamebased learning Subjects approached Education Publisher Games Based General Learning Comments or Remarks Jisc Considered the most comprehensi ve and definitive published work on the subject in UK Pixel Learning General principles of games based learning Games Based Learning Kevin Corti Discussion Paper Games Based General Learning Serious Review Games Based General Learning Futurelab General review serious games 2010 Games Based General Learning CeDARE – Wolverham pton University General review learning games 2010 Learning Games Based Primary and and Learning Secondary Teaching Scotland Games Mary Ulicsak The breadth and scope of computer Karl Royle games in learning: A summary About Games LTS Based Learning 2010 Role-Playing Games in the Brian David English as a 1993 Phillips Foreign Language Classroom Role Playing Higher Games 5 of of General discussion of learning games General Society of discussion Interactive Role Playing Dramas Games 4-keys-to-asuccessful-socialgame-that-everydeveloper-shouldknow Dan Fiden Blended Learning Strategies: Dorman Selecting the Best Woodall Instructional Method Who plays, how much, and why? Debunking the stereotypical gamer profile Gamification: Best practice and key Alexa Briggs topics Principles of social game design Instructional Design principles 2010 Social Gaming General 2010 Instructional Design Professional training Skillsoft Gamer Profile General Journal of ComputerDiscussion of Mediated Gamer Profile Communica tion Gamer Profile General Popcap Business/ professional Association for Project Principles and Manageme application of nt, Thames Gamification Valley Branch Dmitri Williams, Nick 2008 Yee, Scott E. Caplan Information Social Gaming Solutions Research Group Freetoplay. biz 2010 2012 Gamification 2011 Gamification in Business/ workplace Professional Gsamificati on.org 2010 Gamification in Business/ workplace Professional Discussion of Manageme gamification nt Exchange of Work On-Line Learning, Role-Play and Reflection to Encourage Professional M. Harris, S. Insight through Cornelius and 2009 Knowledge C. Gordon Transfer on a WorkBased Professional Educator Programme Online Role play in work Professional based education Discussion of use of online role play in professional development The Gamification of Work Ross Smith Communicate Hope: Using Games and Play to Ross Smith Improve Productivity 6 Aberdeen University Discussion of gamification of Work Use of games based learning initiatives in professional contexts: 7 Opportunities to implement game based learning initiatives in the development of professional competences for adults: Desk research suggests that the pedagogical potential of games for adult learning is high. Well designed games inherently possess qualities, skills and challenges which are also features of good learning generally. These include: Immersive and interactive rather than passive Non-linear and branching with multiple outcomes or consequences Self paced learning Learning by doing Collaborative learning Applied learning Contextual learning which can simulate real life Replay / Practice Opportunities for learning from safe failure Social Fun and engaging Motivation through competition, targets and rewards Precise performance measurement and feedback Embedded mentoring Above all games are experiential and immerse the player in challenges aimed at achieving goals. Essentially learning by doing. “Tell me and I forget, show me and I remember, involve me and I learn” (Confucius) “Game spaces are often highly immersive and can be collaborative.” and “Using immersive spaces, learners may share learning experiences and rehearse skills for the ‘real-world’.”1 The social potential of games to involve learners in interaction, competition and collaboration with others has potentially huge benefits. 1 www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf 8 “Technology-based learning need no longer be a solitary experience; indeed the relative anonymity has been shown to encourage shy students to participate more than they would in a classroom environment.” “Technology-based learning need not be about accessing information. It can take the form of a complex, multi-faceted, scenario-driven experience where other ‘people’ form part of the mix.” Kevin Corti, Pixel Learning,2 “Synchronous learning technologies connect people from all over the world to share ideas. It promotes social skills with technology as a bridge” (Brian Bishop) Games technologies and approaches offer opportunities for rich simulation of real life experience which would be otherwise difficult or impossible to experience. Games technology can provide rich environments and experiences for learners to experience and interact in. “By creating games as metaphors, children and adults can utilize role play and narrative forms to imagine and empathize with other people, events from history or with potential scenarios from the future and to experiment and rehearse skills in safe, protected environments.” (Turkle 1994) “Vitual worlds afford the potential to examine issues of fluid identity and the slippage between persona and self affords a reflective process that can serve to encourage self awareness, examination and growth. In addition, we understand the ability to experiment with one’s own identity can increase tolerance for the identity of others who might be different” (Turkle 1994) “I never try to teach my students anything. I only try to create an environment in which they can learn” Albert Einstein Games offer active rather than passive experiences. “Games provide a platform for active learning, that is, they are learning by doing rather than listening or reading, they can be customised to the learner, they provide immediate feedback, allow active discovery and develop new kinds of comprehension, there is also evidence of a higher level of retention of material.” 3 Many of the skills required for and developed by games based learning are pertinent to real life skills development. 2 www.pixelearning.com/docs/game_based_learning_discussion_paper.pdf 3 http://media.futurelab.org.uk/resources/documents/lit_reviews/Serious-Games_Review.pdf 9 “Games based learning skills are aligned with 21st century skills frameworks. A good learning game demands particular skills and attributes and offers game based pedagogy insights.”4 “Game-based learning is often experience-based or exploratory, and therefore relies upon experiential, problem-based or exploratory learning approaches.”5 Skills supported by game-based learning approaches Learning and Teaching Scotland suggests that games based learning approaches can provide a number of benefits: 6 motivating learners to succeed and to continually improve fostering self-esteem, self-determination and enhancing self-image facilitating collaborative learning implicitly developing learners ability to observe, question, hypothesise and test facilitating metacognitive reflection developing complex problem-solving skills “The social interactive dimension of game play has potential for supporting learner cohorts, even those who are geographically distributed, and also has potential for developing team-based skills, not least leadership, coordination and communications skills.” and “The shared goals of the player-community provide many opportunities for team skills and inter-working” (Sara de Freitas)7 In relation to Role Playing Games (RPG’s) Cradwell comments: “there are several language and non-language based learning skills developed directly when students become involved with RPGs.” “these include but are not limited to Following Directions, Vocabulary, Research, Independent/Self-Directed Study, Planning, Choice/Decision Making, Mental Exercise, Evaluation, Cooperation/Interaction, 4 www.wlv.ac.uk/PDF/sed-cedare-royle-gamingsummary.pdf www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf 6 www.educationscotland.gov.uk/usingglowandict/gamesbasedlearning/about/understanding.asp 7 www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf 5 10 Creativity/Imagination, Leadership, Problem Solving, Critical Thinking, Predicting Consequences, Figural/Spatial Reasoning, Taking Other Points of View, Asking Questions, Ethics, Prioritizing, Interrelated Learning, and Continuity of Learning.” (P Cardwell (1995) "Role-Playing Games and the Gifted Student)8 The skills required by and developed in games mirror those generally accepted to be required in modern life. “Games based learning skills are aligned with 21st century skills frameworks. A good learning game demands particular skills and attributes and offers game based pedagogy insights.”9 Identification of success elements of social games for education “The best learning takes place when motivation to learn comes from a source inside the learner, not outside such as “it's a fun new way to learn”. (Brian Bishop) “Games are motivational, in part, due to their uncertain outcome and the focus on a goal or challenge that the user needs to accomplish… Multiple game goals or different levels of goals provide incentives and challenges for players once an initial goal is accomplished. Game players, therefore, must develop skills and strategies in order to win or achieve a goal... Unlike most formal training or education, in games there are multiple paths into success” (Bonk and Dennen, 2005). In response to the question “What are four words that are the keys to successful social games?”10 Dan Fiden of Playfish, producers of “The Sims Social” (www.playfish.com) responded: Social - provide a context for meaningful interaction Relatable - pick themes and mechanics that are understandable and aspirational Rewarding - emotionally rewarding and socially, reinforcement schedules to keep players engaged Emergent gameplay - easy to pick up but emergent complexity and depth 8 http://www.interactivedramas.info/papers/phillipsrpgclass.pdf http://www.wlv.ac.uk/PDF/sed-cedare-royle-gamingsummary.pdf 10 Flash Games Summit, March 8, 2010 9 11 In relation to the use of anonymous online role play M. Harris, S. Cornelius and C. Gordon of Aberdeen University found that “anonymous on-line role-play appears to allow a greater depth of discussion to take place. It also allows for greater interaction between peers to be achieved, creates the opportunity for a diversity of opinion and facts to be revealed, and to provide all participants with the ability to have a voice”11 Dorman Woodall, Director of SkillSoft Learning, www.skillsoft.com identifies key motivating elements in the design of learning for adults: “key elements can make a dramatic difference in the effective design and delivery of instruction to adult learners.” 