Monday 11 August 2014

eLearning Manifesto - 20 Supporting Principles

The Key to Success?
"We believe that learning technology offers the possibility for creating uniquely valuable learning experiences.
We also believe, with a sense of sadness and profound frustration, that most elearning fails to live up to its promise.
We further believe that current trends evoke a future of only negligible improvement in elearning design—unless something radical is done to bend the curve."
This is the preamble to the eLearning Manifesto (http://elearningmanifesto.org/) put together by Michael Allen, Julie Dirksen, Clark Quinn and Will Thalheimer. 
They set out 20 supporting principles:
  • Do Not Assume that Learning is the Solution
  • Do Not Assume that eLearning is the Answer
  • Tie Learning to Performance Goals
  • Target Improved Performance
  • Provide Realistic Practice
  • Enlist Authentic Contexts
  • Provide Guidance and Feedback
  • Provide Realistic Consequences
  • Adapt to Learner Needs
  • Motivate Meaningful Involvement
  • Aim for Long-term Impact
  • Use Interactivity to Prompt Deep Engagement
  • Provide Support for Post-Training Follow-Through
  • Diagnose Root Causes
  • Use Performance Support
  • Measure Effectiveness
  • Iterate in Design, Development, and Deployment
  • Support Performance Preparation
  • Support Learner Understanding with Conceptual Models
  • Use Rich Examples and Counterexamples
  • Enable Learners to Learn from Mistakes
  • Respect Learners

I agree with the above principles as they, in part, overlap with my games based learning manifesto (http://www.games-based-learning.com/2013/10/a-games-based-learning-manifesto-10_11.html). They also have a venn-like link to a blog I wrote regarding Marrying up to Situated Learning Theory  (http://www.games-based-learning.com/2012/10/marrying-up-to-theory.html)

Here is a video where the four announced their manifesto:



Oh and for balance, it is worth not everyone appreciates the top down approach to defining a manifesto. Have read of Donald Clark Plan B  (http://donaldclarkplanb.blogspot.in/2014/03/gang-of-four-proclaim-serious-elearning.html) . And here is another cutting and funny parody (http://www.eqsim.com/blog/?p=413) from EqSim Ruminations. The latter makes some interesting generalised criticisms of e-Learning industry, which are valid in their own way and is probably the reason I have focused most of my efforts on learning simulation for the last decade. 

In conclusion, I think well designed e-Learning and simulations/games both have their place BUT what is key is making sure that they are learner focused and they deliver against the required needs and outcomes. And not lets crow bar in an ill-fitting solution that is simply about cutting costs.

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Wednesday 30 July 2014

How Google Glass Could be Used in Education - An Infographic

Hello again after my short break from blogging!  I am afraid I was very busy sitting my final year university exams (and am pleased to say I achieved a first class honours) and then I travelled to Brazil for the World Cup.  I thought I'd share this fantastic infographic with you as my first post back, enjoy and as always please share your thoughts in the comments section.  Click the infographic for a larger, interactive version.

http://www.opencolleges.edu.au/informed/features/google-glasses-education#.U9lIrsIg9D8
How Google Glass might be used in Education – An infographic by the team at Open Colleges

As you can see there are many ways that Google Glass technology could be used to enhance education and update learning for the 21st Century.  It also fits in with some of the other educational movements we have discussed previously on the blog, such as Flipped Classrooms, Project Based Learning, Multiple Learning Styles and so on.  As always, it is a technological tool that doesn't provide all the answers, but alongside these educational movements as well as Gamification, Games Based Learning and so on, education could fit more with the 21st Century world and really benefit students... and teachers.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Tuesday 22 April 2014

Games for Health

Carrot not stick.
Almost a year ago, I wrote an article called ‘Games Based Healing’ which featured games that help people learn about illnesses, how to self-heal and more through games.  This article featured games to help those with dementia, autism, cystic fibrosis, depression, stroke, dyslexia and post-traumatic stress disorder.  Since then, I have come across a few more articles about how games are helping people to learn about, cope with and beat health issues.

Depression

Depression featured in our post previously mentioned, however, this great article also argues that games could have great potential to help people with depression.  It lists 3 games/apps: Depression Quest, SPARX and MoodTune which have been developed specifically for people with depression.  The article also discusses a therapist’s use of games in sessions.  She uses them as a therapeutic tool to get children talking and working through their troubles.  A gamer’s perspective is also shared, suggesting that games have positive and negative effects for people suffering from depression, but that games specifically designed to treat depression can be fantastically useful.

