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How Games are Transforming Training TBL – Team Creatology. What if You Had a Tool That…. Attracts more than 60% of the American population Generates participation by millions of subscribers Inspires its audience to dedicate multiple hours of free time per week to using the tool
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What if You Had a Tool That… • Attracts more than 60% of the American population • Generates participation by millions of subscribers • Inspires its audience to dedicate multiple hours of free time per week to using the tool • Encourages interactive problem solving and social networking among subscribers
Current State of Learning Games • Delivered via PC • Not many console games • Primarily single player • Some exceptions • Lack sophistication of commercial games • Budget concerns
Examples of Learning Games • Quizno’s “Sub Commander” • Cisco multiplayer certification prep • Johnson & Johnson nursing game • US Army
Why are Games Effective Learning Tools? • Multidimensionally engaging • Compliments adult learning style • Peer to peer and informal learning opportunities • Bridges gap between theory and application
Needs of Adult Learners • Self-directed • Seeking timely, problem solving learning • Likely to employ informal learning • Want to control pace and timing • Desire to contribute and be respected for contributions
Adult Learners are Self-Directed • Games allow for exploration and “side quests” that enhance learning without being “mission critical” • Learners have some control over sequencing of events, decision points – non-linear rollout of storyline
Adult Learners Seek to Fill Specific Gaps • Increase “competence by doing” in low risk environment • Game objectives can be tailored to learner needs • Active, skill-based participation
Adult Learners Employ Informal Learning • Multiplayer gaming encourages “coopetition” among players; players learn from each other
Adult Learners Want to Control Pace and Timing of Learning • Persistent environment – come in when you can and pick up where you left off (as opposed to discreet classroom event) • Side quests can take as much or little time as you want – supporting skills/branching
Adult Learners Want to Make a Contribution and be Recognized • Online high score boards • Leveling up • Gaming status symbols – what you’ve collected from your quests • Visual representation of status on avatar
Emerging Workforce (Gen Y) • “Digital Natives” • Learn by doing – experiential learners • Faster pace; short attention span • User-created content • Accustomed to ubiquitous computing environments where multitasking and staying connected are the norms.
Trends in Training Games • Personalization • Social networking and communication • Virtual worlds
Game-Based Training is Hot in Japan • NINTENDO! • Training games available on Nintendo DS • Touch Generations • Business etiquette • Brain training • Language training • Guitar • Yoga • Cooking • Certification test training • Soon to be ported to Wii • Brain training • Wii music (conductor) and health pack (exercise & nutrition)
Wii Capabilities/Future Possibilities • Wiimote allows more “natural” movement • Whole body involvement • Higher game immersion • Current games show potential: • Mii avatar! • Trauma Center • Wario Ware
XBOX 360 Capabilities/Future Possibilities • Embracing HD generation • Strong online component • Multiplayer capability • 6 Million online (XBOX LIVE) users • Community-based • Strong digital distribution model • User created content • Viral videos • XNA Game Studio