12 “Humanistic psychologists tell us that the way people feel about an endeavour influences their commitment to it. That is to say that if the ‘student’ feels “secure, respected, esteemed, empowered, in charge, they are likely to make an investment in it”. “Information is more likely to be acquired, retained, and retrieved for future use if it is learner-constructed, meaningful, relevant, builds on prior knowledge, is logically organised in learnable chunks, and has built-in or learner generated memory devices to assist in retention and use of the information for the future” “Behavioural psychologists tell us that behaviour change is brought about by learning experiences that include the following elements: 11 12 Observation and imitation of role models Guided, spaced practice with specific feedback on the student’s performance Positive reinforcements for the student’s efforts Practice in applying and using the new learning in a variety of situations http://www.wblearning-ejournal.com/peerreview11.pdf www.skillsoft.com/infocenter/whitepapers/documents/blended_learning_strategies_wp.pdf 12 Kevin Corti of Pixel Learning www.pixelearning.com, suggests principles for the development of good learning games as follows:13 Relevance to the learner NOT generic products Adaptive programmes NOT off-the-shelf products Byte-size-chunks NOT six hour lumps Parallel NOT linear Open-ended NOT closed loop Just-in-time NOT when scheduled Connected NOT standalone Engage NOT switch off Active participation NOT passive dissemination Fun NOT boredom Learning by doing NOT learning by telling Learn by failing NOT fail but trying Peer-to-peer NOT one-to-many Simulation NOT assimilation Role-play NOT no-play “Within an effective game-based learning environment, we work toward a goal, choosing actions and experiencing the consequences of those actions along the way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things. This keeps us highly engaged in practicing behaviours and thought processes that we can easily transfer from the simulated environment to real life.” 14 In relationship to serious games (however these elements are useful and worth consideration in the development of any learning game) the RETAIN model sets out required aspects:15 Relevance presenting materials in a way relevant to learners, their needs, and their learning styles ensuring the instructional units are relevant to one another so that the elements link together and build upon previous work 13 www.pixelearning.com/docs/game_based_learning_discussion_paper.pdf www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html 15 http://media.futurelab.org.uk/resources/documents/lit_reviews/Serious-Games_Review.pdf 14 13 Embedding assessing how closely the academic content is coupled with the fantasy/story content where fantasy refers to the narrative structure, storylines, player experience, dramatic structure, fictive elements, etc Transfer how the player can use previous knowledge in other areas Adaption a change in behaviour as a consequence of transfer Immersion the player intellectually investing in the context of the game Naturalisation the development of habitual and spontaneous use of information derived within the game Barriers to implementing game based learning initiatives in the development of professional competences for adults: “Barriers to adoption include: “Access to technology Technical literacy Negative perception in some traditional education quarters.” (Participant 5) “Fear that games ‘dumb down’ educational content. The perception that they are not adhering to the traditional learning experience” (Participant 4) “Perceived high cost and complexity are major barriers. In many instances, learning practice is focused mainly on quick knowledge acquisition and not the acquisition of skills and expert performance.” (Chris Brannigan) Sara de Freitas states: “There are significant barriers to uptake of games in educational practice. These include:16 16 access to the correct hardware including PCs with high end graphics video cards; http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf 14 effective technical support or access to suitable technical support; familiarity with games-based software; community of practice within which to seek guidance and support; enough time to prepare effective game-based learning; learner groups who would like to learn using effective game-based approaches; cost of educational games software or licenses.” In relation to Learn Play Manage, access to appropriate hardware and familiarity with the technology used within the target audience will be key considerations if barriers to uptake are to be avoided. At the same time the development and provision of appropriate support mechanisms and tools, in various forms, and a community of practice will be crucial in ensuring that learners exposed to the social game are engaged and enabled to continue to make continued best use of it. Bonk and Dennen (2005) found that: ‘in addition to using post-game reflection, another way to build conceptual knowledge is to engage in dialogue with peers or experts about the game during game play. Specific cognitive tools such as discussion forums, bulletin boards, debate tools, concept mapping tools, surveys and polling tools, might be used to support [Massively Multiplayer Online games] MMOG by mediating social interaction and fostering depth of discussion’ (2005:29). They found that groups with cognitive support tools outperformed those without the tools. Strategic planning scores were also found to be higher with teams that had access to ‘cognitive tools”.17 The profile of social games players in the UK The profile of social game players and gamers in general is increasingly broad covering a wide demographic across gender, age and social status. This suggests that there is good potential, from the point of view of receptiveness to the medium of social games, given well crafted, contextual content and instructional design, for positive levels of engagement with a social game addressing international project management competences across the demographic of the target group. 17 http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf 15 “The stereotype of the young gamer is no longer accurate” and “the overall trend is for the mean age of a gamer to match that of the general population.” (Journal of Computer-Mediated Communication Who plays, how much, and why? Debunking the stereotypical gamer profile18 While specific statistics are not available with regard to adult learners engaged in games based learning, interesting statistics are available with respect to the profile of social gamers in general within the UK. A study of adult social game players (over 18) carried out by Information Solutions Group in 2010 for PopCap (www.popcap.com) reported the following findings in respect of UK social gamers.: Gender In the UK 58% of social game players are female. Age In the UK social gamers average 38 years old. 20% are less than 30 years old 21% are 30 – 39 years old 20% are 40 – 49 years old 38% are at least 50 years old. Living Situation Social game players are broken into three primary categories: Single with no children (28%), Married with children living at home (28%) Married with children not living at home (17%) Others (27%) Employment Status In the UK, 47% of social gamers work full-time 8% are retired. 11% are homemakers 10% work part-time 7% are not currently working. Educational Attainment 18 http://129.105.161.80/drupal/sites/default/files/Whoplaysfinal.pdf 16 A total of 37% in the UK who play social games have received an undergraduate degree or higher 29% received an A levels/AS levels/Scottish Highers/NVQ levels 3 or 4 13% received more than 5 grade GCSEs or equivalent. Income 22% of the UK social gamers earn less than £15,000 19% earn between £15,000 and £25,000 20% earn between £25,000 and £38,000 23% earn £38,000 or more. Other findings of note: Women are more likely to play with people they know (68% vs. 56% for males) Men are more likely to play with strangers (41% vs. 33%) than women are. 83% of respondents said they have played games on Facebook which is the most popular platform. 28% have purchased in-game currency with real-world money. The average gamer has played six social games More than 50% of gamers started playing a game because a friend recommended it or because they saw a friend playing it in a news feed or other social stream. Qualitative impact of game based learning initiatives in the development of international project management competences and Good Practices regarding the use of game based learning initiatives in the development of international project management competences, with a special focus on social games. In respect of these research objectives it has not been possible to find specific examples of games based learning initiatives, within the UK context, aimed specifically at the development of international project management competences. While limiting the scope of the available research material, as mentioned in the introduction above, this suggests that Learn Play Manage is potentially innovative, brings a new approach and covers new ground in this professional context. Although specific examples of games based learning, to develop international project management competences, could not be found, it is possible to gain relevant insight into the principles of games and how they might be deployed and relate to the world of business generally which might meaningfully inform Learn Play Manage. Valuable insight from a UK based Project Manager perspective, is provided by research undertaken by a study group from the UK Association of Project Managers, Thames 17 Valley Branch, looking into the subject of “Gamification.” Although the primary focus of this was gamification to engage customers it identifies interesting relevant insights which are valid for consideration in the development of games to engage adults in the development of professional competences. Taken from Gamification, Best Practice and Key Topics, Alexa Briggs, Association for Project Management19 “The basis of the Gamification concept is to tap into basic human instincts and drivers – and use them to encourage common behaviours.” “People simply won’t engage with something they don’t enjoy, so if you really want to drive the full engagement potential of gamification then you need to implement a fun idea that people enjoy interacting with.” The report also quotes Gabe Zicherman on the “key features of 'best-practice' gamification:20 Rewards Status Achievement Respect Altruism Self Expression Competitiveness “ The APM study identifies the importance of “tapping into natural behaviour.” “Humans are naturally competitive, ambitious and goal-orientated” “We love to be recognised and rewarded for our accomplishments so building a reward system, such as prize draws, league tables or highlighting top achievers, will help motivate staff or customers and increase interaction. Importantly the experience should be fun and enjoyable otherwise people simply won’t use it.” “Think about your target audience and which mechanics will resonate with them. Look at the types of gamers appropriate to your business or brand. These can include Achievers, Socialisers, Explorers or a combination of all three.” 19 20 http://www.apm.org.uk/news/gamification-best-practice-and-key-topics#.UXvKJrUsnkE http://www.gamification.co/gabe-zichermann/ 18 “Planning and understanding how your game relates to the user, what benefits the user will receive and, more importantly, how the game fits in with a user’s perception of your business or brand, are key to integrating game dynamics on a deeper level.” The report also advocates the principle of “keeping it simple.” “Often the simpler the game mechanic, the better the results. Don’t plan on creating the next chart topping arcade game but look to build something simple and effective around your core content. If your content is already established it shouldn’t be hard to gamify.” and “The reason gamification works is because it can simplify otherwise lengthy processes. Surveys or training can be broken down into smaller stages with a simple reward mechanic after each stage. This approach makes it easier to respond to laborious tasks by helping to map out the process and encourage progress.” The following is from The Management Exchange on gamification of work.21 “We know the traditional game elements of competition, leader boards, badges, and level achievements already exist, cloaked in HR terminology: performance evaluation, stack rank, merit raise, ladder level, standard title, employee-of-the-month, performance bonus – the list goes on. Wait! – don’t we see these same practices in games? Competition, badges, leveling up, leaderboards, and achievements. These two worlds mirror each other far more than we’d like to admit. Doesn’t the Dopamine burst triggered by an XBox "Achievement Unlocked" equal that of a Kudos email from your boss?” On the receptiveness of the modern workplace and workforce to games The Management Exchange reports: “As the demographics of the workplace shift and more employees actively play games outside of work, the opportunity to use games to improve productivity expands. Organizations can leverage the appeal of game play, game theory, and competition to attract discretionary effort and