“The Design, Development and Use of Serious Games” · Decisive-Point… • Experts in the...
Transcript of “The Design, Development and Use of Serious Games” · Decisive-Point… • Experts in the...
®Serious Games, Serious Learning
“The Design, Development and Use of Serious “The Design, Development and Use of Serious “The Design, Development and Use of Serious Games”
“The Design, Development and Use of Serious Games”
© 2008 Decisive-Point, All rights reserved.
11 November 2008
®
Jim Lunsford
President
Decisive-Point
816-584-2882 (Direct)
816-584-2883 (FAX)
www.decisive-point.com
© 2008 Decisive-Point, All rights reserved.
Decisive-Point…
• Experts in the design, development, and use of
serious games
• One of the early pioneers in the industry; first game
in 1990 (PC-based Tank Identification Game)
• Broad experience in developing serious game
solutions
• Focus primarily on leadership development games
• It’s a passion as well as a profession!
© 2008 Decisive-Point, All rights reserved.
Serious Game
A game specifically designed, developed,
and used for non-entertainment purposes and used for non-entertainment purposes
such as education, training, research and
development, etc.
© 2008 Decisive-Point, All rights reserved.
Also Entertainment Games…
“The one game that affected me, and it didn’t stop me playing it but it gave me a whole new respect for the game, was
Defending The Reich. It’s a hardcore wargames simulator of the RAF bombing campaign over Germany, and you can
play either side…. and I posted before that it’s my game of the year.”
Rod Humble, Vice President of EA Sims
© 2008 Decisive-Point, All rights reserved.
Gaming as a Boy…
Board Wargames – 1960’s
© 2008 Decisive-Point, All rights reserved.
Gaming as a Young Man…
Apple Ile - 1984
© 2008 Decisive-Point, All rights reserved.
Gaming for Training, First Attempt
Company Commander – 1985
© 2008 Decisive-Point, All rights reserved.
Gaming for Training, Second Attempt
CGSC 1996-2000
© 2008 Decisive-Point, All rights reserved.
My “Ah-hah” Moment…
CGSC, Spring 1998
© 2008 Decisive-Point, All rights reserved.
“Decisive Action” Exercise - 1998
© 2008 Decisive-Point, All rights reserved.
DA - PE 1 Combined Obstacle Overlay
© 2008 Decisive-Point, All rights reserved.
DA - PE 1 Combined Obstacle OverlayDA - PE 1 REDFOR Situation
© 2008 Decisive-Point, All rights reserved.
DA - PE 1 Combined Obstacle OverlayDA - PE 1 BLUFOR Situation
© 2008 Decisive-Point, All rights reserved.
“Decisive Action” Exercise - 1998
RED – Student Group 1Task: Seize TABRON
Purpose: To establish a shorter
line of communication
BLUE – Student Group 2Task: Defeat the III Red Corps
Purpose: To set the conditions
for offensive operations
Instructions to Both Groups:
1. Both sides will fight using U.S. doctrine
2. 6 hours to plan, 5 hours to “fight”, 1 hour for AAR
3. Before Battle: Quick briefing on estimate of situation and plan
© 2008 Decisive-Point, All rights reserved.
Attacker’s Most Likely and Dangerous Courses of Action
BLUE Intelligence Officer
© 2008 Decisive-Point, All rights reserved.
Attacker’s Plan
RED Commander
© 2008 Decisive-Point, All rights reserved.
Defender’s Most Likely and Dangerous Courses of Action
RED Intelligence Officer
© 2008 Decisive-Point, All rights reserved.
Defender’s Plan
BLUE Commander
© 2008 Decisive-Point, All rights reserved.
What Actually Happened in 1942…
RED Commander
© 2008 Decisive-Point, All rights reserved.
• Students were very surprised that their plans were so
predictable. During the next 4 battles, they made
every effort to out-think their opponent.
• I discovered the great learning benefit of fighting “Blue
against Blue”.
Results of “First Battle”
against Blue”.
• I also realized that I was a mediocre instructor and a
mediocre officer within a mediocre system. We were
great at process (science of war), but weak at applying
the science (art of war).
© 2008 Decisive-Point, All rights reserved.
• Complex or abstract concepts become tangible.
• Practical experience is often the best teacher.
• Promote improved visualization of operations with
respect to time, space, distance, and capabilities.
Why are Serious Games Beneficial?(Assuming they are properly, designed, developed, and used)
respect to time, space, distance, and capabilities.
• Students can experiment and make bold decisions
without suffering catastrophic failure.
• Experience can be rapidly repeated.
• Games can dramatically and effectively link cause and
effect.
© 2008 Decisive-Point, All rights reserved.
Characteristics of Good Serious Games
© 2008 Decisive-Point, All rights reserved.
West Point cadets playing “Follow Me” in May 2008 during a graded exercise.