Stroke

A game for helping stroke victims recover was also featured in our previous post.  However, a game, Stroke Hero has also been developed to help teach children to recognise the signs of a stroke.  The game has had great success so far.  Click here for more information.

Asthma

Wellapets is a game designed to help children handle their asthma.  The game features a pet dragon which the player must look after, including giving them their inhaler.  It aims to motivate positive behaviour change, reduce stigma, teach about symptoms and how to avoid common triggers.  Read more here.

Autism

Again, Autism featured on the previous list.  However, this article features a list of apps that have been designed to help children on the Autism spectrum to communicate.  There are quite a few apps, some of which are free and some not.

Breast Cancer

Cancer Research UK has developed a game to help them analyse a large amount of genetic data collected from their studies.  The game is called Play to Cure: Genes in Space.  Players are encouraged to go on space missions, but the game environment maps directly to scientific data.  It might be a little difficult to get your head around just how they have managed this, but this sort of innovation is a fantastic use of games and perhaps we’ll see more of it in the future.  Click here to read more.

I hope this emphasises that games can be used in a wide variety of ways and that games based learning is extremely broad.  Games are as varied as any other medium and can be used as such.  And as this post hopefully suggests, games can do a lot of good and help a lot of people.

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Tuesday 1 April 2014

Is Games Based Learning the Solution to Student Engagement?

I recently came across an article from Edutopia entitled, ‘Kids Speak Out on Student Engagement’.  The article is a teacher’s summary of 220 students’ responses when asked what engages them.  Interestingly, they could mostly be answered, if only in part, by games based learning.  Below is her list, with my comments about how GBL could help.


  1. Working with their peers – the original article explains the power of collaborative learning and discussion.  Many games are designed to be played together and many that aren’t designed this way can still be used in groups.  Games can spark discussion and debate, even if learners are working/playing ‘alone’.  Games can encourage students to problem-solve collaboratively and improve their communication skills.
  2. Working with technology – of course GBL doesn’t have to involve technology, but that is the main focus of our blog.  Therefore, games are a great way to get students working with technology in an exciting and productive way.  The article also explains that technology can allow powerful ‘learning by doing’.  An immersive game can help people learn knowledge and skills in a more meaningful way.  And as the article hints, technology (and often gaming) is so prevalent in young people’s lives that it makes little sense for school to be technology and game-free.
  3. Connecting the real world to the work we do / project based learning – good game design should help learners connect their learning to the real world.  The games should be relatable and relevant.  All of these things can help motivate students and allow for better memory encoding.  Games can be used as part of a larger project.  However, a good serious game almost acts as a project in itself.  It could allow exploration, learning, problem-solving, creativity and develop the student’s understanding/skills from start to finish.
  4. Clearly love what you do – this is about the teachers.  If you are reading this now, it is likely that you are interested in, or maybe even passionate about GBL or innovative, 21st education.  Therefore, bringing a game to the table is likely to be something that you are excited about and that will rub off on students.  
  5. Get me out of my seat! – The article explains that students learn most when they are active.  Not all games are built for movement, however some are.  For example, see our articles, ‘Kinect Games Based Learning’ and ‘Proof of the Pudding…’ (this one explains one of our games based workshops where the children or adults are encouraged to get out of their seats to negotiate, problem-solve, prioritise and more with other individuals and groups).
  6. Bring in visuals – a good game will have meaningful visuals.  These can make concepts clearer and motivate learners.  For example, in our game, mentioned above, the children are put in charge of a town, which they have to improve by making purchase decisions.  The town graphic, as well as the reports, change according to their decisions.
  7. Student choice – games can be very good for encouraging self-directed learning.  The article also mentions having a choice of activities related to a topic for different levels.  Games can be wonderful for allowing learning at the student’s pace and level.  Often games advance when the student has mastered the initial knowledge and skills.
  8. Understand your clients – the kids – this one is obviously very dependent on the teacher’s attitude.  The article explains how important the culture of the classroom can be for encouraging learning.  Allowing learners to play games at school has the potential to bring about a lot of respect for the teacher.  This is especially true if the learners are given freedom to play the game as they wish.  Games can be very self-directed but structured which can encourage a positive environment in classrooms.
  9. Mix it up! – Obviously games are a great way to mix things up.  They get people doing an activity that is unlike the norm, which can wake people up and keep them motivated to learn.  The article also talks about multiple learning styles (e.g. auditory, kinaesthetic).  See our article ‘Games Based Learning Supports Multiple Learning Styles’ for more about this.
  10. Be human – the article finishes by reminding teachers to have fun themselves.  GBL can be a great way to break up the monotony, spark the imagination, bring fun into learning, wake people up, inspire and so on.  These things are important for teachers as well as students.  The article also suggests asking students what engages and motivates them.  How about going to work tomorrow and asking your students what they would like to see more of in the classroom?  Or maybe even if they would like to try GBL?