increase productivity.” and “The demographics of the workplace are changing. As more Gen Y and Millenials enter the workforce, using gaming elements, social networking tools, and advanced communication techniques 21 http://www.managementexchange.com/blog/moonshot/gamification-work 19 are far more effective in engaging employees and providing opportunities to leverage tech-savvy talent that might otherwise go un-tapped or under-utilized.”22 “Gamification.org also states: “The Gamification of work, or more generic, the Gamification of the Enterprise allows (potential) employees, partners and customers to interact with business applications, processes and systems of an organization in an engaged and gameful way.” 23 However there are interesting words of caution which should be considered in developing elements within Learn Play Manage, specifically given that it is a multinational endeavour and relates to the development of “international competences” W. Edwards Deming suggested that, "A manager of people needs to understand that all people are different. This is not ranking people. He needs to understand that the performance of anyone is governed largely by the system that he works in, the responsibility of management."24 On inclusion considerations Gamification.org states: “As a result of cultural and personal differences, people are motivated by different things. A leaderboard provoking head to head competition may actually have a negative effect on some, so it’s important that productivity games offer a variety of gaming elements to ensure everyone is included.”25 Gamification.org also identifies further challenges. “Many characteristics of work and play are similar, but the way users are perceiving them is very different Source: [5] Work Game Tasks repetitive, dull repetitive, fun Feedback once a year constantly Goals contradictory, vague clear Path to Mastery unclear clear Rules unclear, intransparent clear, transparent 22 http://www.managementexchange.com/story/communicate-hope-using-games-and-play-improveproductivity-42projects 23 Gamification.org 24 http://en.wikipedia.org/wiki/W._Edwards_Deming 25 http://www.managementexchange.com/story/communicate-hope-using-games-and-play-improveproductivity-42projects 20 Information too much and not enough right amount at the right time Failure forbidden, punished, don't talk about it expected, encouraged, spectacular, brag about it Status of Users hidden transparent, timely Promotion kiss-up-o-gracy meritocracy Collaboration yes yes Speed/Risk low high Autonomy mid to low high Narrative only if you are lucky yes Obstacles accidental on purpose and “There are certain pitfalls using gamification in a work environment, if compared with consumer gamification. Consumers have a choice to visit and interact with a gamified platform, while employees and partners must use it. In such an environment, other restrictions may apply, like labour laws, data privacy, equal opportunity etc. It must also be taken into consideration that while fun and entertainment is an important aspect of enterprise gamification, tracking user achievements will potentially lead to disruption in such organizations. The aggregated data on the performance of each player will make promotions, bonuses and layoffs more transparent and fair. This will have the effect to undermine the power of a manager.”26 It should be made explicitly clear to users how any scoring or data collected in Learn Play Manage might be used or shared so that they can be confident in engaging with it and to remove any concerns or barriers to use. Collection of good practices Regarding the use of game based learning initiatives in the development of international project management competences, with a special focus on social games; the following good practices have been collected. Although the report is mainly focused on practices detected in the UK, it was very difficult to find good examples of social games there so some cases detected in other countries and, specially developed within an international context, have been also included. 26 http://www.gamification.org/wiki/Gamification_of_Work 21 Simulation Learning and Professional Legal Practice Title of the good practice Country UK Brief description of the good practice. Why is it worthwhile to be considered a good practice? Highlight the strong points of the good practice Promoter of the initiative institution that developed it) Application of game and social methodology in a professional context toe develop specific professional competencies. (person or Glasgow Graduate School of Law, University of Strathclyde, Glasgow, UK Target group Postgraduate, professional legal educational programme Online Simulation supporting group work. Type of game used to implement the initiative and its use Students are formed into groups, each Their offices are situated in an information-rich virtual environment namely a fictional town on the web. The town acts as a complex simulation of the reality that surrounds actual legal transactions. The simulation contains 35 different simulated transactions. They are required to carry out legal research, set out their negotiation strategy and perform the negotiation, either by email or through a face-to-face meeting. Discussion forums supported by a mentor support them. Contents included in the game Competences developed by playing the game Legal competences research, analysis, negotiation Simulation of real life experience. 22 Educational and pedagogical approach Number of users – players 283 Diploma Students The structure would certainly be replicable in a context such as International Project Management. Transferability – reusability Highly sustainable as variables within the pre existing structure can be altered to constantly update the experiences and targeted competences. Sustainability of the game The environment is under constant review, information about student learning is derived from three sources. end-of-module student feedback, taken from feedback questionnaires, which are reviewed annually student reflective reports, small, intensive project work on student learning which has included the use of user logs and semistructured student interviews. Impact (indicate quantitative and qualitative “feedback has had high levels of approval indicators used to assess it) from students.” Improvement areas Legal competencies Further information/ Additional Comments Racing Academy 23 Title of the good practice Country UK Research objectives How can we exploit the opportunities offered by advanced simulations and by online communication facilities to create a complex, challenging and engaging learning environment? also What can we discover about the needs, preconditions, changes and adaptability of institutions in order to foster the adoption of highly innovative learning activities? This project explores the changes necessary Brief description of the good practice. Why is within FE and HE institutions to implement it worthwhile to be considered a good a game. practice? Highlight the strong points of the good practice Promoter of the initiative institution that developed it) JISC: www.jisc.ac.uk Lateral Visions: www.lateralvisions.co.uk University of Bath: Richard Joiner (person or Stakeholder Design Barnfield College, Bedfordshire Penwith College, Cornwall Target group Massively multiplayer car racing and vehicle engineering simulation. Racing Academy’s game engine has the capacity to allow users to manipulate over 1,000 parameters of their vehicles, and to Type of game used to implement the compete as entire teams of practitioners initiative and its use within a virtual community of engineers 24 and drivers. Students have to build and maintain their vehicles in order to enter and compete in races, and they have to monitor and analyse performance using data from a variety of telemetry outputs, before and after racing in the videogames environment. Racing Academy is a game in which players design and race cars. The underlying features are different from any other racing car game in that it is built on real physics and engineering principles. In order to succeed you need to address the same engineering issues that any racing car manufacturer does. This project uses the original prototype but changes the technical content to make the game suitable for FE and HE students. It also addresses the key issue of how to embed game technology in a formal FE and HE curriculum. Contents included in the game Competences developed by playing the game Engineering, problem solving “Futurelab used the project as a testbed for exploring the development of online communities in multiplayer games. The existence of these communities around mainstream games is well documented (see Gee 2003, Shaffer 2004), but to date there have been few attempts to investigate how online community-building tools can support learning. To address these ideas in the prototype stage of the project, Futurelab explored young people's use of online message boards to complete a variety of engineering- and game-related tasks, including exchanging and assessing vehicle data, evaluating each others' ideas and arguments, and analysing game Educational and pedagogical approach 25 interface design. The final prototype of the first iteration of Racing Academy fused this message board functionality with the racing and engineering game to create a rich simulation of participation in a community of engineers, mechanics, managers and racers.” Number of users – players Unknown Transferability – reusability Highly transferable to other technical contexts. Sustainability of the game Highly sustainable through updating of game parameters. constant Impact (indicate quantitative and qualitative indicators used to assess it) Not yet known Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) n/a Improvement areas Engineering competency, team working, problem solving. Further information/ Additional Comments Title of the good practice Game-based learning brings skills to life http://www.excellencegateway.org.uk/node/3663 Country UK Brief description of the good practice. Why is Innovative use of games technologies to engage it worthwhile to be considered a good adult learners in developing competencies. 