individual, collaborative, and organizational serious games and e-learning gamification in the...
DESCRIPTION
Individual, Collaborative, and Organizational Serious Games and e-learning Gamification in the WorkplaceTRANSCRIPT
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
Margarida ROMERO, Ph.D. Professeure Adjointe en Technologie Éducative Université Laval (Québec).
Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace.
@ m a r g a r i d a r o m e r o
m a r g a r i d a . r o m e r o @ f s e . u l a v a l . c a
Teachers College at Columbia University
June 12th 2014, New York, NY, USA
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
2
Index
1. Contextualisation
2. 21st century workplace;
lifelong learning as a life sentence
3. E-learning (positive) experience in the workplace
4. Over-simplistic : Play + Learning = Serious (educational)
Games
5. Embracing complexity
– In the workplace
– In Game Based Learning
6. Beyond complexity… a methodology
HEXA-GameBasedLearning (6-GBL)
funnyj
unk.c
om
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
2010-2014 Network of Excellence Games and Learning Alliance (GaLA) involving 31 partners from 14 countries. Partnership involves game developers, research centers and universities.
• Université Laval (Québec, Canada)
2013. International Journal of Serious Games
2011-2013 Projet ESG - Stimulating entrepreneurship through serious games - Erasmus Project
2014-2021 ACT partnership project. Focus on intergenerational use of serious games.
Contextualisation
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
• Context of innovation and uncertainty
• Work Life Learning Balance (WLLB) • Learning and unlearning • 21st century skills
21st century workplace {
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
… sounds such a life sentence
if you do(did) not enjoy(ed) the learning experience
Lifelong learning…
THAT’S IT! I’M
THROUGH
SCHOOL AND
LEARNING !
SEE YOU
NEVER !
NEVER STOP
LEARNING
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
… should offer a positive learning experience E-learning in the workplace
Competition
A correct level of difficulty (flow, ZDP, game level design)
Game rules
Engagement, immersion, narrative
Fun
Creativity
Let’s play!
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
Play
Individual
Organization
Learn! Serious (educational) Games
{
Over-simplistic :
Play + Learning = Serious (educational) Games
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
… Calvin is not alone Organizational/Team/Individual learning needs and goals
Embracing complexity in the workplace (I)
Intrapersonal level • Prior knowledge
• Learning preferences • Learning needs and objectives
Interpersonal level (Teams) • Small group history, cohesion, goals, challenges
• Cooperative and competitive dynamics • Knowledge Group Awareness • Learning needs and objectives
Organizational level • Learning needs and objectives
• Organization (un)learning culture • Organization history, cohesion, goals, challenges
• Cooperative and competitive dynamics
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
Embracing complexity in Game Based Learning (II) Game as « organized play » (Prensky, 2001, p. 119), “an activity, in which participants follow prescribed rules (…) to attain a challenging goal” (Heinich et al, 2002). Serious Games as games with a purpose. Gamification as “the use of game design elements in non-game contexts” (Deterding et al, 2011).
Serious (educational) Games
Game universe / Immersion (cognitive & visual level) / Gameplay
(Educational) Gamification
Real life contexts/Non-game Secondary task
Purpose / (Educational) objectives
Gaming experience
Positive (learning) experience
Game mechanics & rules
Img adapted from raconteur.net
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
Beyond complexity… a methodology
HEXA-GameBasedLearning (6-GBL)
Serious (educational) Games
Game universe / Immersion (cognitive & visual level) / Gameplay
(Educational) Gamification
Real life contexts/Non-game Secondary task
Purpose / (Educational) objectives Learning objectives
Gaming experience
Positive (learning) experience
Game mechanics & rules
Purpose / (Educational) objectives Learning assessment & feedback
Game modalities { Purpose / (Educational) objectives Learner-centered need analysis
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
HEXA-GameBasedLearning (6-GBL)
[email protected] Individual, collaborative, and organizational
serious games & e-learning gamification in the workplace. June 12th 2014, NY, USA
Margarida ROMERO, Ph.D. Professeure Adjointe en Technologie Éducative Université Laval (Québec).
@ m a r g a r i d a r o m e r o
m a r g a r i d a . r o m e r o @ f s e . u l a v a l . c a
Thank you for your attention!
All feedback is welcome