For the original article, click here.

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Thursday 13 March 2014

The Future of Games in Education Infographic

This week, I just wanted to showcase a fantastic infographic from GameSalad full of stats about why games are fantastic learning tools right now and why they will continue to be in the future.  I think it speaks for itself.


For the larger, original, please click here.

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Thursday 6 March 2014

Games Based Learning – A Danish Experience

Recently, I was lucky to be invited to Aarhus in Denmark by the British Embassy Copenhagen / UKTI (UK Trade & Investment) to exhibit and network at the Knowledge is Great Conference. The conference was an opportunity for British and Danish companies along with educators and civil servants to discuss the future of games based learning.

So what did I take away from Denmark regarding games based learning? Firstly, schools get 50% funding towards the purchase of existing or bespoke digital resources. The Danish games based learning professionals were concerned about what would happen when the funding was removed in the coming years. A valid comparison was made to the demise of e-Leaning credits in the UK. Investment by schools could simply fall off a cliff. Civil servants from the Ministry of Education recognised this as an issue but were happy to let the market take control. Personally, I couldn’t help feeling that it would be nice to have a UK funding cliff to fall off, but I believe there is a place pump prime the industry.

But encouraging take up is not all about pump priming the supply side. There are demand side deficiencies as well. Specifically, teacher take up of games based learning. Here there are strong parallels to the UK situation. Teachers, while intrigued by games based learning, are reticent to take the leap rather like a novice player in a platform game. Pernille Korzon Dünweber from Serious Games Interactive made the point that there was a place for funding teachers in the use of games based learning.

Kristian Emil Andreasen (kanda) observed that the conference wasn’t attended by any entertainment games companies. I responded that there wasn’t intrinsically a problem with that; because while games based learning and entertainment games are obviously related, their design premise differs. Specifically, games based learning should be designed with learning at the forefront and not be crow barred in at the end. But, I think Kristian's point does have a broader significance, which was the point he was really raising, that games based learning needs to be fun and not just worthy, else students will reject it.  Designers need to strike a balance between game play and learning outcomes.

Following on from the importance of game design, at the start of a group discussion, the facilitators asked the group to name their favourite game of all time. While this was a simple ice breaker, it revealed the Achilles Heel of part of games based learning industry. Of the 20 people in the room, half struggled to name a computer game that they had ever played. Clearly, for a lot of people at the event, computer games are more theory than practice.

Kathleen Stokes from Nesta spoke enthusiastically about games based learning from a UK perspective and talked about students becoming makers as well as consumers. Roll on the Year of Code, I say.

All in all, I would say Denmark and the UK are similar in terms of games based learning. There seems to be an enthusiastic but slightly frustrated band of developers, a government that is keen to promote games based learning and an education system that is still getting to grips with what it all means.

Highlights of the trip other than games based learning were happening upon the Aarhus Cathedral which, while fairly utilitarian from the outside, has an amazing interior with some spectacular frescoes. Vivien Life (British Ambassador to Denmark) kindly hosted a lovely evening meal at Nordens Folkekøkken. Also, I had a chance to visit the art gallery (ARoS). Your rainbow panorama by Olafur Eliasson on the roof of the gallery is a unique and amazing experience. I am told that Den Gamble By open air museum is also very impressive, but I didn’t have time to see it.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Thursday 27 February 2014

Collaborative Gaming: The Ultimate Case Study

One of the most common ways in which games can be used in an educational environment is for collaborative gaming.  An entire class focusing on one game is far easier to manage or control than many small groups or everyone at a different computer and it also promotes skills such as teamwork or communication.  We have looked at some of the benefits or difficulties involved with this previously but recently an extremely interesting example of collaborative gaming has emerged and, although it isn’t in an educational environment, there are a lot of interesting phenomena that have arisen and we can learn a lot from it in terms of the dynamic of a large group working towards a goal.