26 practice? Highlight the strong points of the good practice Promoter of the initiative institution that developed it) (person or ETEC Development Trust Target group Work-based learning; adult and community learning Type of game used to implement the initiative and its use Ninteno Wii console games ETEC purchased various computer games consoles for learners at its drop-in centre in Sunderland. ETEC hopes the games will help to improve their learners’ literacy and numeracy skills as well as their general health and wellbeing. Contents included in the game Competences developed by playing the game Literacy, Numeracy The games are used to: improve learners’ vocabulary, general knowledge and maths skills: Educational and pedagogical approach stimulate games. team work through team-building Number of users – players Unknown Transferability – reusability Highly transferable Sustainability of the game Sustainable approach utilising off the shelf games Impact (indicate quantitative and qualitative indicators used to assess it) No data available yet Evaluation (indication the qualitative or Because of the recent introduction of the games 27 quantitative implement it) methodologies/tools to at ETEC, it has not been possible to measure impact yet Adult core skills Improvement areas Title of the good practice “Weapons Engineering Round - Immersive Learning Simulation” Country UK Brief description of the good practice. Why is it worthwhile to be considered a good practice? Highlight the strong points of the good practice Promoter of the initiative institution that developed it) Allow the trainees to explore an accurate representation of the ship; a Type 23 Royal Navy frigate. The ability to have trainees observe an instructor walking through the scenarios whilst also having access to a separate self study mode. The ability to interact with the environment. (person or Royal Navy Maritime Warfare School Target group Royal Navy Recruits Caspian Learning developed an immersive 3D interactive game titled “Weapons Engineering Round - Immersive Learning Type of game used to implement the Simulation” with their Thinking Worlds™ initiative and its use technology. Trainers can first present the ship to recruits on a projector screen. Contents included in the game 28 As if they were on board a real ship, the trainers lead the learners through many of the ship’s compartments. Additionally, the trainers guide the recruits through a typical Engineering Safety Rounds Inspection. In the free play solo mode of the game, recruits immediately discover that on board the ship is a saboteur who is creating faults in the machinery and putting the ship’s crew in danger. The recruit must find and fix the errors, locate the saboteur, and disarm his bomb before time runs out. In doing so, the recruit explores the ship and its cramped noisy compartments, interacts with the equipment they will use on the job and assembles knowledge about the critical importance of the machines. Competences developed by playing the game Engineering, problem solving. Educational and pedagogical approach 3D Immersive Simulation Number of users – players 116 trainees Transferability – reusability Highly transferable approach 29 Sustainability of the game Sustainable through re use of assets to generate new scenarios. After using the “Weapons Engineering Rounds” serious game to deliver the course content the BUTS failure rates dropped substantially by almost 60%. The 6% failure Impact (indicate quantitative and qualitative rate was now lower than the average for indicators used to assess it) other courses. A key performance metric for the UK Military is ‘Brought Up To Standard,’ or BUTS rate for short. The Military rigorously measures human performance and for those recruits that fail to make the required standard, they go on to receive additional BUTS training. It is the BUTS measurement that was used to determine the effectiveness of the serious game lesson in comparison to the traditional classroom lesson. The measurement was taken over 10 classes, throughout the term. As well as measuring the BUTS rates, a questionnaire was tailored specifically to the program and given to all of the recruits who took part in the trial period. Of these 99 questionnaires were returned and the collated results of this survey can be found at the Caspian Learning website27. In general, the trainees found that the simulation was easy to use, relatively Evaluation (indication the qualitative or intuitive and did aid their understanding of quantitative methodologies/tools to the subject matter being taught. implement it) 30 Improvement areas Further information/ Additional Comments At My Marriott Hotel, Marriott Hotels https://www.facebook.com/marriottjobsandcareers http://www.youtube.com/watch?v=ULOwlkiRM18 Title of the good practice Country International Brief description of the good practice. Why is it worthwhile to be considered a good practice? Highlight the strong points of the Application of social game to attract new associates good practice from the age profile targeted via facebook. Promoter of the initiative institution that developed it) (person or Marriott Hotels Target group 18 – 25 year olds Type of game used to implement the initiative and its use Facebook social game The concept of the game is similar to the Farmville and Cityville games. The game has launched with a kitchen game, the first in a collection of games. My Marriott Hotel gamers can create their own restaurant, where they'll buy equipment and ingredients on a budget, hire and train employees, and serve guests. They will earn points for happy customers…and lose points for poor service. Contents included in the game Competences developed by playing the game Hospitality industry competences. 31 Educational and pedagogical approach Simulation Number of users – players 900 monthly active users Transferability – reusability Sustainability of the game Highly sustainable through addition of new scenarios. Impact (indicate quantitative and qualitative indicators used to assess it) 900 monthly active users attracted through facebook. Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) No evaluation available Improvement areas Hospitality Industry competences Further information/ Additional Comments Project Management Institute Facebook https://www.facebook.com/PMInstitute Title of the good practice Country International Brief description of the good practice. Why is it worthwhile to be considered a good practice? Highlight the strong points of the good practice Promoter of the initiative Not specifically a game but effective use of social media (specifically Facebook) to provide support, social communities and access to training. (person or Project Management Institute 32 institution that developed it) Target group Project Management Professionals Type of game used to implement the Not a game but use of Facebook initiative and its use functionalities Contents included in the game Forums Competences developed by playing the game Project Management Comnpetences Educational and pedagogical approach Provision of social forums via Facebook Number of users – players 102,000 facebook likes Transferability – reusability Highly transferable approach Sustainability of the game Highly sustainable Impact (indicate quantitative and qualitative indicators used to assess it) Large number of users (102,000 Facebook likes) regular updates and traffic. Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) No evaluation available Improvement areas Project management competencies Further information/ Additional Comments 33 Title of the good practice Floodsim - PlayGen, Aviva http://playgen.com/play/floodsim/ Country UK Brief description of the good practice. Why is it worthwhile to be considered a good practice? Highlight the strong points of the Good use of simulation and gameplay to good practice raise public awareness. Promoter of the initiative institution that developed it) (person or Aviva Target group General Public Type of game used to implement the initiative and its use FloodSim is an accessible online policy simulation that helps raise public awareness of issues around flood policy and provides feedback to insurers and policy makers about public attitudes towards different flood protection options. Contents included in the game Money Management. Impact of flooding on the local economy and population. Understanding government policy and how to take action. Crowd-sourcing opinions of real-life Competences developed by playing the citizens and stakeholders, to help aid better informed decision making. game FloodSim puts the player in control of flood policy in the UK for three years. Educational and pedagogical approach 34 Players decide how much money to spend on flood defences, where to build houses and how to keep the public informed. But as in real life, money is limited. The player must weigh up flood risks in different regions against the potential impact on the local economy and population. The game brings to life the complexity of the issue and the trade-offs that policy-makers are grappling with in real life. Number of users – players Unknown Transferability – reusability Highly transferable approach to other topics and competencies. Sustainability of the game Highly sustainable through updating and alteration of variables. Impact (indicate quantitative and qualitative indicators used to assess it) Over 140,000 users Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) No evaluation available Improvement areas Public awareness and agency awareness of public attitude. Further information/ Additional Comments Title of the good practice Global Conflicts - Palestine http://www.globalconflicts.eu/ Country Denmark Brief description of the good practice. Why is Award winning use of 3D serious game to it worthwhile to be considered a good create simulated experience raising practice? Highlight the strong points of the awareness of a context which would be 35 good practice Promoter of the initiative institution that developed it) otherwise difficult to experience. (person or Serious Games Interactive http://www.seriousgames.dk Target group Students in Education Secondary and Further Type of game used to implement the 3D simulation initiative and its use The series allows students to explore and learn about different conflicts throughout the world and the underlying themes of democracy, human rights, globalization, terrorism, climate and poverty. The player assumes the role of a freelance journalist who has just arrived in Jerusalem facing challenges. Contents included in the game Competences developed by playing the Citizenship game Geography Media skills Educational and pedagogical approach Simulated role playing game. Number of users – players Single player Transferability – reusability Easily transferable approach to other role play scenarios Sustainability of the game Impact (indicate quantitative and qualitative British Education and Training Technology indicators used to assess it) Award Winner 2010 Secondary, Further Education & Skills, Digital Content Evaluation (indication the qualitative or quantitative methodologies/tools to N/A 36 implement it) Improvement areas Conflict awareness Further information/ Additional Comments Title of the good practice SQA GamesSpace www.sqa.org.uk/sqa/36537.2262.html Country UK Brief description of the good practice. Why is it worthwhile to be considered a good Use of games technology to provide practice? Highlight the strong points of the simulated context for assessment of good practice vocational skills. Promoter of the initiative (person or institution that developed it) Scottish Qualifications Authority Target group Young adults on vocational “Skills for Work” courses Type of game used to implement the initiative and its use 3D Online simulation This assessment allows candidates to enter a simulated workplace environment and perform simulated tasks to demonstrate key competencies required. Contents included in the game Assessment of vocational skills including: Risk assessment in a health sector environment Customer Interaction in a retail environment Inclusion awareness in uniformed services Competences developed by playing the game 37 personnel 3D simulates scenarios set in context of workplace where player is exposed to scenarios and assessed against responses and decisions made. Educational and pedagogical approach Number of users – players unknown Transferability – reusability Highly transferable approach applied to 5 separate courses/contexts so far Highly sustainable as assessment criteria can easily be updated and new tasks added, re using the simulated environments and characters. Sustainability of the game Impact (indicate quantitative and qualitative indicators used to assess it) British Education and Training Technology Awards Winner 2011 Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) Independent qualitative evaluation report commissioned with favourable results Improvement areas Skills for work in Health, Retail, Uniformed Services and Energy Sector Further information/ Additional Comments Title of the good practice www.urgentevoke.com Country International Brief description of the good practice. Why is it worthwhile to be considered a good Succesful use of social networking practice? Highlight the strong points of the approach to generate large community good practice engaged in collaborative problem solving 38 EVOKE was developed by the World Bank Institute, the learning and knowledge arm of the World Bank Group, and developed by Natron Baxter Applied Gaming Promoter of the initiative (person or institution that developed it) Target group General Type of game used to implement the initiative and its use Massively multiplayer alternate reality and social networking game (web and mobile web-based) Contents included in the game The goal of the social network game is to help empower people all over the world to come up with creative solutions to social problems such as:food security energy water security disaster relief poverty pandemic education human rights Competences developed by playing the game Collaboration Courage Creativity Entrepreneurship Local insight Knowledge Networking Resourcefulness Spark Sustainability Vision Educational and pedagogical approach Social networking game to stimulate collaborative problem solving. 