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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Where computer game playing meets learning - Opportunities for near market research and innovative prototyping
Dr. Derek Nicoll
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Games technology
Educational Models
Organisational culture, aims and
objectives
Training
HCI and usability
Learners/Users/Players
Games design, HCI, educational models, organisation and users
Particular training
objective
Software/hardware/internet
Pedagogy
Theories of the organisation
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Games technology
Educational Models
Organisational culture, aims and
objectives
Training
HCI and usability
Learners/Users/Players
Games design, HCI, educational models, organisation and users
Software/hardware/internet
Pedagogy
Theories of the organisation
Particular
Learner
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Games design, HCI, educational models, organisation and users
—Games for training an learning is pioneering work —Traditional corporate training often employs games-based
exercises and simulations to bridge knowledge and skills gaps between novices and experts
—Construtivist theories of learning ‘ learning by doing’ have gained popularity in education and training - CAI and ITS
—Games, simulations and prototypes inherently offer this opportunity for ‘serious play’ in prototyping
—Learners’ understanding grows as they engage in and continue to engage in new work practices -motivation/scaffolding
—Unitary and modular building blocks in experience design
—Cognitive, cognitive behavioural or behavioural facets
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Concrete experience
Observations and reflections
Testing Implications of
concepts in new situations
Formation of abstract concepts
and generalizations
The cycle of experiential learning
after Kolb and Fry (1975)
Experiential learning
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Opportunities—Cost - reducing training costs for individuals and firms—Effectiveness - providing more effective training—Motivation -training becoming more effective due to increased
motivation to participate in and/or absorb training?—Relevance - providing training which is more focussed upon the
training need of the individual learner and/or the individual organisation
—Applicability, Convenience, Mobility - Easier, more accessible and immediate training, free of time and space constraints, available at any time, through multiple platforms
—Provide opportunity to radically modify accepted practices and enable entirely new approaches and thus open possibilities for innovation to learning theories and theories of the organisation (learning about learning)
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Near market research—Cost - understanding how games can incorporate into existing
training programs or may even replace them (organisational)—Effectiveness - Where do games work best? In which training
areas? Can they be properly benchmarked against live or alternate forms of training? (user-learner research)
—Motivation - Do they enhance participation, level of interest, engagement and immersion? Can they do this equally between subjects or do individual/cultural/generational differences play some role? (user-learner research)
—Hogan et al. Point to the fact that motivation suffers as learners encounter obstacles - bad interfaces, gameplay not only meets learning but new kinds of usability challenge
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Cost of training—Deep understanding of the training need as seen from multiple
actors’ perspective (heterogeneity)—Likewise deep understanding of technical and interface needs
from these multiple perspectives (co-design)—Learning to attract and manage feedback from all actors into the
innovation of training materials, game elements and interfaces (evaluation and research)
—Developing models of cost and price with respect to identifying training need, capturing and codifying data? Model of software and media development, man hours? Cost of evaluation?
—Developing a pioneering unitary and modular view to games production - development of suitable generic components using Java, Python??
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Prototyping games -problems
—Supply chain management issues - aligning the vision of the various actors, development of open and effective communications (user needs and requirements into engineering requirements )
—The keys to managing prototyping include knowing what you want to learn from the prototype, access to, and understanding of rapid prototyping tools and techniques, and end-user involvement in development of the prototype
—Training and presentation must be cogent with company culture and ways of doing things - knowledge is in part a product of the activity, context and culture in which it is developed and used . . .
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Constituency of learningOrganisational
climate
Advance training resource - game
or simulation
Cost vs. benefits
Time required
Nature of learning requiredTraining design
complexity
Individual vs. group
Proactive vs. reactive
Organisational goals
Make-up of workforce
External influences
Organisational structure
Training
Need
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Example cost of 1 week live training—Salaries 12 x £425 £5100—Classroom overhead £1479—materials £150—Admin £425—Replacement staff £1950—Instructor £475—Audio-visual £175—Transport £1400—Misc. £425
—TOTAL £12,174 not including accommodation and meals
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Cost of games development
— Costs over development/implementation lifecycle
Training need identification and
analysis
cost
Training need Requirements/Game development
Deployment/ evaluation
Time
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Cost of games development
— Cost against development
Bespoke- web based - Java,Python
cost
Bespoke - software-based - original
development
Modular- software-
based - off the shelf
Generic - web
based
£££
£,£££,£££
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Cost of learning
— Costs over development/implementation lifecycle
Training need identification and
analysis
cost
Training need Requirements/Game development
Deployment/ evaluation
Ongoing Support?
Time
iterations
?
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Cost of learning
— Costs over development/implementation lifecycle
Training need identification and
analysis
cost
Training need Requirements/Game development
Deployment/ evaluation
Ongoing Support?
Time
iterations
Learning £ VALUE
£?COST
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Prototyping and learning
Prototype experience
User observations and reflections
Testing iterations in new situations
Formation of abstract concepts
and generalisationsLearning about how
users learn - “learning about learning”
Convert into design requirements
Contextual inquiry,
Usability studies
Observation of the user
action research - iterative design in which build > trial > evaluate > learn > build repeat
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Monitoring/evaluation
—Impact upon learners and organisation– Reactions of learners - I.e. quality of interaction, usability
issues, entertainment value etc.– Learning - skills, knowledge and attitudes - have the learning
objectives been met? (tests, exams, quizzes)– Behavioural - Did the learning transfer do the job? (Speed of
completing processes)– Result on organisation - has the training impacted upon
general efficiency (more diffuse, interviews with management)
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Threats
—Danger to engage all too readily in training and/or technology as panacea for all a human performance problems
—Prototyping and iterative design have a reputation for being difficult to manage
—Failure to meet deadlines —Failure to gain the trust and co-operation of key actors in the
organisation—Seamless - learning to use the game should not interfere with
training objectives - distinctive need for good usability —Difficult to persuade companies that performing one more
iteration is far less costly than releasing a flawed or incomplete product
—Accurately estimating the size of the implementation challenge
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Where Computer Games Playing meets learningUniversity of Abertay 17th Feb. 2003
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Opportunities
—The research is pioneering so there are inherently vast opportunities to contribute to both training practice and also games design
—Needs to draw upon an awareness of games - their potentials and constraints from a user perspective (generic),
—from a technology/software/media perspective (generic)—from a human and social factors perspective (generic) —from a training perspective (generic) —from the perspective of particular organisation (learning to be
customised and specific)