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TRANSCRIPT
Over the last few years we’ve heard a lot about how digital
games impact learning. Organisations the world over are now
including digital games in some form or the other in their
eLearning mix. Organisations looking to make investments in
digital game-based learning (DGBL) are often unsure about what
type of digital games to use and for what purpose.
While digital games have the potential to radically change how
we learn, they aren’t appropriate in all situations. We delve a
little deeper into when and how to use digital games effectively
at this time, and given the current state of game technology.
We also discuss how developing DGBL requires the Learning and
Development team in an organisation (or other such teams
responsible for performance improvement through training) to
apply different considerations from those of developing
conventional eLearning courseware. There are differences in the
way games are designed, delivered and priced.
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Do You Need Games In Your Elearning Mix?
A Whitepaper by Upside Learning Solutions
CUSTOMELEARNING
Identify multiple models of adoption for gaming technology
applied to learning
Provide a guideline for choosing casual gaming approaches
(why a game, what type of game, for what purpose)
Identify key issues associated with cost of development,
design, and development timelines
This whitepaper attempts to:
Contents
Introduction 3
Adopting DGBL - Where to begin? 5
Choosing a Casual Games Approach 9
Key issues in Digital Game-based Learning
Development 16
Conclusion 17
Computer or console based digital games aren’t just for gamers anymore. A variety of digital
games are an ubiquitous part of life for the young. As more and more of these young
individuals enter the workplace, they bring with themselves a new way of perceiving and
understanding the world. These are individuals who haven’t lived in a world without the
internet and the World Wide Web. They take for granted the use of its associated technology
and applications.
Conventional eLearning courseware is based on behavioural and cognitive models of learning
developed in the 60s and 70s and may not apply well to the psychology of today’s young
learners. Young users of conventional eLearning find it boring and without the sort of
engagement digital games provide and hence tend to rate the overall quality of eLearning low.
In a survey ‘61% of all respondents rated the overall quality of eLearning negatively – as fair or 1poor’ . Perhaps one reason for such a negative rating is that conventional courseware does not
meet young user’s expectations for sophisticated media, engagement and interaction. These
expectations have been moulded by games and allied technologies. “Gamers have different
ideas about connectivity, reporting hierarchies, learning and communication; all forged while 2playing games, manipulating gadgets and surfing the Web.”
To not sound alarmist, it’s also good to know that the numbers of young learners joining the
workforce is manageable and such negative opinions won’t come from across the spectrum of
learners at this time. Leading learning technology expert Karl Kapp thinks the biggest challenge 3 4facing corporations today is the transfer of knowledge from Boomers to Gamers . His research
suggests that gamers learn differently from boomers. The expectation of designers and
instructors who expect the old industrial age style of teaching to endure in this new
technology-enabled environment is just not going to happen.
Introduction:
61%
In a survey ‘61% of all
respondents rated the overall
quality of eLearning negatively
– as fair or poor’.
Perception of… Boomer Gamer
Knowledge
Organisational structure
Communication Channels
Software Applications
Career Advancement
Learning Environment
Gadgets
Video Games
Information Processing
Technology comfort level
Structured (books, memos, SOPs)
Hierarchical team-based structure
Formal (phone, face-to-face)
Interface and information are separate
Patient ascent
Classroom
Fun to have
Distraction, entertainment, waste of time
Linear
Digital immigrant
Unstructured (instant messaging, blog, email)
Level playing field, equality
Informal (instant messaging, email, text-messages)
Information is the interface
Impatient rapid ascent
E-learning
Essential
Way of life
Multitasking
Digital native
5Boomers and Gamers: Differing Perceptions
1 Jane Massey; Quality and eLearning in Europe – Summary Report, 2002
2 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
3 Boomers are the generation born just after the end of the Second World War, roughly between 1946 and 1960. This was a generation heavily influenced by television, came of age with the Vietnam War. http://en.wikipedia.org/wiki/Baby_boomer
4 A gamer is someone who has grown up in the generation influenced and shaped by video games and technology. Those who have grown up during the time when many games within their generation were playing video games are gamers. Even if the person did not own a console or a PC on which to play games. Chances are he or she played the video games at a friend’s house, at an arcade, or even at school http://en.wikipedia.org/wiki/Gamer
5 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007 (adapted from Prensky M. (2001) Digital Game Based Learning)
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3
We are aware that Instructional Design has a behaviourist tradition, but new insights into the learning process continue to replace, change and alter the process. Advancements in technology, such as digital games, make branched constructivist approaches to learning possible. Whether designing for training or education, the instructional designer's toolbox contains an ever changing and increasing number of applications and possibilities.