39 Number of users – players 20,000 players Transferability – reusability Could be transferred to a range of contexts Sustainability of the game Episodic approach Impact (indicate quantitative and qualitative indicators used to assess it) Winner games for Change Award. 8th Annual Games for Change Festival. Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) N/A Improvement areas Communication, collaboration, creativity, problem solving Further information/ Additional Comments Title of the good practice Deutsche Welle German Courses Country Germany Brief description of the good practice. Why is it worthwhile to be considered a good Not game but an example of a utilising practice? Highlight the strong points of the online social approaches to delivering good practice learning Promoter of the initiative institution that developed it) (person or Deutsche Welle Target group German language learners globally 40 Social networking tools, including a Facebook site, a Twitter account with over 3,000 followers, podcasts and videos, that Type of game used to implement the allow German learners all around the world initiative and its use to connect with each other. Users can generate and share text, audio, videos and photos. They can publish personal profiles listing their interest and language skills. A targeted search helps locate study partners and teachers. There are interactive classrooms, study groups catering to individual needs, audio and video chat, regular news posts, vocabulary and grammar exercises, and more. CommunityD has attracted 50,000 users in under two years, with 15,000 learners visiting the site every day. Contents included in the game Competences developed by playing the game Language competencies Educational and pedagogical approach Blended e learning Number of users – players 50,000 users in under two years, with 15,000 learners visiting the site every day. Transferability – reusability Approach could be transferred to other languages. Sustainability of the game Highly sustainable Impact (indicate quantitative and qualitative indicators used to assess it) E-Learning Age Award – Best use of social media for learning. Evaluation (indication the qualitative or quantitative methodologies/tools to implement it) Improvement areas Language learning 41 4. MAJOR FINDINGS OF THE INTERVIEWS Interview Participants Participant 1 Gender: Male Age:44 Years of Experience: 15 Job position CEO Chief Executive Officer and one of the two co-founders of Caspian Learning www.caspianlearning.co.uk a leading provider of games based learning and simulations. Leads the R&D of the technology and drives the commercial activities of the business. He leads a research team to develop tools that integrate learning and memory research methods with interactive computer games technologies. These tools are being deployed in government, corporations and schools around Europe. Participant 2 Gender: Male Age:45 Years of Experience: 12 Job position Has experience in senior production roles in the digital games and learning industry. He has produced over 40 serious games titles and recently worked at Ubisoft on the AAA title Driver San Francisco. He has extensive production and client management experience in the UK, Europe and USA, winning national awards in 2008, 2009 and 2011 Participant 3 Gender: Male Age: Years of Experience: 16 Job position Director Has 15 years of learning and development experience and academic work in business and human performance technology, he typically works with e-learning companies and L&D departments to speed development, improve learning transfer, and improve customer satisfaction. He has worked on award-winning 3D immersive learning simulations. 42 Participant 4 Gender: Male Age: 45 Years of Experience: 12 Job position Director An experienced professional in education and public outreach. He is the Director of the Northern Ireland Space Office and was formerly Business Manager at the Armagh Planetarium. He has also worked extensively with government agencies, education authorities and industry on global STEM and skills related initiatives. He has enthusiastically embraced games based learning in his work with schools, universities, education authorities and science outreach activities. Participant 5 Gender:Male Age: 33 Years of Experience: 8 Job position Creative Director Please describe your professional experience and field of expertise. An experienced e-learning professional having created applications and software for schools, businesses and military clients. His knowledge of the development cycle of these 3D and 2D applications spans all disciplines, design, art, programming and QA. He now works for a casual and social games company, in the role of Creative Producer. He is directly responsible for all mobile and digital platform delivery, content and quality assurance. Interview Responses (Note responses to some questions addressing related areas have been grouped as follows) Please analyse the implementation of social games as learning methodologies in professional contexts: latest trends and evolution in the past decade. What are the most relevant economic sectors and profiles of professionals using social games for professional competences development? Why? Assess the use of social games in the development of professional competences of adult professionals. 43 Participant 1: “Military users are still the most active in this area. The industrialisation of games based learning / immersive training will happen there first. game based / simulation approaches have become prominent in the military arena. Military training has critical performance requirements. Many of their training needs have detailed performance metrics associated with them. Immersive training using games technologies fits within this environment of high performance, detailed measurement and continual improvement. In the corporate sector, healthcare and heavy metals (oil, gas, minerals) are setting the pace. The latest trend is simply that this approach, particularly in military, is moving more into a mainstream offering. This still has some way to go in corporate training and education, mainly due to cost and complexity. As these barriers are removed, then sims and GBL will become less of a novelty.” Participant 2: “Companies are developing new learning and training games initiatives across many technologies including Kinect/XBOX, 3D augmentation, Mobile including iPhone, iPad and Android and Internet including cloud based SAAS. The application of games is wide ranging but areas such as medical therapy and rehabilitation, health and safety, process and induction training are prominent.” Participant 5: The latest trend is “gamification” which involves applying game design thinking to non-game applications to make them more fun and engaging. Gamification has been called one of the most important trends in technology. Gamification can potentially be applied to any industry and almost anything to create fun experiences which engage end users. Participant 3: For me, the latest trends are location-specific, mobile-device delivered games, simulations, etc. Learners compete against other learners to locate places of interest, people, and information to learn about a specific topic. When they find the information, they receive rewards; the receipt of these rewards is communicated to other learners. I like what is happening with a technology from the University of Wisconsin called ARIS. It gives Instructional Designers a platform to build location-specific social games for learning. It has been used to deliver learning about history, etc. to University of Wisconsin students. I intend to use this technology in the corporate sector – bringing more immersion, exploration, and creativity to programmes such as induction and equipment training. 44 Participant 5: iOS and Android mobiles, along with iPad are making huge waves in social gaming. Facebook is also a huge platform. Zynga one of the biggest games companies in the world and leading social games developers are pushing their own social games platform Zynga.com. Flash based social games are very popular but HTML5 is the future. What pedagogical and educational approaches are being used to develop social games addressed to professional competences development? Participant 1: “From the definition of a key competence, an instructional designer must then define the specific range of learning behaviours to be performed by the learner to deliver that competence. Once this has been established then we can undertake a mapping exercise to define game mechanics that can engage the learner to perform these learning behaviours. Multi player free flow interactions with trained mentors, Single player scenarios – scripted scenarios with branching and non-linearity, a wide range of different scenarios with key behaviours embedded and ‘what if’ consequences.” Participant 4: From my experience, there is a trend for games to be not only immersive but also provide conduits back into the physical world for discussions and reflection. A fully immersive experience may provide stimulus and engage the learner more interactively than a passive experience. However, providing instances within the game for the user/learner to engage in discussion with colleagues or develop a hypothesis through research before they can continue with the gaming experience can augment and add to the knowledge development of an individual. From our experience in STEM related education, the main drivers for the game to be played are: Visually engaging or novel challenge Multi branching opportunities to develop understanding of a topic Clear guidance on tasks Interactive media replaces static text Non linear experience and more ‘real-world’ application What is the added value and benefits (for the companies and the professionals) of using social games as a learning methodology in professional contexts? What is the business potential of social games applied to the development of professional competences? 45 Participant 1: I see many advantages: rich skills practice, high motivation, authentic learning, safe failure, replay / Practice, embedded mentoring, precise measurement Participant 2: Interactive technologies such as games bring a range of benefits: High levels of motivation, giving learners the opportunity to learn using a games medium can increase their motivation and openness to learn. Indeed in some cases students are so busy enjoying the “game” that they don’t realise that they are learning. I always remember a quote from a student playing an interactive 3D learning game about the French Revolution who was quoted as saying, “I actually don’t like history but this is fun and I have learnt loads!” The mantra of learning by doing is well accepted, the fact that the learning is taking place in an interactive format means that it can be more effective than some other methods. Learners are actively carrying out tasks and interacting with the environment and others, so the level of retention and understanding of the content is enhanced. It allows for “safe failure”, learners can experience and practice skills that could be costly or dangerous in a real life situation to them or other people. For example Blitz Games have developed a medical triage simulation that allows trainees to treat patients following a serious of terrorist incidents – they can make and receive feedback on pressured medical decisions without any risk to the patient. Games and the environment bring high levels of context to the learning experience. Contextual reference points greatly enhance a learners ability to recall facts. Learning about the theory of something in a highly relevant context also means it is easier to transfer it to a real life scenario. Participant 5: “Possibility to engage and promote interaction between professionals in remote locations. Offsite access can enable learners to learn at own pace. Opportunities for practice/ repetition/rehearsal of skills.” Participant 3: “With asynchronous learning technologies, learners have the chance to practice skills and competences at their own pace and as many times as they want. They take responsibility for their learning and often supplement it with beyond-thecourse exploration. The risk with this is that they're not able to ask questions of experienced, live people, which fosters a loss of social skills and idea generation. Synchronous learning technologies connect people from all over the world to share ideas. It promotes social skills with technology as a bridge. The problem is that synchronous learning sessions end. Without support, their success is in jeopardy. 