Showing posts with label instructional design. Show all posts
Showing posts with label instructional design. Show all posts

Sunday, 6 October 2013

10 Resources on Creating your Own Learning Game

Image Courtesy of Ian Dick on Flickr.
I hope you all enjoyed our previous post (our very own infographic: “Quick Guide to Developing a Learning Simulation”).  I thought I’d follow up this week by sharing with you a list of resources to help you further in designing and developing your own learning game.  The resources cover cognitive flow, feedback loops, making games engaging, common usability testing mistakes and so on.  The list is obviously not exhaustive and some of the more academic papers may warrant something closer to ‘skim reading’, but these are just some of the best and most useful articles, papers etc. that I have found.  The first one is particularly interesting and definitely worth a read.

  1. Cognitive Flow: The Psychology of Great Game Design 
  2. Improving The Way We Design Games for Learning by Examining How Popular Video Games Teach 
  3. Learning Game Design Series, Part 1: Play and Evaluate Games 
  4. Creating Flow, Motivation, & Fun in Learning Games 
  5. Designing Learning Games That Don’t Suck 
  6. Designing Mobile Games For Engagement and Learning 
  7. Games For Learning 
  8. ‘Narrative’ in Serious or Learning Game Design Research 
  9. Feedback Loops in Games and Learning 
  10. Five Common Mistakes in Game Usability Testing and How to Avoid Them 

And for good measure, you might want to have a read of our post “Three ‘Games Based Learning’ Development Tools Explored”, if you are thinking about developing your own learning game.

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

Wednesday, 17 July 2013

How and Why Learning Simulations Work


pixelfountain design and develop learning simulations, so we thought we’d share some pixelfountain expertise, which is equally applicable to adults as children, rather than our usual games-ED and education focused bloggery.  Not every subject lends itself to a simulation approach and not every learning need or outcome requires such a comprehensive method.  However, learning simulations can be extremely powerful learning tools and this blog article should help explain what learning simulations are and why they are used.

What are Learning Simulations?

First, they are different to games and models, although there is some overlap:



Games
Learning Simulations
Models
Atmosphere:

Fun
Serious yet fun
Serious
Purpose:
Entertainment
Learning / Knowledge
Information / Knowledge
Accuracy:
Fantasy / Randomness
Real enough
As accurate as can be
Usage:
Open-ended / Flexible
Flexible
Specific
Audience:

Gamers
Learners
Technicians
Usability / User Interface:
Hard in more detailed games
Easy to use
Can be hard
Engagement

Obsessional
Engaging
Boring

Research into Learning Simulations

A 2010 meta-analysis study conducted by researchers from University of Colorado Denver Business School reported that workers trained on simulation games versus formal classroom or web based tutorials, do their jobs better with greater skill and higher retention of relevant information. Workers not only had higher attainment of declarative knowledge and procedural knowledge at 11% and 14%, but more importantly they developed self-efficacy at a significantly higher rate - 20%. This is one’s belief in their own ability and competence to perform effectively in challenging situations with the intrinsic motivation to attain the desired goal or outcome.

Where Can Learning Simulations be Used?

Learning simulations also have various features that match to learning outcomes, but the subject area has to be appropriate:
  

Subject Area
Learning Need / Outcome
Big picture:
·         The subject can be thought of in terms of PESTLE (Political, Economic, Social, Technological, Legal & Environmental).
·         Individuals act according to drivers.
Strategic thinking:
·         Allowing learners to understand how differing PESTLE drivers can impact on direction and requirements.
·         Allowing learners to see issues from other people’s perspective.
·         Providing learners with the skills to make more strategic decisions or understand that decisions have a strategic dimension.
Complexity - components of the system (organisation / community / environment) need to be understood in terms of their relationship to other components.
Systems thinking:
·         Allowing learners to understand and deal with complexity.
·         Allowing learners to think of the machine rather than the cogs within it.
·         Providing learners with a mental map of the system enabling them to make better networks and improve decision making.
Cause and Effect - Decisions can have impacts throughout the system. If this then that and that and that, which makes …
·         Decision making - allowing learners to think about the impact of decisions. 
·         Joined-up thinking - allowing learners to think about multiple variables rather than linear thinking - typical of traditional training.
·         Providing an implementation mind set: this is how things work, this is how I can get things done.
Authenticity (situational understanding):
·         The subject is best understood in context.
·         The conduct of individuals is best understood in context.