A screenshot from TwitchPlaysPokémon - courtesy of http://imgur.com/V9D2Tfi

TwitchPlaysPokémon, whose creator has expressed his desire to stay anonymous, is hosted on twitch.tv, a website more usually used for streaming a game live as you play it, but it has one vital difference: the controls are not entered by one player; they are entered in a chat box to the side of the live video stream of the game.  This means that multiple people from anywhere in the world are in control of the game at any one time and, since it has entered the consciousness of the general public, there are often ten commands being entered in a second and sometimes many more. The game of Pokémon Red (1996) lends itself well to this format; as a strategy game it can be played in an infinite number of ways and it rarely punishes missteps seriously, ensuring a level of unpredictability in progress while also guarding against heavy, demoralising setbacks which would potentially scare off people interested in contributing.  Despite this, it was still expected that some challenges in the game would prove too much for the community at large and it was certainly not expected that they would ever actually finish the game.  However, the combined efforts of the globe’s nostalgia-fuelled gamers have overcome all of the game’s gym battles (the major challenges in the Pokémon series), leaving only the final section of the game and the final boss battles to go.  During the past two weeks or so, there have been moments at which approximately 150,000 people have watched simultaneously, as well as landmark moments showcasing the power that a shared goal and a fun interface can have over a group of people working together.  Of course, there have also been low points and some sections which require a specific sequence of buttons to be pressed can take hours (or in very rare cases, days) to overcome.

How the Group Tackles Issues

Of course, this is the most extreme example possible of a collaborative game; there is probably never going to be another situation where 150,000 people could press the same button on the same game at the same time and it is even more unlikely in an educational environment.  As such, there are some quite major issues with gameplay, but the ways in which the community has reacted to them is enlightening and encouraging.

The first and most obvious of these is that with so many people inputting commands, any section that needs extended precision is almost impossible (such as the dreaded Ledges, which earned their capital ‘L’s).  One of these, a room involving floor tiles that can send you back to the entrance of the room had taken up to 26 hours without any progress.  This motivated the creator to introduce a ‘democracy’ mode, which takes the most popular command over twenty seconds and enacts it, creating precision but it is excruciatingly slow.  This has sparked a backlash from some sections of the community, who believe that democracy mode defeats the point and the game should be completed entirely in the original ‘anarchy’ mode.  The majority of gamers are not particularly concerned about the purity of the experience and so it creates a fascinating phenomenon.  After an obstacle has been impeding their progress for a large period of time, usually several hours, the votes will flood in for democracy mode and they will complete their task before immediately sliding back into anarchy mode so that they can continue the game ‘properly’.

Another problem with the format is that due to the scale, there is a thirty-second lag, rendering many commands obsolete at best and a hindrance at worst by the time there are actually registered.  Again, the hivemind arguably exceeds expectations in dealing with this, often only overshooting targets once or twice before arriving at the destination.  Sometimes, when preparing for big events, the community organises itself via the forums and chat facilities and is capable of entirely pre-empting the lag.  This shows an impressive level of communication, given that hundreds, potentially thousands, of people are entering commands for something they won’t see for another thirty seconds.

Both of these demonstrate an innate desire to progress and to achieve.  The gut reactions of most contributors is to do what is best for the communal goal and it is heartening to see people automatically working together without instruction, although since this is accessible to anyone on the Internet, there are of course a small number of trolls whose sole purpose is to disrupt the game, an extremely easy task when a single disruptive command can halt progress.  However, even more impressive heights have been reached.  Pokémon is a strategy game and as more progress has been made, some members of the community have considered and developed their strategies to deal with both the actual game and the control system.  They show independent research (e.g. finding and distributing this map), critical thinking and even presentation skills as they develop methods to beat certain parts of the game (taking into account the unusual challenges presented by the format), before presenting their findings to the community at large via chats and forums, often in the form of an annotated document or map.  The input format is effectively a vote: if enough people approve of the suggestion they will attempt to enact it and will eventually overpower the others.  There have been suggested strategies which have been considered, rebutted and then ignored and there have been strategies which on the face of it seem counter-intuitive but have been enacted, showing that the majority of the community has a high level of communication.  Astonishingly, there has even been what must be a rare example of organised trolling, when a group of trolls worked together in an ultimately unsuccessful attempt to render the game unwinnable at one of very few points where this is possible.