46 Social game-based learning offers a unique way to deliver learning and can support self confidence through rewards. However, return on the investment for the amount of effort required to build these programmes is not proven, it takes a lot of effort to build a social game that is both informative and addictive. Is it worth the effort? That depends on the potential pay-off.” Participant 4: Many sectors in Europe are reporting through future skills reports or questionnaires that Young professionals’ core competencies such as Project Management skills, ownership, and working with others etc.. are very por. This exists both for those that have gone through further and higher education. Sometimes these skills are not percieved as important and many companies are spending resource and great effort into induction and propogation of Project management culture.Gaming allows Young professionals to interact with virtual clients and develop Project skills ‘on the job’ without the need for further resource or removing the profesional from their daily work and routine. Assessors can then evaluate those responses and créate a better understanding of were an individuals skills are good or weak. The benefits of using a social game might be: Cost effective versus on sight/face to face training Can provide bite size/on demand learning Perfect for practice and safe failure Opportunity to provide virtual mentoring Can be non-linear and provide multiple outcomes Games are immersive and interactive rather than passive Can provide real time and summative performance measurement and feedback Games create a unique opportunity to engage through interaction linked to skills and knowledge development. They can develop tolerance and team work through nonthreatening interaction and allow interaction across social networks to increase understanding of diversity and cultural understanding. They provide a platform for self-development at a players own pace and ‘soft’ assessment can provide insight to actual skills being developed to create a more “skill savvy” individual Which professional competences can be developed through the use of social games? and What specific competences regarding international project management can be trained through the use of social games? 47 Participant 1: Cognitive, interpersonal, complex knowledge, skill acquisition, procedure learning Participant 2: The main competences that could be supported would be personal skills, decision making, organisation, problem solving, handling pressure, planning and selfreflection. Social skills including include interaction and communication with others, social rules and relations, Intercultural competence Social gaming technology would allow people to experience different roles and perspectives, allowing discussion and group working based on the experience. Participant 5: Collaboration, problem solving, reflective practice, analysis, decision making, Literacy skills Participant 3: Cooperation, competition, soft and hard skills as well as standard knowledge building. Participant 4: All aspects of Project Management and interaction, client facing interaction, communication skills, teamwork or collaborative engagement through networks, self-development and management of interaction, comprehension, decision making and time management. Tolerance and diversity can be greatly promoted through gaming. Intercultural competence could be greatly enhanced through interaction were characters within an environment can share cultural and environmental experiences and differences through interaction thus breaking down misconceptions/misunderstanding. Greater understanding of self-core skills and ability to apply this understanding to develop self in real world application in society and work, understanding of consequences to a project of actions. Less resource required for HR implementation thus cost saving, HR efficiency and ability to ‘train’ more people through virtual and global engagement, Peer review anonymously to better understand self and corporate ‘bigger picture’, client engagement and interaction, management of international networks and supply chain, consequences of supply chain failure due to inadequate decision making and time management decisions. Can you please identify success and unsuccessful factors that influence the use of social games as a learning methodology for professional competences development? Participant 1: “This will differ significantly depending upon the learning objective. A simple brain training design may suffice for rapid knowledge acquisition. For more complex knowledge and skills acquisition, a more complex design would be required.” 48 Participant 2: The risk to using games in learning is that people view it as a one stop answer to the problem. The games based tool is normally just one part of the learning solution and needs to be delivered as part of an overall strategy, including hands on delivery, discussion and student follow up. Theory must also be implemented and assessed in a real world scenario as well. Disadvantages are few as long as it is backed up by other approaches, so that anyone who doesn’t like the games approach has an alternative means of study. Participant 3: Challenge, ability to “level up”, genuine interest in the information on the part of the learner – by that, I mean that the best learning takes place when motivation to learn comes from a source inside the learner, not outside such as “it's a fun new way to learn”. Since it's an informal environment, the level “testing” you do inside the game must be covert. The test questions are the decisions the learner makes to drive the game play. Therefore, you must track the decisions along the way. However, you must also covertly include a way for the learner to justify their decisions; they might experiment – just to see what happens. They might randomly choose decisions just to see what happens. If justification is not included, you will never know. Ultimately though, the measure of the success of the game comes in the form of behaviour improvement on the part of the entire group of people who played it. To achieve this, you must first measure the behaviour in relation to the objectives of a group of people who have not played the game. Then, after the game has been released and played, you must measure the behaviour related to those objectives on this game-playing group. If a statistically significant improvement has occurred, your game has done well – as long as no other variables have changed. Participant 5: As Facebook and other social platforms become more popular, its more and more acceptable for non-gamers to play games in these areas. Mobile is a huge market also. Keep the games simple keeps the attraction of pick up and play for short periods of time each day. Retention mechanics ensure players come back each day to get their fix. Short simple tasks or goals which feel like the player has achieved something. Also, the social aspect of bettering or competing against their peers and feeling ‘gamers’. Being drawn back in each day with retention mechanics keeps the playing wanting to return to their social environment and expand and take the next move. What are the most important risks or barriers identified for the implementation of social games in professional competences development? 49 Participant 1: Perceived high cost and complexity are major barriers. In many instances, learning practice is focused mainly on quick knowledge acquisition and not the acquisition of skills and expert performance Participant 2: The main barriers would be Technology access Language/translation engines Attitudes to games in learning by those with budget/influence to make them part of a learning strategy Development budget Quality of the game/design Perception of the subject Cost to market Marketing and advertising budgets Participant 3: The potential pay-off has to outweigh the effort required to build the social game learning programme and test it. Also Instructional designers typically aren't very good at what they do anyway. So adding a new layer of complexity in the form of game-building might extend projects beyond realistic time frames. It might result in easy or boring games. Participant 4: Fear that games ‘dumb down’ educational content Disconnection from reality and real world application Incorrect use of gaming to replace tasks that require real world physical application of self The thought that gaming is the best medium or solution to develop an individual at the expense of developing core skills in the real world such as teamwork, citizenship etc.. Can you please analyse the impact and potential of social games for the development of international project management competences? Participant 1: Cost effective simulation and practice, on demand learning. Huge numbers of learners interacting is the most obvious and immediate potential. In the medium term, I am excited by the potential for integrating real and virtual worlds within learning applications. The advent of Nintendo Wii, Facebook social gaming and IOS/Android app games has broadened the appeal of digital games way beyond the stereotypical console player archetype. It is now cross gender and age.” 50 Participant 2: How many people use Facebook? There’s your answer! Massive engagement and interaction, if well designed and managed this can only enhance learning. How can a social game based learning initiative approach the potential buyer/user? Participant 1: Unfortunately, marketing and advertising are the main factors. Zynga has an industrial marketing capability for Facebook and social networks. So, their games may not be the best, but they are the most popular. Participant 2: The main factors that would affect game selection are: Advertising and marketing, viral “buzz” on social games is especially important, for example recommendations via Facebook etc. Game concept/topic Game type Game platform Narrative Graphics Mechanics Rewards/Level of social interactivity Participant 3: it seems that learning new information in a challenging way is engaging. The rewards are interesting to communicate with others, but the exploration, learning, and increasing challenge are the big motivators. What measures or actions do you recommend to enhance the use of social games in professional environments? Participant 1: Measurement, ensure that you have mapped key learning behaviours to specific game mechanics and interactions in the learning environment. These interactions can then be tracked as and when they occur in non-linear gameplay experiences. When these interactions are tagged to learning behaviours then it is possible to analyse scoring against these learning behaviours using real decisions and actions taken/not taken by the user. Participant 2: “The key factor is to identify the key competencies that are to be delivered and identify/design suitable game mechanics to measure the outcome. So for example you are designing a Facebook game where a key competency is for the player to be exposed to at least six different cultural perspectives on a situation. There 51 would need to be a game mechanic that allowed the player to access six different cultural viewpoints on that subject and could keep a simple counter of what & how many times the player accessed each one. How many options there were or how they are delivered is another question, but the method/approach has to provide a core mechanic to facilitate and measure the delivery of each key competence. The clever design challenge is to make it appear non formal and fun but to have a clear set of mechanics/steps underpinning the game.” Learning is based on the game mechanics. Do they promote the sharing of knowledge, do they facilitate the application of this knowledge, do they encourage the discussion of this application with other players, do they measure if this discussion changes the player’s answers to a previous challenge, what is the player’s performance in the ultimate task/objective of the game? Participant 5: Online community e.g. Facebook which has an established format to make social connections. Participant 3: if I were building a social game designed to change people's behaviours, I'd: 1. Select the ultimate learning objectives/behaviours. 