In their earliest incarnations, eLearning technologies were often leveraged to extend the reach and flexibility of traditional teaching methods. Existing materials were “repurposed” so they could be made available online. In some instances, they were enhanced with multimedia and assessment, but the content and learning approach was largely the same. While these benefits may have been compelling at the time, it was clear that the focus was on convenience and improving access to information; not really about providing a more effective learning experience.
In its next avatar eLearning focused on interactive media. This form of media has long been recognised for its ability to engage and motivate. Some argue that this phenomenon might be due to “novelty effects” that could wear off when the learner tires of the new learning experience. However, it is well documented that multi-sensory approaches, utilising graphics, sound and interactive elements, not only appeal to different learning styles, but also positively affect motivation and retention among the general population.
This approach is supported by research and wholeheartedly encouraged by experts: “Multimedia presentations encourage learners to engage in active learning by mentally representing the material in words and pictures and by mentally making connections between
6the pictorial and verbal representations.” Learning theories abound that also support these ideas. “Imagery has been shown to facilitate recall in many studies,” and Dual Coding Theory suggests “recall/recognition is enhanced by presenting information in both visual and verbal
7form.”
Regardless of cause, we know that interactive media is often viewed as fresh, fun, and more engaging than traditional media. It is simply more fun to interact with content presented in an appealing and interactive format. This is an important consideration in designing learning materials for fatigued learners bored and unmotivated by traditional materials.
Perhaps the most engaging of all interactive media forms are games. Games engage brains that have been exposed to repeated fast-moving and multi-sensory input, but otherwise starved of stimuli by text-based methods. Marc Prensky predicts that the gamer generation will not
8“accept, attend or engage in training that is boring.” ; “serious learning” and “interactive entertainment” will have to merge.
Having been used in pedagogy from very early in recorded time, games are without compare as compelling and effective human learning experiences. The current digital versions of games are no different; they can be used as effective learning tools and appeal to a growing audience who see and think of the world differently; with game-influenced perception and cognition.
While there is still substantial academic debate about the definition of a game, (vis-à-vis a simulation) most of us know one when we see one. While both are experiential, there are some differences that are apparent on closer scrutiny.
6 Clark, Mayer; 2002
7 Kearsley, 2002
8 Prensky, 2002
9 Gredler, 2001
4
Games are typically used for entertainment purposes, while simulations are more commonly used for training purposes. However, this boundary differentiation is fast blurring as some best-selling games (ex. The Sims series) are actually simulation games that provide enormous entertainment value.
Purpose
In a game, the event sequence is typically linear, whereas a simulation is typically non-linear. The player in a game responds to an event, typically content-related questions and advances or not, depending on the answer. This cycle is repeated for each player or team in turn, luck often playing a part. (Note: Unlike real-time online multiplayer games, casual games rarely use synchronous environments.)
The mechanisms that determine the consequences to be delivered for different actions taken by the learners differ in games and simulations. Games consist of rules that describe allowable player moves, game constraints and privileges, and penalties for actions otherwise. Also, the rules may be imaginative, or not related to real-world events. In contrast, the basis for a simulation is “a dynamic set of relationships among several variables that change over time and
9reflect authentic causal processes.”
Event Sequence Consequences1 2 3
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Most organisations considering the adoption of DGBL don’t know
where to begin. The sheer variety and depth of the digital game
experience makes it difficult to decide on strategy and approach.
Consider a simple taxonomy of games. Instructional designers
could consider building games from this taxonomy for almost any
type of learning outcome.