Community

When watching the stream and following the chat, it is possible to get a sense of a cross-section of the players’ mentalities and the way they play.  There are a few clear types of regular players, some of which mirror player types we have discussed before on the topic of MMO games.  Using this article as a guide, we can clearly identify Socialisers and Philanthropists.  There are many people who are playing for social reasons, and in fact the meme culture which has rapidly sprung up around this game is impressively diverse and being added to with playful faux-religious fervour.  It is arguably the star of the show and almost certainly the main reason people have not lost interest is due to the narratives and binding references being constructed as they go along.

In fact, it is extremely difficult to identify anyone playing solely for achievement’s sake, like the Player type in the cited article.  There are some players whose main goal is progression but they still have in mind the social aspect and also the chaos with which this game began, as shown by the immediate regression to anarchy once democracy has served its purpose.  I would add a couple of new types: Purists, who are devotees to the anarchy system and believe that it should be adhered to at the cost of progress; and of course, Trolls, whose main goal is the disruption of the game.  It seems as though all players have purity in mind but as frustration over a specific obstacle grows, we often see them drift towards democracy to facilitate progression.  Purists are the players who staunchly vote anarchy even at this point and could be considered similar to the Free Spirit as they put their personal journey ahead of the collective desire.  However, they are not necessarily hugely creative either so I consider them different.

Fan-made art inspired by the game - courtesy of http://imgur.com/F5NA7RK

Lessons for Educational Games


While this specific format has major problems blocking it from use in education, it could be used with tweaks and editing.  Without being actually used, it still has lessons to be learned with regard to group dynamics.  We can see that when left to their own devices with a goal to achieve, a group of people will work towards a common goal, strategise to overcome more difficult obstacles, and implement rudimentary democracy to make contested decisions.  Ultimately, it may not even be necessary for a game to have any educational content; children (and some adults) could learn those valuable lessons from this exact game.  On top of this, the fictional world and characters facilitate the creation of the culture and memes that surround the game, which glues the community together and promotes discussion and sharing ideas.  Oftentimes, games where learning is spontaneous can be more powerful than when learning is explicit and can feel forced.  For a game to be used educationally, it doesn’t have to be designed with education in mind.  Any game can be an educational game, it just depends what you want to teach.


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Tuesday 25 February 2014

Education Revolution: 5 Pieces of Inspiration

Anarchy!  I hope it is evident from our previous articles that we think the current education system is outdated and flawed.  It has its merits, but it is also has huge problems and is leaving many children ill-equipped and disenfranchised.  I have selected five pieces of inspiration, four videos and an article, towards an education revolution.  This is something I am passionate about, but they speak for themselves, so I'll just dive straight in and then let you mull them over.









And finally, an article from Cracked.com: '4 Ways Your Education Was a Conspiracy to Make You Bored' - be warned, this one contains swearing and sexual references.

-UPDATE-

I came across another fantastic, inspiring video.  Please give this one a watch too.  Also, you might be interested in another school which has used pupil directed learning, see our blog post, 'Games Based School'.



For more inspiration, see our previous posts: 'The Future of Learning' and 'Sir Ken Robinson, Education and Gamification'.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Wednesday 19 February 2014

Group Constructor: Practical Games Based Learning Resource

We often talk about the merits of games based learning (e.g. ‘Developing Communication Skills via Games Based Learning’, tips for use (e.g. ‘Getting Started with Games in the Classroom’, case studies of serious games in action (e.g. ‘Proof of the Pudding Part 2’ and so on.  But, if you plan to use games based learning, there are some foundations that need to be in place.  If you want to use collaborative games based learning, then constructing teams is important.  Group Constructor takes the pressure off this task and allows you to focus on delivery.

Group Constructor is a free program from LangCorr that creates efficient groups.  Intended for teachers, Group Constructor reduces the time needed to construct groups for games based learning activities to an absolute minimum.  Most teachers will appreciate the power of getting groups right, especially with a more lively activity such as games based learning.

Group Constructor allows teachers to construct groups based on 12 parameters, including gender, level, competence and behaviour.  Teachers can also set up their own personalised parameters.  They can also decide if they would like to separate certain students or make others work together.  The program then constructs efficient groups based on the parameters activated by the teacher.  It also saves data about classes, so once students have been submitted to class lists, it takes less than a minute to construct efficient groups.  Students can also be involved in setting up class lists etc. which can encourage them to think about their own working habits and behaviour.

