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Jim Lunsford speaks about " Serious Games, Serious Learning" at the 2012 Serious Play Conference
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® Jim Lunsford President Decisive-Point 816-584-2882 (Direct) 816-584-2883 (FAX) jim@decisive-point.com www.decisive-point.com © 2012 Decisive-Point, All rights reserved.
About 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 and team development games • Developed several games for research purposes Developed several games for research purposes • • In the last twelve years, the U.S Army alone has bought nine different games from us. We have also sold games to several of our allies. • Conduct organizational leadership and team training using a game about the Lewis and Clark Expedition • It’s a passion as well as a profession! • © 2008 Decisive-Point, All rights reserved.
Why Use Serious Games? A “good” serious game can help facilitate quality experiential learning to overcome the following instructional challenges: Theory and abstract ideas are difficult to learn and assess using traditional teaching methods. Yet, much of what we learn as we advance in school is theory and abstract ideas. • The human mind is limited in its ability to visualize dynamic events or The human mind is limited in its ability to visualize dynamic events or solve problems involving more than a few number of variables • Inability of students to link cause and effect • Lack of adequate opportunity to practice key cognitive skills across a wide range of situations • The inability to teach many topics above the • “Understand” and “Remember” levels of Bloom’s Taxonomy with acceptable results. © 2012 Decisive-Point, All rights reserved.
The Future of Serious Games Serious games will become ubiquitous and use will not always be positive • Use will EXPLODE, • DROP because of… • Poor design • Improper implementation • Teacher resistance • Teacher resistance • Sub-standard instruction • Organizational resistance • Unrealistic expectations • Cost limitations • Cost limitations • Misguided goals and RISE AGAIN… we hope! “Adaptive Teachers” will become the new requirement • Security requirements restricting game use will become more prevalent • Games integrated with LMS and supported by ITS will become much more prevalent. • Experiential learning conducted as homework, results discussed in class • Content creation by users will be the norm • © 2012 Decisive-Point, All rights reserved.