2. Select tasks that require decisions that can be tied directly to the ultimate learning As for the specific interactions and approaches, I would simulate real-life challenges and require learners to make decisions based on their prior knowledge, risk-taking disposition, and information they've uncovered in the game. Participant 4: Creating a portfolio of what core competencies and skills are lacking from an industrial perspective and focussing on how social games could improve those skills In the specific sector of international project management: would you be able to assess the current context? Are social games used as training resources? Why? Why not? None of the interviewees felt that they could comment specifically on this point. None of them were aware of any social gaming initiatives in the UK context or internationally that are specifically targeted at international project management Can you please analyse the impact and potential of social games for the development of international project management competences? Participant 1: “Huge numbers of learners interacting is the most obvious and immediate potential. In the medium term, I am excited by the potential for integrating 52 real and virtual worlds within learning applications. The advent of Nintendo Wii, Facebook social gaming and IOS/Android app games has broadened the appeal of digital games way beyond the stereotypical console player archetype. It is now cross gender and age.” Could you share any good practices regarding game based learning initiatives in professional contexts? If possible, in the international project management field. Participant 1: “The most high profile casual / social gaming initiative for learning that I have seen was by the US Defence Acquisition University. They have created a portal of casual / social games to improve skills and knowledge across the range of procurement activities” https://clc.dau.mil/games Participant 2: Aris Games (www.arisgames.org) uses a great mix of mobile learning, augmented 3D and social interaction to motivate students to learn about many subject areas. Students use mobile devices in groups outside of the classroom or online to learn about historical events augmented into their current surroundings – Andy you may need to check out the website on this one and pull in what you need, it is definitely a new innovative take on social games with mobile application.” Can you please make some specific recommendations for the development of the Learn Play Manage social game? (contents, pedagogical approach, etc) Participant 1: “Focus on the learning at all times. It is easy to create a fun and engaging game experience. If your goal is to improve learning outcomes, this will not be sufficient unless learning is methodically embedded. Participant 2: “Ultimately people play games because it is fun. There are a whole different bunch of factors that have to come together to make that the case. They need to buy into the game concept. They need to be engaged by the narrative of the game. They need to be engaged by the graphics of the game. The game mechanics must present the correct level and pace to keep the player entertained. An additional important element for playing a learning game is that the content is perceived as valued, accurate and useful to the player/learner. Each player will place a different level of importance on each factor and ultimately the mix of these factors that each game presents will determine who is motivated enough to play and finish it. The most critical element of any game based learning initiative is the design phase. Ensuring that there is a clear agreement from all parties on what the key learning objectives are that the game has to deliver. Then ensure that the game concept and mechanics are designed and tested thoroughly with both the key stakeholders AND the potential 53 players via prototypes, before the design is finalised and goes into development. It sounds obvious but the earlier that you can get the actual END (not the people who are commissioning it) audience involved in the design, the better is the best advice I could give. Participant 3: A social game where maybe learners have to complete a task several times, but each time as a different person in the project team. As learners complete the task they uncover information to help them make decisions along the way. The more decisions they make correctly based on the information they find the more rewards they get. They can communicate with other learners about what they've learned and the rewards they've received. This puts the learner in the shoes of others and gives them insight. Rapid prototyping is very important. 1. Create a prototype interaction. 2. Test it with learners. 3. Change it. 4. Test it. 5. Create a new interaction. 6. Test it... And so on. If user testing comes too late in the process, you'll find yourself with a boring or ineffective – or both – game. Participant 4: I would recommend further research into future skills reports from EU members and create a curriculum to support relevant development addressing the identified requirements. 5. MAJOR FINDINGS OF THE QUESTIONNAIRES The following results were obtained from 29 respondents. 1. Are you familiarized with the concept of social game? Yes: No: 78.6% 21.4% 2. Do you use social games to perform your professional tasks? 54 Always or most of the time: 3.4% Usually / frequently: 0.0% Sometimes: 10.3% Hardly ever: 24.1% Never: 62.1% 3. In case you answered "always", "usually" or "sometimes" to question 2, could you please provide any examples of social game used by you? If you answered "never", please move to question 6. Responses: “Use of online games with students for problem solving e.g. decision making game to develop ecotourism enterprises; class based role play” “The game I design for is a social game” 4. Which difficulties or barriers did you find to use social games in adult training? (select as many options as you consider necessary) Lack of interest from the professionals 42.1% Lack of social games that answer the training needs of professionals 78.9% Lack of materials in my mother tongue 0.0% Difficulties to integrate social games in the training programmes already established 42.1% I felt I didn´t have the necessary competences to exploit this methodology in the best possible way 5.3% Difficulties to validate and get recognition of the learning 31.6% 55 achieved through the use of a social game The company considered that social games are not a professional educational methodology 0.0% Other 21.1% 5. If you have answered "other" to the previous question, please specify which one. Responses: We have not implemented social games in training yet. Not relevant to the particular activities that we undertake. Mostly the training involves ensuring people can operate our technology in very constrained time frames. Participants in the training usually sceptical about the value of such activities. They just want the training (and the certification!) 6. Please, rate the usefulness of using social games to perform your professional tasks Very useful 7.4% Rather useful 3.7% Useful 33.3% Not useful at all 33.3% Other 22.2% 7. How do you assess the impact of social games in adult education? High impact 7.7% Medium impact 30.8% Low impact 61.5% 56 8. Which benefits can social games bring to the professional competences development? (select as many options as you consider necessary) Enhance the participation of adult learners in further education 48% Facilitate learner´s access to further education 36% Enhance more flexible and adaptable training contexts 68% Optimization of time and resources both for professionals and companies 20% Development of competences that are not approached by traditional methodologies 64% Facilitate the task trainers working in the field of professional competences development 20% Enable professional training more attractive and motivating 48% Other 20% 9. If you have answered "other" in the previous question, please specify which one. Responses: Pretty well all of those benefits could be applied in specific circumstances. The problem is that the benefits are likely to be specific to particular circumstances, not something that can be universal to all circumstances. 10. Which competences can be developed through the use of social games? (select as many options as you consider necessary) Creativity 45.8% Leadership 41.7% 57 Flexibility 33.3% Innovation 29.2% Communication competences 75.0% Interpersonal competences 66.7% Intercultural competences 70.8% Social competences 75.0% Competitiveness 62.5% Other 16.7% 11. If you have answered "other" to the previous question, please specify which one. Responses: Again it depends on the context as to which of the above is appropriate. We generally accredit outcomes, we don't specify teaching methods. 12. Which are the major competences needed by the professionals working in the field of international management projects? (select as many options as you consider necessary) Foreign languages competences 41.7% Time and resources management 87.5% Intercultural competences 75.0% Leadership 83.3% 58 Working under pressure 79.2% Adaptability 87.5% Cope with stress 62.5% Flexibility 87.5% Other 8.3% 13. If you have answered "other" to the previous question, please specify which one. Responses: The most important one is financial accounting skills in the context of the rules set by the national agencies and EC. Foreign language competence in my experience is not necessary for English native speakers but it is for others since English is normally the common language used in international project management. Intercultural competence is the one specific competence needed in the international context. The other competences are needed in just about any project management. 