For more information, see the demo below:


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Tuesday 11 February 2014

Inspiring Apprentices with Games Based Learning

In January of this year, pixelfountain was asked to hold a games based workshop as an induction for around 40 apprentices of Cheshire West and Chester Council (North West England).  We decided to blog about the day to give you all an insight into what we do.  We also gathered some feedback from the apprentices themselves and Janice Houghton, Employee Development Officer, who asked us to come in last year and again this year.  These are very interesting, in terms of the merits of games based learning and its uses.

“Memorable, entertaining, engaging” – Apprentice.

The workshop was based around our learning simulation, Planit-Sustainability.  The learning game simulates a community that is in a bit of a poor state.  It is the players’ job to turn it around, over several virtual years (rounds).  The game is played collaboratively.  A team is divided into sub-teams which take on different roles in the community, for example, Town Council, College, Community and Voluntary Sector and so on.  The sub-teams need to work together to improve the community and achieve a good score.

“I had never done anything similar before so it was 
interesting to see a new way of learning” – Apprentice.

Because of the size of the group, we split the room into two teams and ran two simulations simultaneously.  Each sub-team was made up of about two or three people.  These teams are given a budget and a report, which changes as a result of their purchase decisions.  It is a resource management game, so the main decision-making revolves around how to spend the budget.  However, in order to be most efficient and effective, teams must work together for the good of the overall community.

“I enjoy this way of working as it’s engaging and fun.  It’s good for 
team building as you need to work together” – Apprentice.

The workshop was used as part of an induction day for apprentices of the council.  Janice Houghton explained the learning need, “As our Apprentices don’t work as a team they are placed across the authority in different placements, I wanted them to get a real feel for working as a team and experience different personalities etc, also to understand the consequence of their actions.”

“Everyone is more involved and it keeps your concentration up rather than continuously staring 
at a screen” – Apprentice.

The simulation is designed to get people working together, collaboratively and to break down silos.  However, the same simulation was used slightly differently in our workshop with Cheshire West and Chester last year.  Last year, it was used to develop 21st century skills.  The simulation is fantastic at promoting team working, critical thinking, problem-solving, negotiating, prioritising, working with budgets, working to deadlines and so on.  It is also excellent in a council as it simulates the running of a community, however, it works well in businesses, schools etc. too.  But what makes it so attractive is that it is fun and engaging.

“This way of learning way more memorable” – Apprentice.

Janice explained why she chose games based learning as opposed to other forms of induction, “This is a fun way of learning, our apprentices liked the graphics and being able to see immediately how things changed worked well.”

“They [learning simulations] are much more interesting and 
involved than classroom- style learning” – Apprentice.

The day was great fun.  It got everyone engaged, moving, talking and thinking.  When asked about the outcome of the day, Janice responded, “Everyone enjoyed the session and remained engaged, it was a bit confusing at first but when they realised how it worked the team spirit kicked in and they all wanted to win.”  And in terms of the learning need, the feedback obtained from the apprentices suggests that the workshop really worked.  For example, “I learnt the value of communication and teamwork”, “[I learnt] how to work with others and how to solve problems”, “[I learnt about] the way things affect other things” and “[I learnt] how to work in a team to achieve better outcomes”.

“They [learning simulations] are an interactive 
and fun learning tool” – Apprentice.

For more about Planit-Sustainability, click here.

For a demo, click here.

For more about our other learning simulations (which can be used in a similar way), click here.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Tuesday 4 February 2014

5 Questions to Ask When Considering Games Based Learning

Games can be a powerful tool to teach a myriad of things, from curriculum matter to soft, 21st century skills such as problem-solving and collaboration. However, they are not always appropriate. These questions may help you decide whether games are right for you:

  1. Will using a game bring anything to the table? – Don’t use games for the sake of it. If the game adds nothing, or if other methods are superior, don’t use them. However, if the game teaches at the same level, go for it! It will have added value (spice up curriculum and engagement). Be wary of ‘games’ that are just quizzes with graphics and tagged on mini-games. Learning outcomes are paramount.
  2. What problems do I have that I need to address? – Think what problems you need to address rather than where you can use games. This could be curriculum based e.g. “I could do with a way of showing the inner workings of the human body, beyond two-dimensional diagrams”. Or non-curriculum based e.g. “I need to get students to work together to help reduce bullying”.
  3. ...

For the full article, click here.