Situational / Behavioural Understanding:
·         Allowing learners to test hypotheses and make mistakes.
·         Allowing learners to experience pressure and develop techniques to deal with it.
·         Allowing learners to understand that their decisions and behaviours impact on others and the system. Practice makes perfect.
·         Providing learners with a robust set of skills and behaviours (collaborative mind set).
·         Providing trainers with an integrated approach (testing skills and behaviours).

What Makes Learning Simulations so Powerful?

Sitting behind a simulation is an algorithm. This is a set of equations that “model” a situation. These equations are impacted by variables that change due to decisions made by the learners. What happens in a simulation is dependent on the actions of learners and is not buffeted by the vagaries of the coin toss or a Chance Card. That is not to say that randomness has no place whatsoever in a simulation. For example, when calculating the temperature at a given moment in a climate change simulation might require a degree of randomness (say 20%), which makes the simulation feel more real; i.e. the weather is not totally predictable.

Real Enough

Whilst the simulation “models” a situation, it is not a model in the strictest sense. A learning simulation needs to be real enough to allow learners to quickly explore a situation without getting too bogged down in detail.

Ensuring the Algorithm is Real Enough:
[Italics show input form client and subject matter experts (SME)].
• Analysis & Initial Design:
   o   Scoping with client.
   o   Interviews with subject matter experts.
   o   Initial design created and is signed off.
• Detailed Design:
   o   Look and feel + user interface.
   o   Algorithm developed with input from SME.
   o   Incidents developed.
   o     Detailed design created and is signed off.
• Build:
   o    Media and interface.
   o    Incorporate algorithm.
• Testing & Tuning.
• Piloting:
   o    User group plays the simulation and provides feedback.
   o    The simulation is then tweaked.
• Train the Trainer and roll out of the programme.

We will discuss more about how to develop a learning simulation in a couple of weeks with our very own infographic.

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

Monday, 31 October 2011

Instructional design, e-Learning and games in Adobe Captivate


A lot of the e-Learning and games I have designed have been developed in Adobe Flash. But,  it is worth noting that authoring tools such as Adobe Captivate can offer rapid development opportunities. And with a little bit of scripting sat under the bonnet, the results can be impressive and not simply PowerPoint with questions.

The following examples were generated by myself. They were designed and coded over the course of 8 days and were an exercise in self-training in Captivate and a vehicle to test the limitations of the authoring tool.

Systems Training
System training is Captivate’s stock in trade and it comes as no surprise that developing systems training is an efficient process in Captivate. The example presented here simulates modifying a widget in a browser. The Show e-Learning Topic shows the trainee what they need to do and Test Topic is an interactive step through.

Systems training has obvious applications in adult training, but can also be used in ICT classes in schools.


Photo Stories
This photo story shows how good instructional design can even elevate a simple multiple choice question. Based on three panel photo strips, the design and development makes use of Captivate's scripting and timeline functionality to display appropriate feedback and modify the next part of the story.

Photo stories are narrative based learning and are an excellent way to present dilemmas. In adult training, they can be used to train procedures and in education they provide a powerful way to teach subjects like PHSE.

SITUATED-training (Game)
This example is an attempt to push Captivate to its limits. The SITUATED-training course puts the trainee in a virtual setting where they need to visit various locations, talk to characters and interact with objects. The instructional design embeds a system simulation inside a dynamic story line. At the end of the training, the trainee is presented with a dynamic end report that shows what they did and didn’t do.

SITUATED-training is built around a cause and effect engine and provides a vehicle to deliver problem solving training. The approach is useful to train skills such as project management and auditing. In education, think history, geography and science.

Opportunity
If you want to know more or want help with instructional design and / or development of e-Learning / games in Flash or Captivate then contact me on my (Paul Ladley) Linked-in profile.