Showing posts with label serious games. Show all posts
Showing posts with label serious games. Show all posts

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.

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, 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.

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, 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.

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:


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, 29 October 2013

g-Learning: Is this the learning term that we have been looking for?

In a previous blog (A Games Based Learning Manifesto: 10 Thoughts for Discussion), we stated “Use the “G” word sparingly”. Using games in the title is great if we want to sell to the innovators and early adopters, which as developers we probably are doing. But - and it is big but, I won’t lie - is that innovators and early adopters often need to get buy-in from others who don’t quite get it.

At pixelfountain, we have been selling games since 1998 and have needed to avoid the G word. In the early days we used the term Virtual Training. This seemed to fit nicely with what we were doing which were exploratory adventure style games where users interacted with characters and objects in simulated organisations and sites. As it happens, we now use Situated Training for this type of product / pedagogy as it is built on the theory of Situated Learning. By the early noughties, we had started developing resource management games or simulations. Thus, we started using the term Learning Simulations. To date we still use this term for this type of game, but the problem is that it is a subset of all learning games of which there is no overall nomenclature in the way there is for entertainment games (simulations, first person shooters, platform and so on).

In a terrible spoiler, I have already stated my preferred term g-Learning in the blog title - note to self, must create more suspense if I am ever to make it big as a novelist. But, let me appraise the current contenders, before announcing g-Learning as my winner (doh, I’ve done it again).

Games Based Learning: For me, this term conjures up education and includes the G word. We called our blog Games Based Learning as we had originally planned to just talk about education, but we have partially drifted away from that narrow focus.

Serious Games: “Serious Games” has gathered some traction but is somewhat of an oxymoron - games are supposed to be fun. I appreciate it is the outcome that is serious not the game, but that is not clear from the term. Also confused with serious games meaning hardcore commercial games.

Learning Simulations: As previously stated, this is my preferred term for simulations (obviously) but it doesn’t encompass the array of game styles.

Learning Games: Too vague (doesn’t imply digital) and contains the G word. So in the tradition of judging recent UK Eurovision song entries; that will be nil points from me.

Gamification: The term of the moment, but it is too encompassing describing everything from badges, leader boards through to complex simulations.

The case for g-Learning:
  • It only sneakily hints a games - it is the Assassins Creed of learning terms.
  • It sounds like advanced e-Learning, which I guess it is.
  • It fits in with the learning nomenclature: e-Learning (electronic learning), m-Learning (mobile learning).
  • It sounds techie and sounds like a category (see bullet above).
  • It is succinct.

So, I Googled g-Learning to see what I could find: a few people are using it in the same way that I am suggesting; there is a training company in the UK trading with the name (they don’t do games); a blogger is using g-Learning as in Google learning and another is using it to mean Green Learning. So with that little amount of research, I don’t think there is a reason why we shouldn’t annex the term, what do you think?

Saturday, 19 October 2013

The Role of Learning Simulations in Learning & Development Strategies

In September, we (pixelfountain) held a workshop in partnership with Virtual College.  The delegates were professionals from a wide variety of sectors who were invited to discuss the role of serious games/games based learning in learning and development strategies.  For more of an introduction and to see footage from the day (and to appreciate more how our workshops work), watch the video below.



After playing the learning simulation, the delegates discussed using serious games for learning and development.  Various applications were suggested, including:

  • Inductions
  • Management training
  • Partnership working and relationship building
  • Staff engagement days/away days
  • Stakeholder collaboration
  • Team building
  • Assessment centres
  • Training needs analysis
  • Community/resident groups

Barriers to adoption were also discussed.  These were fewer in number, but included:

  • The term ‘game’ and misconceptions about games for training
  • Access to technology
  • IT literacy
  • Cost

One of the main aims of the day was to discuss the delivery method of the games and the positives and negatives of different methods.  For example, workshop-based, facilitator-led, collaborative delivery as opposed to individually played, online delivery.  There was a bias in favour of the games being workshop based, but that is likely to have been because the simulation used on the day was designed for that purpose, which could have skewed opinion.

The delegates had a fantastic day and really loved our newest simulation, Planit-Housing, which was developed in partnership with The University of Northampton.   For more information about Planit-Housing, click here and to learn more about our other products and how our workshops work, click here.

To download the full Virtual College report, 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.

Friday, 30 August 2013

10 Serious Games with Serious Messages

I wrote an article back in 2012 called “11 Educational Games for Social Good”.  Since then, more serious games with serious messages have been made.  This list of ten includes games to teach about financial management, the environment, social issues and so on.  The games are all aimed at different ages but many could easily be used in schools.