Adopting DGBL - Where To Begin?
10Digital Games (computer or console based)
10 Adapted from Digital Game-Based Learning by Marc Prensky ©2001
Action Games
The classic “twitch” games of the arcades and home video
consoles: Super Mario, Sonic the Hedgehog et al. The category
includes the old “side scroller” games, maze games, platform
jumping games, falling things you have to shoot, car races and
chases. This category also includes the shoot-em-ups that evolved
from Wolfenstein and Doom.
Description
Modern Example
Doom, Quake, Duke Nukem,
Half-Life, Unreal Tournament
Classic Example
Gekko, Missile Command,
Pac-man
Adventure Games
Legend of Zelda
The “find your way around the unknown world, pick up objects
and solve puzzles” games. These are among the earliest of
computer games; Adventure was played on mainframes.
Description
Zork Myst, Riven, Zelda
Modern ExampleClassic Example
Fighting GamesDescription
Two characters, drawn from a stable of hundreds, battle each
other till one is wiped out. All these games are really doing is
matching up two “moves” at the same time, to see which wins.
Dragonball Z
Modern ExampleClassic Example
Mortal Combat,
Street Fighter
DragonballZ, Virtua Fighter,
Tekken
5
Unreal Tournament
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Role Playing Games (RPGs)
Description
Generally some form of “Dungeons and Dragons” brought to the
computer screen. They are mostly medieval in their imagery and
involve quests usually to rescue someone or something. However,
modern RPGs can be set in varied environments.
You play a character, which has a “type” (human, orc, elf,
wizard, etc) and a set of individual characteristics you assign it.
You acquire equipment and experience via action and fighting.
Things like magic/spells are a big deal.
Modern ExampleClassic Example
Dungeons and Dragons GTA seriesGrand Theft Auto IV
Puzzle GamesDescription
Problems to be solved, typically visual, stripped of all story
pretence.
Devil DiceTetris Devil Dice
Modern ExampleClassic Example
Description
About flying or driving things (often military) or building worlds
like SimCity and The Sims, or, increasingly, running companies
(Start-up) and other such.
Modern ExampleClassic Example
SimCity The Sims, Start-up,
Microsoft Flight Simulator
Simulation Games
The Sims 2
6
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Sports GamesDescription
The one category where the content, rather than the game play is the determining factor. Most are action games where you can control one or more players at a time.
There also exist less action- and more statistics-oriented sports games like fantasy baseball, as well as action sports games, especially in arcades.
FIFA 09, PSP
Modern ExampleClassic Example
HardBall!,
Street Sports Soccer
EA Madden, FIFA 09
Strategy GamesDescription
Typically about being in charge of something big – an army, or an
entire civilisation, and making it evolve the way you want, either
on your own or more often against opponents.
World of Warcraft
Modern ExampleClassic Example
Civilisation Age of Empires series,
Warcraft
It is important to note that some organisations can afford
commercial off-the-shelf (COTS) DGBL; the US Army is a good
example. It has spent substantial sums of money developing and
promoting a full-fledged game – ‘America’s Army’ - a 3D
simulation game that serves to give prospective recruits in the
gamer demographic a taste of army battle action. It has also
created a video game unit and will invest $50 million over five
years on games and gaming systems designed to prepare soldiers 11for combat.
11 http://www.stripes.com/article.asp?section=104&article=59009 “Not playing around: Army to invest $50 million in combat training games.
7
America's Army
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There are several ways to co-opt games into your learning strategy. In their Taxonomy of 12Serious Games, Ben Sawyer and Peter Smith elaborate on several usage models for DGBL
(table shown below).
While it is possible to use multiple game categories for DGBL, there are some considerations
that make certain game categories unsuitable. Similarly, those there are multiple models of
adoption of game technology, not all models are suitable for use in learning games.
13We recommend that the best first steps to take in DGBL are Casual Games . Though not
explicitly a part of the taxonomy created by Prensky, casual games are defined as “…simple
easy-to-play, short games…”, they are designed to be played again and again, are simple to 14learn, have a short playing time, and are relatively inexpensive to build .” The “average casual
15game is built in months, often by a team of three to five people at a cost of about $100,000 .”
