Engaging Content is a Myth


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Presentation by S. Marcus Hswe from Tandem Learning presented at GameTech 2009.

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  • Engaging Content is a Myth

    1. 1. Engaging Content Is a Myth
    2. 2. Marcus Hswe , Dir. of Client Services, Tandem Learning <ul><li>M.F.A in Screenwriting </li></ul><ul><li>Simulation Writer/Designer </li></ul><ul><li>Adjunct instructor at Philadelphia Community College </li></ul><ul><li>Program Manager for global training initiative that involved 60,000 learners </li></ul><ul><ul><li>Develop and lead projects with Tandem clients to incorporate virtual worlds, social media, and new technologies to address learning needs </li></ul></ul>
    3. 3. What is a Virtual World? <ul><li>Immersive graphical environment </li></ul><ul><li>Communication and interaction among multiple users </li></ul><ul><li>Users have avatars </li></ul><ul><li>Users can act on the world </li></ul>
    4. 4. What is Not a Virtual World? <ul><li>Simulation </li></ul><ul><li>Web conferencing application </li></ul><ul><li>Social network </li></ul>
    5. 5. Content <ul><li>Content is what users need to learn </li></ul><ul><li>Content in and of itself is NOT inherently engaging </li></ul><ul><li>Bells and whistles do NOT create content </li></ul><ul><li>Delivering content using bells and whistles is NOT enough </li></ul>
    6. 6. Information is Not Instruction
    7. 7. Seductive Augmentation is Not Attractive
    8. 8. Context is Key <ul><li>Context is the set of facts or circumstances that surround a situation or event </li></ul><ul><li>Context provides relevance for learners </li></ul><ul><li>Context is the foundation for narrative </li></ul><ul><li>Context informs the design for the solution </li></ul><ul><li>Context drives motivation </li></ul><ul><li>Motivation drives engagement </li></ul>
    9. 9. Content in a Virtual World <ul><li>Content determines the learning objectives and performance measures </li></ul><ul><li>Scenarios in the virtual world pull from the content to mirror reality </li></ul><ul><li>Users seek content through repeated game play </li></ul><ul><li>Users develop content where appropriate </li></ul>
    10. 10. Make it Relevant
    11. 11. Learning and Technology <ul><li>Focus on only technology leads to list of requirements </li></ul><ul><li>Focus on only learning leads to a list of objectives </li></ul><ul><li>Focus on both technology and learning leads to a solution that centers on experiential learning </li></ul>
    12. 12. Create Engaging Content in a Virtual World <ul><li>Use technology that fits the requirements and develops the best environment for learning </li></ul><ul><li>Develop an infrastructure that pulls from ongoing curriculum </li></ul><ul><li>Use content that is relevant and updatable </li></ul><ul><li>Develop the content with appropriate context </li></ul><ul><li>Create a narrative guided by learning objectives </li></ul><ul><li>Determine metrics that reliably track the overall effectiveness of a virtual world </li></ul>
    13. 13. Contact Me <ul><li>S. Marcus Hswe </li></ul><ul><li>Director of Client Services </li></ul><ul><li>http://twitter.com/Spydeesense </li></ul><ul><li>[email_address] </li></ul>