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Thursday 30 January 2014

Academic Camp to Teach Teens Game Design

This news story has caught my eye this week.  This innovative, 21st century teaching is inspirational and it will be extremely interesting to find out how it goes.  I wish more of this happened in the UK (see my case study on Code Club, to see what there is to offer in the UK).

Teenage students in Idaho will have the opportunity to participate in an online camp in game design/programming from March.  The Idaho Teen Game Lab (ITGL) is intended for people who are interested in a career in digital gaming and computer programming.  It is open to 200 middle and high school students across the state of Idaho.

ITGL is a six week, online camp that teaches digital game design and allows for career exploration in this area.  ITGL is taught using 3D GameLab, which is a quest-based learning platform.  Students level up by playing educational “quests” within Gamemaker Studio, Sploder, Unity, Minecraft and adventure maps at their own pace.  Students will be able to collaborate in virtual worlds to plan and build civilizations, create personalized games and test and provide feedback on fellow-developers games.  ITGL is co-sponsored by Idaho Digital Learning (IDLA) and GoGo Labs.

“At Idaho Digital Learning, we are always searching for innovative ways to improve learning opportunities for Idaho Students.  Idaho Teen Game Lab provides a rich learning experience that promotes creativity, collaboration, communication and critical thinking which are essential skills in todays work environment.  We are really excited about our partnership with GoGo Labs and have enjoyed working with them on this project” said Mike Caldwell, Idaho Digital Learning Director of Program Development.

“Ninety-nine percent of teens play video games.  GoGo Labs is focused on engaging students and inspiring teachers through gamified learning opportunities, and what could be more interesting than designing the games themselves?  We’re excited to be working with IDLA to bring this opportunity to Idaho teens” said Lisa Dawley, GoGo Labs CEO & Founder.

Registration will open on February 5th 2014, in celebration of Digital Learning Day.  ITGL will be great for beginner and intermediate game designers.  For more information, go to http://idahoteengamelab.org/.

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Friday 24 January 2014

Games Based Learning With Zoo Tycoon

The latest chapter of Zoo Tycoon, developed by Frontier Developments and published by Microsoft Studios, has recently become available for Xbox One and Xbox 360. The game puts you in charge of a zoo. You build it up, care for animals, hire and fire staff, keep guests happy, release endangered animals into the wild and more.



It is a fantastic entertainment game, but it also has educational merits. I have split these into three broad categories: Animals, Business and Soft Skills...

To read the full article, visit: http://www.pil-network.com/HotTopics/gamesbasedlearning/GBLwithZooTycoon

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Monday 20 January 2014

Games Based Learning and 21st Century Skills

There are many characterisations of the skills that are most important in the 21st century. However, The University of Melbourne’s Assessment and Teaching of 21st Century Skills (ATC21S) team defines them as:

  • Ways of thinking. Creativity, critical thinking, problem-solving, decision-making and learning
  • Ways of working. Communication and collaboration
  • Tools for working. Information and communications technology (ICT) and information literacy
  • Skills for living in the world. Citizenship, life and career, and personal and social responsibility

Why are they important? There is a problem amongst employers, where entry-level candidates are seriously lacking in some of these skills (for example survey findings, see http://upstart.bizjournals.com/news/wire/2013/11/11/jobseekers-missing-interpersonal-skills.html?page=all). These skills are necessary for competitive, innovative, businesses of the 21st Century to thrive, and for young people to gain employment...




For full article visit: http://www.pil-network.com/HotTopics/gamesbasedlearning/GBLand21stCenturySkills

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Friday 17 January 2014

Why Organisational Gamification was Inevitable and Not a Fad

I believe that there are several factors which made Gamification of organisations inevitable.  It is often
criticised for being a fad.  I think that there are some aspects of it which could be.  For example, the dreaded ‘badges and leader boards’ definition of Gamification is unbelievably limiting and that aspect might be short-lived.  However, there are elements of Gamification which represent the larger economy, general opinion and the direction for organisations into the future.  It is something much deeper than superficial badges (although they have their merits too).  This is what Gamification should be understood as, what should be taken from games and it is happening right now.

First, the power of gaming as a medium is growing.  The ‘games cause violence’ pack is dwindling, just as it did for every new entertainment medium before (television, radio etc.).  Gamers are not geeky, social outcasts; everyone can be a gamer and many are.  Games are going mobile, casual and social.  Games are big business and on the rise.  If you are interested in the stats, get your fill from PWC here.  I am sure you are all aware of the huge success of Grand Theft Auto Five.  The game made $1 billion in the first three days of being sold.  The fastest film to reach the $1 billion mark was The Avengers, in 19 days.  Games are big news and it is inevitable that they would have an influence over other aspects of our lives.