Casual games are perfect for teaching basic knowledge (facts and concepts) and are a good
first step for organisations starting out or experimenting with DGBL.
Usage Model
Tool Appropriation
HardwareAppropriation
Engine Appropriation
Game For X
Embedded Messagingand/or Action
TechnologyAppropriation
TechniqueAppropriation
Talent Appropriation
Cultural Appropriation
Explanation
Use of game production tool for production of non-game content
Use of uniquely game hardware for delivery of other service orContent style
Use of game engine for production of non-game application
Game with non-entertainment goals as most desired outcome
Entertainment games with third-party embedded non-entertainmentMessaging/action goals
Derivative hardware & software output direct from games
User interface or design technique appropriated from games forNon-game purpose
Appropriation of talent due to game development expertise forNon-game application need
Use of game cultural and visual cues as a means of reachingA particular gamer-oriented audience for branding & messaging
Example(s)
Machinima
Folding@Home
Holt Forestry Visualisation
America’s Army
SimCity Societies
Network 3D Game Engines
“Fun Ware” : Applications withGame Like User InterfaceProperties
Park Design by Keita Takahashi
Volvo Commercial w/RallisportCoca-Cola / World of Warcraft
12 Serious Games Taxonomy, February 2008; Ben Sawyer (Digitalmill, Inc. & Serious Games Initiative) and Peter Smith (University of Central Florida, RETRO Lab)
http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf pg 13
13 The term Casual Game is used to refer to any computer game targeted at a mass audience of casual gamers. Casual games can have any type of game-play, and fit in any genre. They are typically distinguished by their simple rules, in contrast to more complex hardcore games. They require no long-term time commitment or special skills to play. Casual games typically are played on a personal computer online in web browsers, although they now are starting to become popular on game consoles, too. http://en.wikipedia.org/wiki/Casual_game retrieved 28 May, 2008
14 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
15 Hyman P. (2004) “Casual Videogames are serious business” Hollywood Reporter, retrieved 3 May, 2008, from http://www.thehollywoodreporter.com/thr/tech-reporter_display.jsp?vnu_content
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According to Robert Gagne, a well-known researcher in the area of learning, there is a
knowledge hierarchy for learning16. The hierarchy progresses from learning basic facts to
complex problem solving. The first three levels of the hierarchy are:
Choosing a Casual Games Approach
18 If they’re gamers, ask what type of gamers they are :
Birth Years
Gaming Years
Defining Games
Level of Interactivity
Degree of Realism
Degree of Cognitive Processing
Player Collaboration
Gamer 1.0 Gamer 2.0 Gamer 3.0 Gamer 4.0
1960-1970
1970-1980
Pong
Extremely Low
Extremely Low
Low
None
1971-1980
1981-1990
Pac-man,Space Invaders,Battlezone, Super Mario Bros, Tetris
Low
Very Low
Low
Low
1981-1990
1991-2000
Myst, Zelda, Manic Manson, Age of Empires, The Secret of Monkey
Island, Tomb Raider, Diablo, Everquest, Super Mario 64
Moderate
Low to Moderate
Moderate
Minimal
1991-2001
2001-2010
SimCity, The Sims, Halo, World of Warcraft,
America's Army, Grand Theft Auto 4.0
Immersive
High to Extremely High
High
High
The lower levels of knowledge must be acquired before higher levels in the hierarchy can be attained. A learner needs declarative knowledge (facts, acronyms, jargon) before understanding concepts. Similarly, concepts need to be acquired before they can be extended or applied to a rule.
This flow of knowledge acquisition from one level to the next is essential for learning almost anything. Conventional eLearning courseware tends to be designed around this scaffolding of knowledge. Mark Oehlert, an associate at the consulting firm Booz Allen Hamilton and the former director of learning innovations at the online learning think-tank the MASIE Center, points out, “Learning hierarchies can be problematic for gamers. Their experience with non-linear games means that they tend to have a different understanding of how complete their knowledge needs to be before moving to the next level. Gamers are comfortable with ambiguity, so they sometimes attempt to move forward without all the information they need17.”
