Are Your Employees Playing Games?
...Well, They Should Be!
info@gses.com	
 Ā 
2
Learning Today
Today’s generation has grown up interfacing with computers
and learning completely different than previous generations.
3
Why Serious Gaming?
•  Why should we even talk about serious gaming?
•  How can it help?
•  What does it look like?
•  Elements of effective game-based learning?
4
Why Talk Gaming?
The statistics are overwhelming:
•  59% of Americans play video games
•  Average age = 31
•  47% Women
•  29% over 50 years old
•  Millennials spend 3x more time gaming than exercise,
sports, volunteering, religious-creative-cultural activities
or reading. (via Entertainment Software Association)
5
The Challenge
•  Huge disparity between the commercial
games market and institutional learning
•  The Digital Divide:
–  Trainer and trainee differences in outlook,
style and expectation making it difficult to
communicate.
6
10 Cogitative Style Changes of
Digital Natives
1.  Twitch Speed over Conventional Speed
2.  Parallel Process over Linear Processing
3.  Graphics First vs. Text First
4.  Random Access vs. Step-by-Step
5.  Connected vs. Standalone
6.  Active vs. Passive
7.  Play vs. Work
8.  Payoff vs. Patience
9.  Fantasy vs. Reality
10.  Tech-as-friend vs. Tech-as-foe
Mark Prensky – Digital Game Based Learning
7
How Millennials See Games Helping
•  67% develop winning strategies
•  70% problem solving
•  63% work smoothly as a team
•  66% vital in understanding new
technologies
8
Which Begs the Questions
•  Can we leverage propensity to play games into a
meaningful knowledge transfer?
•  Can serious games motivate users to learn?
•  Can we make learning fun and actually habit
forming?
9
What Do Serious Games Look Like?
•  Combination of
–  Scenario-based learning
–  Experiential learning
–  Active critical learning
–  Engaging and entertaining environment
•  A game itself will not train. It needs
integration with good instructional design.
10
Characteristics of Successful Serious
Games
•  Must be motivating
•  Clear path w/ learning
objectives ā€œguided discoveryā€
•  Clear, immediate, intuitive and valuable feedback
•  Hints/help (scaffolding) to support learning
•  Tiers/levels so as not to frustrate user
11
Why Are They Engaging?
•  Four types of ā€œfunā€ (emotion clusters)
–  Easy fun: Exploration, adventure, curiosity
–  Hard fun: Challenge and mastery
–  Serious Fun: Purposeful, change thinking
feeling and behavior
–  People Fun: Excuse to hang with friends
Nicole Lazzaro, CEO, XEODesign
12
Effective Learning?
•  Supports structured, sequential learning,
progressing from simple to complex
•  Builds the ability to recognize prototypical events
from conceptual cues
•  Similar to simulation in the ability to learn from
trial and error
13
A Game-Based Learning Construct
S1 S2 S3 T1 S4 S5 T2
Instructor
Assist
S1 S2 S3 T1 S4 S5 T2
Instructor
Assist
S1 S2 S3 T1 S4 S5 T2
Instructor
Assist
S1 S2 S3 T1 S4 S5 T2
Instructor
Assist
S1 S2 S3 T1 S4 S5 T2
Instructor
Assist
CL-1
CL-2
CL-3
CL-4
CL-5
Trainee Start
Certification
Hybrid self-adaptive ladder with ā€œadaptiveā€ remediation
14
Benefits
•  Potential for self-directed learning
•  Optimize instructor time
•  Optimize instructor focus
•  Proper sequencing of education and compression of
learning curve
•  Can help eliminate bathtub effect of highest effectiveness
immediately after training, then precipitous decline
15
Simple Example
Game constructs:
•  Scenario based
•  Guided discovery
•  Scaffolding
•  Decision making
•  Immediate feedback
•  Engaging
•  Competition
•  Exploration
•  Purposeful
16
Millennials Are Just the Start
US	
 Ā Census	
 Ā 2012	
 Ā 
US	
 Ā Popula*on:	
 Ā 
For more information:
Go to: www.GSES.com
Call: +1 800.638.7912
Email: info@gses.com
Follow us on:
Twitter @GSESystems
Facebook.com/GSESystems

Are Your Employees Playing Games?

  • 1.
