Webinar - Elearning: Where do serious games make most sense?


Published on

  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Re- Introduce Ross
  • Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  • He lobbied for the right for all children to have a public education-this led to Massachusetts becoming the first state in 1852 to have compulsory education for youthHe once went to Europe to inspect school systems there and on his return he adopted a Prussian-based educational system in MassachusettsHe argued and supported schools that would be taxed and would be sectarian free
  • Games at work changed, if not completely eliminated.People labeled games as “not efficient”40-hour work-week,
  • John Dewey - He saw schools not only as a place to gain content knowledge, but also as a place to learn how to live. The purpose of education was not so much the acquisition of a predetermined set of skills, but rather the realization of the student's full potential and the ability to use those skills for the greater good. Dewey noted that, "to prepare him for the future life means to give him command of himself; it means so to train him that he will have the full and ready use of all his capacities."
  • Institute for the Future
  • http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats
  • http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats/e#popularappsUS
  • Growing up digital - Don Tapscott
  • All these shifts…Is it time for games to come back to work?
  • Ask Ross what exactly are these ladies up to?
  • Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  • Education – is a VERY good place to do games. Many serious games exist here from childrens learning games through military or civilian simulators, etc.But we are most excited about the OCB/Core Work Skll space – where you can get as many players as possible, and they do something outside their normal job.
  • All these shifts…Is it time for games to come back to work?
  • All these shifts…Is it time for games to come back to work?
  • “elevation of privilege” and “hackers, inc.”tool for learning secure development techniquesemulate a white-hat security analysis companyimagine and identify possible security threatsAdam Shostack
  • Re- Introduce Ross
  • Webinar - Elearning: Where do serious games make most sense?