Given gamers’ difficulties with learning hierarchies, its paradoxical that basic declarative knowledge that can be best taught with casual games. Typical eLearning courseware follows a format of page of text, page of text with image, some text and animation, multiple choice question, repeat ad nauseam. In the eLearning industry such courses are termed ‘page-turners’. All the learner does is click the next button to navigate through pages or screens. These traditional online corporate methods for teaching declarative knowledge are ineffectual with the gamer audience because it offers little enjoyment, excitement or motivation. Gamer learners will prefer to ‘exit’ such training.
Before deciding on using games in your eLearning mix ask if your learner audience is playing games.
Declarative knowledge
Concepts knowledge
Rule Knowledge
16 Gagne, R. M., The Conditions of Learning and Theory of Instruction; 4th Edition, 1985; New York: Holt
17 Excerpt from a Personal Interview with Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
18 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
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The gamer generation has different expectations from games. This is directly tied to the years in which they were born, and is a result of the defining games of the period when the gamers were/are active players and the thought process developed in game play. Regardless of their expectations, it’s clear that gamers would prefer a learning game to a conventional eLearning ‘page-turner’.
Some casual games can be used for specific knowledge types.
Game Definition Type of Knowledge Taught
Declarative Knowledge and labeling games
Concept Games
Board/Trivia games
Game that provides matching, labeling, or question answering based primarily on knowing facts.
Game that requires learner to understand concepts and apply those concepts in limited situations.
Game that requires learner to move a piece around a board or answer questions when provided some type of stimulus.
Declarative
Declarative and Concepts
Declarative, Concepts and Rules
These games help teach declarative knowledge from their repeated usage. Information that’s
required to be memorised will naturally be drilled as the player repeatedly plays the game to get
a higher score, reach another level or beat an opponent.
These games do not need elaborate realistic graphics and immersive interaction to be effective.
They simply need basic graphics and interaction following a proven format that has evolved
over decades.
Designed for an education provider
specialising in English as a Second
Language. This game reinforces the
knowledge of phonetics through
repetition of simple words and sounds.
Developed for a blended Economics
course at a leading university. A
card game metaphor helps to
repeatedly reinforce knowledge
about the types of unemployment.
Declarative Knowledge And Labelling Games
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A concept game allows the learner an opportunity to identify the attributes of a concept or
encourages the learner to generate ideas about the attributes on their own. Typically, these
games are presented as multiple choice exercises or identification games.
Similar to declarative knowledge games, concept knowledge games do not need realistic
graphics and immersive interaction to be effective. Classic instructional design emphasises
assessment, and multiple choice questions are the most popular instrument used to assess
concept knowledge. It’s quite easy to repurpose such multiple choice instruments into concept
knowledge games.
A casual game about construction
safety; designed to practice
knowledge of fall protection, use of
scaffolding and cranes. Gamey
interaction and visual design
transformed the question bank.
Wordsearch is based on a puzzle
metaphor commonly found in
newspapers. It helps practice the
recollection of memorised words
associated with the subject matter.
Styled like a game-show, this casual
game helps practice knowledge of
basic business skills. This game
repurposed an existing question bank.
11
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Aligned closely with simulations, Rule Knowledge games let learners identify and remember
rules associated with rule systems. Often integrated closely with scenarios, these types of games
typically include an environment and an interface used by the player to interact with that
environment.
The environment and its content attempts to model problem situations and the rules required
to solve those. During the course of play, players discover what rules apply to the environment
and how to use the game mechanics within the boundaries/rule-set to solve the problem facing
them.
Rule Knowledge Games
12
Simple economic simulation
modelled as a calculator;
because it allows for real time
modification of the variables,
any change is instantly visible
providing continuous feedback.
This allows for the exploration
of the relationships between
the variables not possible with
other ways of learning.