    Are Your EmployeesPlaying Games? ...Well, They Should Be! [email protected] Ā 
  • 2.
    2 Learning Today Today’s generationhas grown up interfacing with computers and learning completely different than previous generations.
  • 3.
    3 Why Serious Gaming? • Why should we even talk about serious gaming? •  How can it help? •  What does it look like? •  Elements of effective game-based learning?
  • 4.
    4 Why Talk Gaming? Thestatistics are overwhelming: •  59% of Americans play video games •  Average age = 31 •  47% Women •  29% over 50 years old •  Millennials spend 3x more time gaming than exercise, sports, volunteering, religious-creative-cultural activities or reading. (via Entertainment Software Association)
  • 5.
    5 The Challenge •  Hugedisparity between the commercial games market and institutional learning •  The Digital Divide: –  Trainer and trainee differences in outlook, style and expectation making it difficult to communicate.
  • 6.
    6 10 Cogitative StyleChanges of Digital Natives 1.  Twitch Speed over Conventional Speed 2.  Parallel Process over Linear Processing 3.  Graphics First vs. Text First 4.  Random Access vs. Step-by-Step 5.  Connected vs. Standalone 6.  Active vs. Passive 7.  Play vs. Work 8.  Payoff vs. Patience 9.  Fantasy vs. Reality 10.  Tech-as-friend vs. Tech-as-foe Mark Prensky – Digital Game Based Learning
  • 7.
    7 How Millennials SeeGames Helping •  67% develop winning strategies •  70% problem solving •  63% work smoothly as a team •  66% vital in understanding new technologies
  • 8.
    8 Which Begs theQuestions •  Can we leverage propensity to play games into a meaningful knowledge transfer? •  Can serious games motivate users to learn? •  Can we make learning fun and actually habit forming?
  • 9.
    9 What Do SeriousGames Look Like? •  Combination of –  Scenario-based learning –  Experiential learning –  Active critical learning –  Engaging and entertaining environment •  A game itself will not train. It needs integration with good instructional design.
  • 10.
    10 Characteristics of SuccessfulSerious Games •  Must be motivating •  Clear path w/ learning objectives ā€œguided discoveryā€ •  Clear, immediate, intuitive and valuable feedback •  Hints/help (scaffolding) to support learning •  Tiers/levels so as not to frustrate user
  • 11.
    11 Why Are TheyEngaging? •  Four types of ā€œfunā€ (emotion clusters) –  Easy fun: Exploration, adventure, curiosity –  Hard fun: Challenge and mastery –  Serious Fun: Purposeful, change thinking feeling and behavior –  People Fun: Excuse to hang with friends Nicole Lazzaro, CEO, XEODesign
  • 12.
    12 Effective Learning? •  Supportsstructured, sequential learning, progressing from simple to complex •  Builds the ability to recognize prototypical events from conceptual cues •  Similar to simulation in the ability to learn from trial and error
  • 13.
    13 A Game-Based LearningConstruct S1 S2 S3 T1 S4 S5 T2 Instructor Assist S1 S2 S3 T1 S4 S5 T2 Instructor Assist S1 S2 S3 T1 S4 S5 T2 Instructor Assist S1 S2 S3 T1 S4 S5 T2 Instructor Assist S1 S2 S3 T1 S4 S5 T2 Instructor Assist CL-1 CL-2 CL-3 CL-4 CL-5 Trainee Start Certification Hybrid self-adaptive ladder with ā€œadaptiveā€ remediation
  • 14.
    14 Benefits •  Potential forself-directed learning •  Optimize instructor time •  Optimize instructor focus •  Proper sequencing of education and compression of learning curve •  Can help eliminate bathtub effect of highest effectiveness immediately after training, then precipitous decline
  • 15.
    15 Simple Example Game constructs: • Scenario based •  Guided discovery •  Scaffolding •  Decision making •  Immediate feedback •  Engaging •  Competition •  Exploration •  Purposeful
  • 16.
    16 Millennials Are Justthe Start US Ā Census Ā 2012 Ā  US Ā Popula*on: Ā 
  • 17.
    For more information: Goto: www.GSES.com Call: +1 800.638.7912 Email: [email protected] Follow us on: Twitter @GSESystems Facebook.com/GSESystems