  1. Marine Missions - A game designed by the National Geographic Society to teach children about ocean animals and the importance of water.
  2. Budget Hero - This game puts the player in charge of government spending and aims to teach about financial management and decision making.  There is also information specifically for teachers wanting to use the game in class: http://www.teachbudgethero.org/.
  3. HeartSaver: An Experimental News Game - The aim of the game is to “Save as many heart attack victims as possible by getting them to the best emergency room in time”.
  4. Plan it Green Live - A city builder game to teach about being environmentally friendly and making people aware of the latest ‘green’ technologies.
  5. Dafur is Dying - The game “provides a window into the experience of the 2.5 million refugees in the Darfur region of Sudan. Players must keep their refugee camp functioning in the face of possible attack by Janjaweed militias”.
  6. Bite Club - The game aims to teach about saving for retirement, paying down debt and managing consumption as players manage a "day club" for vampires.
  7. Gauging your Distraction - The game shows how external distractions (in this case, texting) affect drivers’ reaction times.
  8. Half the Sky Movement - I play this game as a Facebook app and I love it.  It aims to educate people about women’s issues and oppression around the world.
  9. Quandary - “Players aged 8-14 shape the future of a new society while learning how to recognize ethical issues and deal with challenging situations in their own lives”.
  10. Financial Football - This is a fast-paced game that engages students while teaching them money management skills.  Teams compete by answering financial questions to win their (American) football game.

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

Thursday, 11 August 2011

Imagine Counselling


One of the Directors of pixelfountain (games-ED) has started a new venture called Imagine Counselling. Now this blog post could be a cheeky plug for Mary Dees and Imagine Counselling (which it is) but it also does have some bearing on games based learning.

Mary recently used Sustainaville (a games-ED product) in a workshop session. I blogged previously about this workshop (http://www.games-based-learning.com/2011/06/they-are-ok-are-you.html) so I won't go into too much detail. In brief, though, the workshop was run at ITA National Conference 2011. It examined the Transactional Analysis theory of life positions. It explored conflict and collaboration including existential and behavioural life positions in both 2 and 3 dimensions using the Sustainaville games based learning product as an anchor.

Mary and I believe that games based learning / serious games and Transactional Analysis can be used to deliver organisational change - click the following link if you want to know more about Organisational Transactional Analysis.

Imagine Counselling offers counselling and psychotherapy located in Mellor, Stockport: close to Marple, Marple Bridge, Romiley, New Mills, Glossop & High Peak, Stockport & South Manchester and Tameside.



Friday, 19 November 2010

10 Tips on Getting Buy-in for Games Based Learning


I was recently involved in a Linked-in discussion, debating how "How do you position games for learning within your organization?" I thought I would share my thoughts on my new blog. So here goes...

My ten tips:

  1. What's in a name: We don't simply call them games, we use the term learning simulations or games based learning for our products. This was especially true in the early days (10 years ago), when we were scared to mention the "G" word. In recent years, though, we have started using serious games, but we still prefer learning simulations for the adult learning and games based learning for education.
  2. An obvious point, but, selling gets easy over time as you have examples to show and you can reference sell using previous (happy) clients. Also, the more you sell / deliver, the more you gain confidence, and that shows in you pitch / delivery. Until then it’s a case of fake it till you make it.
  3. Sell and do projects with the public sector. They were more innovative and had more cash. Note: this tip is somewhat useless these days :( But, it is worth noting, as it really can be thought of as, "you can only sell to someone who wants to buy".
  4. Make the games authentic (think situated learning, which could well be my next blog). We simulate partnership working, budgeting and delivering outcomes. We set these in a resource management game.
  5. Leading on from authenticity, use games appropriately. If a game is more than an ice-breaker then it should be fit for purpose. Specifically, we wouldn’t simulate wiring a plug (as it can be simply explained with a video / animation) but do simulate sustainable communities, because it can’t be explained in a linear fashion.
  6. Complexity: If like ours your products are built around a complex algorithm, then the reaction from clients and potential users is more likely to be wow that’s impressive rather than the learning looking trivial.
  7. Have a score. A key element to motivation is having a score. This works in delivery as the team wants to beat the other department / authority / company. And it works in selling as the client wants to benchmark themselves.
  8. Make the games visual: A key element to motivation is having nice graphics - a town that improves and progress represented in visual reports. Again, though, they need to be fit for purpose rather than gimmicky. The visuals also provide a quick hook in a sales demo.
  9. Sales and marketing: Get in front of people or put a demo on a website. Sell the benefits not the features. Get people to come to one of your workshops – seeing is believing. As stated, if possible, hook people in with a score, or find another hook.
  10. Don't give up.

Hope that helps. Would you add anything else?