The Lean Game is designed to
teach the principles of the Lean
methodology; specifically the 5S
– Sort, Straighten, Sweep,
Standardise and Sustain to a lay
audience.
A snazzy, gamey context and
interface draws the learner in,
sophisticated interaction and
content keep the learner glued.
Scores and various game devices
provide continuous remedial
feedback.
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Based on a modification of
game-play from the common
board game Scrabble, this
game lets users develop and
test their knowledge of
acronyms.
An online market training
simulator for teaching ‘trading’
and ‘risk’ concepts. The
simulator models an Energy
Market where the learner can
trade commodities. This
approach proves excellent to
teach trading rules in a
controlled safe environment.
13
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Various companies have added DGBL to their eLearning mix and are experiencing varied levels of success. We’ve listed a few examples and links to where you can actually play the game.
Sun Microsystems uses a series of games to teach new hires about Sun itself. These games impart useful knowledge in a fun and engaging manner by using an adventure game where the learner is the hero.
Sun Microsystems ‘Dawn of the Shadow Specters’
Cisco ‘The Binary Game’
Cisco had some exciting results when it built a game to teach factual and conceptual knowledge about the binary number system. Cisco has observed that players may solve as many as 50 problems in four to five minutes. As they progress through the game, players start to recognise patterns and develop strategies in order to increase their score and stay in the
19game. These same strategies are the very same cognitive skills identified in learning goals.
The game had been accessed by more than 180,000 players in over 125 countries and that number must have changed significantly since the time of writing.
https://learning.sun.com/sls/staff/display/NEWHIRE/Play
19 ASTD Case Study: Get in the Game! The Cisco Binary Game http://www.astd.org/LC/2007/0807_bush.htm
14
http://forums.cisco.com/CertCom/game/binary_game_page.htm
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Miller Brewing Company used a casual game to impart a general web audience about its
products. The game uses bartending skills for surface structure, while the deeper structure is
regarding product knowledge about Miller beers sold on tap.
Miller Brewing 'Tips on Tap’
Phillips Healthcare uses games in its continuing education program for users of its products and
technology. Complex subjects such as anatomy, physiology, and pathology have been made
engaging and interesting using a variety of game formats including popular TV game shows,
common board games, and challenging brainteasers, each a typical casual game.
http://www.flash-igri.com/en/game/3701.html
http://www.theonlinelearningcenter.com/Catalog/CourseCatalogDept.aspx?dept_id=115&dept
name=Clinical+Challenge+Games+-+0+Credits&showSubCats=yes
(Games are free; registration required)
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Developing games is unlike developing conventional eLearning courseware. While conventional
eLearning is closely tied to media development, game development has closer ties to software
development.
While developing both games and conventional eLearning still uses the same fundamental
instructional design approaches, the delivery media (games vs. conventional eLearning) differ
significantly. Games veer more towards software development because of the complexities
inherent in game development. Developing conventional eLearning does involve some amount
of software development, but is primarily focussed around media design and development
using established multimedia principles and development technology.
From a development perspective, this raises some key issues.
Cost/Price – The cost of development of a full-fledged game like Halo approached USD 20
million. It’s unlikely that the average corporate training department has a budget approaching
that number. The cost of building a serious version of a strategy or simulation game (SimCity,
The Sims) designed for entertainment is also proportionately high.
Our focus should be on games the average training department can afford. This pretty much
rules out elaborate learning games that compare to Commercial Off-The Shelf games (COTS).
Development Timeline – Full fledged COTS have development timelines that extend into years.
Learning & Development or training departments require solutions quickly to address training
needs; they can’t wait for several months for a solution can be realised.
Knowledge & Skills Shelf-life – The knowledge and skills represented in any form of digital
learning has a definite shelf-life. This is especially true of knowledge and skills imparted in the
corporate learning environment vis-à-vis those taught in an academic environment.
As individuals adapt their performance to a changing corporate environment their training
needs differ and change. The business environment includes constantly changing processes,
services, regulatory environments and products. This constant flux results in some types of
knowledge becoming obsolete quickly. If we were to develop a COTS-like game for this type of
knowledge, the chances of the game becoming obsolete or irrelevant are high.