• Created from the beginning as an educational tool
• Focused on specific educational requirements
• Integrated within an effective instructional strategy
Characteristics of Good Serious Games (I)
• Integrated within an effective instructional strategy
• Promote deliberate practice of cognitive skills
• Stimulate learner’s desire to excel
• Innovatively designed
• Promote visualization skills and intuitive responses
• Link cause and effect
• Produce acceptable simulated results
© 2008 Decisive-Point, All rights reserved.
• Produced fairly quickly and thus relatively cheaply
• Provide “safe” environment for practice
• Spirally developed
Characteristics of Good Serious Games (II)
• Spirally developed
• Easy to learn
• Simple to use
• Empower instructors
• Produce the “Ah-ha” moment
© 2008 Decisive-Point, All rights reserved.
Game Design and Development
© 2008 Decisive-Point, All rights reserved.
CGSC Students using “Decisive Action” in February 2008 Division-level Exercise.
• Identify target audience
• Identify purpose
• Enumerate training tasks and standards
• Describe learning environment
Serious Game Design
Training Design
• Describe learning environment
• Remain focused on training design
• Keep it simple
• Don’t limit design – innovate when needed
• Determine functional requirements
• Create draft design document
© 2008 Decisive-Point, All rights reserved.
Game Design
• Quickly create a concept prototype (Spiral 1)
• Evaluate and implement feedback
• Update design document
• Produce next spiral
Game Development Process
Repeat
as • Produce next spiral
• Test next spiral
• Test beta version
• Create user documentation
• Deliver finished serious game
needed 2 - 12
Months
© 2008 Decisive-Point, All rights reserved.
Using Serious Games
© 2008 Decisive-Point, All rights reserved.
CGSC students using “Elusive Victory” in March 2008 Exercise
Developing an Instructional Strategy for Serious Games (I)
• Focus on player decisions and actions – not game
outcomes
• The AAR is the primary means of evaluating performance
• Use performance measures to evaluate students, but
© 2008 Decisive-Point, All rights reserved.
• Use performance measures to evaluate students, but
make allowances for good critical and creative thinking
• Flexibility – Be prepared to shift to “learning objectives of
opportunity”
• Know when to quit the game – Seldom is there a reason
to play the game past the point when learning objectives
are achieved
Developing an Instructional Strategy for Serious Games (II)
• Allow students the opportunity to learn the game before
evaluation occurs.
• “Train the Trainer” Is critical and must include a basic
understanding of the game’s modeling
© 2008 Decisive-Point, All rights reserved.
understanding of the game’s modeling
• Do not permit criticism of the game during the AAR –
Focus only on student decisions and actions.
• Insure the instructor is adequately supported with
responsive technical support.
• Technical rehearsals are essential
• Have an alternate plan in the event of problems
Our Most Recent Games
© 2008 Decisive-Point, All rights reserved.
“Follow Me”Considered by West Point to be their most powerful tool for teaching cadet tactical decision-making and problem solving - 2008
© 2008 Decisive-Point, All rights reserved.
“Follow Me”Map and scenario created within “Follow Me” by a West Point instructor.
© 2008 Decisive-Point, All rights reserved.
“Take Charge”Squad and Team Leader “React to an IED” Game
© 2008 Decisive-Point, All rights reserved.
“Elusive Victory”Stability Operations Training Game Purchased by CGSC in Fall 2008
© 2008 Decisive-Point, All rights reserved.
“Battle For Kasserine Pass”Short (10 min) Multimedia History Lesson Supported with Simple Embedded Game
© 2008 Decisive-Point, All rights reserved.
“The Long War”Counterinsurgency Game Purchased by CGSC to Support Instruction
© 2008 Decisive-Point, All rights reserved.
“Municipal Crisis”Homeland Defense and Emergency Management Team Training Game
© 2008 Decisive-Point, All rights reserved.
“The Enemy Within”FBI Counter-Terrorism Agent Training Game
© 2008 Decisive-Point, All rights reserved.
Under Development…
“Energy Moguls”
Release Date: Fall 2009
Renewable Energy Education Game For Houston, Texas Schools
© 2008 Decisive-Point, All rights reserved.
“Explore!”Organizational Leadership and Team Development Game
© 2008 Decisive-Point, All rights reserved.
Summary
• Serious games are just a different kind of training tool.
• To be successful, the game must be easy to learn and
simple to use.
• Innovation requires an open mind
•• Instructors – The greatest challenge
• “Low overhead” includes a support staff
• Serious games, if designed and used properly, can
help create a very powerful training experience – they
produce the “Ah-hah” moment.
© 2008 Decisive-Point, All rights reserved.
ConclusionWest Point Cadets – May 2008
Conclusion
®
© 2008 Decisive-Point, All rights reserved.