14. We would very much appreciate if you could offer us some recommendations for the development of the LPMnage social game. Responses: I believe the 'fun' aspect of the game should be as important as the training. It's important to keep the learner engaged and interested in the content and that requires a strong focus on bonding addictive game play mechanics with the serious content. Concentrate on "soft skills" like communication, interpersonal, team working skills. Concentrate on communication/collaboration between professionals in different territories/cultures. Using an open source platform would be very beneficial Make it simple and accessible Make it fun 59 Focus on a few meaningful key learning objectives Allow "bite size" flexible access Be very clear about the context in which the social game is designed. Don't try to be a universal solution for all adult training. Focus on the areas most likely to have impact initially that can then scale. Firstly, focus on the learning. Secondly, focus on the learning. It is easy to create a fun and engaging game experience, but if your goal is to improve learning outcomes, then this will not be sufficient. I can't answer these questions because I don't know what you mean by 'social game'. I am highly experienced in the use of theatre and drama games within training contexts but I don't know if this is what you mean. Conclusions drawn from questionnaire results While 78.6% of respondents said they were familiar with the concept of social game, 86.2% said that they only hardly ever or never used them to perform their professional tasks. The main barrier to the use of social games in adult training was identified by 78.9% of respondents as “Lack of social games that answer the training needs of professionals” with one respondent stating “Participants in the training usually sceptical about the value of such activities. They just want the training (and the certification!)” Only 44.4% of respondents felt that social games could be useful, rather useful or very useful to perform their professional task and only 7.7% of respondents felt that social games had high impact in adult education with the majority 61.5% feeling they had only had low impact. However respondents felt that social games might bring benefits to the development of professional competences with “Enhance more flexible and adaptable training contexts” highlighted by 68% and “Development of competences that are not approached by traditional methodologies” highlighted by 64%. The competences which might be best developed were identified as Communication competences (75%) Social competences (75%) Intercultural competences (70.8%) and Interpersonal competences (66.7%). 60 When asked to identify competences needed for international project management respondents identified several as of high importance with “Time and resources management”, “Adaptability”, “Flexibility” (87.5%), Leadership (83.3%), Working under pressure (79.2%), Intercultural competences (75%) scoring particularly highly. When asked to offer recommendations for the development of the LPMnage social game, interesting insights were received as follows: On the general approach: “I believe the 'fun' aspect of the game should be as important as the training. It's important to keep the learner engaged and interested in the content and that requires a strong focus on bonding addictive game play mechanics with the serious content.” “Make it fun, Focus on a few meaningful key learning objectives, Allow "bite size" flexible access” “Firstly, focus on the learning. Secondly, focus on the learning. It is easy to create a fun and engaging game experience, but if your goal is to improve learning outcomes, then this will not be sufficient.” On specific competencies to address: “Concentrate on "soft skills" like communication, interpersonal, team working skills.” “Concentrate on communication/collaboration between professionals in different territories/cultures.” 6. MAJOR FINDINGS OF THE FOCUS GROUPS Facilitator: An experienced classroom teacher, subject leader and Education Authority Advisory Teacher for ICT he has also worked as an independent Educational ICT Consultant, as Professional Development Officer for Anglia Television and as Deputy Manager of Gateshead City Learning Centre. He now owns and manages Tyncan Ltd www.tyncan.com. Providing training and consultancy to schools and businesses and operating a learning and conference centre. 61 Name and surname Ag e Gender Occupation Education Social games player (games played) Organization Participant 1 57 MALE PROJECT MANAGER NO Wipro Limited Participant 2 55 MALE PROJECT MANAGER BSc in Chemistry, MBA and Project Management Professional (PMP). Formerly Prince2 Prince2 No BP Participant 3 45 MALE PROJECT MANAGER Participant 4 33 MALE Participant 5 45 MALE Particpant 6 45 MALE B.Sc. (Hons) Business Information Systems and Cert. Ed. (FE) CREATIVE DIRECTOR BSc Software Engineering, Agile and scrum master certification DIRECTOR/CONSULTANT Bsc Biological Science Operations Technical Team Manager City and Guilds in Electronics SAI GLOBAL YES PLAYDEMIC No NORTHERN IRELAND SPACE OFFICE Kern UK Ltd NO Topics discussed during the focus group: Professional background of the participants. Participant 1 Project Manager, System Integration, Oil and Gas sector. 5 years experience. Participant 2 15 years IT project management experience in the Oil and Gas sector 62 Participant 3 12 years experience in senior production roles in the digital games and learning industry. Participant 4 e-learning professional with 8 years experience, works as a Creative Producer for Playdemic, a casual and social games company. Participant 5 An experienced professional in education and public outreach. Has also worked extensively with government agencies, education authorities and industry on global STEM and skills related initiatives. Participant 6 Operations Technical Team Manager. Technical manager for 12 years, seconded into project team in the last 4 years. Training needs to perform their professional task. Prince 2 is the recognised standard for PM’s in the UK It provides basic structures which need to be adapted to the requirements of each project. Project Management Professional (PMP) credential from Project Management Institute, based on five performance domains. Initiating the project, Planning the project, Executing the project, Monitoring and controlling the project, closing the project All agreed that they had learnt much of their project management competency and particularly their team management, interpersonal and problem solving skills through experience “on the job” as most training focusses on processes and procedures to put structures and monitoring in place rather than “people skills” or “soft skills” In respect of International project management none of them had received training on international differences or intercultural competences but highlighted this as an issue they had experienced. Most valuable competences to perform their task. 63 Communication skills Human Resources Management Open mindedness Patience Empathy Scope Management Time management Cost Management Quality Management Risk management Change management Labour market demands on their professional field. The group perceived and agreed that demand is growing for project managers and particularly with an international dimension. Projects are becoming more complex more often, with multiple partners, frequently in different international locations and often in different time zones and cultures. Competencies required to manage diverse international team contributions are increasingly important. Experience and use of social games for learning. There was little or no experience of using social gaming for learning among the group. Only Participant 5 is a frequent player of social games and this is more for pleasure and the fact he is involved in their production than to learn. All felt that there was value and potential in the use of social games however and in particular as a means of rehearsing the type of issues that they had experienced and had to “learn on the job” with reference to problem solving, managing a team, communication, time zone and cultural differences. Other types of social and informal learning. All agreed that as project managers they had done a lot of “learning on the job” by experience and from colleagues sharing experiences. Association for Project Management and Project Management Institute which provide forums for discussion and sharing as well as access to training where highlighted as sources of self-driven, more informal learning. 64 Recognition and validation of competences in informal learning and contexts. None of the participants felt they could comment on this area. 7. CONCLUSIONS There is globally a growing trend towards the use of various games technologies and approaches for learning and training, at all levels and in a wide range of disciplines and increasing evidence or testimony as to its’ effectiveness, if in the main this is qualitative and anecdotal. This is also very true in the UK context. While there is limited evidence, specifically on the deployment of social games for training professional competences and no examples have been found, in the UK context, targeted at project management generally or international project management specifically. There is much evidence and opinion that suggests that games technologies generally and the facilitation of social interaction can play a very positive role in training and development. There is general agreement that learning through games and social interaction has the potential to offer significant benefits to learners in the development of competences. Games offer mechanisms for skill development, engagement and motivation and opportunities to simulate real life scenarios and facilitate safe rehearsal and reflection. Social interaction offers additional motivation through interaction with peers and mentors as well as opportunities to share experiences and develop collaborative and communication skills. From a business point of view games and social mechanisms for learning, potentially offer cost effective alternatives to face to face training as well as on demand, bite size and remote opportunities for learning and interaction. In the context of international project management, it may be possible to facilitate experiential and collaborative learning of some of the competencies and experiences otherwise described as “learned on the job” or “through experience”. 65 Project managers are busy people, primarily concerned with “getting the day job done” anything which detracts from this will be seen as a hindrance rather than a benefit. However the nature of many social games and networks lend themselves very well to the bite size and on demand approaches which might provide a good fit for busy professionals. It is interesting to note the active interest of the UK Association for Project Management in “gamification.” Although this is primarily looking at gamification of their business offerings to attract clients/customers they have expressed their interest in the aims of Learn Play Manage and a desire to monitor its progress and continue a dialogue. Project managers spoken to in the course of the research, while not avid social gamers, have been largely positive and encouraging about the concept and interested to see and engage with the outcomes. We believe the potential for a social game in this area is great. Its’ success will depend on several key factors: Carefully selected and constructed subject matter which is realistic, appropriate in level, engaging and presents a challenge to the learner. Sound instructional design which creates self-paced, branching and unfolding learning and engaging gameplay experiences. Effective mechanisms for social interaction, sharing and collaboration. Effective mechanisms for feedback and reflection. The conclusion of this report is that Learn Play Manage should pursue a blended approach, which brings together the best features of available interactive games technologies to simulate realistic project management experiences and social networking structures and tools to encourage human interaction and team working. In short it is not sufficient to create a game in itself. The game should be the central feature of a wider proposition incorporating a range of supporting social interactions. With particular reference to International Project Management it would seem that the most fertile ground for the development of social gaming would be in soft skills, HR, team working, interpersonal and intercultural competences. 66
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