    1. 1. Speakers Director of Test, Skype Division @ Microsoft Sr. Business Development Manager, Harbinger Knowledge Products
    2. 2. SELECT • Diverse set of 180+ customizable interaction models • Wide range of eLearning interactions including games, simulations, brainteasers, interactive diagrams, virtual worlds and many more • You can check and see a preview before choosing particular interaction model CUSTOMIZE • Customization is a simple form-filling exercise • NO programming | NO scripting | NO special design skills required • Completely customizable interaction models with YOUR images, audio, video, look- and-feel, etc. • It's FAST, EASY and COMPLETE! What is Raptivity?
    3. 3. SAVE & USE • Output interactions in Flash and HTML5 format • It's Tin Can, SCORM / AICC trackable • Your learners don't need to have Raptivity to view your eLearning course You can add Raptivity interactions to: • PowerPoint slides • Existing eLearning courses (compatible with authoring tools, LMS, LCMS etc.) • Websites and Intranet What is Raptivity?
    4. 4. Game based learning “You can learn more about a man in an hour of play than in an year of conversation” - Plato
    5. 5. Raptivity games  Contains 40+ games based interaction models across 4 packs that lets you keep your learners engaged from start to finish  Rooted in activity based learning metaphors, allowing eLearning developers to accomplish learning outcomes in innovative ways. Strategy Games Television Game Shows Fun Learning Games Mini Games Crosswords Letter Games Audio Visual Crossword Million Dollar Quiz Selection Strategy Connect the Words Spin the Wheel
    6. 6. Poll • Have you played any game last week? (any kind) • Have you played games in an educational setting? • Have you played games at your work place?
    7. 7. Poll • How many serious games have you played so far? – i.e. games for change, health, etc. Please enter your answers in the Chat window
    8. 8. Director of Test, Skype Division @ Microsoft
    9. 9. Looking back to go forward play fun
    10. 10. Games have history
    11. 11. + hunting and fishing + festivals + athletic competition children learn through play Ancient civilization
    12. 12. Horace Mann Influence on education
    13. 13. Industrial revolution Influence on work
    14. 14. GI Bill and Great Society
    15. 15. Knowledge worker
    16. 16. Creative class THE RISE OF THE…
    17. 17. Our world is changing new workforce, multi-gen, multi-cultural MOOCs and new learning capacity mobility organizational trust games and play How to build a culture of creativity and innovation
    18. 18. 1963 – March on Washington IMAGINE
    19. 19. 7 billion humans 1804 – 1 billion 1927 – 2 billion 1960 – 3 billion 2023 – 8 billion 2041 – 9 billion 2081 – 10 billion
    20. 20. In a global village of 100 61 would be Asian (20 Chinese, 17 Indian), 11 would be from Europe… and 70 would be gamers… Global Shift: Diverse and Distributed Workforces
    21. 21. By 2022, everyone under 25 is a Digital Native
    22. 22. More young children know how to play a computer game (58%) … than swim (20%) or ride a bike (52%) 91% of kids age 2-17 are gamers
    23. 23. 69% of kids age 2-5 can use a mouse, but only 11% can tie their shoelaces
    24. 24. 64% of parents believe games are a positive part of their kid’s lives
    25. 25. 47% work beyond regular business hours 32% do personal activities at work Global Shift: Blurred Work and Life
    26. 26. 68.7 million US social gamers in 2011
    27. 27. ~9.6 TRILLION SMS sent in 2012 18 - 24 year olds send and receive 110 texts a day on average
    28. 28. 76 billion mobile app downloads
    29. 29. 21st century learners want … • Freedom • Customization • Scrutiny • Integrity • Collaboration • Entertainment • Speed • Innovation
    30. 30. Productivity game examples
    31. 31. ISHI
    32. 32. Raptivity example View Sample: http://www.raptivity.com/sample-courses/nanotechnology/Content/8.htm
    33. 33. Lync test games • Build a Story • Landmarks • Road Signs • Mobile Fest
    34. 34. Why games
    35. 35. Games establish structure
    36. 36. Games facilitate interactions
    37. 37. Games transcend global culture
    38. 38. Games establish the social norm
    39. 39. Games support risk and vulnerabilities
    40. 40. Raptivity example View Sample: http://www.raptivity.com/sample-courses/Catch%20them%20fast.swf
    41. 41. Games offer recognition
    42. 42. Games enable reciprocity
    43. 43. Where games work best Skills- Behaviors Matrix Core Work Skills Unique Work Skills Expanding Work Skills In-Role Behaviors Organizational Citizenship Behaviors Respect Social Norms
    44. 44. People want what gamers have • fairness • transparency • feedback • trust • communication • engagement • productivity • education
    45. 45. Getting started Some things we’ve learned from games @ work
    46. 46. What How  There will be skeptics  Not everyone plays games, how do I motivate everyone to play?  There will be more skeptics  How can I prove my success? How do I know the game approach worked?  How do I find cheaters, broken rules and unfair challenges?  How do I fix a broken rule?  Data data data  Use game mechanics to target, player vs player, self, envigonment  Rigorous A/B testing  Begin with an end in mind, start with a clear objective and measure everything  Make sure every game has a human “game master”  Keep game duration short
    47. 47. Measurement • be clear about an objective • know that you have data to support or refute your hypothesis • it is impossible to collect too much data • there will be more skeptics • objective is better than subjective, subjective is better than none • game mechanics motivate – it’s up to you to know how much is too much and when games become disruptive vs. productive Everything that can be counted does not necessarily count; everything that counts cannot necessarily be counted. - Einstein
    48. 48. Other game examples
    49. 49. Languagequalitygame
    50. 50. Results Significant Quality Improvements for Windows 7 Positive Impact on Ship Schedule Team Morale and Subsidiary Engagement Total Screens Reviewed: Over 500,000 Total Number of Reviewers: Over 4,500 Screens per Reviewer: Average 119
    51. 51. Significant Quality Improvements for product Positive Impact on Ship Schedule Team Morale and Dogfood User Engagement Players Over 1,000 Feedback increase > 16x Feedback received: 10,000+ Players vs. non-players 67% of players participate vs. 3% of non Results
    52. 52. Security games “Why a game? Entertainment provides an engaging medium with which to raise awareness of the diversity of technologies impacted by security breaches and the creativity of techniques employed by attackers.” (Introduction to Hackers, Inc.)
    53. 53. 42Projects • Collaborative Play • Trust • Management Innovation www.42projects.org
    54. 54. Thank you rosss@microsoft.com rosss42
    55. 55. Sr. Business Development Manager, Harbinger Knowledge Products
    56. 56. Key takeaways • Importance of immediate feedback • Survivor games help in learning via your actions/taking risks • Use of games for rewards and recognition • Games influencing the desire to do better (either for yourself or others) • Serious game can help in setting clear objectives in order to motivate • Driving change through games and collaborations / recognition for the group / healthy competition
    57. 57. Announcements
    58. 58. Find in Image Just Launched! Next EVOLVE interaction for Raptivity premium customers Visit http://www.raptivity.com/elearning-product/raptivity-evolve/find-in-image for more details
    59. 59. http://www.raptivity.com/store/annual-licensing Back-to-school offers
    60. 60. Raptivity http://www.linkedin.com/groups?gid=1903564 eLearning Interactivity Hub http://www.linkedin.com/groups/eLearning-Interactivity-Hub-5050923 https://www.facebook.com/pages/Raptivity/24063017744 http://www.twitter.com/raptivity http://www.pinterest.com/raptivity Connect with Raptivity
    61. 61. For any queries: info@raptivity.com www.raptivity.com Thank You