Ability to Assess – In games, the act of playing the game and moving through its level or stages
is the assessment itself. This does not gel with the typical training department’s view of having
metrics to support achievement of learning outcomes.
However, we must note that this in itself isn’t a consideration that disqualifies all game
categories in the taxonomy. Most game categories do lend themselves to some form of
assessment using a point system or a scheme that is similar.
Key Issues In Digital Game-based Learning Development
1
2
3
4
16
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We’d definitely recommend having games in your eLearning mix. In fact, we think it’s an
essential component of good wholesome training.
We are now seeing the emergence of the digital natives and these individuals will not be
engaged or interested by conventional page-turners. Digital natives have grown up influenced
by digital media in varying measure. One of this group’s key features is that all of them have,
are and will continue to be influenced by game-based interaction, interfaces, design and
metaphors.
Most training includes components or content that is factual, conceptual and rule-based. This
type of content is best turned into small casual games.
Conclusion
17
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1 Jane Massey; Quality and eLearning in Europe – Summary Report, 2002
2 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
3 Boomers are the generation born just after the end of the Second World War, roughly
between 1946 and 1960. This was a generation heavily influenced by television, came of age
with the Vietnam War. http://en.wikipedia.org/wiki/Baby_boomer
4 A gamer is someone who has grown up in the generation influenced and shaped by video
games and technology. Those who have grown up during the time when many games within
their generation were playing video games are gamers. Even if the person did not own a
console or a PC on which to play games. Chances are he or she played the video games at a
friend’s house, at an arcade, or even at school.
http://en.wikipedia.org/wiki/Gamer
5 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007 (adapted from Prensky M.
(2001) Digital Game Based Learning)
6 Clark, Mayer; 2002
7 Kearsley, 2002
8 Prensky, 2002
9 Gredler, 2001
10 Adapted from Digital Game-Based Learning by Marc Prensky ©2001
11 http://www.stripes.com/article.asp?section=104&article=59009 “Not playing around: Army
to invest $50 million in combat training games.
12 Serious Games Taxonomy, February 2008; Ben Sawyer (Digitalmill, Inc. & Serious Games
Initiative) and Peter Smith (University of Central Florida, RETRO Lab)
http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf pg 13
13 The term Casual Game is used to refer to any computer game targeted at a mass audience
of casual gamers. Casual games can have any type of game-play, and fit in any genre. They are
typically distinguished by their simple rules, in contrast to more complex hardcore games. They
require no long-term time commitment or special skills to play. Casual games typically are
played on a personal computer online in web browsers, although they now are starting to
become popular on game consoles, too. http://en.wikipedia.org/wiki/Casual_game retrieved 28
May, 2008
14 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
15 Hyman P. (2004) “Casual Videogames are serious business” Hollywood Reporter, retrieved 3
May, 2008, from http://www.thehollywoodreporter.com/thr/tech-
reporter_display.jsp?vnu_content
16 Gagne, R. M., The Conditions of Learning and Theory of Instruction; 4th Edition, 1985; New
York: Holt
17 Excerpt from a Personal Interview with Karl M. Kapp; Gadgets, Games and Gizmos for
Learning, 2007
18 Karl M. Kapp; Gadgets, Games and Gizmos for Learning, 2007
19 ASTD Case Study: Get in the Game! The Cisco Binary Game
http://www.astd.org/LC/2007/0807_bush.htm
References
18
A Whitepaper by Upside Learning SolutionsDo You Need Games In Your Elearning Mix?
Abhijit Kadle has more than ten years of professional experience in multimedia design and
development.
His design expertise comes from having worked on design-driven projects for multimedia kiosk
software development, multimedia instructional simulations, computer-based training, web-
based training, learning management systems and standards.
His interests range from genetics, evolutionary biology, biochemistry, engineering, technology,
computing to electronic games, media, communication, and the design of user experience and
interaction.
About the Author
A Whitepaper by Upside Learning SolutionsDo You Need Games In Your Elearning Mix?
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