Second, Gamification has evolved from 21st century organisational needs.  In some cases it has slipped in unnoticed, in other cases it as added an extra twist to an existing management trend.  There are ways that Gamification is relevant today, inevitable and not a fad and the points below show why this is the case and what organisations should be taking from games and translating into Gamification:

  • Feedback – games allow constant feedback and Gamification can be used in this way.  This fits with other organisational trends, such as the breaking down of communication barriers across the organisation, at different levels.  It also allows the organisation to exert control and monitor, but in a constructive way that is more carrot than stick.  It also marries up with Generation Y’s need for constant feedback as they move into organisations (see ‘Motivating Generation X and Y with Gamfication’).
  • Competition – games can promote competition, against others but also yourself.  Players are able to see feedback about how they performed and strive to better this performance.  This can be a powerful use of Gamification.  Businesses need to remain competitive.  Especially in a recession and when innovation and market dynamism are so powerful.  Encouraging competition within the workforce, giving employees more autonomy and allowing them to self-monitor can help this process along.  Gamification is therefore, a natural and fun progression of this.
  • Teamwork – A lot of games and Gamification promote and facilitate teamwork.  There has been a huge move to making use of teams in organisations due to their self-management, innovation and so on.  Teams are a part of the ‘Japanisation’ of the Western organisation.  Gamification, therefore, can be seen as an extension of this, a means to promote collaboration and cooperation.
  • Learning and Development – Organisations have come to appreciate the power of their human resources, especially in terms of their capacity for good ideas, creativity and innovation.  They, therefore, want their employees to be lifelong learners and to constantly develop their skills and expertise.  Organisations can no longer promise to offer a ‘job for life’, so they have moved to support employees’ employability.  Games require constant learning and development of skills and Gamification could be the next frontier for this in organisations.
  • Creativity – Games are fantastic for generating creative problem-solving and innovative thinking.  They require it and reward it.  These skills are needed for 21st Century businesses to survive and thrive.  Therefore, Gamification should be used to reflect and encourage this.  See our post, '21st Century Skills and Games Based Learning'.
  • Change and Flexibility – Games often require the player to be adaptable to change.  The current economic climate and dog eat dog nature of capitalism means that the business world is extremely chaotic and dynamic.  Employees and organisations need to be responsive, flexible and welcoming of change.  Gamification could be great at encouraging this outlook and culture amongst organisations.
  • Fun – There is a move to make work more fun.  Organisations are now more aware of the benefits of a ‘carrot’ approach to motivation, as well as the creative benefits of having a fun office.  For example, Google offices have slides, scooters, lava lamps, pianos and so on, all designed to promote creativity, collaboration and innovation (as well as keeping people at work longer and feeling they owe the organisation).  Generation Y also work to fund their lifestyle as this is the most important motivator for them.  So organisations try to bring this ‘lifestyle’ into work.  They are motivated by something more than the money itself.  These things also represent youth and dynamism, which are championed by many organisations.  The Gamification of spaces and processes at work is probably the most apparent usage.

I study management and organisations, so this area as well as GBL and Gamification interest me greatly.  It strikes me that Gamification embodies many of the directions that management is taking in the 21st Century.  The fact that we now have a name for it doesn’t make it a fad.  The term Gamification has more scope than badges and leaderboards and many game-like elements have been translated into management.  Organisations might not see how games can help them yet.  But, with the growing strength and following of games as an entertainment and learning medium, I don’t think it will be too long until they catch on.  This could be just the beginning for Gamification.

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Friday 10 January 2014

Building a 21st Century Education System with Games Based Learning

I am extremely happy to announce that I have been selected to be a Hot Topics Contributor for Microsoft Partners in Learning.  I am now a contributor to their Games Based Learning Hot Topics page and have just uploaded my first post.


The post discusses the current education system and why it is lacking.  I offer suggestions for improvement and explain why improvements are important.  There are many ways that games based learning could be part of a solution to building a 21st education system.

To see the post, click here.

Their word limit is pretty tight, so if you want to read a post of mine on this very blog, which follows a similar theme, visit '21st Century Skills and Games Based Learning'.

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